local math_abs, math_sign = math.abs, math.sign local minetest, vector, include = minetest, vector, include local rotate = include("rotate") local utility = {} -- Default selection boxes for a node that doesn't have one them explicitly. local DEFAULT_SELECTION_BOX = { min = vector.new(-0.5, -0.5, -0.5), max = vector.new( 0.5, 0.5, 0.5) } -- Gets the active `selection_box` for the specified `node` which -- has a `paramtype2` of `facedir`, based on its `param2` value. local function get_node_active_selection_box(node) local def = minetest.registered_nodes[node.name] local box = def.selection_box and def.selection_box.fixed -- No need to rotate the default selection box. if not box then return DEFAULT_SELECTION_BOX end -- If node definition specifies multiple selection boxes, just pick the first (for now). if type(box[1]) == "table" then box = box[1] end -- Transform the `{ x1, y1, z1, x2, y2, z2 }` box to a `{ min, max }` one. box = { min = vector.new(box[1], box[2], box[3]), max = vector.new(box[4], box[5], box[6]) } -- Rotate the box to face `facedir`. rotate.rotate_box_by_facedir(box, node.param2) return box end -- Finds the closest edge of the node the player is looking at as -- a vector pointing away from the center, and the distance to it. local function find_closest_edge(node, pointed_thing) -- For this math to work, we assume that selection box is centered. local max = get_node_active_selection_box(node).max -- Point relative to the collision box we're pointing at. local point = pointed_thing.intersection_point - pointed_thing.under -- Find the edge we're closest to. local vec = vector.zero() if math_abs(point.y / point.x) > max.x / max.y then vec.y = math_sign(point.y) if math_abs(point.z / point.x) > max.x / max.z then vec.z = math_sign(point.z) else vec.x = math_sign(point.x) end else vec.x = math_sign(point.x) if math_abs(point.z / point.y) > max.y / max.z then vec.z = math_sign(point.z) else vec.y = math_sign(point.y) end end local d = 1 local v = max - point:multiply(vec):apply(math_abs) local EPSILON = tonumber("1.19e-07") if math_abs(v.x) > EPSILON and v.x < d then d = v.x end if math_abs(v.y) > EPSILON and v.y < d then d = v.y end if math_abs(v.z) > EPSILON and v.z < d then d = v.z end return vec, d end utility.find_closest_edge = find_closest_edge return utility