Merge branch 'main' into animation

This commit is contained in:
MihailRis 2026-08-18 23:37:27 +03:00
commit 1186011dcf
23 changed files with 346 additions and 119 deletions

View file

@ -192,12 +192,12 @@ An array of 6 numbers describing an offset an size of a block hitbox.
The numbers are specified in the range [0.0, 1.0] - i.e. within the block (in the case of an extended block, the hitbox can be larger than one, but must not go beyond the "size" property).
Array *\[0.25, 0.0, 0.5, 0.75, 0.4, 0.3\]* describes hitbox width:
- offset 0.25m east
- offset 0.25m west
- offset 0.0m up
- offset 0.5m north
- 0.75m width (from east to west)
- offset 0.5m south
- 0.75m width (from west to east)
- 0.4m height
- 0.3m length (from south to north)
- 0.3m length (from north to south)
For composite hitboxes, the *hitboxes* property is used - an array of hitboxes, for example:

View file

@ -2,14 +2,36 @@
Quaternions manipulation library.
## Quaternion from matrix - *mat4.from_quat(...)*
Quaternions can be created as a table of 4 numbers:
`{w, x, y, z}`
## Quaternion from matrix - *quat.from_mat4(...)*
```lua
-- creates a quaternion based on the rotation matrix
quat.from_mat4(m: matrix)
quat.from_mat4(m: matrix, [optional] dst: quat) -> quat
```
-- writes a quaternion from the rotation matrix to dst
quat.from_mat4(m: matrix, dst: quat)
## Quaternion of Euler angles - *quat.from_euler(...)*
```lua
-- creates quaternion from euler angles passed as XYZ (pitch, yaw, roll)
-- angles in degrees
quat.from_euler(euler: vec3, [optional] dst: quat) -> quat
```
## Quaternion composition - quat.mul(...)
```lua
-- multiplies quaternions
quat.mul(a: quat, b: quat, [optional] dst: quat) -> quat
```
## 3D vector rotation - quat.mul_vec3(...)
```lua
-- rotates vector by quaternion
quat.mul_vec3(a: quat, b: vec3, [optional] dst: vec3) -> vec3
```
## Spherical linear interpolation - *quat.slerp(...)*
@ -19,16 +41,12 @@ The interpolation always take the short path and the rotation is performed at co
```lua
-- creates a quaternion as an interpolation between a and b,
-- where t is interpolation factor
quat.slerp(a: quat, b: quat, t: number)
-- writes a quaternion as an interpolation between a and b to dst,
-- where t is interpolation factor
quat.slerp(a: quat, b: quat, t: number, dst: quat)
quat.slerp(a: quat, b: quat, t: number, [optional] dst: quat) -> quat
```
## Casting to string - *quat.tostring(...)*
```lua
-- returns a string representing the contents of the quaternion
quat.tostring(q: quat)
quat.tostring(q: quat) -> string
```

View file

@ -194,12 +194,12 @@
Числа указываются в диапазоне [0.0, 1.0] - т.е в пределах блока (в случае расширенного блока хитбокс может быть больше единицы, но не должен выходить за пределы size).
Массив `[0.25, 0.0, 0.5, 0.75, 0.4, 0.3]` описывает хитбокс:
- смещен на 0.25 м на запад
- смещен на 0.25 м на восток
- смещен на 0.0 м вверх
- смещен на 0.5 м на север
- шириной (с востока на запад) 0.75 м
- смещен на 0.5 м на юг
- шириной (с запада на восток) 0.75 м
- высотой 0.4 м
- длиной (с юга на север) 0.3 м
- длиной (с севера на юг) 0.3 м
Для составных хитбоксов используется свойство *hitboxes* - массив хитбоксов, например:

