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			157 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| -- Minetest: builtin/item_s.lua
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| -- The distinction of what goes here is a bit tricky, basically it's everything
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| -- that does not (directly or indirectly) need access to ServerEnvironment,
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| -- Server or writable access to IGameDef on the engine side.
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| -- (The '_s' stands for standalone.)
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| 
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| --
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| -- Item definition helpers
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| --
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| 
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| function core.inventorycube(img1, img2, img3)
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| 	img2 = img2 or img1
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| 	img3 = img3 or img1
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| 	return "[inventorycube"
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| 			.. "{" .. img1:gsub("%^", "&")
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| 			.. "{" .. img2:gsub("%^", "&")
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| 			.. "{" .. img3:gsub("%^", "&")
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| end
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| 
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| function core.dir_to_facedir(dir, is6d)
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| 	--account for y if requested
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| 	if is6d and math.abs(dir.y) > math.abs(dir.x) and math.abs(dir.y) > math.abs(dir.z) then
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| 
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| 		--from above
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| 		if dir.y < 0 then
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| 			if math.abs(dir.x) > math.abs(dir.z) then
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| 				if dir.x < 0 then
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| 					return 19
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| 				else
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| 					return 13
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| 				end
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| 			else
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| 				if dir.z < 0 then
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| 					return 10
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| 				else
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| 					return 4
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| 				end
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| 			end
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| 
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| 		--from below
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| 		else
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| 			if math.abs(dir.x) > math.abs(dir.z) then
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| 				if dir.x < 0 then
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| 					return 15
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| 				else
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| 					return 17
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| 				end
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| 			else
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| 				if dir.z < 0 then
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| 					return 6
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| 				else
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| 					return 8
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| 				end
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| 			end
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| 		end
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| 
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| 	--otherwise, place horizontally
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| 	elseif math.abs(dir.x) > math.abs(dir.z) then
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| 		if dir.x < 0 then
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| 			return 3
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| 		else
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| 			return 1
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| 		end
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| 	else
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| 		if dir.z < 0 then
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| 			return 2
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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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| end
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| 
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| -- Table of possible dirs
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| local facedir_to_dir = {
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| 	vector.new( 0,  0,  1),
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| 	vector.new( 1,  0,  0),
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| 	vector.new( 0,  0, -1),
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| 	vector.new(-1,  0,  0),
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| 	vector.new( 0, -1,  0),
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| 	vector.new( 0,  1,  0),
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| }
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| -- Mapping from facedir value to index in facedir_to_dir.
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| local facedir_to_dir_map = {
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| 	[0]=1, 2, 3, 4,
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| 	5, 2, 6, 4,
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| 	6, 2, 5, 4,
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| 	1, 5, 3, 6,
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| 	1, 6, 3, 5,
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| 	1, 4, 3, 2,
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| }
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| function core.facedir_to_dir(facedir)
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| 	return facedir_to_dir[facedir_to_dir_map[facedir % 32]]
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| end
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| 
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| function core.dir_to_wallmounted(dir)
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| 	if math.abs(dir.y) > math.max(math.abs(dir.x), math.abs(dir.z)) then
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| 		if dir.y < 0 then
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| 			return 1
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| 		else
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| 			return 0
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| 		end
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| 	elseif math.abs(dir.x) > math.abs(dir.z) then
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| 		if dir.x < 0 then
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| 			return 3
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| 		else
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| 			return 2
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| 		end
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| 	else
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| 		if dir.z < 0 then
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| 			return 5
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| 		else
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| 			return 4
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| 		end
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| 	end
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| end
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| 
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| -- table of dirs in wallmounted order
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| local wallmounted_to_dir = {
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| 	[0] = vector.new( 0,  1,  0),
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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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| }
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| function core.wallmounted_to_dir(wallmounted)
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| 	return wallmounted_to_dir[wallmounted % 8]
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| end
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| 
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| function core.dir_to_yaw(dir)
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| 	return -math.atan2(dir.x, dir.z)
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| end
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| 
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| function core.yaw_to_dir(yaw)
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| 	return vector.new(-math.sin(yaw), 0, math.cos(yaw))
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| end
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| 
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| function core.is_colored_paramtype(ptype)
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| 	return (ptype == "color") or (ptype == "colorfacedir") or
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| 		(ptype == "colorwallmounted") or (ptype == "colordegrotate")
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| end
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| 
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| function core.strip_param2_color(param2, paramtype2)
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| 	if not core.is_colored_paramtype(paramtype2) then
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| 		return nil
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| 	end
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| 	if paramtype2 == "colorfacedir" then
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| 		param2 = math.floor(param2 / 32) * 32
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| 	elseif paramtype2 == "colorwallmounted" then
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| 		param2 = math.floor(param2 / 8) * 8
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| 	elseif paramtype2 == "colordegrotate" then
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| 		param2 = math.floor(param2 / 32) * 32
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| 	end
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| 	-- paramtype2 == "color" requires no modification.
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| 	return param2
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| end
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