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init.lua
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init.lua
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-- painting - in-game painting for minetest
-- THIS MOD CODE AND TEXTURES LICENSED
-- <3 TO YOU <3
-- UNDER TERMS OF WTFPL LICENSE
-- 2012, 2013, 2014 obneq aka jin xi
-- picture is drawn using a nodebox to draw the canvas
-- and an entity which has the painting as its texture.
-- this texture is created by minetests internal image
-- compositing engine (see tile.cpp).
dofile(minetest.get_modpath("painting").."/crafts.lua")
local textures = {
white = "white.png", yellow = "yellow.png",
orange = "orange.png", red = "red.png",
violet = "violet.png", blue = "blue.png",
green = "green.png", magenta = "magenta.png",
cyan = "cyan.png", grey = "grey.png",
darkgrey = "darkgrey.png", black = "black.png",
darkgreen = "darkgreen.png", brown="brown.png",
pink = "pink.png"
}
local colors = {}
local revcolors = {}
local thickness = 0.1
-- picture node
local picbox = {
type = "fixed",
fixed = { -0.499, -0.499, 0.499, 0.499, 0.499, 0.499 - thickness }
}
minetest.register_node("painting:pic", {
description = "Picture",
tiles = { "white.png" },
inventory_image = "painted.png",
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
node_box = picbox,
selection_box = picbox,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, not_in_creative_inventory=1},
--handle that right below, don't drop anything
drop = "",
after_dig_node=function(pos, _, oldmetadata, digger)
--find and remove the entity
for _,e in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do
if e:get_luaentity().name == "painting:picent" then
e:remove()
end
end
--put picture data back into inventory item
digger:get_inventory():add_item("main", {
name = "painting:paintedcanvas",
count = 1,
metadata = oldmetadata.fields["painting:picturedata"]
})
end
})
local to_imagestring
-- picture texture entity
minetest.register_entity("painting:picent", {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "upright_sprite",
textures = { "white.png" },
on_activate = function(self, staticdata)
local pos = self.object:getpos()
local meta = minetest.get_meta(pos)
local data = meta:get_string("painting:picturedata")
data = minetest.deserialize(data)
if not data
or not data.grid then
return
end
self.object:set_properties({textures = { to_imagestring(data.grid, data.res) }})
end
})
local paintbox = {
[0] = { -0.5,-0.5,0,0.5,0.5,0 },
[1] = { 0,-0.5,-0.5,0,0.5,0.5 }
}
local dirs, intersect, clamp
minetest.register_entity("painting:paintent", {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "upright_sprite",
textures = { "white.png" },
on_punch = function(self, puncher)
--check for brush
local name = puncher:get_wielded_item():get_name()
name = string.split(name, "_")[2]
if not textures[name] then
return
end
--get player eye level
--see player.h line 129
local ppos = puncher:getpos()
ppos.y = ppos.y + 1.625
local pos = self.object:getpos()
local l = puncher:get_look_dir()
local d = dirs[self.fd]
local od = dirs[(self.fd + 1) % 4]
local normal = { x = d.x, y = 0, z = d.z }
local p = intersect(ppos, l, pos, normal)
local off = -0.5
pos = vector.add(pos, {x=off*od.x, y=off, z=off*od.z})
p = vector.subtract(p, pos)
local x = math.abs(p.x + p.z)
local y = 1 - p.y
--print("x: "..x.." y: "..y)
x = math.floor(x*self.res)
y = math.floor(y*self.res)
--print("grid x: "..x.." grid y: "..y)
x = clamp(x, self.res)
y = clamp(y, self.res)
local x0 = self.x0
if puncher:get_player_control().sneak
