forked from VoxeLibre/VoxeLibre
283 lines
7.7 KiB
Lua
283 lines
7.7 KiB
Lua
local math = math
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local get_node = minetest.get_node
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local get_item_group = minetest.get_item_group
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local registered_nodes = minetest.registered_nodes
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flowlib = {}
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--sum of direction vectors must match an array index
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--(sum,root)
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--(0,1), (1,1+0=1), (2,1+1=2), (3,1+2^2=5), (4,2^2+2^2=8)
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local inv_roots = {
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[0] = 1,
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[1] = 1,
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[2] = 0.70710678118655,
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[4] = 0.5,
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[5] = 0.44721359549996,
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[8] = 0.35355339059327,
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}
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local function to_unit_vector(dir_vector)
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local sum = dir_vector.x * dir_vector.x + dir_vector.z * dir_vector.z
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return {x = dir_vector.x * inv_roots[sum], y = dir_vector.y, z = dir_vector.z * inv_roots[sum]}
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end
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local function is_touching(realpos,nodepos,radius)
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local boarder = 0.5 - radius
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return math.abs(realpos - nodepos) > (boarder)
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end
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flowlib.is_touching = is_touching
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local function is_water(pos)
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return get_item_group(get_node(pos).name, "water") ~= 0
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end
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flowlib.is_water = is_water
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local function node_is_water(node)
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return get_item_group(node.name, "water") ~= 0
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end
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flowlib.node_is_water = node_is_water
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local function is_lava(pos)
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return get_item_group(get_node(pos).name, "lava") ~= 0
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end
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flowlib.is_lava = is_lava
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local function node_is_lava(node)
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return get_item_group(node.name, "lava") ~= 0
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end
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flowlib.node_is_lava = node_is_lava
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local function is_liquid(pos)
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return get_item_group(get_node(pos).name, "liquid") ~= 0
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end
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flowlib.is_liquid = is_liquid
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local function node_is_liquid(node)
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return minetest.get_item_group(node.name, "liquid") ~= 0
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end
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flowlib.node_is_liquid = node_is_liquid
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--This code is more efficient
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local function quick_flow_logic(node, pos_testing, direction)
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local name = node.name
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if not registered_nodes[name] then
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return 0
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end
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if registered_nodes[name].liquidtype == "source" then
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local node_testing = get_node(pos_testing)
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if not registered_nodes[node_testing.name] then
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return 0
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end
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if registered_nodes[node_testing.name].liquidtype ~= "flowing" then
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return 0
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else
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return direction
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end
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elseif registered_nodes[name].liquidtype == "flowing" then
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local node_testing = get_node(pos_testing)
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local param2_testing = node_testing.param2
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if not registered_nodes[node_testing.name] then
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return 0
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end
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if registered_nodes[node_testing.name].liquidtype == "source" then
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return -direction
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elseif registered_nodes[node_testing.name].liquidtype == "flowing" then
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if param2_testing < node.param2 then
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if (node.param2 - param2_testing) > 6 then
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return -direction
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else
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return direction
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end
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elseif param2_testing > node.param2 then
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if (param2_testing - node.param2) > 6 then
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return direction
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else
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return -direction
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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 0
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end
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local function quick_flow(pos, node)
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if not node_is_liquid(node) then
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return {x = 0, y = 0, z = 0}
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end
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local x = quick_flow_logic(node,{x = pos.x-1, y = pos.y, z = pos.z},-1) + quick_flow_logic(node,{x = pos.x+1, y = pos.y, z = pos.z}, 1)
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local z = quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z-1},-1) + quick_flow_logic(node,{x = pos.x, y = pos.y, z = pos.z+1}, 1)
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return to_unit_vector({x = x, y = 0, z = z})
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end
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flowlib.quick_flow = quick_flow
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--if not in water but touching, move centre to touching block
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--x has higher precedence than z
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--if pos changes with x, it affects z
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local function move_centre(pos, realpos, node, radius)
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if is_touching(realpos.x, pos.x, radius) then
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if is_liquid({x = pos.x-1, y = pos.y, z = pos.z}) then
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node = get_node({x=pos.x-1, y = pos.y, z = pos.z})
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pos = {x = pos.x-1, y = pos.y, z = pos.z}
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elseif is_liquid({x = pos.x+1, y = pos.y, z = pos.z}) then
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node = get_node({x = pos.x+1, y = pos.y, z = pos.z})
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pos = {x = pos.x+1, y = pos.y, z = pos.z}
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end
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end
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if is_touching(realpos.z, pos.z, radius) then
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if is_liquid({x = pos.x, y = pos.y, z = pos.z - 1}) then
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node = get_node({x = pos.x, y = pos.y, z = pos.z - 1})
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pos = {x = pos.x, y = pos.y, z = pos.z - 1}
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elseif is_liquid({x = pos.x, y = pos.y, z = pos.z + 1}) then
