mesecons_x/mesecons_autotools/tools/bundle.lua

891 lines
24 KiB
Lua

function is_in_selection(sel,p)
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
if pos[1] == nil then return false end
if pos[2] == nil then return false end
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
local x = p.x
local y = p.y
local z = p.z
if (xmin<=p.x) and (p.x<=xmax) and
(ymin<=p.y) and (p.y<=ymax) and
(zmin<=p.z) and (p.z<=zmax) then
return true
end
return false
end
function is_in_layer(sel,p)
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
if (p.y > ymax) or (p.y< ymin) then return false end
return true
end
function is_in_tube(sel,p)
if is_in_selection(sel,p) then return false end
if not is_in_layer(sel,p) then return false end
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
local x = p.x
local y = p.y
local z = p.z
if (xmin <=x ) and (x<=xmax) then return true end
if (zmin <=z) and (z<=zmax) then return true end
return false
end
function is_in_wings(sel,p)
if is_in_selection(sel,p) then return false end
if not is_in_layer(sel,p) then return false end
if is_in_tube(sel,p) then return false end
return true
end
function front_wall_tube(sel,p)
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
local x = p.x
local y = p.y
local z = p.z
local new_sel = {}
local new_pos1 = vector.new(pos[1])
local new_pos2 = vector.new(pos[2])
local direction = {}
if (xmin<=x) and (x<=xmax) then
if (z > zmax) then
direction.x = 0
direction.y = 0
direction.z = 1
new_pos1.z = zmax
new_pos2.z = zmax
else
direction.x = 0
direction.y = 0
direction.z = -1
new_pos1.z = zmin
new_pos2.z = zmin
end
end
if (zmin<=z) and (z<=zmax) then
if( x > xmax) then
direction.x = 1
direction.y = 0
direction.z = 0
new_pos1.x = xmax
new_pos2.x = xmax
else
direction.x = -1
direction.y = 0
direction.z = 0
new_pos1.x = xmin
new_pos2.x = xmin
end
end
new_sel.pos1 = new_pos1
new_sel.pos2 = new_pos2
return new_sel,direction
end
function tunel_direction(sel,pos)
local wall,dir = front_wall_tube(sel,pos)
return dir
end
function tunel_front_wall(sel,pos)
local wall,dir = front_wall_tube(sel,pos)
return wall
end
function is_dir_vertical(direction)
if direction.z ~= 0 then return true end
return false
end
function is_look_vertical(rad)
local dir = radians_to_direction_looking_forward(rad)
return is_dir_vertical(dir)
end
--[[
function is_dir_horizontal(direction)
if direction.x ~= then return true end
return false
end
]]--
function front_wall_by_direction(sel,direction)
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
local new_sel = {}
local new_pos1 = vector.new(pos[1])
local new_pos2 = vector.new(pos[2])
if direction.x == 1 then
new_pos1.x = xmax
new_pos2.x = xmax
end
if direction.x == -1 then
new_pos1.x = xmin
new_pos2.x = xmin
end
if direction.z == 1 then
new_pos1.z = zmax
new_pos2.z = zmax
end
if direction.z == -1 then
new_pos1.z = zmin
new_pos2.z = zmin
end
if direction.y == 1 then
new_pos1.y = ymax
new_pos2.y = ymax
end
if direction.y == -1 then
new_pos1.y = ymin
new_pos2.y = ymin
end
new_sel.pos1 = new_pos1
new_sel.pos2 = new_pos2
return new_sel
end
--[[
function get_wing_cords(sel,p)
local zero = {x =0,z=0}
local cord
if is_in_selection(sel,p) then return zero end
if not is_in_layer(sel,p) then return zero end
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
local x = p.x
local y = p.y
local z = p.z
