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utils.lua
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utils.lua
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--[[
Copyright (C) 2021 random-geek (https://github.com/random-geek)
This file is part of Meshport.
Meshport is free software: you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
Meshport is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
more details.
You should have received a copy of the GNU Lesser General Public License
along with Meshport. If not, see <https://www.gnu.org/licenses/>.
]]
local S = meshport.S
meshport.NEIGHBOR_DIRS = {
-- face neighbors
vector.new( 0, 1, 0), -- 1
vector.new( 0,-1, 0),
vector.new( 1, 0, 0),
vector.new(-1, 0, 0),
vector.new( 0, 0, 1),
vector.new( 0, 0,-1),
-- edge neighbors
vector.new(-1, 1, 0), -- 7
vector.new( 1, 1, 0),
vector.new( 0, 1, 1),
vector.new( 0, 1,-1),
vector.new(-1, 0, 1),
vector.new( 1, 0, 1),
vector.new(-1, 0,-1),
vector.new( 1, 0,-1),
vector.new(-1,-1, 0),
vector.new( 1,-1, 0),
vector.new( 0,-1, 1),
vector.new( 0,-1,-1),
}
local 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},
}
local FACEDIR_TO_TILE_ROTATIONS = {
[0] =
{0, 0, 0, 0, 0, 0},
{1, 3, 0, 0, 0, 0},
{2, 2, 0, 0, 0, 0},
{3, 1, 0, 0, 0, 0},
{0, 2, 1, 3, 2, 0},
{0, 2, 1, 3, 3, 3},
{0, 2, 1, 3, 0, 2},
{0, 2, 1, 3, 1, 1},
{2, 0, 3, 1, 2, 0},
{2, 0, 3, 1, 1, 1},
{2, 0, 3, 1, 0, 2},
{2, 0, 3, 1, 3, 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},
{3, 3, 3, 3, 1, 3},
{3, 3, 2, 0, 1, 3},
{3, 3, 1, 1, 1, 3},
{3, 3, 0, 2, 1, 3},
{2, 2, 2, 2, 2, 2},
{1, 3, 2, 2, 2, 2},
{0, 0, 2, 2, 2, 2},
{3, 1, 2, 2, 2, 2},
}
local WALLMOUNTED_TO_FACEDIR = {[0] = 20, 0, 17, 15, 8, 6}
local DRAWTYPE_ALIASES = {
allfaces_optional = "allfaces",
glasslike_framed_optional = "glasslike",
}
function meshport.log(name, level, s)
local message
if level == "info" then
message = core.colorize("#00EF00", s)
elseif level == "warning" then
message = core.colorize("#EFEF00", S("Warning: @1", s))
elseif level == "error" then
message = core.colorize("#EF0000", S("Error: @1", s))
end
core.chat_send_player(name, "[meshport] " .. message)
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.translate_texture_coordinates(texCoords, offset)
if offset.x == 0 and offset.y == 0 then
return texCoords
end
local newTexCoords = {}
for _, tc in ipairs(texCoords) do
table.insert(newTexCoords, {x = tc.x + offset.x, y = tc.y + offset.y})
end
return newTexCoords
end
function meshport.rotate_texture_coordinates_rad(texCoords, rad)
if rad == 0 then
return texCoords
end
local sinRad = math.sin(rad)
local cosRad = math.cos(rad)
local newTexCoords = {}
for _, texCoord in ipairs(texCoords) do
-- Coordinates are rotated around (0.5, 0.5).
local x = texCoord.x - 0.5
local y = texCoord.y - 0.5
table.insert(newTexCoords, {
x = x * cosRad - y * sinRad + 0.5,
y = x * sinRad + y * cosRad + 0.5
})
end
return newTexCoords
end
local function rotate_texture_coordinates(texCoords, rot)
if rot == 0 then
return
end
for i, tc in ipairs(texCoords) do
local x, y
-- Rotate the vector. Values of components range from 0 to 1, so adding 1 when inverting is necessary.
if rot == 1 then
x, y = 1 - tc.y, tc.x -- 90 degrees counterclockwise
elseif rot == 2 then
x, y = 1 - tc.x, 1 - tc.y -- 180 degrees counterclockwise
elseif rot == 3 then
x, y = tc.y, 1 - tc.x -- 270 degrees counterclockwise
end
texCoords[i] = {x = x, y = y}
end
end
local function 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.
for i, texCoord in ipairs(texCoords) do
texCoords[i] = {
x = (texCoord.x + texPos.x) / scale,
y = (texCoord.y + texPos.y) / scale,
}
end
end
-- WARNING: This function mutates tables!
-- Please follow the table rules used by Faces.
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 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
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.
rotate_texture_coordinates(face.tex_coords, FACEDIR_TO_TILE_ROTATIONS[facedir][sideIdx])
end
return face
end
function meshport.get_content_id_or_nil(nodeName)
if core.registered_nodes[nodeName] then
return core.get_content_id(nodeName)
end
end
function meshport.get_def_from_id(contentId)
return core.registered_nodes[core.get_name_from_content_id(contentId)] or {}
end
function meshport.get_aliased_drawtype(drawtype)
return DRAWTYPE_ALIASES[drawtype or ""] or drawtype
end
function meshport.get_facedir(type, param2)
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 WALLMOUNTED_TO_FACEDIR[param2 % 8] or 0
else
return 0
end
end
function meshport.get_degrotate(type, param2)
if type == "degrotate" then
return 1.5 * (param2 % 240)
elseif type == "colordegrotate" then
return 15 * ((param2 % 32) % 24)
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.get_tile(tiles, n)
if type(tiles) == "table" and #tiles > 0 then
return tiles[n] or tiles[#tiles]
else
return "unknown"
end
end
local function get_png_dimensions(path)
-- Luckily, reading the dimensions of a PNG file is a trivial task
local file = io.open(path, "rb")
if not file then
return
end
file:seek("set", 1)
if file:read(3) ~= "PNG" then -- Verify it's a PNG file
return
end
file:seek("set", 16)
local function read_u32(b)
return (b:byte(1) * 0x1000000 +
b:byte(2) * 0x10000 +
b:byte(3) * 0x100 +
b:byte(4))
end
local w = read_u32(file:read(4))
local h = read_u32(file:read(4))
file:close()
return w, h
end
-- In case of failure, this should return nil, nil
function meshport.get_texture_dimensions(textureName)
local dims = meshport.texture_dimension_cache[textureName]
if dims then
return dims[1], dims[2]
end
local path = meshport.texture_paths[textureName]
if path then
local w, h = get_png_dimensions(path)
meshport.texture_dimension_cache[path] = {w, h} -- Will be an empty table if the file isn't found.
return w, h
end
end
function meshport.get_asset_paths(assetFolderName, extension)
local modAssetPath
local assets = {}
-- Iterate through each enabled mod.
for _, modName in ipairs(core.get_modnames()) do
modAssetPath = core.get_modpath(modName) .. "/" .. assetFolderName
-- Iterate through all the files in the requested folder of the mod.
for _, fileName in ipairs(core.get_dir_list(modAssetPath, false)) do
-- Add files to the table. If an extension 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 .. "/" .. fileName
end
end
end
return assets
end