forked from mtcontrib/3d_armor
216 lines
4.9 KiB
Lua
216 lines
4.9 KiB
Lua
local f = string.format
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local node_tiles = minetest.settings:get_bool("wieldview_node_tiles")
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if not node_tiles then
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node_tiles = false
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minetest.settings:set("wieldview_node_tiles", "false")
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end
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-- https://github.com/minetest/minetest/blob/9fc018ded10225589d2559d24a5db739e891fb31/doc/lua_api.txt#L453-L462
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local function escape_texture(texturestring)
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-- store in a variable so we don't return both rvs of gsub
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local v = texturestring:gsub("%^", "\\^"):gsub(":", "\\:")
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return v
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end
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local function memoize(func)
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local memo = {}
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return function(arg)
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if arg == nil then
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return func(arg)
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end
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local rv = memo[arg]
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if not rv then
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rv = func(arg)
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memo[arg] = rv
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end
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return rv
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end
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end
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local function is_vertical_frames(animation)
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return (
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animation.type == "vertical_frames" and
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animation.aspect_w and
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animation.aspect_h
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)
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end
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local function get_single_frame(animation, image_name)
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return ("[combine:%ix%i^[noalpha^[colorize:#FFF:255^[mask:%s"):format(
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animation.aspect_w,
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animation.aspect_h,
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image_name
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)
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end
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local function is_sheet_2d(animation)
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return (
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animation.type == "sheet_2d" and
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animation.frames_w and
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animation.frames_h
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)
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end
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local function get_sheet_2d(animation, image_name)
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return ("%s^[sheet:%ix%i:0,0"):format(
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image_name,
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animation.frames_w,
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animation.frames_h
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)
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end
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local get_image_from_tile = memoize(function(tile)
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if type(tile) == "string" then
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return tile
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elseif type(tile) == "table" then
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local image_name
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if type(tile.image) == "string" then
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image_name = tile.image
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elseif type(tile.name) == "string" then
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image_name = tile.name
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end
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if image_name then
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local animation = tile.animation
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if animation then
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if is_vertical_frames(animation) then
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return get_single_frame(animation, image_name)
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elseif is_sheet_2d(animation) then
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return get_sheet_2d(animation, image_name)
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end
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end
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return image_name
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end
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end
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return "blank.png"
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end)
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local function get_image_cube(tiles)
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if #tiles >= 6 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[6] or "no_texture.png"),
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get_image_from_tile(tiles[3] or "no_texture.png")
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)
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elseif #tiles == 5 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[5] or "no_texture.png"),
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get_image_from_tile(tiles[3] or "no_texture.png")
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)
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elseif #tiles == 4 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[4] or "no_texture.png"),
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get_image_from_tile(tiles[3] or "no_texture.png")
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)
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elseif #tiles == 3 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[3] or "no_texture.png"),
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get_image_from_tile(tiles[3] or "no_texture.png")
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)
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elseif #tiles == 2 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[2] or "no_texture.png"),
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get_image_from_tile(tiles[2] or "no_texture.png")
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)
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elseif #tiles == 1 then
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return minetest.inventorycube(
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[1] or "no_texture.png"),
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get_image_from_tile(tiles[1] or "no_texture.png")
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)
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end
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return "blank.png"
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end
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local function is_normal_node(drawtype)
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return (
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drawtype == "normal" or
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drawtype == "allfaces" or
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drawtype == "allfaces_optional" or
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drawtype == "glasslike" or
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drawtype == "glasslike_framed" or
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drawtype == "glasslike_framed_optional" or
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drawtype == "liquid"
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)
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end
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armor.get_wield_image = memoize(function(item)
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item = ItemStack(item)
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if item:is_empty() then
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return "blank.png"
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end
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local def = item:get_definition()
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if not def then
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return "unknown_item.png"
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end
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local meta = item:get_meta()
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local color = meta:get("color") or def.color
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local image = "blank.png"
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if def.wield_image and def.wield_image ~= "" then
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local parts = {def.wield_image}
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if color then
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parts[#parts + 1] = f("[colorize:%s:alpha", escape_texture(color))
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end
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if def.wield_overlay then
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parts[#parts + 1] = def.wield_overlay
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end
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image = table.concat(parts, "^")
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elseif def.inventory_image and def.inventory_image ~= "" then
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local parts = {def.inventory_image}
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if color then
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parts[#parts + 1] = f("[colorize:%s:alpha", escape_texture(color))
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end
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if def.inventory_overlay then
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parts[#parts + 1] = def.inventory_overlay
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end
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image = table.concat(parts, "^")
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elseif def.type == "node" then
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if def.drawtype == "nodebox" or def.drawtype == "mesh" then
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image = "blank.png"
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else
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local tiles = def.tiles
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if type(tiles) == "string" then
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image = get_image_from_tile(tiles)
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elseif type(tiles) == "table" then
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if is_normal_node(def.drawtype) and node_tiles then
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image = get_image_cube(tiles)
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else
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image = get_image_from_tile(tiles[1])
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end
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end
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end
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end
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return image
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end)
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