if (x>xmax) and (z>zmax) then
cord = { x = 1, z = 1}
end
if (x<xmin) and (z>zmax) then
cord = {x = -1 , z = 1}
end
if (z<zmin) and (x>xmax) then
cord = { x = 1 , z = -1 }
end
if (z < zmin) and (x < xmin) then
cord = { x -1 ,z = -1 }
end
return cord
end
]]--
--[[
function front_wall_wing(sel,p,rad)
local cord = get_wing_cords(sel,p)
local wall_dir
wall_dir.y = 0
if cord.x == 1 and cord.z == 1 then
if is_look_vertical(rad) then
wall_dir = {x=1,z=0}
else
wall_dir = {x=0,z=1}
end
end
if cord.x == -1 and cord.z == 1 then
if is_look_vertical(rad) then
wall_dir = {x=-1,z=0}
else
wall_dir = {x=0,z=1}
end
end
if cord.x == 1 and cord.z == -1 then
if is_look_vertical(rad) then
wall_dir = {x=1,z=0}
else
wall_dir = {x=0,z=-1}
end
end
if cord.x == -1 and cord.z == -1 then
if is_look_vertical(rad) then
wall_dir = {x=-1,z=0}
else
wall_dir = {x=0,z=-1}
end
end
local wall = front_wall_by_direction(wall_dir)
return wall,wall_dir
end
]]--
function distance_to_selection(sel,p,direction)
local dist = 0
local pos = {}
pos[1] = sel.pos1
pos[2] = sel.pos2
if not is_in_layer(sel,p) then return dist end
--local direction = tunel_direction(sel,p)
local xmax = math.max(pos[1].x, pos[2].x)
local xmin = math.min(pos[1].x, pos[2].x)
local ymax = math.max(pos[1].y, pos[2].y)
local ymin = math.min(pos[1].y, pos[2].y)
local zmax = math.max(pos[1].z, pos[2].z)
local zmin = math.min(pos[1].z, pos[2].z)
if direction.x ~= 0 then
if direction.x == 1 then
dist = math.abs(p.x - xmax)
elseif direction.x == -1 then
dist = math.abs(xmin-p.x)
end
elseif direction.z ~= 0 then
if direction.z == 1 then
dist = math.abs(p.z - zmax)
elseif direction.z == -1 then
dist = math.abs(zmin - p.z)
end
end
return dist + 1
end
--[[
function direction_to_pins(direction)
local pin = {0,0,0,0}
if direction.x == -1 then
pin[1] = 1
end
if direction.x == 1 then
pin[3] = 1
end
if direction.z == 1 then
pin[2] = 1
end
if direction.z == -1 then
pin[4] == 1
end
return pin
end
]]--
function direction_to_pin(direction)
if direction.x == -1 then
return 1
end
if direction.x == 1 then
return 3
end
if direction.z == 1 then
return 2
end
if direction.z == -1 then
return 4
end
end
function pos_to_connect(wall,direction)
local list = {}
iterate_selection(wall.pos1,wall.pos2, function(pos)
local pins = get_pins_from_pos(pos)
local dpin = direction_to_pin(direction)
if pins[dpin] == 1 then
table.insert(list,pos)
end
end)
return list
end
function _is_block_type(pos,direction)
local node = minetest.get_node(pos)
local name = node.name
if name == "air" then
return "buildable"
end
if name == "mesecons_insulated:insulated_off" or
name == "mesecons_insulated:insulated_on" then
local param2 = node.param2
local pin = direction_to_pin(direction)
if (param2==0 or param2==2) and (pin==2 or pin==4) then
return "buildable"
end
if (param2==1 or param2==3) and (pin==1 or pin==3) then
return "buildable"
end
return "last"
end
local pos_pins = get_pins_from_pos(pos)
local dir_pin = flip_pin(direction_to_pin(direction))
if pos_pins[dir_pin] ==1 then
return "last"
end
return "cancel"
end
function is_block_type(pos,direction)
local res = _is_block_type(pos,direction)
local node = minetest.get_node(pos)
local name = node.name
return res
end
function is_block_cancel(pos,direction)
if is_block_type(pos,direction) == "cancel" then
return true
else
return false
end
