First release
commit
80c83e98d0
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local visualize_box
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-- uncomment for testing:
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-- visualize_box = loadfile(minetest.get_modpath(minetest.get_current_modname()) .. "/test.lua")()
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local function aabb_collision(box, other_box, diff)
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for index, coord in pairs{"x", "y", "z"} do
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if box[index] + diff[coord] > other_box[index + 3] or other_box[index] > box[index + 3] + diff[coord] then
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return false
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end
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end
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return true
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end
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local function get_collisionboxes(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 function matches(nodename_or_group)
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if nodename_or_group:sub(1, ("group:"):len()) == "group:" then
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local groups = nodename_or_group:sub(("group:"):len() + 1):split(",")
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return function(nodename)
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for _, groupname in pairs(groups) do
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if minetest.get_item_group(nodename, groupname) == 0 then
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return false
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end
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end
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return true
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end
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else
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return function(nodename)
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return nodename == nodename_or_group
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end
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end
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end
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local function get_node_collisionboxes(node, pos)
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local boxes = {{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}}
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local node_def = minetest.registered_nodes[node.name]
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if (not node_def) or node_def.walkable == false then
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return {}
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end
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local def_collision_box = node_def.collision_box or (node_def.drawtype == "nodebox" and node_def.node_box)
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if def_collision_box then
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local box_type = def_collision_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_collision_box.fixed
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boxes = get_collisionboxes(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 pairs(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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-- TODO complete if only wall_top is given
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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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if dir.y > 0 then
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box = def_collision_box.wall_top
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elseif dir.y < 0 then
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box = def_collision_box.wall_bottom
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else
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box = def_collision_box.wall_side
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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 = {
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top = {x = 0, y = 1, z = 0},
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bottom = {x = 0, y = -1, z = 0},
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front = {x = 0, y = 0, z = -1},
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left = {x = -1, y = 0, z = 0},
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back = {x = 0, y = 0, z = 1},
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right = {x = 1, y = 0, z = 0}
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}
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if node_def.connect_sides then
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for side in pairs(connect_sides) do
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if not node_def.connect_sides[side] then
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connect_sides[side] = nil
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end
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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_collisionboxes(def_collision_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 _, nodename_or_group in pairs(node_def.connects_to or {}) do
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table.insert(matchers, matches(nodename_or_group))
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end
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local function connects_to(nodename)
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for _, matcher in pairs(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, direction in pairs(connect_sides) do
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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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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 pairs(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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end
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return boxes
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end
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minetest.register_on_placenode(function(pos, newnode, _, oldnode)
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for _, player in pairs(minetest.get_connected_players()) do
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if vector.distance(player:get_pos(), pos) <= 10 then
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-- HACK imposes a restriction on player & node collisionbox size for performance
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local collisionbox_player = player:get_properties().collisionbox
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local diff = vector.subtract(player:get_pos(), pos)
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for _, collisionbox in pairs(get_node_collisionboxes(newnode, pos)) do
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if visualize_box then visualize_box(pos, collisionbox) end
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if aabb_collision(collisionbox_player, collisionbox, diff) then
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minetest.set_node(pos, oldnode)
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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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end
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end)
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@ -0,0 +1,2 @@
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name = disable_build_where_they_stand
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description = Disables placing blocks at places where they would collide with a player
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@ -0,0 +1,32 @@
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local modname = minetest.get_current_modname()
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local test_box = modname .. ":test_box"
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local textures = {}
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for index = 1, 6 do
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textures[index] = modname .. "_test_box.png"
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end
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minetest.register_entity(test_box, {
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initial_properties = {
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physical = false,
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pointable = true,
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visual = "cube",
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visual_size = { x = 1, y = 1, z = 1 },
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textures = textures,
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colors = {},
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use_texture_alpha = true,
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backface_culling = true,
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glow = 14,
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infotext = "Collisionbox",
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static_save = false,
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shaded = false
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}
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})
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local function visualize_box(pos, box)
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local obj = minetest.add_entity(vector.add(pos, {x = (box[1] + box[4]) / 2, y = (box[2] + box[5]) / 2, z = (box[3] + box[6]) / 2}), test_box)
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obj:set_properties{
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infotext = "Collisionbox: " .. minetest.write_json(box),
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visual_size = {x = box[4] - box[1], y = box[5] - box[2], z = box[6] - box[3]}
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}
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end
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return visualize_box
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