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@ -2,14 +2,14 @@
Библиотека для работы с кватернионами.
Кватернионы задаюся таблицей, состоящей из 4 компонентов:
`{w, x, y, z}`
## Кватернион из матрицы - *quat.from_mat4(...)*
```lua
-- создаёт кватернион на основе матрицы вращения
quat.from_mat4(m: matrix) -> quat
-- записывает кватернион по матрице вращения в dst
quat.from_mat4(m: matrix, dst: quat)
quat.from_mat4(m: matrix, [опционально] dst: quat) -> quat
```
## Кватернион из углов Эйлера - *quat.from_euler(...)*
@ -17,11 +17,21 @@ quat.from_mat4(m: matrix, dst: quat)
```lua
-- создаёт кватернион на основе вектора, содержащего углы Эйлера в порядке XYZ (pitch, yaw, roll)
-- (значения углов строго в градусах)
quat.from_euler(euler: vec3) -> quat
quat.from_euler(euler: vec3, [опционально] dst: quat) -> quat
```
-- записывает кватернион в dst на основе вектора, содержащего углы Эйлера в порядке XYZ (pitch, yaw, roll)
-- (значения углов строго в градусах)
quat.from_euler(euler: vec3, dst: quat)
## Композиция кватернионов - quat.mul(...)
```lua
-- Умножает два кватерниона (композиция поворотов)
quat.mul(a: quat, b: quat, [опционально] dst: quat) -> quat
```
## Поворот 3д вектора на кватернион - quat.mul_vec3(...)
```lua
-- Поворачивает вектор на заданный кватернион
quat.mul_vec3(a: quat, b: vec3, [опционально] dst: vec3) -> vec3
```
## Сферическая линейная интерполяция - *quat.slerp(...)*
@ -31,11 +41,7 @@ quat.from_euler(euler: vec3, dst: quat)
```lua
-- создаёт кватернион как интерполяцию между a и b,
-- где t - фактор интерполяции
quat.slerp(a: quat, b: quat, t: number) -> quat
-- записывает кватернион как интерполяцию между a и b в dst,
-- где t - фактор интерполяции
quat.slerp(a: quat, b: quat, t: number, dst: quat)
quat.slerp(a: quat, b: quat, t: number, [опционально] dst: quat) -> quat
```
## Перевод в строку - *quat.tostring(...)*

View file

@ -1,20 +1,42 @@
local util = {}
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
util.DROP_FORCE = 8
util.DROP_INIT_VEL = { 0, 3, 0 }
util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES = 65
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
function util.drop_from_slot(invid, slot, mode)
if invid == 0 then
return
---@param dir_shift? vec2 direction shift for drop; x and y must be clamped to [-0.5, 0.5]
local function calculate_item_drop_dir(pid, dir_shift)
if not dir_shift then
dir_shift = { 0, 0 }
end
local yaw, pitch = player.get_rot(pid)
local q_yaw = quat.from_euler({ 0, yaw, 0 })
local q_pitch = quat.from_euler({ pitch, 0, 0 })
local q_rotation = quat.mul(q_yaw, q_pitch)
local q_shift = quat.from_euler({
-dir_shift[2] * util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES * 2,
-dir_shift[1] * util.DROP_MAX_ITEM_DIR_SHIFT_DEGREES * 2,
0,
})
quat.mul(q_rotation, q_shift, q_rotation)
return quat.mul_vec3(q_rotation, { 0, 0, -1 })
end
--- Create a drop from slot, set it velocity, and return it
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
---@param dir_shift? vec2 direction shift for drop; x and y must be clamped to [-0.5, 0.5]
---@return table? entity, string? error
function util.drop_from_slot(pid, invid, slot, mode, dir_shift)
if invid == 0 then
return nil, "invid cannot be 0"
end
local pid = hud.get_player()
if mode == 2 and not player.is_infinite_items(pid) then
return
return nil, "no permission to dupe items"
end
local itemid, itemcount = inventory.get(invid, slot)
if itemid == 0 then
return
return nil, "no item in slot"
end
local drop_itemcount = 1
@ -30,25 +52,30 @@ function util.drop_from_slot(invid, slot, mode)
local data = inventory.get_all_data(invid, slot)
local pvel = { player.get_vel(pid) }
local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
local dir = calculate_item_drop_dir(pid, dir_shift)
local throw_force = vec3.mul(dir, util.DROP_FORCE)
local drop, err = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
if not drop then
return
return nil, err
end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
local velocity = vec3.add(throw_force, vec3.add(pvel, util.DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity)
return drop
end
---@return table? entity, string? error
function util.drop(ppos, itemid, count, data, pickup_delay)
if itemid == 0 or not itemid then
return nil
return nil, "item is empty"
end
return entities.spawn("base:drop", ppos, {base__drop={
id=itemid,
count=count,
data=data,
pickup_delay=pickup_delay
}})
return entities.spawn("base:drop", ppos, {
base__drop = {
id = itemid,
count = count,
data = data,
pickup_delay = pickup_delay
}
})
end
function util.calc_loot(loot_table)
@ -66,7 +93,9 @@ function util.calc_loot(loot_table)
if count == 0 then
goto continue
end
table.insert(results, {item=item.index(loot.item), count=count})
table.insert(results, {
item = item.index(loot.item), count = count
})
end
::continue::
end
@ -78,7 +107,7 @@ function util.block_loot(blockid)
if lootscheme then
return util.calc_loot(lootscheme)
end
return {{item=block.get_picking_item(blockid), count=1}}
return { { item = block.get_picking_item(blockid), count = 1 } }
end
return util

