394 lines
9.8 KiB
Lua
394 lines
9.8 KiB
Lua
--[[
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Copyright (C) 2021 random-geek (https://github.com/random-geek)
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This file is part of Meshport.
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Meshport is free software: you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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Meshport is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
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more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Meshport. If not, see <https://www.gnu.org/licenses/>.
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]]
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meshport.NEIGHBOR_DIRS = {
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-- face neighbors
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vector.new( 0, 1, 0), -- 1
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vector.new( 0,-1, 0),
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vector.new( 1, 0, 0),
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vector.new(-1, 0, 0),
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vector.new( 0, 0, 1),
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vector.new( 0, 0,-1),
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-- edge neighbors
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vector.new(-1, 1, 0), -- 7
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vector.new( 1, 1, 0),
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vector.new( 0, 1, 1),
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vector.new( 0, 1,-1),
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vector.new(-1, 0, 1),
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vector.new( 1, 0, 1),
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vector.new(-1, 0,-1),
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vector.new( 1, 0,-1),
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vector.new(-1,-1, 0),
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vector.new( 1,-1, 0),
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vector.new( 0,-1, 1),
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vector.new( 0,-1,-1),
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}
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local FACEDIR_TO_TILE_INDICES = {
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[0] =
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{1, 2, 3, 4, 5, 6},
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{1, 2, 5, 6, 4, 3},
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{1, 2, 4, 3, 6, 5},
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{1, 2, 6, 5, 3, 4},
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{6, 5, 3, 4, 1, 2},
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{3, 4, 5, 6, 1, 2},
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{5, 6, 4, 3, 1, 2},
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{4, 3, 6, 5, 1, 2},
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{5, 6, 3, 4, 2, 1},
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{4, 3, 5, 6, 2, 1},
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{6, 5, 4, 3, 2, 1},
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{3, 4, 6, 5, 2, 1},
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{4, 3, 1, 2, 5, 6},
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{6, 5, 1, 2, 4, 3},
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{3, 4, 1, 2, 6, 5},
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{5, 6, 1, 2, 3, 4},
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{3, 4, 2, 1, 5, 6},
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{5, 6, 2, 1, 4, 3},
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{4, 3, 2, 1, 6, 5},
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{6, 5, 2, 1, 3, 4},
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{2, 1, 4, 3, 5, 6},
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{2, 1, 6, 5, 4, 3},
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{2, 1, 3, 4, 6, 5},
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{2, 1, 5, 6, 3, 4},
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}
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local FACEDIR_TO_TILE_ROTATIONS = {
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[0] =
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{0, 0, 0, 0, 0, 0},
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{1, 3, 0, 0, 0, 0},
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{2, 2, 0, 0, 0, 0},
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{3, 1, 0, 0, 0, 0},
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{0, 2, 1, 3, 2, 0},
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{0, 2, 1, 3, 3, 3},
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{0, 2, 1, 3, 0, 2},
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{0, 2, 1, 3, 1, 1},
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{2, 0, 3, 1, 2, 0},
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{2, 0, 3, 1, 1, 1},
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{2, 0, 3, 1, 0, 2},
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{2, 0, 3, 1, 3, 3},
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{1, 1, 1, 1, 3, 1},
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{1, 1, 2, 0, 3, 1},
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{1, 1, 3, 3, 3, 1},
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{1, 1, 0, 2, 3, 1},
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{3, 3, 3, 3, 1, 3},
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{3, 3, 2, 0, 1, 3},
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{3, 3, 1, 1, 1, 3},
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{3, 3, 0, 2, 1, 3},
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{2, 2, 2, 2, 2, 2},
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{1, 3, 2, 2, 2, 2},
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{0, 0, 2, 2, 2, 2},
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{3, 1, 2, 2, 2, 2},
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}
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local WALLMOUNTED_TO_FACEDIR = {[0] = 20, 0, 17, 15, 8, 6}
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local DRAWTYPE_ALIASES = {
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allfaces_optional = "allfaces",
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glasslike_framed_optional = "glasslike",
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}
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function meshport.log(name, level, s)
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local message
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if level == "info" then
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message = minetest.colorize("#00EF00", s)
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elseif level == "warning" then
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message = minetest.colorize("#EFEF00", "Warning: " .. s)
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elseif level == "error" then
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message = minetest.colorize("#EF0000", "Error: " .. s)
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end
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minetest.chat_send_player(name, "[meshport] " .. message)
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end
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function meshport.rotate_vector_by_facedir(vec, facedir)
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local v = vector.new(vec)
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local rotY = facedir % 4
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local rotSide = (facedir - rotY) / 4
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-- Rotate the vector. Values of 0 for either `rotY` or `rotSide` do not change the vector.