and x0 then
local y0 = self.y0
local line = vector.twoline(x0-x, y0-y)
for _,coord in pairs(line) do
self.grid[x+coord[1]][y+coord[2]] = colors[name]
end
else
self.grid[x][y] = colors[name]
end
self.object:set_properties({textures = { to_imagestring(self.grid, self.res) }})
self.x0 = x
self.y0 = y
local wielded = puncher:get_wielded_item()
wielded:add_wear(65535/256)
puncher:set_wielded_item(wielded)
end,
on_activate = function(self, staticdata)
local data = minetest.deserialize(staticdata)
if not data then
return
end
self.fd = data.fd
self.x0 = data.x0
self.y0 = data.y0
self.res = data.res
self.grid = data.grid
self.object:set_properties({ textures = { to_imagestring(self.grid, self.res) }})
if not self.fd then
return
end
self.object:set_properties({ collisionbox = paintbox[self.fd%2] })
self.object:set_armor_groups({immortal=1})
end,
get_staticdata = function(self)
local data = { fd = self.fd, res = self.res, grid = self.grid, x0 = self.x0, y0 = self.y0 }
return minetest.serialize(data)
end
})
-- just pure magic
local walltoface = {-1, -1, 1, 3, 0, 2}
--paintedcanvas picture inventory item
minetest.register_craftitem("painting:paintedcanvas", {
description = "Painted Canvas",
inventory_image = "painted.png",
stack_max = 1,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, not_in_creative_inventory=1 },
on_place = function(itemstack, placer, pointed_thing)
--place node
local pos = pointed_thing.above
if minetest.is_protected(pos, placer:get_player_name()) then
return
end
local under = pointed_thing.under
local wm = minetest.dir_to_wallmounted(vector.subtract(under, pos))
local fd = walltoface[wm + 1]
if fd == -1 then
return itemstack
end
minetest.add_node(pos, {name = "painting:pic", param2 = fd})
--save metadata
local data = itemstack:get_metadata()
minetest.get_meta(pos):set_string("painting:picturedata", data)
--add entity
dir = dirs[fd]
local off = 0.5 - thickness - 0.01
pos.x = pos.x + dir.x * off
pos.z = pos.z + dir.z * off
data = minetest.deserialize(data)
local p = minetest.add_entity(pos, "painting:picent"):get_luaentity()
p.object:set_properties({ textures = { to_imagestring(data.grid, data.res) }})
p.object:setyaw(math.pi * fd / -2)
return ItemStack("")
end
})
--canvas inventory items
for i = 4,6 do
minetest.register_craftitem("painting:canvas_"..2^i, {
description = "Canvas",
inventory_image = "default_paper.png",
stack_max = 99,
})
end
--canvas for drawing
local canvasbox = {
type = "fixed",
fixed = { -0.5, -0.5, 0, 0.5, 0.5, thickness }
}
minetest.register_node("painting:canvasnode", {
description = "Canvas",
tiles = { "white.png" },
inventory_image = "painted.png",
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
node_box = canvasbox,
selection_box = canvasbox,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 2, not_in_creative_inventory=1 },
drop = "",
after_dig_node = function(pos, oldnode, oldmetadata, digger)
--get data and remove pixels
local data = {}
for _,e in pairs(minetest.get_objects_inside_radius(pos, 0.1)) do
e = e:get_luaentity()
if e.grid then
data.grid = e.grid
data.res = e.res
end
e.object:remove()
end
pos.y = pos.y-1
minetest.get_meta(pos):set_int("has_canvas", 0)
if data.grid then
local item = { name = "painting:paintedcanvas", count = 1, metadata = minetest.serialize(data) }
digger:get_inventory():add_item("main", item)
end
end
})
-- easel
local easelbox = {
type="fixed",
fixed = {
--feet
{-0.4, -0.5, -0.5, -0.3, -0.4, 0.5 },
{ 0.3, -0.5, -0.5, 0.4, -0.4, 0.5 },
--legs
{-0.4, -0.4, 0.1, -0.3, 1.5, 0.2 },
{ 0.3, -0.4, 0.1, 0.4, 1.5, 0.2 },
