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Lua_api.txt: Split long lines part 5, fix hardware colouring docs
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doc/lua_api.txt
@ -580,15 +580,15 @@ index of the pixel to use.
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When registering a node, set the item definition's `palette` field to
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a texture. You can also use texture modifiers.
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The node's color depends on its `param2`, so you also must set an
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appropriate `drawtype`:
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appropriate `paramtype2`:
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* `drawtype = "color"` for nodes which use their full `param2` for
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* `paramtype2 = "color"` for nodes which use their full `param2` for
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palette indexing. These nodes can have 256 different colors.
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The palette should contain 256 pixels.
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* `drawtype = "colorwallmounted"` for nodes which use the first
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* `paramtype2 = "colorwallmounted"` for nodes which use the first
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five bits (most significant) of `param2` for palette indexing.
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The remaining three bits are describing rotation, as in `wallmounted`
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draw type. Division by 8 yields the palette index (without stretching the
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drawtype. Division by 8 yields the palette index (without stretching the
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palette). These nodes can have 32 different colors, and the palette
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should contain 32 pixels.
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Examples:
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@ -596,9 +596,9 @@ appropriate `drawtype`:
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pixel will be picked from the palette.
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* `param2 = 35` is 4 * 8 + 3, so the rotation is 3 and the fifth (= 4 + 1)
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pixel will be picked from the palette.
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* `drawtype = "colorfacedir"` for nodes which use the first
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* `paramtype2 = "colorfacedir"` for nodes which use the first
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three bits of `param2` for palette indexing. The remaining
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five bits are describing rotation, as in `facedir` draw type.
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five bits are describing rotation, as in `facedir` drawtype.
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Division by 32 yields the palette index (without stretching the
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palette). These nodes can have 8 different colors, and the
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palette should contain 8 pixels.
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@ -4302,61 +4302,80 @@ table.
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### `VoxelManip`
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#### About VoxelManip
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VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of
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this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting
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map nodes through VoxelManip will lack many of the higher level features and concepts you may be used
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to with other methods of setting nodes. For example, nodes will not have their construction and
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destruction callbacks run, and no rollback information is logged.
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VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator'
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facility. The purpose of this object is for fast, low-level, bulk access to
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reading and writing Map content. As such, setting map nodes through VoxelManip
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will lack many of the higher level features and concepts you may be used to
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with other methods of setting nodes. For example, nodes will not have their
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construction and destruction callbacks run, and no rollback information is
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logged.
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It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility.
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If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use
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of high level node placement features, perhaps `minetest.set_node()` is better suited for the job.
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It is important to note that VoxelManip is designed for speed, and *not* ease
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of use or flexibility. If your mod requires a map manipulation facility that
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will handle 100% of all edge cases, or the use of high level node placement
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features, perhaps `minetest.set_node()` is better suited for the job.
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In addition, VoxelManip might not be faster, or could even be slower, for your specific use case.
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VoxelManip is most effective when setting very large areas of map at once - for example, if only
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setting a 5x5x5 node area, a `minetest.set_node()` loop may be more optimal. Always profile code
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using both methods of map manipulation to determine which is most appropriate for your usage.
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In addition, VoxelManip might not be faster, or could even be slower, for your
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specific use case. VoxelManip is most effective when setting large areas of map
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at once - for example, if only setting a 3x3x3 node area, a
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`minetest.set_node()` loop may be more optimal. Always profile code using both
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methods of map manipulation to determine which is most appropriate for your
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usage.
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A recent simple test of setting cubic areas showed that `minetest.set_node()`
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is faster than a VoxelManip for a 3x3x3 node cube or smaller.
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#### Using VoxelManip
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A VoxelManip object can be created any time using either:
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`VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`.
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If the optional position parameters are present for either of these routines, the specified region
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will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to
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manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`.
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If the optional position parameters are present for either of these routines,
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the specified region will be pre-loaded into the VoxelManip object on creation.
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Otherwise, the area of map you wish to manipulate must first be loaded into the
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VoxelManip object using `VoxelManip:read_from_map()`.
