meshport-cd2025/helpers.lua
2019-06-27 21:56:35 -07:00

300 lines
7.9 KiB
Lua

meshport.neighbor_dirs = {
{x = 0, y = 1, z = 0}, -- Y+
{x = 0, y = -1, z = 0}, -- Y-
{x = 1, y = 0, z = 0}, -- X+
{x = -1, y = 0, z = 0}, -- X-
{x = 0, y = 0, z = 1}, -- Z+
{x = 0, y = 0, z = -1}, -- Z-
}
meshport.facedir_to_tile_indices = {
[0] =
{1, 2, 3, 4, 5, 6},
{1, 2, 5, 6, 4, 3},
{1, 2, 4, 3, 6, 5},
{1, 2, 6, 5, 3, 4},
{6, 5, 3, 4, 1, 2},
{3, 4, 5, 6, 1, 2},
{5, 6, 4, 3, 1, 2},
{4, 3, 6, 5, 1, 2},
{5, 6, 3, 4, 2, 1},
{4, 3, 5, 6, 2, 1},
{6, 5, 4, 3, 2, 1},
{3, 4, 6, 5, 2, 1},
{4, 3, 1, 2, 5, 6},
{6, 5, 1, 2, 4, 3},
{3, 4, 1, 2, 6, 5},
{5, 6, 1, 2, 3, 4},
{3, 4, 2, 1, 5, 6},
{5, 6, 2, 1, 4, 3},
{4, 3, 2, 1, 6, 5},
{6, 5, 2, 1, 3, 4},
{2, 1, 4, 3, 5, 6},
{2, 1, 6, 5, 4, 3},
{2, 1, 3, 4, 6, 5},
{2, 1, 5, 6, 3, 4},
}
meshport.facedir_to_tile_rotations = {
[0] =
{0, 0, 0, 0, 0, 0},
{3, 1, 0, 0, 0, 0},
{2, 2, 0, 0, 0, 0},
{1, 3, 0, 0, 0, 0},
{0, 2, 3, 1, 2, 0},
{0, 2, 3, 1, 1, 1},
{0, 2, 3, 1, 0, 2},
{0, 2, 3, 1, 3, 3},
{2, 0, 1, 3, 2, 0},
{2, 0, 1, 3, 3, 3},
{2, 0, 1, 3, 0, 2},
{2, 0, 1, 3, 1, 1},
{3, 3, 3, 3, 1, 3},
{3, 3, 2, 0, 1, 3},
{3, 3, 1, 1, 1, 3},
{3, 3, 0, 2, 1, 3},
{1, 1, 1, 1, 3, 1},
{1, 1, 2, 0, 3, 1},
{1, 1, 3, 3, 3, 1},
{1, 1, 0, 2, 3, 1},
{2, 2, 2, 2, 2, 2},
{3, 1, 2, 2, 2, 2},
{0, 0, 2, 2, 2, 2},
{1, 3, 2, 2, 2, 2},
}
meshport.wallmounted_to_facedir = {[0] = 20, 0, 17, 15, 8, 6}
meshport.drawtype_aliases = {
allfaces_optional = "allfaces",
glasslike_framed_optional = "glasslike_framed",
}
function meshport.print(name, level, s)
local message
if level == "info" then
message = minetest.colorize("#00EF00", s)
elseif level == "warning" then
message = minetest.colorize("#EFEF00", "Warning: " .. s)
elseif level == "error" then
message = minetest.colorize("#EF0000", "Error: " .. s)
end
minetest.chat_send_player(name, "[meshport] " .. message)
end
function meshport.find_or_insert(list, value)
local idx = table.indexof(list, value)
-- If the element does not exist, create it.
if idx < 0 then
table.insert(list, value)
idx = #list
end
-- Return the index of the element.
return idx
end
function meshport.clean_vector(vec)
-- Prevents an issue involving negative zero values, which are not handled properly by `string.format`.
return {
x = vec.x == 0 and 0 or vec.x,
y = vec.y == 0 and 0 or vec.y,
z = vec.z == 0 and 0 or vec.z,
}
end
function meshport.rotate_vector_by_facedir(vec, facedir)
local v = vector.new(vec)
local rotY = facedir % 4
local rotSide = (facedir - rotY) / 4
-- Rotate the vector. Values of 0 for either `rotY` or `rotSide` do not change the vector.
if rotY == 1 then
v.x, v.z = v.z, -v.x -- 90 degrees clockwise
elseif rotY == 2 then
v.x, v.z = -v.x, -v.z -- 180 degrees clockwise
elseif rotY == 3 then
v.x, v.z = -v.z, v.x -- 270 degrees clockwise
end
if rotSide == 1 then
v.y, v.z = -v.z, v.y -- Facing Z+
elseif rotSide == 2 then
v.y, v.z = v.z, -v.y -- Facing Z-
elseif rotSide == 3 then
v.x, v.y = v.y, -v.x -- Facing X+
elseif rotSide == 4 then
v.x, v.y = -v.y, v.x -- Facing X-
elseif rotSide == 5 then
v.x, v.y = -v.x, -v.y -- Facing Y-
end
return v
end
function meshport.rotate_texture_coordinate(texCoord, rot)
local vt = table.copy(texCoord)
-- Rotate the vector. Values of components range from 0 to 1, so adding 1 when inverting is necessary.