View file

@ -2,8 +2,13 @@ local base_util = require "util"
function on_hud_open()
events.on("core:drop_outside_inventory", function(mode)
local pid = hud.get_player()
local invid = hud.get_exchange_inventory()
base_util.drop_from_slot(invid, 0, mode)
local vp = gui.get_viewport()
local dir_shift = table.map(input.get_mouse_pos(), function(i, v)
return v / vp[i] - 0.5
end)
base_util.drop_from_slot(pid, invid, 0, mode, dir_shift)
end)
input.add_callback("player.drop", function()
if hud.is_paused() or hud.is_inventory_open() then
@ -13,9 +18,9 @@ function on_hud_open()
local invid, slot = player.get_inventory(pid)
local mode = 1
if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
mode = 0
mode = 0
end
base_util.drop_from_slot(invid, slot, mode)
base_util.drop_from_slot(pid, invid, slot, mode)
end)
rules.create("do-loot-non-player", true)
end

View file

@ -17,7 +17,7 @@
color="#FFFFFF80" size="16" pos="4,6"
hover-color="#1080FF"></image>
<panel orientation="horizontal" gravity="top-right"
size="76,24" padding="8" interval="8" color="0">
size="76,24" padding="8,6,8,2" interval="8" color="0">
<image id="saveIcon" src="gui/save" tooltip="@Save"
enabled="false" interactive="true"
hover-color="#1080FF"
@ -31,6 +31,12 @@
hover-color="#1080FF"
onclick="run_current_file()"
color="#FFFFFF80" size="16"></image>
<!-- TODO: remove after 0.32-->
<image src="gui/item" size="16"
enabled="true" interactive="true"
hover-color="#1080FF"
tooltip="Fix old VCM regions (0.31 bug)"
onclick="fix_vcm_regions()"></image>
</panel>
<label id="title" pos="26,8"></label>
</container>