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Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these
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positions indicate the minimum and maximum (respectively) positions of the area actually loaded in
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the VoxelManip, which may be larger than the area requested. For convenience, the loaded area
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coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
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Note that `VoxelManip:read_from_map()` returns two position vectors. The region
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formed by these positions indicate the minimum and maximum (respectively)
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positions of the area actually loaded in the VoxelManip, which may be larger
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than the area requested. For convenience, the loaded area coordinates can also
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be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
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Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data
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using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a
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MapNode formatted table at the position requested is the simplest method to use, but also the slowest.
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Now that the VoxelManip object is populated with map data, your mod can fetch a
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copy of this data using either of two methods. `VoxelManip:get_node_at()`,
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which retrieves an individual node in a MapNode formatted table at the position
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requested is the simplest method to use, but also the slowest.
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Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
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`VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'),
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`VoxelManip:get_light_data()` for node light levels, and
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`VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
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Nodes in a VoxelManip object may also be read in bulk to a flat array table
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using:
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* `VoxelManip:get_data()` for node content (in Content ID form, see section
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'Content IDs'),
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* `VoxelManip:get_light_data()` for node light levels, and
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* `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
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See section 'Flat array format' for more details.
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It is very important to understand that the tables returned by any of the above three functions
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represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the
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data will *not* magically update itself if another function modifies the internal VoxelManip state.
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Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless
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otherwise explicitly stated.
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It is very important to understand that the tables returned by any of the above
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three functions represent a snapshot of the VoxelManip's internal state at the
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time of the call. This copy of the data will not magically update itself if
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another function modifies the internal VoxelManip state.
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Any functions that modify a VoxelManip's contents work on the VoxelManip's
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internal state unless otherwise explicitly stated.
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Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
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`VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'),
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`VoxelManip:set_light_data()` for node light levels, and
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`VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
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Once the bulk data has been edited to your liking, the internal VoxelManip
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state can be set using:
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The parameter to each of the above three functions can use any table at all in the same flat array
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format as produced by `get_data()` et al. and is *not required* to be a table retrieved from `get_data()`.
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* `VoxelManip:set_data()` for node content (in Content ID form, see section
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'Content IDs'),
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* `VoxelManip:set_light_data()` for node light levels, and
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* `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
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Once the internal VoxelManip state has been modified to your liking, the changes can be committed back
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to the map by calling `VoxelManip:write_to_map()`.
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The parameter to each of the above three functions can use any table at all in
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the same flat array format as produced by `get_data()` etc. and is not required
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to be a table retrieved from `get_data()`.
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Once the internal VoxelManip state has been modified to your liking, the
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changes can be committed back to the map by calling `VoxelManip:write_to_map()`
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##### Flat array format
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@ -4365,8 +4384,8 @@ Let
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`Ny = p2.Y - p1.Y + 1`, and
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`Nz = p2.Z - p1.Z + 1`.
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Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of
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the expression `Nx * Ny * Nz`.
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Then, for a loaded region of p1..p2, this array ranges from `1` up to and
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including the value of the expression `Nx * Ny * Nz`.
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Positions offset from p1 are present in the array with the format of:
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@ -4388,75 +4407,93 @@ and the array index for a position p contained completely in p1..p2 is:
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`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1`
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Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`.
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VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index
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for a single point in a flat VoxelManip array.
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Note that this is the same "flat 3D array" format as
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`PerlinNoiseMap:get3dMap_flat()`.
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VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
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of the index for a single point in a flat VoxelManip array.
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##### Content IDs
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A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip
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in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
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`minetest.get_content_id()` to look up the Content ID for the specified node name, and
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`minetest.get_name_from_content_id()` to look up the node name string for a given Content ID.
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After registration of a node, its Content ID will remain the same throughout execution of the mod.
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A Content ID is a unique integer identifier for a specific node type.
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These IDs are used by VoxelManip in place of the node name string for
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`VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use
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`minetest.get_content_id()` to look up the Content ID for the specified node
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name, and `minetest.get_name_from_content_id()` to look up the node name string
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for a given Content ID.
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After registration of a node, its Content ID will remain the same throughout
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execution of the mod.
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Note that the node being queried needs to have already been been registered.
