wesh/init.lua

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wesh = {
name = "wesh",
modpath = minetest.get_modpath(minetest.get_current_modname()),
vt_size = 72,
player_canvas = {},
forms = {},
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}
local smartfs = dofile(wesh.modpath .. "/smartfs.lua")
wesh.forms.capture = smartfs.create("wesh.forms.capture", function(state)
state:size(6, 6)
local meshname_field = state:field(0.5, 0.5, 4, 1, "meshname", "Enter the name for your mesh")
meshname_field:onKeyEnter(wesh.mesh_capture_confirmed)
meshname_field:setCloseOnEnter(false)
local capture_button = state:button(4, 0.2, 2, 1, "capture", "Capture")
capture_button:click(wesh.mesh_capture_confirmed)
-- capture_button:setClose(true)
local cancel_button = state:button(4, 5.2, 2, 1, "cancel", "Cancel")
cancel_button:setClose(true)
state:checkbox(0.5, 1, "generate_matrix", "Generate backup matrix")
state:label(0.5, 2, "label_variants", "Select one or more variants:")
local y = 2.5
for name, texture in pairs(wesh.variants) do
local chk = state:checkbox(0.5, y, "variant_" .. name, name)
chk:setValue(true)
y = y + 0.5
end
end)
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-- ========================================================================
-- initialization functions
-- ========================================================================
function wesh._init()
wesh.temp_path = minetest.get_worldpath() .. "/mod_storage/" .. wesh.name
wesh.gen_prefix = "mesh_"
if not minetest.mkdir(wesh.temp_path) then
error("[wesh] Unable to create folder " .. wesh.temp_path)
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end
wesh._init_vertex_textures()
wesh._init_colors()
wesh._init_geometry()
wesh._init_variants()
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wesh._move_temp_files()
wesh._load_mod_meshes()
wesh._register_canvas_nodes()
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end
function wesh._register_canvas_nodes()
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local function register_canvas(index, size, inner)
minetest.register_craft({
output = "wesh:canvas" .. size,
recipe = {
{"group:wool", "group:wool", "group:wool"},
{"group:wool", inner, "group:wool"},
{"group:wool", "group:wool", "group:wool"},
}
})
minetest.register_node("wesh:canvas" .. size, {
drawtype = "mesh",
mesh = "zzz_canvas" .. size .. ".obj",
inventory_image = "canvas_inventory.png^[verticalframe:6:" .. (index-1) .. ".png",
tiles = { "canvas.png" },
paramtype2 = "facedir",
on_rightclick = wesh.canvas_interaction,
description = "Woolen Mesh Canvas - Size " .. size,
walkable = true,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 3 },
})
end
local canvas_sizes = {
{"02", "default:steel_ingot"},
{"04", "default:copper_ingot"},
{"08", "default:tin_ingot"},
{"16", "default:bronze_ingot"},
{"32", "default:gold_ingot"},
{"64", "default:diamond"},
}
wesh.valid_canvas_sizes = {}
for index, canvas_data in pairs(canvas_sizes) do
local size = canvas_data[1]
local inner = canvas_data[2]
wesh.valid_canvas_sizes[tonumber(size)] = true
register_canvas(index, size, inner)
end
minetest.register_alias("wesh:canvas", "wesh:canvas16")
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end
function wesh._init_vertex_textures()
-- creates a 4x4 grid of UV mappings, each with a margin of one pixel
-- will be used by the .OBJ file generator
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local vt = ""
local space = wesh.vt_size / 4
local tile = space - 2
local offset = tile / 2
local start = offset + 1
local stop = start + 3 * space
local mult = 1 / wesh.vt_size
for y = start, stop, space do
for x = start, stop, space do
vt = vt .. "vt " .. ((x + offset) * mult) .. " " .. ((y + offset) * mult) .. "\n" -- top right
vt = vt .. "vt " .. ((x + offset) * mult) .. " " .. ((y - offset) * mult) .. "\n" -- bottom right
vt = vt .. "vt " .. ((x - offset) * mult) .. " " .. ((y - offset) * mult) .. "\n" -- bottom left
vt = vt .. "vt " .. ((x - offset) * mult) .. " " .. ((y + offset) * mult) .. "\n" -- top left
end
end
wesh.vertex_textures = vt
end
function wesh._init_colors()
wesh.colors = {
"violet",
"white",
"yellow",
"air",
"magenta",
"orange",
"pink",
"red",
"dark_green",
"dark_grey",
"green",
"grey",
"black",
"blue",
"brown",
"cyan",
}
-- The following loop populates the color_vertices table with data like this...
