Rotate optics and doors from NodeCore with ease.
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local ipairs, unpack
= ipairs, unpack
local math_min, math_max, math_floor, math_rad
= math.min, math.max, math.floor, math.rad
local minetest, vector
= minetest, vector
-- Axis lookup table based on how Minetest's `facedir` operates.
local AXIS_LOOKUP = {
vector.new( 0, 1, 0), -- +Y
vector.new( 0, 0, 1), -- +Z
vector.new( 0, 0, -1), -- -Z
vector.new( 1, 0, 0), -- +X
vector.new(-1, 0, 0), -- -X
vector.new( 0, -1, 0), -- -Y
}
-- Lookup table to find out how to rotate for each `facedir` axis.
local AXIS_ROTATION = {
nil, -- No rotation.
{ vector.new(1, 0, 0), 90 },
{ vector.new(1, 0, 0), -90 },
{ vector.new(0, 0, 1), -90 },
{ vector.new(0, 0, 1), 90 },
{ vector.new(0, 0, 1), 180 },
}
-- Takes an axis vector and returns its index in the `AXIS_LOOKUP` table.
-- Returns `nil` for any vector that is not a valid axis vector.
local function axis_vector_to_index(vec)
if vec.y == 1 then if vec.x == 0 and vec.z == 0 then return 1 end
elseif vec.z == 1 then if vec.x == 0 and vec.y == 0 then return 2 end
elseif vec.z == -1 then if vec.x == 0 and vec.y == 0 then return 3 end
elseif vec.x == 1 then if vec.y == 0 and vec.z == 0 then return 4 end
elseif vec.x == -1 then if vec.y == 0 and vec.z == 0 then return 5 end
elseif vec.y == -1 then if vec.x == 0 and vec.z == 0 then return 6 end
else return nil end
end
local FACEDIR_LOOKUP = {}
for up_index, up in ipairs(AXIS_LOOKUP) do
FACEDIR_LOOKUP[up_index] = {}
for rot = 0, 3 do
local facedir = (up_index - 1) * 4 + rot
local back = minetest.facedir_to_dir(facedir)
local back_index = axis_vector_to_index(back)
FACEDIR_LOOKUP[up_index][back_index] = facedir
end
end
-- Returns the `up` and `back` vectors that make up the specified `facedir`.
local function vectors_from_facedir(facedir)
local up = AXIS_LOOKUP[1 + math_floor(facedir / 4)]
local back = minetest.facedir_to_dir(facedir)
return up, back
end
-- Returns a `facedir` constructed from the specified `up` and `back` vectors.
local function facedir_from_vectors(up, back)
local up_index = axis_vector_to_index(up)
local back_index = axis_vector_to_index(back)
return FACEDIR_LOOKUP[up_index][back_index]
end
local rotate = {}
-- Rotates (or "spins") the specified `node` to face `facedir`,
-- emulating the behavior of NodeCore's spin functionality.
function rotate.rotate_node(pos, node, facedir)
local def = minetest.registered_nodes[node.name]
if (not def) or def.paramtype2 ~= "facedir" then error("Node's paramtype2 must be 'facedir'") end
minetest.swap_node(pos, nodecore.underride({ param2 = facedir }, node))
nodecore.node_sound(pos, "place")
if def.on_spin then def.on_spin(pos, node) end
end
-- Returns the specified `facedir` rotated around `vec` by `degrees` counter-clickwise.
function rotate.rotate_facedir(facedir, vec, degrees)
-- NOTE: Removed the axis requirement so we can use this to rotate around corners.
-- However, since we `round` the result vectors this might ignore errors.
-- if degrees % 90 ~= 0 then error("degrees must be divisible by 90") end
-- if axis_vector_to_index(vec) == nil then error("axis is not an axis vector") end
local up, back = vectors_from_facedir(facedir)
up = up :rotate_around_axis(vec, math_rad(degrees)):round()
back = back:rotate_around_axis(vec, math_rad(degrees)):round()
return facedir_from_vectors(up, back)
end
-- Rotates the specified default orientation `{ min, max }` box to
-- one matching Minetest's rotation algorithm pointing to `facedir`.
function rotate.rotate_box_by_facedir(box, facedir)
if facedir == 0 then return end
local axis_index = math_floor(facedir / 4)
if axis_index ~= 0 then
local axis, degrees = unpack(AXIS_ROTATION[1 + axis_index])
box.min = box.min:rotate_around_axis(axis, math_rad(degrees))
box.max = box.max:rotate_around_axis(axis, math_rad(degrees))
end
local axis_rot = facedir % 4
if axis_rot ~= 0 then
local axis = AXIS_LOOKUP[1 + axis_index]
local degrees = axis_rot * 90
box.min = box.min:rotate_around_axis(axis, math_rad(degrees))
box.max = box.max:rotate_around_axis(axis, math_rad(degrees))
end
-- Recalculate the proper minimum and maximum bounds, since we just rotated these vectors.
box.min.x, box.max.x = math_min(box.min.x, box.max.x), math_max(box.min.x, box.max.x)
box.min.y, box.max.y = math_min(box.min.y, box.max.y), math_max(box.min.y, box.max.y)
box.min.z, box.max.z = math_min(box.min.z, box.max.z), math_max(box.min.z, box.max.z)
end
return rotate