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The following builtin node types have their Content IDs defined as constants:
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* `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
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* `minetest.CONTENT_AIR`: ID for "air" nodes
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* `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
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* `minetest.CONTENT_UNKNOWN`: ID for "unknown" nodes
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* `minetest.CONTENT_AIR`: ID for "air" nodes
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* `minetest.CONTENT_IGNORE`: ID for "ignore" nodes
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##### Mapgen VoxelManip objects
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Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the
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core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply
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but with a few differences:
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Inside of `on_generated()` callbacks, it is possible to retrieve the same
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VoxelManip object used by the core's Map Generator (commonly abbreviated
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Mapgen). Most of the rules previously described still apply but with a few
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differences:
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* The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")`
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* This VoxelManip object already has the region of map just generated loaded into it; it's not necessary
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to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip.
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* The `on_generated()` callbacks of some mods may place individual nodes in the generated area using
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non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through
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each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain
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consistency with the current map state. For this reason, calling any of the following functions:
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* The Mapgen VoxelManip object is retrieved using:
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`minetest.get_mapgen_object("voxelmanip")`
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* This VoxelManip object already has the region of map just generated loaded
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into it; it's not necessary to call `VoxelManip:read_from_map()` before using
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a Mapgen VoxelManip.
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* The `on_generated()` callbacks of some mods may place individual nodes in the
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generated area using non-VoxelManip map modification methods. Because the
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same Mapgen VoxelManip object is passed through each `on_generated()`
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callback, it becomes necessary for the Mapgen VoxelManip object to maintain
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consistency with the current map state. For this reason, calling any of the
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following functions:
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`minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()`
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will also update the Mapgen VoxelManip object's internal state active on the current thread.
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* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting
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information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
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will also update the Mapgen VoxelManip object's internal state active on the
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current thread.
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* After modifying the Mapgen VoxelManip object's internal buffer, it may be
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necessary to update lighting information using either:
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`VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`.
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##### Other API functions operating on a VoxelManip
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If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called
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for these liquid nodes to begin flowing. It is recommended to call this function only after having
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written all buffered data back to the VoxelManip object, save for special situations where the modder
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desires to only have certain liquid nodes begin flowing.
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If any VoxelManip contents were set to a liquid node,
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`VoxelManip:update_liquids()` must be called for these liquid nodes to begin
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flowing. It is recommended to call this function only after having written all
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buffered data back to the VoxelManip object, save for special situations where
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the modder desires to only have certain liquid nodes begin flowing.
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The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all
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registered decorations and ores throughout the full area inside of the specified VoxelManip object.
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The functions `minetest.generate_ores()` and `minetest.generate_decorations()`
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will generate all registered decorations and ores throughout the full area
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inside of the specified VoxelManip object.
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`minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`,
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except instead of placing the specified schematic directly on the map at the specified position, it
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will place the schematic inside of the VoxelManip.
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`minetest.place_schematic_on_vmanip()` is otherwise identical to
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`minetest.place_schematic()`, except instead of placing the specified schematic
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directly on the map at the specified position, it will place the schematic
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inside the VoxelManip.
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##### Notes
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* Attempting to read data from a VoxelManip object before map is read will result in a zero-length
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array table for `VoxelManip:get_data()`, and an "ignore" node at any position for
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`VoxelManip:get_node_at()`.
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* If either a region of map has not yet been generated or is out-of-bounds of the map, that region is
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filled with "ignore" nodes.
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* Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip
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object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not
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updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip
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object in the same callback it had been created.
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* If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing
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a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static
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buffer the function can use to write map data to instead of returning a new table each call. This
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greatly enhances performance by avoiding unnecessary memory allocations.
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* Attempting to read data from a VoxelManip object before map is read will
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result in a zero-length array table for `VoxelManip:get_data()`, and an
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"ignore" node at any position for `VoxelManip:get_node_at()`.
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* If either a region of map has not yet been generated or is out-of-bounds of
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the map, that region is filled with "ignore" nodes.
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* Other mods, or the core itself, could possibly modify the area of map
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currently loaded into a VoxelManip object. With the exception of Mapgen
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VoxelManips (see above section), the internal buffers are not updated. For
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this reason, it is strongly encouraged to complete the usage of a particular
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VoxelManip object in the same callback it had been created.