--
-- wesh.color_vertices = {
-- violet = { 1, 2, 3, 4 },
-- white = { 5, 6, 7, 8 },
--
-- ...and so forth, in a boring sequence.
--
-- Such indices will refer to the vt sequence generated by _init_vertex_textures()
-- The same loop will also fill the nodename_to_color table with default fallbacks for wool
wesh.nodename_to_color = {}
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wesh.color_vertices = {}
for i, color in ipairs(wesh.colors) do
local t = {}
local j = (i - 1) * 4 + 1
for k = j, j + 3 do
table.insert(t, k)
end
wesh.color_vertices[color] = t
if color ~= "air" then
wesh.nodename_to_color["wool:" .. color] = color
end
end
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local colors_filename = "nodecolors.conf"
local default_colors_filename = "default." .. colors_filename
local full_colors_filename = wesh.modpath .. "/" .. colors_filename
local full_default_colors_filename = wesh.modpath .. "/" .. default_colors_filename
local file = io.open(full_colors_filename, "rb")
if not file then
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minetest.debug("[wesh] Copying " .. default_colors_filename .. " to " .. colors_filename)
local success, err = wesh.copy_file(full_default_colors_filename, full_colors_filename)
if not success then
minetest.debug("[wesh] " .. err)
return
end
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file = io.open(full_colors_filename, "rb")
if not file then
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minetest.debug("[wesh] Unable to load " .. colors_filename .. " file from mod folder")
return
end
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end
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-- The following loop will fill the nodename_to_color table with custom values
local content = file:read("*all")
local lines = content:gsub("(\r\n)+", "\r"):gsub("\r+", "\n"):split("\n")
for _, line in ipairs(lines) do
local parts = line:gsub("%s+", ""):split("=")
if #parts == 2 then
wesh.nodename_to_color[parts[1]] = parts[2]
end
end
file:close()
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end
function wesh._init_geometry()
-- helper table to build the six faces
wesh.cube_vertices = {
{ x = 1, y = -1, z = -1 }, -- 1
{ x = -1, y = -1, z = -1 }, -- 2
{ x = -1, y = -1, z = 1 }, -- 3
{ x = 1, y = -1, z = 1 }, -- 4
{ x = 1, y = 1, z = -1 }, -- 5
{ x = 1, y = 1, z = 1 }, -- 6
{ x = -1, y = 1, z = 1 }, -- 7
{ x = -1, y = 1, z = -1 }, -- 8
}
-- vertices refer to the above cube_vertices table
wesh.face_construction = {
bottom = { vertices = { 4, 3, 2, 1 }, normal = 1 },
top = { vertices = { 8, 7, 6, 5 }, normal = 2 },
back = { vertices = { 2, 8, 5, 1 }, normal = 3 },
front = { vertices = { 4, 6, 7, 3 }, normal = 4 },
left = { vertices = { 6, 4, 1, 5 }, normal = 5 },
right = { vertices = { 3, 7, 8, 2 }, normal = 6 },
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}
wesh.face_normals = {
{x = 0, y = -1, z = 0 },
{x = 0, y = 1, z = 0 },
{x = 0, y = 0, z = -1 },
{x = 0, y = 0, z = 1 },
{x = -1, y = 0, z = 0 },
{x = 1, y = 0, z = 0 },
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}
-- helper mapper for transformation functions
-- only upright canvases supported
wesh._transfunc = {
-- facedir 0, +Y, no rotation
function(p) return p end,
-- facedir 1, +Y, 90 deg
function(p) p.x, p.z = p.z, -p.x return p end,
-- facedir 2, +Y, 180 deg
function(p) p.x, p.z = -p.x, -p.z return p end,
-- facedir 3, +Y, 270 deg
function(p) p.x, p.z = -p.z, p.x return p end,
}
end
function wesh._reset_geometry(canv_size)
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wesh.matrix = {}
wesh.vertices = {}
wesh.vertices_indices = {}
wesh.faces = {}
local function reset(p)
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if not wesh.matrix[p.x] then wesh.matrix[p.x] = {} end
if not wesh.matrix[p.x][p.y] then wesh.matrix[p.x][p.y] = {} end
wesh.matrix[p.x][p.y][p.z] = "air"
end
wesh.traverse_matrix(reset, canv_size)
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end
function wesh._init_variants()
local variants_filename = "nodevariants.lua"
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local default_variants_filename = "default." .. variants_filename
local full_variants_filename = wesh.modpath .. "/" .. variants_filename
local full_default_variants_filename = wesh.modpath .. "/" .. default_variants_filename
local file = io.open(full_variants_filename, "rb")
if not file then
