479f38973e
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
394 lines
8.4 KiB
C++
394 lines
8.4 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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extern "C" {
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#include "lua.h"
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#include "lauxlib.h"
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}
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#include "util/numeric.h"
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#include "common/c_converter.h"
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#include "constants.h"
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void push_v3f(lua_State *L, v3f p)
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{
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lua_newtable(L);
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lua_pushnumber(L, p.X);
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lua_setfield(L, -2, "x");
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lua_pushnumber(L, p.Y);
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lua_setfield(L, -2, "y");
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lua_pushnumber(L, p.Z);
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lua_setfield(L, -2, "z");
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}
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void push_v2f(lua_State *L, v2f p)
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{
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lua_newtable(L);
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lua_pushnumber(L, p.X);
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lua_setfield(L, -2, "x");
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lua_pushnumber(L, p.Y);
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lua_setfield(L, -2, "y");
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}
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v2s16 read_v2s16(lua_State *L, int index)
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{
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v2s16 p;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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p.X = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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p.Y = lua_tonumber(L, -1);
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lua_pop(L, 1);
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return p;
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}
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v2s32 read_v2s32(lua_State *L, int index)
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{
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v2s32 p;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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p.X = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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p.Y = lua_tonumber(L, -1);
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lua_pop(L, 1);
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return p;
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}
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v2f read_v2f(lua_State *L, int index)
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{
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v2f p;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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p.X = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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p.Y = lua_tonumber(L, -1);
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lua_pop(L, 1);
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return p;
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}
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v3f read_v3f(lua_State *L, int index)
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{
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v3f pos;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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pos.X = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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pos.Y = lua_tonumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "z");
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pos.Z = lua_tonumber(L, -1);
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lua_pop(L, 1);
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return pos;
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}
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v3f check_v3f(lua_State *L, int index)
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{
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v3f pos;
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "x");
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pos.X = luaL_checknumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "y");
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pos.Y = luaL_checknumber(L, -1);
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lua_pop(L, 1);
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lua_getfield(L, index, "z");
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pos.Z = luaL_checknumber(L, -1);
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lua_pop(L, 1);
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return pos;
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}
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void pushFloatPos(lua_State *L, v3f p)
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{
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p /= BS;
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push_v3f(L, p);
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}
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v3f checkFloatPos(lua_State *L, int index)
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{
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return check_v3f(L, index) * BS;
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}
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void push_v3s16(lua_State *L, v3s16 p)
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{
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lua_newtable(L);
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lua_pushnumber(L, p.X);
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lua_setfield(L, -2, "x");
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lua_pushnumber(L, p.Y);
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lua_setfield(L, -2, "y");
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lua_pushnumber(L, p.Z);
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lua_setfield(L, -2, "z");
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}
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v3s16 read_v3s16(lua_State *L, int index)
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{
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// Correct rounding at <0
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v3f pf = read_v3f(L, index);
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return floatToInt(pf, 1.0);
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}
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v3s16 check_v3s16(lua_State *L, int index)
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{
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// Correct rounding at <0
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v3f pf = check_v3f(L, index);
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return floatToInt(pf, 1.0);
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}
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video::SColor readARGB8(lua_State *L, int index)
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{
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video::SColor color(0);
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luaL_checktype(L, index, LUA_TTABLE);
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lua_getfield(L, index, "a");
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if(lua_isnumber(L, -1))
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color.setAlpha(lua_tonumber(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, index, "r");
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color.setRed(lua_tonumber(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, index, "g");
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color.setGreen(lua_tonumber(L, -1));
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lua_pop(L, 1);
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lua_getfield(L, index, "b");
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color.setBlue(lua_tonumber(L, -1));
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lua_pop(L, 1);
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return color;
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}
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aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
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{
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aabb3f box;
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if(lua_istable(L, index)){
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lua_rawgeti(L, index, 1);
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box.MinEdge.X = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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lua_rawgeti(L, index, 2);
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box.MinEdge.Y = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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lua_rawgeti(L, index, 3);
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box.MinEdge.Z = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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lua_rawgeti(L, index, 4);
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box.MaxEdge.X = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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lua_rawgeti(L, index, 5);
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box.MaxEdge.Y = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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lua_rawgeti(L, index, 6);
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box.MaxEdge.Z = lua_tonumber(L, -1) * scale;
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lua_pop(L, 1);
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}
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return box;
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}
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std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
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{
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std::vector<aabb3f> boxes;
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if(lua_istable(L, index)){
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int n = lua_objlen(L, index);
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// Check if it's a single box or a list of boxes
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bool possibly_single_box = (n == 6);
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for(int i = 1; i <= n && possibly_single_box; i++){
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lua_rawgeti(L, index, i);
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if(!lua_isnumber(L, -1))
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possibly_single_box = false;
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lua_pop(L, 1);