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* If a VoxelManip object will be used often, such as in an `on_generated()`
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callback, consider passing a file-scoped table as the optional parameter to
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`VoxelManip:get_data()`, which serves as a static buffer the function can use
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to write map data to instead of returning a new table each call. This greatly
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enhances performance by avoiding unnecessary memory allocations.
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#### Methods
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* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object containing
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the region formed by `p1` and `p2`.
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* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
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containing the region formed by `p1` and `p2`.
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* returns actual emerged `pmin`, actual emerged `pmax`
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* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to the map.
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* **important**: data must be set using `VoxelManip:set_data()` before calling this
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* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
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the map.
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* **important**: data must be set using `VoxelManip:set_data()` before
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calling this.
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* if `light` is true, then lighting is automatically recalculated.
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The default value is true.
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If `light` is false, no light calculations happen, and you should correct
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@ -4465,38 +4502,52 @@ will place the schematic inside of the VoxelManip.
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more lighting bugs.
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* `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in
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the `VoxelManip` at that position
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position
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* `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
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that position.
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* `get_data([buffer])`: Retrieves the node content data loaded into the
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`VoxelManip` object.
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* returns raw node data in the form of an array of node content IDs
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* if the param `buffer` is present, this table will be used to store the result instead
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* if the param `buffer` is present, this table will be used to store the
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result instead.
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* `set_data(data)`: Sets the data contents of the `VoxelManip` object
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* `update_map()`: Does nothing, kept for compatibility.
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* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to a uniform value
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* `set_lighting(light, [p1, p2])`: Set the lighting within the `VoxelManip` to
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a uniform value.
|
||||
* `light` is a table, `{day=<0...15>, night=<0...15>}`
|
||||
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
|
||||
* (`p1`, `p2`) is the area in which lighting is set;
|
||||
defaults to the whole area if left out
|
||||
* To be used only by a `VoxelManip` object from
|
||||
`minetest.get_mapgen_object`.
|
||||
* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
|
||||
area if left out.
|
||||
* `get_light_data()`: Gets the light data read into the `VoxelManip` object
|
||||
* Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
|
||||
* Each value is the bitwise combination of day and night light values (`0` to `15` each)
|
||||
* Returns an array (indices 1 to volume) of integers ranging from `0` to
|
||||
`255`.
|
||||
* Each value is the bitwise combination of day and night light values
|
||||
(`0` to `15` each).
|
||||
* `light = day + (night * 16)`
|
||||
* `set_light_data(light_data)`: Sets the `param1` (light) contents of each node
|
||||
in the `VoxelManip`
|
||||
in the `VoxelManip`.
|
||||
* expects lighting data in the same format that `get_light_data()` returns
|
||||
* `get_param2_data([buffer])`: Gets the raw `param2` data read into the `VoxelManip` object
|
||||
* Returns an array (indices 1 to volume) of integers ranging from `0` to `255`
|
||||
* If the param `buffer` is present, this table will be used to store the result instead
|
||||
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in the `VoxelManip`
|
||||
* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the `VoxelManip`
|
||||
* To be used only by a `VoxelManip` object from `minetest.get_mapgen_object`
|
||||
* (`p1`, `p2`) is the area in which lighting is set; defaults to the whole area
|
||||
if left out or nil
|
||||
* `propagate_shadow` is an optional boolean deciding whether shadows in a generated
|
||||
mapchunk above are propagated down into the mapchunk; defaults to `true` if left out
|
||||
* `get_param2_data([buffer])`: Gets the raw `param2` data read into the
|
||||
`VoxelManip` object.
|
||||
* Returns an array (indices 1 to volume) of integers ranging from `0` to
|
||||
`255`.
|
||||
* If the param `buffer` is present, this table will be used to store the
|
||||
result instead.
|
||||
* `set_param2_data(param2_data)`: Sets the `param2` contents of each node in
|
||||
the `VoxelManip`.
|
||||
* `calc_lighting([p1, p2], [propagate_shadow])`: Calculate lighting within the
|
||||
`VoxelManip`.
|
||||
* To be used only by a `VoxelManip` object from
|
||||
`minetest.get_mapgen_object`.
|
||||
* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
|
||||
area if left out or nil.
|
||||
* `propagate_shadow` is an optional boolean deciding whether shadows in a
|
||||
generated mapchunk above are propagated down into the mapchunk, defaults
|
||||
to `true` if left out.