end
function is_block_last(pos,direction)
if is_block_type(pos,direction) == "last" then
return true
else
return false
end
end
function is_block_buildable(pos,direction)
if is_block_type(pos,direction) == "buildable" then
return true
else
return false
end
end
function _can_build_wire(pos,direction,size)
local current = { x=pos.x , y =pos.y, z=pos.z}
local flag = false
for i=1,size,1 do
if is_block_cancel(current,direction) then
return false
end
if is_block_last(current,direction) then
return true
end
current = vector.add(current,direction)
end
return flag
end
function can_build_wire(pos,direction,size)
return _can_build_wire(pos,direction,size)
end
function add_wire(pos,direction)
local node = minetest.get_node(pos)
local name = node.name
if name == "air" then
local pins = get_pins_from_pos(pos)
local dpin = direction_to_pin(direction)
pins[dpin] = 1
pins[flip_pin(dpin)] = 1
local nnode = get_node_from_pins(pins)
--minetest.set_node(pos,nnode)
mesecons_autotools.set_node(pos,nnode,"add_wire")
else
local nnode = { name = "mesecons_extrawires:crossover_off" }
--minetest.set_node(pos, nnode)
mesecons_autotools.set_node(pos,nnode,"add_wire")
end
end
--[[ not used
function add_last_wire(pos,direction)
local pins = get_pins_from_pos(pos)
local dpin = direction_to_pin(direction)
pins[flip_pin(dpin)] = 1
local node = get_node_from_pins(pins)
minetest.set_node(pos,node)
end
]]--
function build_wire_inside(pos,direction,size)
local current = { x=pos.x , y =pos.y, z=pos.z}
if not can_build_wire(pos,direction,size) then return end
for i=1,size,1 do
if is_block_cancel(current,direction) then
return
elseif is_block_buildable(current,direction) then
add_wire(current,direction)
elseif is_block_last(current,direction) then
break
end
current = vector.add(current,direction)
end
end
function create_wires_inside_selection(sel,wall,direction)
local size = size_by_direction(sel.pos1,sel.pos2,direction)
local back_direction = vector.multiply(direction,-1)
iterate_selection(wall.pos1,wall.pos2,function(pos)
build_wire_inside(pos,back_direction,size)
end)
end
function create_bundle_straight_wire(sel,pos)
local pos1 = sel.pos1
local pos2 = sel.pos2
if not is_in_tube(sel,pos) then return false end
local wall,direction = front_wall_tube(sel,pos)
local distance = distance_to_selection(sel,pos,direction)
if is_one_block(pos1,pos2) or
is_empty_selection(pos1,pos2) or
is_tower_selection(pos1,pos2) then
iterate_selection(sel.pos1, sel.pos2, function(pos)
create_straight_wire_n(pos,direction,distance)
end)
else
create_wires_inside_selection(sel,wall,direction)
local wire_list = pos_to_connect(wall,direction)
iterate_list(wire_list,function(pos)
create_straight_wire_n(pos,direction,distance)
end)
end
return true
end
function is_flat_selection(sel)
local p1 = sel.pos1
local p2 = sel.pos2
if( p1.x == p2.x and p1.z == p2.z ) then return false end
if (p1.x == p2.x ) then return true end
if( p1.z == p2.z ) then return true end
return false
end
-- direction of selection (according to the shape (=flat edge)
function sel_directions_frontwall(sel)
local p1 = sel.pos1
local p2 = sel.pos2
if( p1.x == p2.x ) then
return {x=1,y=0,z=0},{x=-1,y=0,z=0}
end
if( p1.z == p2.z ) then
return {x=0,y=0,z=1},{x=0,y=0,z=-1}
end
print "Error: sel_direction(sel) not a flat selection (use is_flat_selection(sel) to check!!!"
