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Add Lua API function to resolve node/collision/selection boxes (#13964)
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parent
4859cf44ce
commit
f2b99332d9
13 changed files with 159 additions and 28 deletions
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@ -1110,7 +1110,7 @@ void push_nodebox(lua_State *L, const NodeBox &box)
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case NODEBOX_FIXED:
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lua_pushstring(L, "fixed");
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lua_setfield(L, -2, "type");
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push_box(L, box.fixed);
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push_aabb3f_vector(L, box.fixed);
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lua_setfield(L, -2, "fixed");
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break;
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case NODEBOX_WALLMOUNTED:
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@ -1127,17 +1127,17 @@ void push_nodebox(lua_State *L, const NodeBox &box)
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lua_pushstring(L, "connected");
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lua_setfield(L, -2, "type");
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const auto &c = box.getConnected();
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push_box(L, c.connect_top);
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push_aabb3f_vector(L, c.connect_top);
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lua_setfield(L, -2, "connect_top");
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push_box(L, c.connect_bottom);
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push_aabb3f_vector(L, c.connect_bottom);
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lua_setfield(L, -2, "connect_bottom");
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push_box(L, c.connect_front);
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push_aabb3f_vector(L, c.connect_front);
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lua_setfield(L, -2, "connect_front");
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push_box(L, c.connect_back);
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push_aabb3f_vector(L, c.connect_back);
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lua_setfield(L, -2, "connect_back");
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push_box(L, c.connect_left);
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push_aabb3f_vector(L, c.connect_left);
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lua_setfield(L, -2, "connect_left");
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push_box(L, c.connect_right);
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push_aabb3f_vector(L, c.connect_right);
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lua_setfield(L, -2, "connect_right");
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// half the boxes are missing here?
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break;
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@ -1148,16 +1148,6 @@ void push_nodebox(lua_State *L, const NodeBox &box)
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}
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}
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void push_box(lua_State *L, const std::vector<aabb3f> &box)
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{
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lua_createtable(L, box.size(), 0);
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u8 i = 1;
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for (const aabb3f &it : box) {
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push_aabb3f(L, it);
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lua_rawseti(L, -2, i++);
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}
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}
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/******************************************************************************/
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void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
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{
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@ -83,9 +83,6 @@ void push_content_features (lua_State *L,
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void push_nodebox (lua_State *L,
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const NodeBox &box);
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void push_box (lua_State *L,
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const std::vector<aabb3f> &box);
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void push_palette (lua_State *L,
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const std::vector<video::SColor> *palette);
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@ -364,20 +364,20 @@ aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
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return box;
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}
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void push_aabb3f(lua_State *L, aabb3f box)
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void push_aabb3f(lua_State *L, aabb3f box, f32 divisor)
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{
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lua_createtable(L, 6, 0);
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lua_pushnumber(L, box.MinEdge.X);
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lua_pushnumber(L, box.MinEdge.X / divisor);
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lua_rawseti(L, -2, 1);
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lua_pushnumber(L, box.MinEdge.Y);
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lua_pushnumber(L, box.MinEdge.Y / divisor);
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lua_rawseti(L, -2, 2);
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lua_pushnumber(L, box.MinEdge.Z);
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lua_pushnumber(L, box.MinEdge.Z / divisor);
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lua_rawseti(L, -2, 3);
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lua_pushnumber(L, box.MaxEdge.X);
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lua_pushnumber(L, box.MaxEdge.X / divisor);
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lua_rawseti(L, -2, 4);
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lua_pushnumber(L, box.MaxEdge.Y);
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lua_pushnumber(L, box.MaxEdge.Y / divisor);
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lua_rawseti(L, -2, 5);
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lua_pushnumber(L, box.MaxEdge.Z);
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lua_pushnumber(L, box.MaxEdge.Z / divisor);
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lua_rawseti(L, -2, 6);
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}
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@ -409,6 +409,16 @@ std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
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return boxes;
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}
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void push_aabb3f_vector(lua_State *L, const std::vector<aabb3f> &boxes, f32 divisor)
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{
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lua_createtable(L, boxes.size(), 0);
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int i = 1;
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for (const aabb3f &box : boxes) {
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push_aabb3f(L, box, divisor);
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lua_rawseti(L, -2, i++);
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}
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}
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size_t read_stringlist(lua_State *L, int index, std::vector<std::string> *result)
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{
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if (index < 0)
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@ -110,11 +110,13 @@ void push_v2s16 (lua_State *L, v2s16 p);
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void push_v2s32 (lua_State *L, v2s32 p);
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void push_v2u32 (lua_State *L, v2u32 p);
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void push_v3s16 (lua_State *L, v3s16 p);
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void push_aabb3f (lua_State *L, aabb3f box);
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void push_aabb3f (lua_State *L, aabb3f box, f32 divisor = 1.0f);
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void push_ARGB8 (lua_State *L, video::SColor color);
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void pushFloatPos (lua_State *L, v3f p);
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void push_v3f (lua_State *L, v3f p);
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void push_v2f (lua_State *L, v2f p);
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void push_aabb3f_vector (lua_State *L, const std::vector<aabb3f> &boxes,
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f32 divisor = 1.0f);
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void warn_if_field_exists(lua_State *L, int table,
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const char *fieldname,
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@ -562,6 +562,40 @@ int ModApiEnv::l_add_node_level(lua_State *L)
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return 1;
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}
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// get_node_boxes(box_type, pos, [node]) -> table
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// box_type = string
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// pos = {x=num, y=num, z=num}
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// node = {name=string, param1=num, param2=num} or nil
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int ModApiEnv::l_get_node_boxes(lua_State *L)
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{
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GET_ENV_PTR;
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std::string box_type = luaL_checkstring(L, 1);
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v3s16 pos = read_v3s16(L, 2);
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MapNode n;
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if (lua_istable(L, 3))
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n = readnode(L, 3);
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else
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n = env->getMap().getNode(pos);
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u8 neighbors = n.getNeighbors(pos, &env->getMap());
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const NodeDefManager *ndef = env->getGameDef()->ndef();
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std::vector<aabb3f> boxes;
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if (box_type == "node_box")
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n.getNodeBoxes(ndef, &boxes, neighbors);
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else if (box_type == "collision_box")
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n.getCollisionBoxes(ndef, &boxes, neighbors);
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else if (box_type == "selection_box")
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n.getSelectionBoxes(ndef, &boxes, neighbors);
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else
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luaL_error(L, "get_node_boxes: box_type is invalid. Allowed values: \"node_box\", \"collision_box\", \"selection_box\"");
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push_aabb3f_vector(L, boxes, BS);
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return 1;
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}
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// find_nodes_with_meta(pos1, pos2)
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int ModApiEnv::l_find_nodes_with_meta(lua_State *L)
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{
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@ -1456,6 +1490,7 @@ void ModApiEnv::Initialize(lua_State *L, int top)
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API_FCT(get_node_level);
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API_FCT(set_node_level);
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API_FCT(add_node_level);
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API_FCT(get_node_boxes);
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API_FCT(add_entity);
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API_FCT(find_nodes_with_meta);
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API_FCT(get_meta);
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@ -120,6 +120,12 @@ private:
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// pos = {x=num, y=num, z=num}
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static int l_add_node_level(lua_State *L);
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// get_node_boxes(box_type, pos, [node]) -> table
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// box_type = string
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// pos = {x=num, y=num, z=num}
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// node = {name=string, param1=num, param2=num} or nil
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static int l_get_node_boxes(lua_State *L);
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// find_nodes_with_meta(pos1, pos2)
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static int l_find_nodes_with_meta(lua_State *L);
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