|
||||
* `update_liquids()`: Update liquid flow
|
||||
* `was_modified()`: Returns `true` or `false` if the data in the voxel manipulator
|
||||
had been modified since the last read from map, due to a call to
|
||||
`minetest.set_data()` on the loaded area elsewhere
|
||||
* `was_modified()`: Returns `true` or `false` if the data in the voxel
|
||||
manipulator had been modified since the last read from map, due to a call to
|
||||
`minetest.set_data()` on the loaded area elsewhere.
|
||||
* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
|
||||
|
||||
### `VoxelArea`
|
||||
@ -4506,18 +4557,24 @@ The coordinates are *inclusive*, like most other things in Minetest.
|
||||
|
||||
#### Methods
|
||||
* `getExtent()`: returns a 3D vector containing the size of the area formed by
|
||||
`MinEdge` and `MaxEdge`
|
||||
* `getVolume()`: returns the volume of the area formed by `MinEdge` and `MaxEdge`
|
||||
* `index(x, y, z)`: returns the index of an absolute position in a flat array starting at `1`
|
||||
`MinEdge` and `MaxEdge`.
|
||||
* `getVolume()`: returns the volume of the area formed by `MinEdge` and
|
||||
`MaxEdge`.
|
||||
* `index(x, y, z)`: returns the index of an absolute position in a flat array
|
||||
starting at `1`.
|
||||
* useful for things like `VoxelManip`, raw Schematic specifiers,
|
||||
`PerlinNoiseMap:get2d`/`3dMap`, and so on
|
||||
`PerlinNoiseMap:get2d`/`3dMap`, and so on.
|
||||
* `indexp(p)`: same as above, except takes a vector
|
||||
* `position(i)`: returns the absolute position vector corresponding to index `i`
|
||||
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by `MinEdge` and `MaxEdge`
|
||||
* `position(i)`: returns the absolute position vector corresponding to index
|
||||
`i`.
|
||||
* `contains(x, y, z)`: check if (`x`,`y`,`z`) is inside area formed by
|
||||
`MinEdge` and `MaxEdge`.
|
||||
* `containsp(p)`: same as above, except takes a vector
|
||||
* `containsi(i)`: same as above, except takes an index `i`
|
||||
* `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns indices
|
||||
* from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of `[z [y [x]]]`
|
||||
* `iter(minx, miny, minz, maxx, maxy, maxz)`: returns an iterator that returns
|
||||
indices.
|
||||
* from (`minx`,`miny`,`minz`) to (`maxx`,`maxy`,`maxz`) in the order of
|
||||
`[z [y [x]]]`.
|
||||
* `iterp(minp, maxp)`: same as above, except takes a vector
|
||||
|
||||
### `Settings`
|
||||
@ -4534,7 +4591,8 @@ It can be created via `Settings(filename)`.
|
||||
* `set(key, value)`
|
||||
* Setting names can't contain whitespace or any of `="{}#`.
|
||||
* Setting values can't contain the sequence `\n"""`.
|
||||
* Setting names starting with "secure." can't be set on the main settings object (`minetest.settings`).
|
||||
* Setting names starting with "secure." can't be set on the main settings
|
||||
object (`minetest.settings`).
|
||||
* `set_bool(key, value)`
|
||||
* See documentation for set() above.
|
||||
* `set_np_group(key, value)`
|
||||
@ -4568,17 +4626,18 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
|
||||
|
||||
Mapgen objects
|
||||
--------------
|
||||
A mapgen object is a construct used in map generation. Mapgen objects can be used
|
||||
by an `on_generate` callback to speed up operations by avoiding unnecessary
|
||||
recalculations; these can be retrieved using the `minetest.get_mapgen_object()`
|
||||
function. If the requested Mapgen object is unavailable, or `get_mapgen_object()`
|
||||
was called outside of an `on_generate()` callback, `nil` is returned.
|
||||
A mapgen object is a construct used in map generation. Mapgen objects can be
|
||||
used by an `on_generate` callback to speed up operations by avoiding
|
||||
unnecessary recalculations, these can be retrieved using the
|
||||
`minetest.get_mapgen_object()` function. If the requested Mapgen object is
|
||||
unavailable, or `get_mapgen_object()` was called outside of an `on_generate()`
|
||||
callback, `nil` is returned.