return {x=0,y=0,z=0}
end
function normalize(p)
local x,y,z
if( p.x > 0 ) then x = 1 end
if( p.x == 0 ) then x = 0 end
if( p.x < 0 ) then x = -1 end
if( p.y > 0 ) then y = 1 end
if( p.y == 0 ) then y = 0 end
if( p.y < 0 ) then y = -1 end
if( p.z > 0 ) then z = 1 end
if( p.z == 0 ) then z = 0 end
if( p.z < 0 ) then z = -1 end
return {x=x,y=y,z=z}
end
-- vectors directing from p1 to p2
function toward_direction(p1,p2)
local d1 = {x=p2.x-p1.x,y=0,z=0 }
local d2 = {x=0,y=0,z=p2.z-p1.z}
return normalize(d1),normalize(d2)
end
-- comparing two points/vectors
function cmp(p1,p2)
if (p1.x==p2.x) and (p1.y==p2.y) and (p1.z==p2.z) then return true else return false end
end
-- {p1,p2} cup {p3,p4} // only one can be common, so I dont check other possibilietes
function cup(p1,p2,p3,p4)
if cmp(p1,p3) then return p1 end
if cmp(p1,p4) then return p1 end
if cmp(p2,p3) then return p2 end
if cmp(p2,p4) then return p2 end
--print("DEGUG.CRITICAL ERROR: cup, p1,p2,p3,p4 =" ..dump(p1)..dump(p2)..dump(p3)..dump(p4))
return nil
end
-- checks if vectors have the same parallerism
function same_line(d1,d2)
if math.abs(d1.x) == math.abs(d2.x) and math.abs(d1.z) == math.abs(d2.z) then return true end
return false
end
-- returns direction from selection toward point, and direction from poin towards selection
function compute_directions(sel,pos)
local s1,s2
local sp1,sp2
s1,s2 = sel_directions_frontwall(sel)
--print("sel,pos="..dump(sel).."," .. dump(pos))
sp1,sp2 = toward_direction(sel.pos1,pos) -- no matter if sel.pos1 or sel.pos2
--print("toward="..dump(sp1)..","..dump(sp2))
local sel_direction = cup(s1,s2,sp1,sp2)
local p1,p2
p1,p2 = toward_direction(pos,sel.pos1) -- no matter if sel.pos1 or sel.pos2
local pos_direction
if same_line(sel_direction,p1) then
pos_direction = p2
else
pos_direction = p1
end
return sel_direction, pos_direction
end
-- computing point A
function compute_A(sel,sel_dir, pos, pos_dir)
local s1 = sel.pos1
local s2 = sel.pos2
local dist1x = math.abs(pos.x-s1.x)
local dist2x = math.abs(pos.x-s2.x)
local dist1z = math.abs(pos.z-s1.z)
local dist2z = math.abs(pos.z-s2.z)
local mx = math.min(dist1x,dist2x)
local mz = math.min(dist1z,dist2z)
local sihfta
if pos_dir.x ~= 0 then
shifta = vector.multiply(pos_dir,mx)
else
shifta = vector.multiply(pos_dir,mz)
end
local a = vector.add(shifta,pos)
return a
end
--[[
function compute_X(sel,sel_dir,pos,pos_dir,A)
local d = vector.multiply(sel_dir,-1)
return vector.add(A,d)
end
]]--
--[[
function selection_len(sel)
local p1=sel.pos1
local p2=sel.pos2
if( p1.x == p2.x ) then return math.abs(p2.z-p1.z)+1 end
if( p1.z == p2.z ) then return math.abs(p2.x-p1.x)+1 end
-- print("CRITICAL ERRROR ERROR ERROR: selection_len(sel): "..dump(sel))
end
]]--
--[[
function compute_D(sel,sel_dir,pos,pos_dir,A)
local l = selection_len(sel)
return vector.add(A, vector.multiply(pos_dir,l-1))
end
]]--
--[[
function crossing_point(p1,p1_dir,p2)
local len
local cross
if(p1_dir.x ~= 0 ) then
len = math.abs(p2.x-p1.x)
else
len = math.abs(p2.z-p1.z)
end
cross = vector.add(p1,vector.multiply(p1_dir,len))
return cross
end
]]--
function create_wire_bended(p1,dir1, p2, dir2)
local len
if(dir1.x ~= 0 ) then
len = math.abs(p2.x-p1.x)
else
len = math.abs(p2.z-p1.z)
end
create_straight_wire_n(p1,dir1,len+1)
local cross = vector.add(p1,vector.multiply(dir1,len))
if(dir2.x ~= 0 ) then
len = math.abs(p2.x-p1.x)
else
len = math.abs(p2.z-p1.z)
end
