minetest/builtin/game/item_s.lua
Wuzzy 1d04903c19
Add paramtype2s for 4 horizontal rotations and 64 colors (#11431)
4dir is like facedir, but only for 4 horizontal directions: NESW. It is identical in behavior to facedir otherwise. The reason why game makers would want to use this over facedir is 1) simplicity and 2) you get 6 free bits.
It can be used for things like chests and furnaces and you don't need or want them to "flip them on the side" (like you could with facedir).

color4dir is like colorfacedir, but you get 64 colors instead of only 8.
2022-09-16 13:18:55 +02:00

180 lines
3.6 KiB
Lua

-- 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