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minetest.debug("[wesh] Copying " .. default_variants_filename .. " to " .. variants_filename)
local success, err = wesh.copy_file(full_default_variants_filename, full_variants_filename)
if not success then
minetest.debug("[wesh] " .. err)
return
end
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file = io.open(full_variants_filename, "rb")
if not file then
minetest.debug("[wesh] Unable to load " .. variants_filename .. " file from mod folder")
return
end
end
local custom_variants = minetest.deserialize(file:read("*all"))
wesh.variants = {
plain = "plain-16.png",
}
-- ensure there is at least one valid variant in the custom variants
if custom_variants and type(custom_variants) == "table" then
for name, texture in pairs(custom_variants) do
if name and type(name) == "string" and texture and type(texture) == "string" then
wesh.variants = custom_variants
break
end
end
end
file:close()
end
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-- ========================================================================
-- core functions
-- ========================================================================
function wesh.canvas_interaction(clicked_pos, node, clicker)
-- called when the player right-clicks on a canvas block
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wesh.player_canvas[clicker:get_player_name()] = { pos = clicked_pos, facedir = node.param2 };
wesh.forms.capture:show(clicker:get_player_name())
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end
function wesh.mesh_capture_confirmed(button_or_field, state)
local meshname = state:get("meshname"):getText()
local playername = state.player
local canvas = wesh.player_canvas[playername]
canvas.generate_matrix = state:get("generate_matrix"):getValue()
canvas.chosen_variants = {}
local no_variants = true
for name, texture in pairs(wesh.variants) do
if state:get("variant_" .. name):getValue() then
canvas.chosen_variants[name] = texture
no_variants = false
end
end
if no_variants then
wesh.notify(playername, "Please choose at least one variant")
return
end
canvas.node = minetest.get_node_or_nil(canvas.pos)
if not canvas.node then return end
canvas.size = canvas.node.name:gsub(".*(%d%d)$", "%1")
canvas.size = tonumber(canvas.size)
if not wesh.valid_canvas_sizes[canvas.size] then
canvas.size = 16
end
canvas.boundary = {}
if wesh.save_new_mesh(canvas, playername, meshname) then
minetest.close_formspec(playername, "wesh.forms.capture")
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end
end
function wesh.save_new_mesh(canvas, playername, description)
local sanitized_meshname = wesh.check_plain(description)
if sanitized_meshname:len() < 3 then
wesh.notify(playername, "Mesh name too short, try again (min. 3 chars)")
return false
end
local obj_filename = wesh.gen_prefix .. sanitized_meshname .. ".obj"
for _, entry in ipairs(wesh.get_all_files()) do
if entry == obj_filename then
wesh.notify(playername, "Mesh name '" .. description .. "' already taken, pick a new one")
return false
end
end
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-- empty all helper variables
wesh._reset_geometry(canvas.size)
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-- read all nodes from the canvas space in the world
-- extract the colors and put them into a helper matrix of color voxels
-- generate primary boundary
wesh.traverse_matrix(wesh.node_to_voxel, canvas.size, canvas)
-- generate secondary boundaries
wesh.generate_secondary_boundaries(canvas)
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-- generate faces according to voxels
wesh.traverse_matrix(wesh.voxel_to_faces, canvas.size, canvas)
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-- this will be the actual content of the .obj file
local vt_section = wesh.vertex_textures
local v_section = wesh.vertices_to_string()
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local vn_section = wesh.normals_to_string()
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local f_section = table.concat(wesh.faces, "\n")
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local meshdata = vt_section .. v_section .. vn_section .. f_section
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return wesh.save_mesh_to_file(obj_filename, meshdata, description, playername, canvas)
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end