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@ -113,6 +113,78 @@ local function reload_model(filename, name)
assets.parse_model(file.ext(filename), document.editor.text, name)
end
-- === TODO: remove after 0.32 ===
local pattern =
"region %(%s*"
.. "([+-]?%d+%.?%d*[eE]?[+-]?%d*)%s*,%s*"
.. "([+-]?%d+%.?%d*[eE]?[+-]?%d*)%s*,%s*"
.. "([+-]?%d+%.?%d*[eE]?[+-]?%d*)%s*,%s*"
.. "([+-]?%d+%.?%d*[eE]?[+-]?%d*)"
.. "%s*%)"
local function replace1(x1, y1, x2, y2)
return string.format("region (%s, %s, %s, %s)", x2, y2, x1, y1)
end
local function replace2(x1, y1, x2, y2)
return string.format("region (%s, %s, %s, %s)", x2, y1, x1, y2)
end
function convert_vcm(text)
local lines = {}
local zpairs = {
{"%(north%)", "%(south%)", "(TMPS)", "(TMPN)"},
{"%,north", "%,south", ",TMPS", ",TMPN"},
{"north%,", "south%,", "TMPS,", "TMPN,"},
}
local xpairs = {
{"%(west%)", "%(east%)", "(TMPE)", "(TMPW)"},
{"%,west", "%,east", ",TMPE", ",TMPW"},
{"west%,", "east%,", "TMPE,", "TMPW,"},
}
for i, pair in ipairs(zpairs) do
text = text:gsub(pair[1], pair[3])
text = text:gsub(pair[2], pair[4])
end
text = text:gsub("TMPS", "south")
text = text:gsub("TMPN", "north")
for i, pair in ipairs(xpairs) do
text = text:gsub(pair[1], pair[3])
text = text:gsub(pair[2], pair[4])
end
text = text:gsub("TMPW", "west")
text = text:gsub("TMPE", "east")
for line in text:gmatch("[^\n]*\n?") do
if line == "" then
break
end
if line:find("(top)", 1, true) then
line = line:gsub(pattern, replace1)
end
if line:find("(bottom)", 1, true)
or line:find("(east)", 1, true) then
line = line:gsub(pattern, replace2)
end
table.insert(lines, line)
end
return table.concat(lines)
end
function fix_vcm_regions()
if not current_file.filename then
return
end
document.editor.text = convert_vcm(document.editor.text)
end
-- ===============================
function run_current_file()
if not current_file.filename then
return

View file

@ -1,4 +1,4 @@
<inventory>
<slots-grid pos="0, 164" rows="1" count="10" sharefunc="inventory_share_func"/>
<slots-grid rows="3" start-index="10" count="30" sharefunc="inventory_share_func"/>
<slots-grid pos="0, 164" rows="1" count="10" sharefunc="share_func"/>
<slots-grid rows="3" start-index="10" count="30" sharefunc="share_func"/>
</inventory>

View file

@ -1,12 +1 @@
function inventory_share_func(invid, slotid)
local blockinv = hud.get_block_inventory()
if blockinv ~= 0 then
inventory.move(invid, slotid, blockinv)
elseif rules.get("allow-content-access") then
inventory.set(invid, slotid, 0, 0)
elseif slotid < 10 then
inventory.move_range(invid, slotid, invid, 10)
else
inventory.move_range(invid, slotid, invid, 0, 9)
end
end
share_func = require("core:inventory_utils").share_default_func

View file

@ -1,4 +1,4 @@
@box from (0,0,0) to (1,0.5,1) delete (top,south)
@box from (0,0.5,0) to (1,1,0.5) delete (bottom,south)
@box from (0,0,0) to (1,0.5,1) delete (top,north)
@box from (0,0.5,0) to (1,1,0.5) delete (bottom,north)
@rect from (0,0.5,0.5) right (1,0,0) up (0,0,0.5) texture "$2"
@rect from (0,0,0) right (1,0,0) up (0,1,0) texture "$1"

View file

@ -0,0 +1,21 @@
local M = {}
function M.share_default_func(invid, slotid)
local blockinv = hud.get_block_inventory()
local playerinv = player.get_inventory(hud.get_player())
if blockinv ~= 0 then
if invid == blockinv then
inventory.move(blockinv, slotid, playerinv)
else
inventory.move(invid, slotid, blockinv)
end
elseif rules.get("allow-content-access") then
inventory.set(invid, slotid, 0, 0)
elseif slotid < 10 then
inventory.move_range(invid, slotid, invid, 10)
else
inventory.move_range(invid, slotid, invid, 0, 9)
end
end
return M