if rot == 1 then
vt.x, vt.y = vt.y, 1 - vt.x -- 90 degrees clockwise
elseif rot == 2 then
vt.x, vt.y = 1 - vt.x, 1 - vt.y -- 180 degrees clockwise
elseif rot == 3 then
vt.x, vt.y = 1 - vt.y, vt.x -- 270 degrees clockwise
end
return vt
end
function meshport.rotate_texture_coordinates(texCoords, rot)
if rot == 0 then
return texCoords
end
local newTexCoords = {}
for _, texCoord in ipairs(texCoords) do
table.insert(newTexCoords, meshport.rotate_texture_coordinate(texCoord, rot))
end
return newTexCoords
end
function meshport.scale_global_texture_coordinates(texCoords, pos, sideIdx, scale)
-- Get the offset of the tile relative to the lower left corner of the texture.
local texPos = {}
if sideIdx == 1 then
texPos.x = pos.x % 16 % scale
texPos.y = pos.z % 16 % scale
elseif sideIdx == 2 then
texPos.x = pos.x % 16 % scale
texPos.y = scale - pos.z % 16 % scale - 1
elseif sideIdx == 3 then
texPos.x = pos.z % 16 % scale
texPos.y = pos.y % 16 % scale
elseif sideIdx == 4 then
texPos.x = scale - pos.z % 16 % scale - 1
texPos.y = pos.y % 16 % scale
elseif sideIdx == 5 then
texPos.x = scale - pos.x % 16 % scale - 1
texPos.y = pos.y % 16 % scale
elseif sideIdx == 6 then
texPos.x = pos.x % 16 % scale
texPos.y = pos.y % 16 % scale
end
-- Scale and move the texture coordinates.
local newTexCoords = {}
for _, texCoord in ipairs(texCoords) do
table.insert(newTexCoords, {
x = (texCoord.x + texPos.x) / scale,
y = (texCoord.y + texPos.y) / scale,
})
end
return newTexCoords
end
function meshport.prepare_cuboid_face(face, tiles, pos, facedir, sideIdx)
-- If the tile index has not been set manually, assign a tile to the face based on the facedir value.
face.tile_idx = face.tile_idx or meshport.facedir_to_tile_indices[facedir][sideIdx]
local tile = meshport.get_tile(tiles, face.tile_idx)
if tile.align_style == "world" or tile.align_style == "user" then
-- For scaled, world-aligned tiles, scale and reposition the texture coordinates as needed.
if tile.scale and tile.scale ~= 1 then
face.tex_coords = meshport.scale_global_texture_coordinates(face.tex_coords, pos, sideIdx, tile.scale)
end
else
-- If the tile isn't world-aligned, rotate it according to the facedir.
face.tex_coords = meshport.rotate_texture_coordinates(face.tex_coords,
meshport.facedir_to_tile_rotations[facedir][sideIdx])
end
return face
end
function meshport.get_def_from_id(contentId)
return minetest.registered_nodes[minetest.get_name_from_content_id(contentId)] or {}
end
function meshport.get_aliased_drawtype(drawtype)
return meshport.drawtype_aliases[drawtype or ""] or drawtype
end
function meshport.get_facedir(param2, type)
if type == "facedir" or type == "colorfacedir" then
-- For colorfacedir, only the first 5 bits are needed.
return param2 % 32
elseif type == "wallmounted" or type == "colorwallmounted" then
-- For colorwallmounted, only the first 3 bits are needed. If the wallmounted direction is invalid, return 0.
return meshport.wallmounted_to_facedir[param2 % 8] or 0
else
return 0
end
end
function meshport.get_node_neighbors(array, area, idx)
-- Get the node's absolute position from the flat array index.
local pos = area:position(idx)
local neighbors = {}
-- Get the content/param2 value for each neighboring node.
for i = 1, 6 do
neighbors[i] = array[area:indexp(vector.add(pos, meshport.neighbor_dirs[i]))]
end
return neighbors
end
function meshport.node_connects_to(nodeName, connectsTo)
-- If `connectsTo` is a string or nil, turn it into a table for iteration.
if type(connectsTo) ~= "table" then
connectsTo = {connectsTo}
end
for _, connectName in ipairs(connectsTo) do
if connectName == nodeName
or string.sub(connectName, 1, 6) == "group:"
and minetest.get_item_group(nodeName, string.sub(connectName, 7)) ~= 0 then
return true
end
end
return false
end
function meshport.get_tile(tiles, n)
if type(tiles) == "table" then
return tiles[n] or tiles[#tiles]
else
return "unknown"
end
end
function meshport.get_asset_paths(assetFolderName, extension)
local modAssetPath
local assets = {}
-- Iterate through each enabled mod.
for _, modName in ipairs(minetest.get_modnames()) do
modAssetPath = minetest.get_modpath(modName) .. DIR_DELIM .. assetFolderName
-- Iterate through all the files in the requested folder of the mod.
for _, fileName in ipairs(minetest.get_dir_list(modAssetPath, false)) do
-- Add files to the table. If an extendion is specified, only add files with that extension.
if not extension or string.lower(string.sub(fileName, -string.len(extension))) == extension then
assets[fileName] = modAssetPath .. DIR_DELIM .. fileName
end
end
end
return assets
end