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if rotY == 1 then
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v.x, v.z = v.z, -v.x -- 90 degrees clockwise
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elseif rotY == 2 then
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v.x, v.z = -v.x, -v.z -- 180 degrees clockwise
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elseif rotY == 3 then
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v.x, v.z = -v.z, v.x -- 270 degrees clockwise
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end
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if rotSide == 1 then
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v.y, v.z = -v.z, v.y -- Facing Z+
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elseif rotSide == 2 then
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v.y, v.z = v.z, -v.y -- Facing Z-
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elseif rotSide == 3 then
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v.x, v.y = v.y, -v.x -- Facing X+
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elseif rotSide == 4 then
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v.x, v.y = -v.y, v.x -- Facing X-
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elseif rotSide == 5 then
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v.x, v.y = -v.x, -v.y -- Facing Y-
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end
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return v
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end
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function meshport.translate_texture_coordinates(texCoords, offset)
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if offset.x == 0 and offset.y == 0 then
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return texCoords
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end
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local newTexCoords = {}
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for _, tc in ipairs(texCoords) do
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table.insert(newTexCoords, {x = tc.x + offset.x, y = tc.y + offset.y})
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end
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return newTexCoords
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end
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function meshport.rotate_texture_coordinates_rad(texCoords, rad)
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if rad == 0 then
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return texCoords
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end
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local sinRad = math.sin(rad)
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local cosRad = math.cos(rad)
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local newTexCoords = {}
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for _, texCoord in ipairs(texCoords) do
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-- Coordinates are rotated around (0.5, 0.5).
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local x = texCoord.x - 0.5
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local y = texCoord.y - 0.5
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table.insert(newTexCoords, {
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x = x * cosRad - y * sinRad + 0.5,
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y = x * sinRad + y * cosRad + 0.5
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})
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end
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return newTexCoords
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end
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local function rotate_texture_coordinates(texCoords, rot)
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if rot == 0 then
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return
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end
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for i, tc in ipairs(texCoords) do
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local x, y
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-- Rotate the vector. Values of components range from 0 to 1, so adding 1 when inverting is necessary.
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if rot == 1 then
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x, y = 1 - tc.y, tc.x -- 90 degrees counterclockwise
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elseif rot == 2 then
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x, y = 1 - tc.x, 1 - tc.y -- 180 degrees counterclockwise
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elseif rot == 3 then
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x, y = tc.y, 1 - tc.x -- 270 degrees counterclockwise
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end
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texCoords[i] = {x = x, y = y}
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end
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end
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local function scale_global_texture_coordinates(texCoords, pos, sideIdx, scale)
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-- Get the offset of the tile relative to the lower left corner of the texture.
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local texPos = {}
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if sideIdx == 1 then
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texPos.x = pos.x % 16 % scale
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texPos.y = pos.z % 16 % scale
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elseif sideIdx == 2 then
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texPos.x = pos.x % 16 % scale
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texPos.y = scale - pos.z % 16 % scale - 1
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elseif sideIdx == 3 then
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texPos.x = pos.z % 16 % scale
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texPos.y = pos.y % 16 % scale
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elseif sideIdx == 4 then
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texPos.x = scale - pos.z % 16 % scale - 1
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texPos.y = pos.y % 16 % scale
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elseif sideIdx == 5 then
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texPos.x = scale - pos.x % 16 % scale - 1
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texPos.y = pos.y % 16 % scale
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elseif sideIdx == 6 then
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texPos.x = pos.x % 16 % scale
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texPos.y = pos.y % 16 % scale
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end
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-- Scale and move the texture coordinates.
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for i, texCoord in ipairs(texCoords) do
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texCoords[i] = {
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x = (texCoord.x + texPos.x) / scale,
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y = (texCoord.y + texPos.y) / scale,
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}
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end
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end
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-- WARNING: This function mutates tables!
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-- Please follow the table rules used by Faces.
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function meshport.prepare_cuboid_face(face, tiles, pos, facedir, sideIdx)
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-- If the tile index has not been set manually, assign a tile to the face based on the facedir value.