-- ========================================================================
-- mesh management helpers
-- ========================================================================
function wesh.save_mesh_to_file(obj_filename, meshdata, description, playername, canvas)
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-- save .obj file
local full_filename = wesh.temp_path .. "/" .. obj_filename
local file, errmsg = io.open(full_filename, "wb")
if not file then
wesh.notify(playername, "Unable to write to file '" .. obj_filename .. "' from '" .. wesh.temp_path .. "' - error: " .. errmsg)
return false
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end
file:write(meshdata)
file:close()
-- save .dat file
local data_filename = obj_filename .. ".dat"
local full_data_filename = wesh.temp_path .. "/" .. data_filename
local file, errmsg = io.open(full_data_filename, "wb")
if not file then
wesh.notify(playername, "Unable to write to file '" .. data_filename .. "' from '" .. wesh.temp_path .. "' - error: " .. errmsg)
return false
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end
file:write(wesh.prepare_data_file(description, canvas))
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file:close()
if canvas.generate_matrix then
-- save .matrix.dat file
local matrix_data_filename = obj_filename .. ".matrix.dat"
local full_matrix_data_filename = wesh.temp_path .. "/" .. matrix_data_filename
local file, errmsg = io.open(full_matrix_data_filename, "wb")
if not file then
wesh.notify(playername, "Unable to write to file '" .. matrix_data_filename .. "' from '" .. wesh.temp_path .. "' - error: " .. errmsg)
return false
end
file:write(minetest.serialize(wesh.matrix))
file:close()
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end
wesh.notify(playername, "Mesh saved to '" .. obj_filename .. "' in '" .. wesh.temp_path .. "', reload the world to move them to the mod folder and enable them")
return true
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end
function wesh.prepare_data_file(description, canvas)
local boxes = {}
wesh.merge_collision_boxes(canvas)
for _, box in ipairs(canvas.boxes) do
table.insert(boxes, wesh.box_to_collision_box(box, canvas.size))
end
local data = {
description = description,
variants = canvas.chosen_variants,
collision_box = {
type = "fixed",
fixed = boxes,
}
}
return wesh.serialize(data, 2)
end
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function wesh.get_temp_files()
return minetest.get_dir_list(wesh.temp_path, false)
end
function wesh.get_stored_files()
return minetest.get_dir_list(wesh.modpath .. "/models", false)
end
function wesh.get_all_files()
local all = wesh.get_temp_files()
for _, entry in pairs(wesh.get_stored_files()) do
table.insert(all, entry)
end
return all
end
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function wesh._move_temp_files()
local meshes = wesh.get_temp_files()
for _, filename in ipairs(meshes) do
os.rename(wesh.temp_path .. "/" .. filename, wesh.modpath .. "/models/" .. filename)
end
end
function wesh._load_mod_meshes()
local meshes = wesh.get_stored_files()
for _, filename in ipairs(meshes) do
if filename:match("^" .. wesh.gen_prefix .. ".-%.obj$") then
wesh._load_mesh(filename)
end
end
end
function wesh._load_mesh(obj_filename)
local full_data_filename = wesh.modpath .. "/models/" .. obj_filename .. ".dat"
local file = io.open(full_data_filename, "rb")
local data = {}
if file then
data = minetest.deserialize(file:read("*all")) or {}
file:close()
end
local description = data.description or "Custom Woolen Mesh"
local variants = data.variants or { plain = "plain-16.png" }
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local nodename = obj_filename:gsub("[^%w]+", "_"):gsub("_obj", "")
for variant, tile in pairs(variants) do
local props = {
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drawtype = "mesh",
mesh = obj_filename,
paramtype = "light",
sunlight_propagates = true,
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paramtype2 = "facedir",
description = description .. " (" .. variant .. ")",
tiles = { tile },
walkable = true,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 3 },
}
for prop, value in pairs(data) do
if prop ~= "variants" and prop ~= "description" then
props[prop] = value
end
end
if props.collision_box and not props.selection_box then
props.selection_box = props.collision_box
end
minetest.register_node("wesh:" .. nodename .. "_" .. variant, props)
