-- Localize globals local assert, ipairs, math, minetest, table, type, vector = assert, ipairs, math, minetest, table, type, vector -- Set environment local _ENV = ... setfenv(1, _ENV) -- Minetest allows shorthand box = {...} instead of {{...}} local function get_boxes(box_or_boxes) return type(box_or_boxes[1]) == "number" and {box_or_boxes} or box_or_boxes end local has_boxes_prop = {collision_box = "walkable", selection_box = "pointable"} -- Required for raycast box IDs to be accurate local connect_sides_order = {"top", "bottom", "front", "left", "back", "right"} local connect_sides_directions = { top = vector.new(0, 1, 0), bottom = vector.new(0, -1, 0), front = vector.new(0, 0, -1), left = vector.new(-1, 0, 0), back = vector.new(0, 0, 1), right = vector.new(1, 0, 0), } --> list of collisionboxes in Minetest format local function get_node_boxes(pos, type) local node = minetest.get_node(pos) local node_def = minetest.registered_nodes[node.name] if not node_def or node_def[has_boxes_prop[type]] == false then return {} end local boxes = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}} local def_node_box = node_def.drawtype == "nodebox" and node_def.node_box local def_box = node_def[type] or def_node_box -- will evaluate to def_node_box for type = nil if not def_box then return boxes -- default to regular box end local box_type = def_box.type if box_type == "regular" then return boxes end local fixed = def_box.fixed boxes = get_boxes(fixed or {}) local paramtype2 = node_def.paramtype2 if box_type == "leveled" then boxes = table.copy(boxes) local level = (paramtype2 == "leveled" and node.param2 or node_def.leveled or 0) / 255 - 0.5 for _, box in ipairs(boxes) do box[5] = level end elseif box_type == "wallmounted" then local dir = minetest.wallmounted_to_dir((paramtype2 == "colorwallmounted" and node.param2 % 8 or node.param2) or 0) local box -- The (undocumented!) node box defaults below are taken from `NodeBox::reset` if dir.y > 0 then box = def_box.wall_top or {-0.5, 0.5 - 1/16, -0.5, 0.5, 0.5, 0.5} elseif dir.y < 0 then box = def_box.wall_bottom or {-0.5, -0.5, -0.5, 0.5, -0.5 + 1/16, 0.5} else box = def_box.wall_side or {-0.5, -0.5, -0.5, -0.5 + 1/16, 0.5, 0.5} if dir.z > 0 then box = {box[3], box[2], -box[4], box[6], box[5], -box[1]} elseif dir.z < 0 then box = {-box[6], box[2], box[1], -box[3], box[5], box[4]} elseif dir.x > 0 then box = {-box[4], box[2], box[3], -box[1], box[5], box[6]} else box = {box[1], box[2], -box[6], box[4], box[5], -box[3]} end end return {assert(box, "incomplete wallmounted collisionbox definition of " .. node.name)} end if box_type == "connected" then boxes = table.copy(boxes) local connect_sides = connect_sides_directions -- (ab)use directions as a "set" of sides if node_def.connect_sides then -- build set of sides from given list connect_sides = {} for _, side in ipairs(node_def.connect_sides) do connect_sides[side] = true end end local function add_collisionbox(key) for _, box in ipairs(get_boxes(def_box[key] or {})) do table.insert(boxes, box) end end local matchers = {} for i, nodename_or_group in ipairs(node_def.connects_to or {}) do matchers[i] = nodename_matcher(nodename_or_group) end local function connects_to(nodename) for _, matcher in ipairs(matchers) do if matcher(nodename) then return true end end end local connected, connected_sides for _, side in ipairs(connect_sides_order) do if connect_sides[side] then local direction = connect_sides_directions[side] local neighbor = minetest.get_node(vector.add(pos, direction)) local connects = connects_to(neighbor.name) connected = connected or connects connected_sides = connected_sides or (side ~= "top" and side ~= "bottom") add_collisionbox((connects and "connect_" or "disconnected_") .. side) end end if not connected then add_collisionbox("disconnected") end if not connected_sides then add_collisionbox("disconnected_sides") end return boxes end if box_type == "fixed" and paramtype2 == "facedir" or paramtype2 == "colorfacedir" then local param2 = paramtype2 == "colorfacedir" and node.param2 % 32 or node.param2 or 0 if param2 ~= 0 then boxes = table.copy(boxes) local axis = ({5, 6, 3, 4, 1, 2})[math.floor(param2 / 4) + 1] local other_axis_1, other_axis_2 = (axis % 3) + 1, ((axis + 1) % 3) + 1 local rotation = (param2 % 4) / 2 * math.pi local flip = axis > 3 if flip then axis = axis - 3; rotation = -rotation end local sin, cos = math.sin(rotation), math.cos(rotation) if axis == 2 then sin = -sin end for _, box in ipairs(boxes) do for off = 0, 3, 3 do local axis_1, axis_2 = other_axis_1 + off, other_axis_2 + off local value_1, value_2 = box[axis_1], box[axis_2] box[axis_1] = value_1 * cos - value_2 * sin box[axis_2] = value_1 * sin + value_2 * cos end if not flip then box[axis], box[axis + 3] = -box[axis + 3], -box[axis] end local function fix(coord) if box[coord] > box[coord + 3] then box[coord], box[coord + 3] = box[coord + 3], box[coord] end end fix(other_axis_1) fix(other_axis_2) end end end return boxes end function _ENV.get_node_boxes(pos) return get_node_boxes(pos, nil) end function get_node_selectionboxes(pos) return get_node_boxes(pos, "selection_box") end function get_node_collisionboxes(pos) return get_node_boxes(pos, "collision_box") end