View file

@ -55,12 +55,12 @@ model::Model VcmModel::squashed() const {
}
static const std::unordered_map<std::string, int> side_indices {
{"east", 0},
{"west", 1},
{"bottom", 2},
{"top", 3},
{"south", 4},
{"north", 5},
{"west", 0}, // -X
{"east", 1}, // +X
{"bottom", 2}, // -Y
{"top", 3}, // +Y
{"north", 4}, // -Z
{"south", 5}, // +Z
};
static bool to_boolean(const xml::Attribute& attr) {
@ -267,12 +267,12 @@ static void perform_box(const xmlelement& root, ModelBuilder& builder) {
}
UVRegion regions[6] {};
regions[0].scale(to.x - from.x, to.y - from.y);
regions[1].scale(from.x - to.x, to.y - from.y);
regions[0].scale(to.z - from.z, to.y - from.y);
regions[1].scale(from.z - to.z, to.y - from.y);
regions[2].scale(to.x - from.x, to.z - from.z);
regions[3].scale(from.x - to.x, to.z - from.z);
regions[4].scale(to.z - from.z, to.y - from.y);
regions[5].scale(from.z - to.z, to.y - from.y);
regions[4].scale(to.x - from.x, to.y - from.y);
regions[5].scale(from.x - to.x, to.y - from.y);
auto center = (from + to) * 0.5f;
auto halfsize = (to - from) * 0.5f;
@ -306,7 +306,11 @@ static void perform_box(const xmlelement& root, ModelBuilder& builder) {
texfaces[idx] = elem->attr("texture").getText();
}
if (elem->has("region")) {
regions[idx].set(elem->attr("region").asVec4());
auto region = elem->attr("region").asVec4();
if (idx % 2 == 1) {
std::swap(region[0], region[2]);
}
regions[idx].set(region);
}
if (elem->has("region-scale")) {
regions[idx].scale(elem->attr("region-scale").asVec2());

View file

@ -39,16 +39,18 @@ std::unique_ptr<Content> ContentBuilder::build() {
} else {
def.defaults.rt.solid = isSolid(def.defaults) || def.explictlySolid;
}
if (def.material.empty()) {
defaults.at("block-material").get(def.material);
}
def.rt.solid = def.defaults.rt.solid;
const float EPSILON = 0.01f;
def.rt.solid =
def.rt.solid = def.rt.solid &&
def.obstacle &&
(glm::i8vec3(def.hitboxes[0].size() + EPSILON) == def.size);
def.rt.extended = def.size.x > 1 || def.size.y > 1 || def.size.z > 1;
if (def.material.empty()) {
defaults.at("block-material").get(def.material);
}
if (def.rotatable) {
for (uint i = 0; i < BlockRotProfile::MAX_COUNT; i++) {
def.rt.hitboxes[i].reserve(def.hitboxes.size());

View file

@ -106,6 +106,7 @@ std::shared_ptr<UINode> HudElement::getNode() const {
std::shared_ptr<InventoryView> Hud::createContentAccess() {
auto& content = frontend.getLevel().content;
auto& indices = *content.getIndices();
auto& input = this->input;
auto inventory = player.getInventory();
size_t itemsCount = indices.items.count();
@ -115,12 +116,19 @@ std::shared_ptr<InventoryView> Hud::createContentAccess() {
}
SlotLayout slotLayout(-1, glm::vec2(), false, true, nullptr,
[inventory, &indices](uint, ItemStack& item) {
[inventory, &indices, &input](uint, ItemStack& item) {
auto copy = ItemStack(item);
if (input.pressed(Keycode::LEFT_CONTROL)) {
copy.maximizeCount(indices);
}
inventory->move(copy, indices);
},
[this, inventory](uint, ItemStack& item) {
inventory->getSlot(player.getChosenSlot()).set(item);
[this, inventory, &indices, &input](uint, ItemStack& item) {
auto copy = ItemStack(item);
if (input.pressed(Keycode::LEFT_CONTROL)) {
copy.maximizeCount(indices);
}
inventory->getSlot(player.getChosenSlot()).set(copy);
});
InventoryBuilder builder(gui);