--shelf
{-0.5, 0.35, -0.3, 0.5, 0.45, 0.1 }
}
}
local initgrid
minetest.register_node("painting:easel", {
description = "Easel",
tiles = { "default_wood.png" },
drawtype = "nodebox",
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
node_box = easelbox,
selection_box = easelbox,
groups = { snappy = 2, choppy = 2, oddly_breakable_by_hand = 2 },
on_punch = function(pos, node, player)
local wielded_raw = player:get_wielded_item():get_name()
wielded = string.split(wielded_raw, "_")
local name = wielded[1]
if name ~= "painting:canvas" then
return
end
local res = tonumber(wielded[2])
local meta = minetest.get_meta(pos)
local fd = node.param2
pos.y = pos.y+1
if minetest.get_node(pos).name ~= "air" then
return
end
minetest.add_node(pos, { name = "painting:canvasnode", param2 = fd})
local dir = dirs[fd]
pos.x = pos.x - 0.01 * dir.x
pos.z = pos.z - 0.01 * dir.z
local p = minetest.add_entity(pos, "painting:paintent"):get_luaentity()
p.object:set_properties({ collisionbox = paintbox[fd%2] })
p.object:set_armor_groups({immortal=1})
p.object:setyaw(math.pi * fd / -2)
p.grid = initgrid(res)
p.res = res
p.fd = fd
meta:set_int("has_canvas", 1)
local itemstack = ItemStack(wielded_raw)
player:get_inventory():remove_item("main", itemstack)
end,
can_dig = function(pos)
return minetest.get_meta(pos):get_int("has_canvas") == 0
end
})
--brushes
local function table_copy(t)
local t2 = {}
for k,v in pairs(t) do
t2[k] = v
end
return t2
end
local brush = {
wield_image = "",
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=0,
groupcaps = {}
}
}
for color, _ in pairs(textures) do
table.insert(revcolors, color)
local brush_new = table_copy(brush)
brush_new.description = color:gsub("^%l", string.upper).." brush"
brush_new.inventory_image = "painting_brush_"..color..".png"
minetest.register_tool("painting:brush_"..color, brush_new)
minetest.register_craft({
output = "painting:brush_"..color,
recipe = {
{"dye:"..color},
{"default:stick"},
{"default:stick"}
}
})
end
for i, color in ipairs(revcolors) do
colors[color] = i
end
minetest.register_alias("easel", "painting:easel")
minetest.register_alias("canvas", "painting:canvas_16")
function initgrid(res)
local grid, a, x, y = {}, res-1
for x = 0, a do
grid[x] = {}
for y = 0, a do
grid[x][y] = colors["white"]
end
end
return grid
end
function to_imagestring(data, res)
if not data then return end
local t,n = {"[combine:", res, "x", res, ":"},6
for y = 0, res - 1 do
for x = 0, res - 1 do
t[n] = x..","..y.."="..revcolors[ data[x][y] ]..".png:"
n = n+1
end
end
return table.concat(t)
end
--[[ allows using many colours, doesn't work
function to_imagestring(data, res)
if not data then
return
end
local t,n = {},1
local sbc = {}
for y = 0, res - 1 do
for x = 0, res - 1 do
local col = revcolors[data[x][y] ]
sbc[col] = sbc[col] or {}
sbc[col][#sbc[col] ] = {x,y}
end
end
for col,ps in pairs(sbc) do
t[n] = "([combine:"..res.."x"..res..":"
n = n+1
for _,p in pairs(ps) do
t[n] = p[1]..","..p[2].."=white.png:"
n = n+1
end
t[n-1] = string.sub(t[n-1], 1,-2)
t[n] = "^[colorize:"..col..")^"
n = n+1
end
t[n-1] = string.sub(t[n-1], 1,-2)
return table.concat(t)
end--]]
dirs = {
[0] = { x = 0, z = 1 },
[1] = { x = 1, z = 0 },
[2] = { x = 0, z =-1 },
[3] = { x =-1, z = 0 }
}
local function dot(v, w)
return v.x * w.x + v.y * w.y + v.z * w.z
end
function intersect(pos, dir, origin, normal)
local t = -(dot(vector.subtract(pos, origin), normal)) / dot(dir, normal)
return vector.add(pos, vector.multiply(dir, t))
end
function clamp(num, res)
if num < 0 then
return 0
end
return math.min(num, res-1)
end