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1d04903c19
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.
180 lines
3.6 KiB
Lua
180 lines
3.6 KiB
Lua
-- Minetest: builtin/item_s.lua
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-- The distinction of what goes here is a bit tricky, basically it's everything
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-- that does not (directly or indirectly) need access to ServerEnvironment,
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-- Server or writable access to IGameDef on the engine side.
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-- (The '_s' stands for standalone.)
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--
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-- Item definition helpers
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--
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function core.inventorycube(img1, img2, img3)
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img2 = img2 or img1
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img3 = img3 or img1
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return "[inventorycube"
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.. "{" .. img1:gsub("%^", "&")
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.. "{" .. img2:gsub("%^", "&")
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.. "{" .. img3:gsub("%^", "&")
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end
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function core.dir_to_facedir(dir, is6d)
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--account for y if requested
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if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
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--from above
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if dir.y < 0 then
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 19
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else
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return 13
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end
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else
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if dir.z < 0 then
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return 10
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else
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return 4
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end
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end
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--from below
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else
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 15
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else
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return 17
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end
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else
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if dir.z < 0 then
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return 6
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else
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return 8
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end
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end
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end
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--otherwise, place horizontally
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 1
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end
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else
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if dir.z < 0 then
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return 2
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else
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return 0
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end
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end
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end
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-- Table of possible dirs
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local facedir_to_dir = {
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vector.new( 0, 0, 1),
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vector.new( 1, 0, 0),
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vector.new( 0, 0, -1),
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vector.new(-1, 0, 0),
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vector.new( 0, -1, 0),
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vector.new( 0, 1, 0),
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}
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-- Mapping from facedir value to index in facedir_to_dir.
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local facedir_to_dir_map = {
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[0]=1, 2, 3, 4,
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5, 2, 6, 4,
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6, 2, 5, 4,
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1, 5, 3, 6,
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1, 6, 3, 5,
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1, 4, 3, 2,
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}
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function core.facedir_to_dir(facedir)
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return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
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end
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function core.dir_to_fourdir(dir)
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if math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 1
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end
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else
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if dir.z < 0 then
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return 2
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else
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return 0
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end
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end
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end
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function core.fourdir_to_dir(fourdir)
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return facedir_to_dir[facedir_to_dir_map[fourdir % 4]]
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end
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function core.dir_to_wallmounted(dir)
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if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
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if dir.y < 0 then
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return 1
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else
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return 0
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end
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elseif math.abs(dir.x) > math.abs(dir.z) then
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if dir.x < 0 then
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return 3
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else
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return 2
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end
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else
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if dir.z < 0 then
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return 5
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else
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return 4
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end
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end
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end
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-- table of dirs in wallmounted order
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local wallmounted_to_dir = {
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[0] = vector.new( 0, 1, 0),
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vector.new( 0, -1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0, -1),
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}
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function core.wallmounted_to_dir(wallmounted)
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return wallmounted_to_dir[wallmounted % 8]
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end
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function core.dir_to_yaw(dir)
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return -math.atan2(dir.x, dir.z)
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end
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function core.yaw_to_dir(yaw)
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return vector.new(-math.sin(yaw), 0, math.cos(yaw))
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end
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function core.is_colored_paramtype(ptype)
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return (ptype == "color") or (ptype == "colorfacedir") or
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(ptype == "color4dir") or (ptype == "colorwallmounted") or
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(ptype == "colordegrotate")
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end
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function core.strip_param2_color(param2, paramtype2)
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if not core.is_colored_paramtype(paramtype2) then
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return nil
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end
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if paramtype2 == "colorfacedir" then
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param2 = math.floor(param2 / 32) * 32
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elseif paramtype2 == "color4dir" then
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param2 = math.floor(param2 / 4) * 4
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elseif paramtype2 == "colorwallmounted" then
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param2 = math.floor(param2 / 8) * 8
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elseif paramtype2 == "colordegrotate" then
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param2 = math.floor(param2 / 32) * 32
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end
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-- paramtype2 == "color" requires no modification.
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return param2
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end
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