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face.tile_idx = face.tile_idx or FACEDIR_TO_TILE_INDICES[facedir][sideIdx]
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local tile = meshport.get_tile(tiles, face.tile_idx)
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if tile.align_style == "world" or tile.align_style == "user" then
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-- For scaled, world-aligned tiles, scale and reposition the texture coordinates as needed.
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if tile.scale and tile.scale ~= 1 then
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scale_global_texture_coordinates(face.tex_coords, pos, sideIdx, tile.scale)
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end
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else
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-- If the tile isn't world-aligned, rotate it according to the facedir.
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rotate_texture_coordinates(face.tex_coords, FACEDIR_TO_TILE_ROTATIONS[facedir][sideIdx])
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end
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return face
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end
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function meshport.get_content_id_or_nil(nodeName)
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if minetest.registered_nodes[nodeName] then
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return minetest.get_content_id(nodeName)
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end
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end
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function meshport.get_def_from_id(contentId)
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return minetest.registered_nodes[minetest.get_name_from_content_id(contentId)] or {}
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end
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function meshport.get_aliased_drawtype(drawtype)
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return DRAWTYPE_ALIASES[drawtype or ""] or drawtype
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end
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function meshport.get_facedir(type, param2)
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if type == "facedir" or type == "colorfacedir" then
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-- For colorfacedir, only the first 5 bits are needed.
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return param2 % 32
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elseif type == "wallmounted" or type == "colorwallmounted" then
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-- For colorwallmounted, only the first 3 bits are needed. If the wallmounted direction is invalid, return 0.
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return WALLMOUNTED_TO_FACEDIR[param2 % 8] or 0
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else
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return 0
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end
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end
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function meshport.get_degrotate(type, param2)
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if type == "degrotate" then
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return 1.5 * (param2 % 240)
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elseif type == "colordegrotate" then
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return 15 * ((param2 % 32) % 24)
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else
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return 0
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end
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end
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function meshport.get_node_neighbors(array, area, idx)
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-- Get the node's absolute position from the flat array index.
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local pos = area:position(idx)
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local neighbors = {}
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-- Get the content/param2 value for each neighboring node.
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for i = 1, 6 do
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neighbors[i] = array[area:indexp(vector.add(pos, meshport.NEIGHBOR_DIRS[i]))]
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end
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return neighbors
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end
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function meshport.get_tile(tiles, n)
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if type(tiles) == "table" and #tiles > 0 then
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return tiles[n] or tiles[#tiles]
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else
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return "unknown"
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end
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end
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local function get_png_dimensions(path)
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-- Luckily, reading the dimensions of a PNG file is a trivial task
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local file = io.open(path, "rb")
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if not file then
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return
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end
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file:seek("set", 1)
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if file:read(3) ~= "PNG" then -- Verify it's a PNG file
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return
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end
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file:seek("set", 16)
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local function read_u32(b)
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return (b:byte(1) * 0x1000000 +
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b:byte(2) * 0x10000 +
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b:byte(3) * 0x100 +
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b:byte(4))
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end
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local w = read_u32(file:read(4))
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local h = read_u32(file:read(4))
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file:close()
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return w, h
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end
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-- In case of failure, this should return nil, nil
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function meshport.get_texture_dimensions(textureName)
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local dims = meshport.texture_dimension_cache[textureName]
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if dims then
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return dims[1], dims[2]
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end
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local path = meshport.texture_paths[textureName]
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if path then
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local w, h = get_png_dimensions(path)
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meshport.texture_dimension_cache[path] = {w, h} -- Will be an empty table if the file isn't found.
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return w, h
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end
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end
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function meshport.get_asset_paths(assetFolderName, extension)
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local modAssetPath
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local assets = {}
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-- Iterate through each enabled mod.
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for _, modName in ipairs(minetest.get_modnames()) do
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modAssetPath = minetest.get_modpath(modName) .. DIR_DELIM .. assetFolderName
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-- Iterate through all the files in the requested folder of the mod.
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for _, fileName in ipairs(minetest.get_dir_list(modAssetPath, false)) do
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-- Add files to the table. If an extension is specified, only add files with that extension.
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if not extension or string.lower(string.sub(fileName, -string.len(extension))) == extension then
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assets[fileName] = modAssetPath .. DIR_DELIM .. fileName
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end
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end
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end
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return assets
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end
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