create_straight_wire_n(cross,dir2,len+1)
end
--[[
function create_bundle_twist_wire(sel,in_dir,_X,_Y,xm, out_dir, _A,am)
local max_size = 0
--print("debug|sel.in_dir,X,Y,xm,out_dir,A,am=" .. dump(sel) .. dump(in_dir)..dump(X)..dump(Y)..dump(xm)..dump(out_dir)..dump(A).. dump(am))
local usize = hight_of_selection(sel)
local X = _X
local A = _A
local Y = _Y
for k=1,usize do
--move all point up to next layer
local shifts_in = get_shifts(X,xm,in_dir,sel)
local ssize = #shifts_in
max_size = math.max(max_size,ssize)
print("shifts="..dump(shifts_in))
for i=1,ssize do
local start_pos = vector.add(X,vector.multiply(xm,shifts_in[i]))
local end_pos = vector.add(A,vector.multiply(am,i-1))
create_wire_bended(start_pos,in_dir,end_pos,vector.multiply(out_dir,1))
end
local up = {x=0,y=1,z=0}
X = vector.add(X,up)
Y = vector.add(Y,up)
A = vector.add(A,up)
end
return max_size
end
]]--
function compute_S1(sel,sel_dir,pos,pos_dir)
local s1 = sel.pos1
local s2 = sel.pos2
local p = pos
local sx1 = math.abs(p.x-s1.x)
local sx2 = math.abs(p.x-s2.x)
local sz1 = math.abs(p.z-s1.z)
local sz2 = math.abs(p.z-s2.z)
local mx = math.min(sx1,sx2)
local mz = math.min(sz1,sz2)
local A = compute_A(sel,sel_dir, pos,pos_dir)
local len
if( sel_dir.x ~= 0 ) then
len = mx
else
len = mz
end
local S1 = vector.add(A, vector.multiply( vector.multiply(sel_dir,len) , -1))
return S1
end
function get_virtual_shifts(pos,move_direction,look_direction,sel)
local curr = pos
local shift = 0
local shifts = {}
while( is_in_selection(sel,curr) ) do
table.insert(shifts,shift)
shift = shift + 1
curr = vector.add(curr,move_direction)
end
return shifts
end
function create_bundle_bended_wire(user,sel,pos,user_dir)
local sel_direction, pos_direction
local pos1 = sel.pos1
local pos2 = sel.pos2
if not is_in_wings(sel,pos) then return false end
if not is_flat_selection(sel) then return false end
sel_direction,pos_direction = compute_directions(sel,pos)
local usize = hight_of_selection(sel)
local S1_original = compute_S1(sel,sel_direction,pos,pos_direction)
local max_wires = 0
if is_empty_selection(pos1,pos2) then
local S1 = S1_original
for k=1,usize do
local shifts = get_virtual_shifts(S1,pos_direction,sel_direction,sel)
local ssize = #shifts
max_wires = math.max(max_wires,ssize)
for i=1,ssize do
local start_pos = vector.add(S1,vector.multiply(pos_direction,shifts[i]))
local end_pos = vector.add(pos, vector.multiply(sel_direction,i-1))
create_wire_bended(start_pos,sel_direction,end_pos, vector.multiply(pos_direction,-1))
end
S1 = vector.add(S1,{x=0,y=1,z=0})
end
else
local S1 = S1_original
for k=1,usize do
local shifts = get_shifts(S1,pos_direction,sel_direction,sel)
local ssize = #shifts
max_wires=math.max(max_wires,ssize)
for i=1,ssize do
local start_pos = vector.add(S1,vector.multiply(pos_direction,shifts[i]))
local end_pos = vector.add(pos, vector.multiply(sel_direction,i-1))
create_wire_bended(start_pos,sel_direction,end_pos, vector.multiply(pos_direction,-1))
end
S1 = vector.add(S1,{x=0,y=1,z=0})
end
end
-- computing selection
local new_sel = {}
new_sel.pos1 = pos
new_sel.pos2 = vector.add(vector.add(pos, vector.multiply(sel_direction,max_wires-1)),{x=0,y=usize-1,z=0})
mesecons_autotools.set_pos(user,1,new_sel.pos1)
mesecons_autotools.set_pos(user,2,new_sel.pos2)
mesecons_autotools.render(user)
mesecons_autotools.zero_stack_counter(user)
mesecons_autotools.zero_stack_direction(user)
return true
end