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