mirror of
https://github.com/appgurueu/modlib.git
synced 2024-11-25 16:53:46 +01:00
167 lines
5.4 KiB
Lua
167 lines
5.4 KiB
Lua
-- Localize globals
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local assert, ipairs, math, minetest, table, type, vector
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= assert, ipairs, math, minetest, table, type, vector
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-- Set environment
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local _ENV = ...
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setfenv(1, _ENV)
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-- Minetest allows shorthand box = {...} instead of {{...}}
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local function get_boxes(box_or_boxes)
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return type(box_or_boxes[1]) == "number" and {box_or_boxes} or box_or_boxes
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end
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local has_boxes_prop = {collision_box = "walkable", selection_box = "pointable"}
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-- Required for raycast box IDs to be accurate
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local connect_sides_order = {"top", "bottom", "front", "left", "back", "right"}
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local connect_sides_directions = {
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top = vector.new(0, 1, 0),
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bottom = vector.new(0, -1, 0),
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front = vector.new(0, 0, -1),
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left = vector.new(-1, 0, 0),
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back = vector.new(0, 0, 1),
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right = vector.new(1, 0, 0),
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}
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--> list of collisionboxes in Minetest format
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local function get_node_boxes(pos, type)
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local node = minetest.get_node(pos)
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local node_def = minetest.registered_nodes[node.name]
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if not node_def or node_def[has_boxes_prop[type]] == false then
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return {}
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end
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local boxes = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}}
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local def_node_box = node_def.drawtype == "nodebox" and node_def.node_box
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local def_box = node_def[type] or def_node_box -- will evaluate to def_node_box for type = nil
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if not def_box then
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return boxes -- default to regular box
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end
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local box_type = def_box.type
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if box_type == "regular" then
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return boxes
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end
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local fixed = def_box.fixed
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boxes = get_boxes(fixed or {})
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local paramtype2 = node_def.paramtype2
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if box_type == "leveled" then
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boxes = table.copy(boxes)
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local level = (paramtype2 == "leveled" and node.param2 or node_def.leveled or 0) / 255 - 0.5
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for _, box in ipairs(boxes) do
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box[5] = level
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end
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elseif box_type == "wallmounted" then
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local dir = minetest.wallmounted_to_dir((paramtype2 == "colorwallmounted" and node.param2 % 8 or node.param2) or 0)
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local box
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-- The (undocumented!) node box defaults below are taken from `NodeBox::reset`
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if dir.y > 0 then
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box = def_box.wall_top or {-0.5, 0.5 - 1/16, -0.5, 0.5, 0.5, 0.5}
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elseif dir.y < 0 then
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box = def_box.wall_bottom or {-0.5, -0.5, -0.5, 0.5, -0.5 + 1/16, 0.5}
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else
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box = def_box.wall_side or {-0.5, -0.5, -0.5, -0.5 + 1/16, 0.5, 0.5}
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if dir.z > 0 then
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box = {box[3], box[2], -box[4], box[6], box[5], -box[1]}
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elseif dir.z < 0 then
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box = {-box[6], box[2], box[1], -box[3], box[5], box[4]}
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elseif dir.x > 0 then
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box = {-box[4], box[2], box[3], -box[1], box[5], box[6]}
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else
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box = {box[1], box[2], -box[6], box[4], box[5], -box[3]}
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end
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end
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return {assert(box, "incomplete wallmounted collisionbox definition of " .. node.name)}
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end
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if box_type == "connected" then
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boxes = table.copy(boxes)
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local connect_sides = connect_sides_directions -- (ab)use directions as a "set" of sides
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if node_def.connect_sides then -- build set of sides from given list
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connect_sides = {}
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for _, side in ipairs(node_def.connect_sides) do
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connect_sides[side] = true
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end
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end
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local function add_collisionbox(key)
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for _, box in ipairs(get_boxes(def_box[key] or {})) do
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table.insert(boxes, box)
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end
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end
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local matchers = {}
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for i, nodename_or_group in ipairs(node_def.connects_to or {}) do
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matchers[i] = nodename_matcher(nodename_or_group)
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end
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local function connects_to(nodename)
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for _, matcher in ipairs(matchers) do
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if matcher(nodename) then
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return true
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end
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end
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end
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local connected, connected_sides
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for _, side in ipairs(connect_sides_order) do
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if connect_sides[side] then
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local direction = connect_sides_directions[side]
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local neighbor = minetest.get_node(vector.add(pos, direction))
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local connects = connects_to(neighbor.name)
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connected = connected or connects
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connected_sides = connected_sides or (side ~= "top" and side ~= "bottom")
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add_collisionbox((connects and "connect_" or "disconnected_") .. side)
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end
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end
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if not connected then
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add_collisionbox("disconnected")
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end
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if not connected_sides then
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add_collisionbox("disconnected_sides")
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end
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return boxes
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end
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if box_type == "fixed" and paramtype2 == "facedir" or paramtype2 == "colorfacedir" then
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local param2 = paramtype2 == "colorfacedir" and node.param2 % 32 or node.param2 or 0
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if param2 ~= 0 then
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boxes = table.copy(boxes)
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local axis = ({5, 6, 3, 4, 1, 2})[math.floor(param2 / 4) + 1]
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local other_axis_1, other_axis_2 = (axis % 3) + 1, ((axis + 1) % 3) + 1
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local rotation = (param2 % 4) / 2 * math.pi
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local flip = axis > 3
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if flip then axis = axis - 3; rotation = -rotation end
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local sin, cos = math.sin(rotation), math.cos(rotation)
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if axis == 2 then
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sin = -sin
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end
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for _, box in ipairs(boxes) do
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for off = 0, 3, 3 do
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local axis_1, axis_2 = other_axis_1 + off, other_axis_2 + off
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local value_1, value_2 = box[axis_1], box[axis_2]
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box[axis_1] = value_1 * cos - value_2 * sin
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box[axis_2] = value_1 * sin + value_2 * cos
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end
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if not flip then
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box[axis], box[axis + 3] = -box[axis + 3], -box[axis]
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end
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local function fix(coord)
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if box[coord] > box[coord + 3] then
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box[coord], box[coord + 3] = box[coord + 3], box[coord]
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end
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end
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fix(other_axis_1)
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fix(other_axis_2)
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end
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end
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end
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return boxes
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end
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function _ENV.get_node_boxes(pos)
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return get_node_boxes(pos, nil)
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end
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function get_node_selectionboxes(pos)
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return get_node_boxes(pos, "selection_box")
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end
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function get_node_collisionboxes(pos)
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return get_node_boxes(pos, "collision_box")
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end
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