Flowing liquid utils: Corner levels, flow direction

This commit is contained in:
Lars Mueller 2020-12-03 16:14:35 +01:00
parent d6774da79f
commit 7a30cc06dd
2 changed files with 145 additions and 2 deletions

@ -136,3 +136,120 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
end
end)
liquid_level_max = 8
--+ Calculates the flow direction of a flowingliquid node
--# as returned by `minetest.get_node`
--> 4 corner levels from 0 to 1 as list
function get_liquid_corner_levels(pos, node)
local def = minetest.registered_nodes[node.name]
if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
local source, flowing = def.liquid_alternative_source, node.name
local range = def.liquid_range or liquid_level_max
local neighbors = {}
for x = -1, 1 do
neighbors[x] = {}
for z = -1, 1 do
local neighbor_pos = {x = pos.x + x, y = pos.y, z = pos.z + z}
local neighbor_node = minetest.get_node(neighbor_pos)
local level
if neighbor_node.name == source then
level = 1
elseif neighbor_node.name == flowing then
local neighbor_level = neighbor_node.param2 % 8
level = (math.max(0, neighbor_level - liquid_level_max + range) + 0.5) / range
end
neighbor_pos.y = neighbor_pos.y + 1
local node_above = minetest.get_node(neighbor_pos)
neighbors[x][z] = {
air = neighbor_node.name == "air",
level = level,
above_is_same_liquid = node_above.name == flowing or node_above.name == source
}
end
end
local function get_corner_level(x, z)
local air_neighbor
local levels = 0
local neighbor_count = 0
for nx = x - 1, x do
for nz = z - 1, z do
local neighbor = neighbors[nx][nz]
if neighbor.above_is_same_liquid then
return 1
end
local level = neighbor.level
if level then
if level == 1 then
return 1
end
levels = levels + level
neighbor_count = neighbor_count + 1
elseif neighbor.air then
if air_neighbor then
return 0.02
end
air_neighbor = true
end
end
end
if neighbor_count == 0 then
return 0
end
return levels / neighbor_count
end
local corner_levels = {
{x = 0, z = 0},
{x = 1, z = 0},
{x = 1, z = 1},
{x = 0, z = 1}
}
for _, corner_level in pairs(corner_levels) do
corner_level.y = get_corner_level(corner_level.x, corner_level.z)
end
return corner_levels
end
flowing_downwards = vector.new(0, -1, 0)
--+ Calculates the flow direction of a flowingliquid node
--# as returned by `minetest.get_node`
--> `modlib.minetest.flowing_downwards = vector.new(0, -1, 0)` if only flowing downwards
--> surface direction as `vector` else
function get_liquid_flow_direction(pos, node)
local corner_levels = get_liquid_corner_levels(pos, node)
local max_level = corner_levels[1].y
for index = 2, 4 do
local level = corner_levels[index].y
if level > max_level then
max_level = level
end
end
local dir = vector.new(0, 0, 0)
local count = 0
for max_level_index, corner_level in pairs(corner_levels) do
if corner_level.y == max_level then
for offset = 1, 3 do
local index = (max_level_index + offset - 1) % 4 + 1
local diff = vector.subtract(corner_level, corner_levels[index])
if diff.y ~= 0 then
diff.x = diff.x * diff.y
diff.z = diff.z * diff.y
if offset == 3 then
diff = vector.divide(diff, math.sqrt(2))
end
dir = vector.add(dir, diff)
count = count + 1
end
end
end
end
if count ~= 0 then
dir = vector.divide(dir, count)
end
if vector.equals(dir, vector.new(0, 0, 0)) then
if node.param2 % 32 > 7 then
return flowing_downwards
end
end
return dir
end

@ -5,3 +5,29 @@ local t2 = modlib.table.deepcopy(t)
assert(t2[t2] == t2)
assert(modlib.table.equals_noncircular({[{}]={}}, {[{}]={}}))
minetest.register_abm{
label = "get_liquid_corner_levels & get_liquid_direction test",
nodenames = {"default:water_flowing"},
interval = 1,
chance = 1,
action = function(pos, node)
assert(type(node) == "table")
for _, corner_level in pairs(modlib.minetest.get_liquid_corner_levels(pos, node)) do
minetest.add_particle{
pos = vector.subtract(vector.add(pos, corner_level), 0.5),
size = 2,
texture = "logo.png"
}
end
local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
local start_pos = pos
start_pos.y = start_pos.y + 1
for i = 0, 20 do
minetest.add_particle{
pos = vector.add(start_pos, vector.multiply(direction, i/20)),
size = i/10,
texture = "logo.png"
}
end
end
}