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end
end
-- ========================================================================
-- collision box computers
-- ========================================================================
function wesh.box_to_collision_box(box, size)
-- transform integral values of the box to the -0.5 ~ 0.5 range
-- and return its string representation
local subvoxel = 1 / size
local min = vector.subtract(box.min, 1)
min = vector.multiply(min, subvoxel)
min = vector.subtract(min, 0.5)
local max = vector.add(box.max, 0)
max = vector.multiply(max, subvoxel)
max = vector.subtract(max, 0.5)
return { min.x, min.y, min.z, max.x, max.y, max.z }
end
function wesh.generate_secondary_boundaries(canvas)
-- split_boundary calls itself recursively and splits over the three axes in sequence
canvas.boundaries = wesh.split_boundary(canvas.boundary, "x")
-- boundaries will get converted to boxes with integral values and shrunk if necessary
canvas.boxes = {}
for index, boundary in ipairs(canvas.boundaries) do
canvas.boxes[index] = {}
wesh.traverse_matrix(wesh.update_secondary_collision_box, boundary, canvas.boxes[index])
end
end
function wesh.merge_collision_boxes(canvas)
-- merge collision boxes back if they fall within a relative treshold
local unmergeable = {}
local boxes = {}
local treshold = math.floor(canvas.size / 4)
-- remove all empty boxes
for _, box in ipairs(canvas.boxes) do
if box.min then
table.insert(boxes, box)
end
end
-- repeatedly iterate over boxes comparing the first to remaining ones
while #boxes > 1 do
local a = boxes[1]
local merged = false
for i = 2, #boxes do
local b = boxes[i]
-- if appropriate, remove and merge pairs together appending resulting box to the table
if wesh.mergeable_boxes(a, b, treshold) then
table.insert(boxes, {
min = wesh.axis_min(a.min, b.min),
max = wesh.axis_max(a.max, b.max),
})
table.remove(boxes, i)
table.remove(boxes, 1)
merged = true;
break
end
end
if not merged then
table.insert(unmergeable, boxes[1])
table.remove(boxes, 1)
end
end
for _, v in ipairs(unmergeable) do
table.insert(boxes, v)
end
canvas.boxes = boxes;
end
function wesh.mergeable_boxes(a, b, treshold)
-- check if boxes are aligned independently on each axis
local align_x = math.abs(a.min.x - b.min.x) <= treshold and math.abs(a.max.x - b.max.x) <= treshold
local align_y = math.abs(a.min.y - b.min.y) <= treshold and math.abs(a.max.y - b.max.y) <= treshold
local align_z = math.abs(a.min.z - b.min.z) <= treshold and math.abs(a.max.z - b.max.z) <= treshold
-- increase treshold by one to arrange for 2x2x2 corner case with treshold set to zero
treshold = treshold + 1
-- check if spacing between boxes along independent axes is smaller than given treshold
local close_x = math.abs(a.min.x - b.max.x) <= treshold or math.abs(b.min.x - a.max.x) <= treshold
local close_y = math.abs(a.min.y - b.max.y) <= treshold or math.abs(b.min.y - a.max.y) <= treshold
local close_z = math.abs(a.min.z - b.max.z) <= treshold or math.abs(b.min.z - a.max.z) <= treshold
-- return true only if the boxes are aligned on two axes and close together on the third one
return align_x and align_y and close_z
or align_y and align_z and close_x
or align_z and align_x and close_y
end
function wesh.split_boundary(boundary, axis)
-- split the boundary in half over each axis recursively
-- this can result in up to 8 secondary boundaries
local boundaries = {}
local span = boundary.max[axis] - boundary.min[axis]
local next_axis = nil
if axis == "x" then
next_axis = "y"
elseif axis == "y" then
next_axis = "z"
end
if span > 0 then
local limit = math.ceil(span / 2)
local sub_one = table.copy(boundary)
sub_one.max[axis] = limit
local sub_two = table.copy(boundary)
sub_two.min[axis] = limit + 1
if next_axis then
wesh.merge_tables(boundaries, wesh.split_boundary(sub_one, next_axis))
wesh.merge_tables(boundaries, wesh.split_boundary(sub_two, next_axis))
else
table.insert(boundaries, sub_one)
table.insert(boundaries, sub_two)
end
elseif next_axis then
wesh.merge_tables(boundaries, wesh.split_boundary(boundary, next_axis))
else
table.insert(boundaries, boundary)
end
return boundaries
end
function wesh.update_collision_box(rel_pos, box)
-- shrink box boundaries over the three axes separately
if not box.min then
box.min = rel_pos
else
box.min = wesh.axis_min(box.min, rel_pos)
end
if not box.max then
box.max = rel_pos
else
