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