View file

@ -48,10 +48,14 @@ void gui::Frame::draw(const DrawContext& pctx, const Assets& assets) {
void gui::Frame::updateOutput(Assets& assets) {
if (fbo && (fbo->getWidth() != size.x || fbo->getHeight() != size.y)) {
fbo->resize(size.x, size.y);
assets.store(fbo->getSharedTexture(), outputTexture);
if (!outputTexture.empty()) {
assets.store(fbo->getSharedTexture(), outputTexture);
}
} else if (fbo == nullptr) {
fbo = std::make_unique<Framebuffer>(size.x, size.y, true);
assets.store(fbo->getSharedTexture(), outputTexture);
if (!outputTexture.empty()) {
assets.store(fbo->getSharedTexture(), outputTexture);
}
}
}

View file

@ -366,28 +366,12 @@ void SlotView::performLeftClick(ItemStack& stack, ItemStack& grabbed) {
);
return;
}
auto indices = *content->getIndices();
if (!layout.itemSource && stack.accepts(grabbed) && layout.placing) {
action = InteractionAction::PUT;
stack.move(grabbed, *content->getIndices());
stack.move(grabbed, indices);
} else {
if (layout.itemSource) {
if (grabbed.isEmpty()) {
action = InteractionAction::TAKE;
grabbed.set(stack);
} else {
action = InteractionAction::PUT;
grabbed.clear();
}
} else if (grabbed.isEmpty()) {
if (layout.taking) {
action = InteractionAction::TAKE;
std::swap(grabbed, stack);
}
} else if (layout.taking && layout.placing) {
action = InteractionAction::PUT;
std::swap(grabbed, stack);
}
actIfCannotPut(stack, grabbed, action);
}
if (action != InteractionAction::UNDEFINED) {
@ -400,6 +384,39 @@ void SlotView::performLeftClick(ItemStack& stack, ItemStack& grabbed) {
}
}
void SlotView::actIfCannotPut(ItemStack& stack, ItemStack& grabbed, InteractionAction& action) {
const auto& input = gui.getInput();
auto indices = *content->getIndices();
if (layout.itemSource) {
if (grabbed.isEmpty()) {
action = InteractionAction::TAKE;
grabbed.set(stack);
if (input.pressed(Keycode::LEFT_CONTROL)) {
grabbed.maximizeCount(*content->getIndices());
}
} else {
if (grabbed.accepts(stack)) {
auto& def = indices.items.require(stack.getItemId());
if (grabbed.getCount() < def.stackSize) {
action = InteractionAction::TAKE;
grabbed.setCount(grabbed.getCount() + 1);
}
} else {
action = InteractionAction::PUT;
grabbed.clear();
}
}
} else if (grabbed.isEmpty()) {
if (layout.taking) {
action = InteractionAction::TAKE;
std::swap(grabbed, stack);
}
} else if (layout.taking && layout.placing) {
action = InteractionAction::PUT;
std::swap(grabbed, stack);
}
}
void SlotView::performRightClick(ItemStack& stack, ItemStack& grabbed) {
if (layout.rightClick) {
layout.rightClick(inventoryId, stack);

View file

@ -123,6 +123,8 @@ namespace gui {
SHARE = 2,
UNDEFINED,
};
private:
void actIfCannotPut(ItemStack& stack, ItemStack& grabbed, InteractionAction& action);
};
class InventoryView final : public gui::Container {