box.max = wesh.axis_max(box.max, rel_pos)
end
end
function wesh.update_secondary_collision_box(rel_pos, box)
-- let the box shrink only if the subvoxel isn't empty
if wesh.get_voxel_color(rel_pos) ~= "air" then
wesh.update_collision_box(rel_pos, box)
end
end
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-- ========================================================================
-- mesh generation helpers
-- ========================================================================
function wesh.construct_face(rel_pos, canv_size, texture_vertices, facename, vertices, normal_index)
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local normal = wesh.face_normals[normal_index]
local hider_pos = vector.add(rel_pos, normal)
if not wesh.out_of_bounds(hider_pos, canv_size) and wesh.get_voxel_color(hider_pos) ~= "air" then return end
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local face_line = "f "
for i, vertex in ipairs(vertices) do
local index = wesh.get_vertex_index(rel_pos, canv_size, vertex)
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face_line = face_line .. index .. "/" .. texture_vertices[i] .. "/" .. normal_index .. " "
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end
table.insert(wesh.faces, face_line)
end
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function wesh.get_node_color(pos)
local node = minetest.get_node_or_nil(pos)
if not node then return "air" end
return wesh.nodename_to_color[node.name] or "air"
end
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function wesh.get_texture_vertices(color)
if not wesh.color_vertices[color] then
return wesh.color_vertices.air
end
return wesh.color_vertices[color]
end
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function wesh.get_vertex_index(pos, canv_size, vertex_number)
-- get integral offset of vertices related to voxel center
local offset = wesh.cube_vertices[vertex_number]
-- convert integral offset to real offset
offset = vector.multiply(offset, 1/canv_size/2)
-- scale voxel center from range 1~canv_size to range 1/canv_size ~ 1
pos = vector.divide(pos, canv_size)
-- center whole mesh around zero and shift it to make room for offsets
pos = vector.subtract(pos, 1/2 + 1/canv_size/2)
-- not really sure whether this should be done here,
-- but if I don't do this the resulting mesh will be wrongly mirrored
pos.x = -pos.x
-- combine voxel center and offset to get final real vertex coordinate
pos = vector.add(pos, offset)
-- bail out if this vertex already exists
local lookup = pos.x .. "," .. pos.y .. "," .. pos.z
if wesh.vertices_indices[lookup] then return wesh.vertices_indices[lookup] end
-- add the vertex to the list of needed ones
table.insert(wesh.vertices, pos)
wesh.vertices_indices[lookup] = #wesh.vertices
return #wesh.vertices
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end
function wesh.get_voxel_color(pos)
return wesh.matrix[pos.x][pos.y][pos.z]
end
function wesh.make_absolute(canvas_pos, canv_size, facedir, relative_pos)
-- relative positions range from (1, 1, 1) to (canv_size, canv_size, canv_size)
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-- shift relative to canvas node within canvas space
local shifted_pos = {}
shifted_pos.y = relative_pos.y - 1
shifted_pos.x = relative_pos.x - (canv_size / 2)
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shifted_pos.z = relative_pos.z
-- transform according to canvas facedir
local transformed_pos = wesh.transform(facedir, shifted_pos)
-- translate to absolute according to canvas position
local absolute_pos = vector.add(canvas_pos, transformed_pos)
return absolute_pos
end
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function wesh.set_voxel_color(pos, color)
if not wesh.color_vertices[color] then color = "air" end
wesh.matrix[pos.x][pos.y][pos.z] = color
end
function wesh.node_to_voxel(rel_pos, canvas)
local abs_pos = wesh.make_absolute(canvas.pos, canvas.size, canvas.facedir, rel_pos)
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local color = wesh.get_node_color(abs_pos)
if color ~= "air" then
wesh.update_collision_box(rel_pos, canvas.boundary)
end
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wesh.set_voxel_color(rel_pos, color)
end
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function wesh.normals_to_string()
local output = ""
for i, normal in ipairs(wesh.face_normals) do
output = output .. "vn " .. normal.x .. " " .. normal.y .. " " .. normal.z .. "\n"