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}
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if(possibly_single_box){
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// Read a single box
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boxes.push_back(read_aabb3f(L, index, scale));
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} else {
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// Read a list of boxes
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for(int i = 1; i <= n; i++){
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lua_rawgeti(L, index, i);
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boxes.push_back(read_aabb3f(L, -1, scale));
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lua_pop(L, 1);
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}
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}
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}
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return boxes;
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}
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size_t read_stringlist(lua_State *L, int index, std::vector<std::string> *result)
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{
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if (index < 0)
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index = lua_gettop(L) + 1 + index;
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size_t num_strings = 0;
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if (lua_istable(L, index)) {
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lua_pushnil(L);
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while (lua_next(L, index)) {
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if (lua_isstring(L, -1)) {
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result->push_back(lua_tostring(L, -1));
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num_strings++;
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}
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lua_pop(L, 1);
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}
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} else if (lua_isstring(L, index)) {
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result->push_back(lua_tostring(L, index));
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num_strings++;
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}
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return num_strings;
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}
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/*
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Table field getters
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*/
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bool getstringfield(lua_State *L, int table,
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const char *fieldname, std::string &result)
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{
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lua_getfield(L, table, fieldname);
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bool got = false;
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if(lua_isstring(L, -1)){
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size_t len = 0;
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const char *ptr = lua_tolstring(L, -1, &len);
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if (ptr) {
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result.assign(ptr, len);
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got = true;
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}
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}
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lua_pop(L, 1);
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return got;
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}
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bool getintfield(lua_State *L, int table,
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const char *fieldname, int &result)
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{
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lua_getfield(L, table, fieldname);
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bool got = false;
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if(lua_isnumber(L, -1)){
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result = lua_tonumber(L, -1);
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got = true;
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}
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lua_pop(L, 1);
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return got;
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}
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bool getfloatfield(lua_State *L, int table,
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const char *fieldname, float &result)
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{
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lua_getfield(L, table, fieldname);
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bool got = false;
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if(lua_isnumber(L, -1)){
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result = lua_tonumber(L, -1);
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got = true;
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}
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lua_pop(L, 1);
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return got;
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}
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bool getboolfield(lua_State *L, int table,
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const char *fieldname, bool &result)
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{
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lua_getfield(L, table, fieldname);
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bool got = false;
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if(lua_isboolean(L, -1)){
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result = lua_toboolean(L, -1);
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got = true;
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}
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lua_pop(L, 1);
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return got;
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}
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size_t getstringlistfield(lua_State *L, int table, const char *fieldname,
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std::vector<std::string> *result)
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{
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lua_getfield(L, table, fieldname);
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size_t num_strings_read = read_stringlist(L, -1, result);
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lua_pop(L, 1);
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return num_strings_read;
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}
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std::string checkstringfield(lua_State *L, int table,
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const char *fieldname)
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{
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lua_getfield(L, table, fieldname);
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std::string s = luaL_checkstring(L, -1);
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lua_pop(L, 1);
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return s;
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}
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std::string getstringfield_default(lua_State *L, int table,
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const char *fieldname, const std::string &default_)
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{
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std::string result = default_;
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getstringfield(L, table, fieldname, result);
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return result;
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}
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int getintfield_default(lua_State *L, int table,
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const char *fieldname, int default_)
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{
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int result = default_;
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getintfield(L, table, fieldname, result);
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return result;
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}
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float getfloatfield_default(lua_State *L, int table,
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const char *fieldname, float default_)
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{
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float result = default_;
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getfloatfield(L, table, fieldname, result);
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return result;
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}
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bool getboolfield_default(lua_State *L, int table,
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const char *fieldname, bool default_)
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{
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bool result = default_;
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getboolfield(L, table, fieldname, result);
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return result;
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}
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void setintfield(lua_State *L, int table,
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const char *fieldname, int value)
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{
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lua_pushinteger(L, value);
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if(table < 0)
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table -= 1;
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lua_setfield(L, table, fieldname);
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}
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void setfloatfield(lua_State *L, int table,
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const char *fieldname, float value)
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{
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lua_pushnumber(L, value);
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if(table < 0)
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table -= 1;
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lua_setfield(L, table, fieldname);
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}
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void setboolfield(lua_State *L, int table,
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const char *fieldname, bool value)
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{
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lua_pushboolean(L, value);
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if(table < 0)
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table -= 1;
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lua_setfield(L, table, fieldname);
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}
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