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node = get_node({x = pos.x, y = pos.y, z = pos.z + 1})
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pos = {x = pos.x, y = pos.y, z = pos.z + 1}
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end
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end
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return pos, node
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end
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flowlib.move_centre = move_centre
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--BEGIN getCornerLevel
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local function get_corner_level(x, z, cur_liquid, neighbors)
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local sum = 0
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local count = 0
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local air_count = 0
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for dz=0,1 do
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for dx=0,1 do
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local neighbor_data = neighbors[z + dz][x + dx]
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if neighbor_data.top_is_same_liquid then
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return 0.5 --- REPLACE returns
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end
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if neighbor_data.content == cur_liquid.c_source then
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return 0.5
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end
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if neighbor_data.content == cur_liquid.c_flowing then
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sum = sum + neighbor_data.level
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count = count + 1
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elseif neighbor_data.content == "air" then
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air_count = air_count + 1
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end
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end
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end
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if air_count >= 2 then
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return -0.5 + (0.2/10)
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end
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if count > 0 then
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return sum/count
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end
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return 0
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end
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--END getCornerLevel
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-- Based on https://github.com/minetest/minetest/blob/master/src/client/content_mapblock.cpp#L536-L813
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local function get_liquid_corner_heights(pos)
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local cur_liquid = {}
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local node = get_node(pos)
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local ndef = registered_nodes[node.name]
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if not (get_item_group(node.name, "liquid") > 0) then return end
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local node_above = get_node({x=pos.x, y=pos.y+1, z=pos.z})
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local node_below = get_node({x=pos.x, y=pos.y+1, z=pos.z})
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-- BEGIN prepareLiquidNodeDrawing
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cur_liquid.content = node.name
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cur_liquid.c_flowing = ndef.liquid_alternative_flowing
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cur_liquid.c_source = ndef.liquid_alternative_source
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cur_liquid.top_is_same_liquid = (node_above.name == cur_liquid.c_flowing or node_above.name == cur_liquid.c_source)
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-- cur_liquid.draw_bottom and lighting skipped
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-- END prepareLiquidNodeDrawing
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local c_flowing_ndef = registered_nodes[cur_liquid.c_flowing]
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--BEGIN getLiquidNeighborhood
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local range = math.max(1, math.min(c_flowing_ndef.liquid_range, 8))
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local neighbors = {
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{{}, {}, {}},
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{{}, {}, {}},
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{{}, {}, {}},
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}
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for w = -1,1 do
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for u = -1,1 do
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neighbor = neighbors[w+2][u+2]
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local neighbor_node = get_node({x=pos.x + u, y=pos.y, z=pos.z + w})
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neighbor.content = neighbor_node.name
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neighbor.level = -0.5
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neighbor.is_same_liquid = false
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neighbor.top_is_same_liquid = false
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if neighbor.content == cur_liquid.c_source then
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neighbor.is_same_liquid = true
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neighbor.level = 0.5
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elseif neighbor.content == cur_liquid.c_flowing then
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neighbor.is_same_liquid = true
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local liquid_level = bit.band(neighbor_node.param2, 7)
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if liquid_level <= (8 - range) then
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liquid_level = 0
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else
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liquid_level = liquid_level - (8 - range)
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end
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neighbor.level = (-0.5 + (liquid_level + 0.5) / range)
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end
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if neighbor.content ~= "ignore" then
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local above_neighbor_node = get_node({x=pos.x + u, y=pos.y + 1, z=pos.z + w})
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if above_neighbor_node.name == cur_liquid.c_source or above_neighbor_node.name == cur_liquid.c_flowing then
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neighbor.top_is_same_liquid = true
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end
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end
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end
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end
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--END getLiquidNeighborhood
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cur_liquid.corner_levels = {{}, {}}
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--BEGIN calculateCornerLevels
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for z=1,2 do
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for x=1,2 do
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cur_liquid.corner_levels[z][x] = get_corner_level(x, z, cur_liquid, neighbors)
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end
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end
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--END calculateCornerLevels
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--BEGIN drawLiquidTop
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local corner_resolve = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}
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local vertices = {
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{x=-0.5, y=0, z= 0.5},
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{x= 0.5, y=0, z= 0.5},
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{x= 0.5, y=0, z=-0.5},
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{x=-0.5, y=0, z=-0.5},
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}
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for i=1,4 do
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local u = corner_resolve[i][1]
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local w = corner_resolve[i][2]
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if cur_liquid.top_is_same_liquid then
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vertices[i].y = 0.5
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else
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vertices[i].y = vertices[i].y + cur_liquid.corner_levels[w+1][u+1]
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end
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end
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--first 3 vertices are connected, so are last 3
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--END drawLiquidTop
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return vertices
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end
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flowlib.get_liquid_corner_heights = get_liquid_corner_heights
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