end
return output
end
function wesh.voxel_to_faces(rel_pos, canvas)
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local color = wesh.get_voxel_color(rel_pos)
if color == "air" then return end
for facename, facedata in pairs(wesh.face_construction) do
local texture_vertices = wesh.get_texture_vertices(color)
wesh.construct_face(rel_pos, canvas.size, texture_vertices, facename, facedata.vertices, facedata.normal)
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end
end
function wesh.vertices_to_string()
local output = ""
for i, vertex in ipairs(wesh.vertices) do
output = output .. "v " .. vertex.x .. " " .. vertex.y .. " " .. vertex.z .. "\n"
end
return output
end
-- ========================================================================
-- generic helpers
-- ========================================================================
function wesh.axis_min(pos1, pos2)
local result = {}
for axis, value in pairs(pos1) do
result[axis] = math.min(value, pos2[axis])
end
return result
end
function wesh.axis_max(pos1, pos2)
local result = {}
for axis, value in pairs(pos1) do
result[axis] = math.max(value, pos2[axis])
end
return result
end
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function wesh.check_plain(text)
if type(text) ~= "string" then return "" end
text = text:gsub("^[^%w]*(.-)[^%w]*$", "%1")
return text:gsub("[^%w]+", "_"):lower()
end
function wesh.copy_file(source, dest)
local src_file = io.open(source, "rb")
if not src_file then
return false, "copy_file() unable to open source for reading"
end
local src_data = src_file:read("*all")
src_file:close()
local dest_file = io.open(dest, "wb")
if not dest_file then
return false, "copy_file() unable to open dest for writing"
end
dest_file:write(src_data)
dest_file:close()
return true, "files copied successfully"
end
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function wesh.merge_tables(t1, t2)
for _, value in pairs(t2) do
table.insert(t1, value)
end
end
function wesh.notify(playername, message)
minetest.chat_send_player(playername, "[wesh] " .. message)
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end
function wesh.out_of_bounds(pos, canv_size)
return pos.x < 1 or pos.x > canv_size
or pos.y < 1 or pos.y > canv_size
or pos.z < 1 or pos.z > canv_size
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end
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function wesh.transform(facedir, pos)
return (wesh._transfunc[facedir + 1] or wesh._transfunc[1])(pos)
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end
function wesh.serialize(object, max_wrapping)
local function helper(obj, max_depth, depth, seen)
if not depth then
depth = 0
end
if not seen then
seen = {}
end
local wrap = max_depth and max_depth > depth or false
local out = ""
local t = type(obj)
if t == nil then
return "nil"
elseif t == "string" then
return string.format("%q", obj)
elseif t == "boolean" then
return obj and "true" or "false"
elseif t == "number" then
if math.floor(obj) == obj then
return string.format("%d", obj)
else
return tostring(obj)
end
elseif t == "table" then
if seen[tostring(obj)] then
error("[wesh] serialize(): Cyclic references not supported")
end
seen[tostring(obj)] = true;
local output = "{\n"
local post_table = string.rep("\t", depth) .. "}"
local pre_key = string.rep("\t", depth + 1)
local post_value = ",\n";
if not wrap then
output = "{ "
post_table = "}"
pre_key = ""
post_value = ", "
end
for k, v in pairs(obj) do
local key = k .. " = "
if type(k) == "number" then
-- remove numeric indices on purpose
key = ""
elseif type(k) ~= "string" or k:match("[^%w_]") then
error("[wesh] serialize(): Unsupported array key " .. helper(k))
end
output = output .. pre_key .. key .. helper(v, max_depth, depth + 1, seen) .. post_value
end
return output .. post_table
else
error("[wesh] serialize(): Data type " .. t .. " not supported")
end
end
return "return " .. helper(object, max_wrapping)
end
function wesh.traverse_matrix(callback, boundary, ...)
if type(boundary) == "table" then
for x = boundary.min.x, boundary.max.x do
for y = boundary.min.y, boundary.max.y do
for z = boundary.min.z, boundary.max.z do
callback({x = x, y = y, z = z}, ...)
end
end
end
else
for x = 1, boundary do
for y = 1, boundary do
for z = 1, boundary do
callback({x = x, y = y, z = z}, ...)
end
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end
end
end
end
wesh._init()