modlib/minetest/boxes.lua
Lars Mueller 26d9b131a5 Minetest: Boxes: pairs -> ipairs
Proposed by Gregor Parzefall in 1d2b103abe
2022-10-29 17:25:16 +02:00

166 lines
5.3 KiB
Lua

-- 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
-- TODO complete if only wall_top is given
local dir = minetest.wallmounted_to_dir((paramtype2 == "colorwallmounted" and node.param2 % 8 or node.param2) or 0)
local box
if dir.y > 0 then
box = def_box.wall_top
elseif dir.y < 0 then
box = def_box.wall_bottom
else
box = def_box.wall_side
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