View file

@ -83,12 +83,12 @@ static util::TextureRegion determine_texture_region(
const Assets& assets, const std::string& texture
) {
static std::array<std::string, 6> faces {
"blocks:dbg_east",
"blocks:dbg_west",
"blocks:dbg_east",
"blocks:dbg_bottom",
"blocks:dbg_top",
"blocks:dbg_south",
"blocks:dbg_north",
"blocks:dbg_south",
};
if (texture.length() < 2 || texture.at(0) != '$') {

View file

@ -48,6 +48,14 @@ void ItemStack::setCount(itemcount_t count) {
}
}
void ItemStack::maximizeCount(const ContentIndices& indices) {
auto& def = indices.items.require(getItemId());
this->count = def.stackSize;
if (count == 0) {
clear();
}
}
void ItemStack::setField(std::string_view name, dv::value value) {
if (fields == nullptr) {
if (value == nullptr) {

View file

@ -18,6 +18,7 @@ public:
void set(const ItemStack& item);
void set(ItemStack&& item);
void setCount(itemcount_t count);
void maximizeCount(const ContentIndices& indices);
/// @brief Set a field in the item stack data.
void setField(std::string_view name, dv::value value);

View file

@ -2,6 +2,7 @@
#include "items/Inventories.hpp"
#include "items/ItemStack.hpp"
#include "logic/BlocksController.hpp"
#include "logic/scripting/lua/lua_util.hpp"
#include "world/Level.hpp"
#include "api_lua.hpp"
@ -180,7 +181,7 @@ static int l_move(lua::State* L) {
validate_slotid(slotAid, invA);
auto invBid = lua::tointeger(L, 3);
auto slotBid = lua::isnil(L, 4) ? -1 : lua::tointeger(L, 4);
auto slotBid = lua::isnoneornil(L, 4) ? -1 : lua::tointeger(L, 4);
auto& invB = get_inventory(invBid, 3);
auto& slot = invA.getSlot(slotAid);
if (slotBid == -1) {

View file

@ -1,6 +1,8 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <iostream>
#include <glm/gtx/string_cast.hpp>
#include "api_lua.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtx/quaternion.hpp>
#include <sstream>
@ -31,14 +33,14 @@ static int l_tostring(lua::State* L) {
lua::check_argc(L, 1);
auto quat = lua::toquat(L, 1);
float components[4] = {quat.w, quat.x, quat.y, quat.z};
std::stringstream ss;
ss << "quat"
<< "{";
ss << "quat {";
for (int i = 0; i < 4; i++) {
if (i > 0) {
ss << ", ";
}
ss << quat[i];
ss << components[i];
}
ss << "}";
return lua::pushstring(L, ss.str());
@ -52,10 +54,42 @@ static int l_from_euler(lua::State *L) {
return lua::pushquat(L, glm::quat(euler));
}
static int l_mul(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
glm::quat a = lua::toquat(L, 1);
glm::quat b = lua::toquat(L, 2);
glm::quat result = a * b;
if (argc == 3) {
lua::setquat(L, 3, result);
return 0;
}
return lua::pushquat(L, result);
}
static int l_mul_vec3(lua::State* L) {
uint argc = lua::check_argc(L, 2, 3);
glm::quat q = lua::toquat(L, 1);
glm::vec3 v = lua::tovec3(L, 2);
glm::vec3 result = q * v;
if (argc == 3) {
lua::setvec(L, 3, result);
return 0;
}
return lua::pushvec3(L, result);
}
const luaL_Reg quatlib[] = {
{"from_mat4", lua::wrap<l_from_mat4>},
{"from_euler", lua::wrap<l_from_euler>},
{"slerp", lua::wrap<l_slerp>},
{"tostring", lua::wrap<l_tostring>},
{"mul", lua::wrap<l_mul>},
{"mul_vec3", lua::wrap<l_mul_vec3>},
{nullptr, nullptr}
};