-- Minetest: builtin/item_s.lua -- The distinction of what goes here is a bit tricky, basically it's everything -- that does not (directly or indirectly) need access to ServerEnvironment, -- Server or writable access to IGameDef on the engine side. -- (The '_s' stands for standalone.) -- -- Item definition helpers -- function core.inventorycube(img1, img2, img3) img2 = img2 or img1 img3 = img3 or img1 return "[inventorycube" .. "{" .. img1:gsub("%^", "&") .. "{" .. img2:gsub("%^", "&") .. "{" .. img3:gsub("%^", "&") end function core.dir_to_facedir(dir, is6d) --account for y if requested if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then --from above if dir.y < 0 then if math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 19 else return 13 end else if dir.z < 0 then return 10 else return 4 end end --from below else if math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 15 else return 17 end else if dir.z < 0 then return 6 else return 8 end end end --otherwise, place horizontally elseif math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 3 else return 1 end else if dir.z < 0 then return 2 else return 0 end end end -- Table of possible dirs local facedir_to_dir = { vector.new( 0, 0, 1), vector.new( 1, 0, 0), vector.new( 0, 0, -1), vector.new(-1, 0, 0), vector.new( 0, -1, 0), vector.new( 0, 1, 0), } -- Mapping from facedir value to index in facedir_to_dir. local facedir_to_dir_map = { [0]=1, 2, 3, 4, 5, 2, 6, 4, 6, 2, 5, 4, 1, 5, 3, 6, 1, 6, 3, 5, 1, 4, 3, 2, } function core.facedir_to_dir(facedir) return facedir_to_dir[facedir_to_dir_map[facedir % 32]] end function core.dir_to_fourdir(dir) if math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 3 else return 1 end else if dir.z < 0 then return 2 else return 0 end end end function core.fourdir_to_dir(fourdir) return facedir_to_dir[facedir_to_dir_map[fourdir % 4]] end function core.dir_to_wallmounted(dir) if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then if dir.y < 0 then return 1 else return 0 end elseif math.abs(dir.x) > math.abs(dir.z) then if dir.x < 0 then return 3 else return 2 end else if dir.z < 0 then return 5 else return 4 end end end -- table of dirs in wallmounted order local wallmounted_to_dir = { [0] = vector.new( 0, 1, 0), vector.new( 0, -1, 0), vector.new( 1, 0, 0), vector.new(-1, 0, 0), vector.new( 0, 0, 1), vector.new( 0, 0, -1), } function core.wallmounted_to_dir(wallmounted) return wallmounted_to_dir[wallmounted % 8] end function core.dir_to_yaw(dir) return -math.atan2(dir.x, dir.z) end function core.yaw_to_dir(yaw) return vector.new(-math.sin(yaw), 0, math.cos(yaw)) end function core.is_colored_paramtype(ptype) return (ptype == "color") or (ptype == "colorfacedir") or (ptype == "color4dir") or (ptype == "colorwallmounted") or (ptype == "colordegrotate") end function core.strip_param2_color(param2, paramtype2) if not core.is_colored_paramtype(paramtype2) then return nil end if paramtype2 == "colorfacedir" then param2 = math.floor(param2 / 32) * 32 elseif paramtype2 == "color4dir" then param2 = math.floor(param2 / 4) * 4 elseif paramtype2 == "colorwallmounted" then param2 = math.floor(param2 / 8) * 8 elseif paramtype2 == "colordegrotate" then param2 = math.floor(param2 / 32) * 32 end -- paramtype2 == "color" requires no modification. return param2 end