|
||||
|
||||
The following Mapgen objects are currently available:
|
||||
|
||||
### `voxelmanip`
|
||||
This returns three values; the `VoxelManip` object to be used, minimum and maximum
|
||||
emerged position, in that order. All mapgens support this object.
|
||||
This returns three values; the `VoxelManip` object to be used, minimum and
|
||||
maximum emerged position, in that order. All mapgens support this object.
|
||||
|
||||
### `heightmap`
|
||||
Returns an array containing the y coordinates of the ground levels of nodes in
|
||||
@ -4601,9 +4660,9 @@ Returns a table mapping requested generation notification types to arrays of
|
||||
positions at which the corresponding generated structures are located within
|
||||
the current chunk. To set the capture of positions of interest to be recorded
|
||||
on generate, use `minetest.set_gen_notify()`.
|
||||
For decorations, the returned positions are the ground surface 'place_on' nodes,
|
||||
not the decorations themselves. A 'simple' type decoration is often 1 node above
|
||||
the returned position and possibly displaced by 'place_offset_y'.
|
||||
For decorations, the returned positions are the ground surface 'place_on'
|
||||
nodes, not the decorations themselves. A 'simple' type decoration is often 1
|
||||
node above the returned position and possibly displaced by 'place_offset_y'.
|
||||
|
||||
Possible fields of the table returned are:
|
||||
|
||||
@ -4622,7 +4681,8 @@ Registered entities
|
||||
-------------------
|
||||
* Functions receive a "luaentity" as `self`:
|
||||
* It has the member `.name`, which is the registered name `("mod:thing")`
|
||||
* It has the member `.object`, which is an `ObjectRef` pointing to the object
|
||||
* It has the member `.object`, which is an `ObjectRef` pointing to the
|
||||
object.
|
||||
* The original prototype stuff is visible directly via a metatable
|
||||
* Callbacks:
|
||||
* `on_activate(self, staticdata, dtime_s)`
|
||||
@ -4631,14 +4691,15 @@ Registered entities
|
||||
be used for updating the entity state.
|
||||
* `on_step(self, dtime)`
|
||||
* Called on every server tick, after movement and collision processing.
|
||||
`dtime` is usually 0.1 seconds, as per the `dedicated_server_step` setting
|
||||
`in minetest.conf`.
|
||||
`dtime` is usually 0.1 seconds, as per the `dedicated_server_step`
|
||||
setting `in minetest.conf`.
|
||||
* `on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)`
|
||||
* Called when somebody punches the object.
|
||||
* Note that you probably want to handle most punches using the
|
||||
automatic armor group system.
|
||||
* `puncher`: an `ObjectRef` (can be `nil`)
|
||||
* `time_from_last_punch`: Meant for disallowing spamming of clicks (can be `nil`)
|
||||
* `time_from_last_punch`: Meant for disallowing spamming of clicks
|
||||
(can be `nil`).
|
||||
* `tool_capabilities`: capability table of used tool (can be `nil`)
|
||||
* `dir`: unit vector of direction of punch. Always defined. Points from
|
||||
the puncher to the punched.
|
||||
@ -4652,9 +4713,6 @@ Registered entities
|
||||
|
||||
L-system trees
|
||||
--------------
|
||||
**Warning**
|
||||
L-system generation currently creates lighting bugs in the form of mapblock-sized shadows.
|
||||
Often these bugs appear as subtle shadows in water.
|
||||
|
||||
### Tree definition
|
||||
|
||||
@ -4676,7 +4734,8 @@ Often these bugs appear as subtle shadows in water.
|
||||
thin_branches, --boolean true -> use thin (1 node) branches
|
||||
fruit, --string fruit node name
|
||||
fruit_chance, --num chance (0-100) to replace leaves with fruit node
|
||||
seed, --num random seed; if no seed is provided, the engine will create one
|
||||
seed, --num random seed, if no seed is provided, the engine
|
||||
will create one.
|
||||
}
|
||||
|
||||
### Key for Special L-System Symbols used in Axioms
|
||||
|
Loading…
Reference in New Issue
Block a user