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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-25 16:43:05 +00:00
first pass on writing an advanced axes parser, but it's untested
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1 changed files with 108 additions and 17 deletions
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@ -1,8 +1,80 @@
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local wea = worldeditadditions
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local Vector3 = dofile(wea.modpath.."/utils/vector3.lua")
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-- BUG: This does not exist yet - need to merge @VorTechnix's branch first to get it
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-- TODO: Uncomment then once it's implemented
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-- local parse_axis = dofile(wea.modpath.."/utils/axis.lua")
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--[[
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parse_axes("6",name) == return Vector3.new(6,6,6), Vector3.new(-6,-6,-6)
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parse_axes("h 4",name) == return Vector3.new(4,0,4), Vector3.new(-4,0,-4)
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parse_axes("v 4",name) == return Vector3.new(0,4,0), Vector3.new(0,-4,0)
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parse_axes("-x 4 z 3 5",name) == return Vector3.new(0,0,3), Vector3.new(-4,0,-5)
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parse_axes("x -10 y 14 true",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 r",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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parse_axes("x -10 y 14 rev",name) == return Vector3.new(0,14,0), Vector3.new(-10,-14,0)
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-- Assuming player is facing +Z (north)
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parse_axes("front 4 y 2 r",name) == return Vector3.new(0,2,4), Vector3.new(0,-2,0)
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parse_axes("right 4 y 2 r",name) == return Vector3.new(0,2,0), Vector3.new(-4,-2,0)
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]]--
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--- Parses an absolute axis name to a Vector3 instance.
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-- @example
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-- local v3instance = parse_abs_axis_name("-x")
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-- -- v3instance will now be equal to Vector3.new(-1, 0, 0)
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-- @param axis_name string The axis name to parse.
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-- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed).
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local function parse_abs_axis_name(axis_name)
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if type(axis_name) ~= "string" then
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return false, "Error: Expected axis_name to be of type string, but found value of type '"..type(axis_name).."' instead."
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end
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local result = Vector3.new()
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if axis_name:match("-x") then result.x = -1
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elseif axis_name:match("x") then result.x = 1 end
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if axis_name:match("-y") then result.y = -1
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elseif axis_name:match("y") then result.y = 1 end
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if axis_name:match("-z") then result.z = -1
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elseif axis_name:match("z") then result.z = 1 end
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return true, result
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end
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-- Parses a relative axis name (e.g. "front", "back", etc) to an absolute
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-- Vector3 instance.
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-- @param axis_name string The axis name to parse.
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-- @param player_name PlayerDir The directional information that the parsing should be relative to.
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-- @returns bool,Vector3|string A bool success value, followed by the resulting Vector3 instance (if succeeded) or an error message string (if failed).
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local function parse_relative_axis_name(axis_name, facing_dir)
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if type(axis_name) ~= "string" then
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return false, "Error: Expected axis_name to be of type string, value was of type '"..type(axis_name).."' instead."
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end
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local dir
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local flip = Vector3.new(-1, -1, -1)
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if axis_name == "?" then dir = facing_dir.front end
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if axis_name == "front" or axis_name == "f" then dir = facing_dir.front end
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if axis_name == "back" or axis_name == "b" then dir = facing_dir.back end
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if axis_name == "left" or axis_name == "l" then dir = facing_dir.left end
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if axis_name == "right" or axis_name == "r" then dir = facing_dir.right end
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if axis_name == "up" or axis_name == "u" then dir = facing_dir.up end
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if axis_name == "down" or axis_name == "d" then dir = facing_dir.down end
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if not dir then return false, "Error: Unknown axis name '"..axis_name.."'. Valid values: ?, front, f, back, b, left, l, right, r, up, u, down, d." end
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axis_name = (dir.sign < 0 and "-" or "")..dir.axis
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local success, result = parse_abs_axis_name(axis_name)
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if not success then return success, result end
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return true, result
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end
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local function parse_axis_name(axis_name, facing_dir)
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local success, result = parse_relative_axis_name(axis_name, facing_dir)
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if not success then
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success, result = parse_abs_axis_name(axis_name)
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end
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return success, result
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end
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--- Parses a token list of axes and counts into a Vector3.
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-- For example, "x 4" would become { x = 4, y = 0, z = 0 }, and "? 4 -z 10"
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@ -11,9 +83,10 @@ local Vector3 = dofile(wea.modpath.."/utils/vector3.lua")
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-- recommended for this purpose.
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-- Uses wea.parse.axis for parsing axis names.
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-- @param token_list string[] A list of tokens to parse
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-- @returns Vector3 A Vector3 generated from parsing out the input token list.
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local function parse_axes(token_list)
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local vector_result = wea.Vector3.new()
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-- @param facing_dir PlayerDir The direction the player is facing. Returned from wea.player_dir(name).
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-- @returns Vector3,Vector3 A Vector3 pair generated from parsing out the input token list representing the delta change that can be applied to a defined pos1, pos2 region.
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local function parse_axes(token_list, facing_dir)
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local pos1, pos2 = Vector3.new(), Vector3.new()
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if #token_list < 2 then
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return false, "Error: Not enough arguments (at least 2 are required)"
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@ -21,27 +94,45 @@ local function parse_axes(token_list)
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local state = "AXIS"
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local current_axis = nil
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local current_axis_text = nil
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local success
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for i,token in ipairs(token_list) do
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if state == "AXIS" then
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success, current_axis = parse_axis(token)
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if not success then return success, current_axis end
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if token == "h" or "horizontal" then
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current_axis_text = "horizontal"
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current_axis = Vector3.new(1, 0, 1)
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elseif token == "v" or token == "vertical" then
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current_axis_text = "vertical"
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current_axis = Vector3.new(0, 1, 0)
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else
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current_axis_text = token
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success, current_axis = parse_axis_name(token, facing_dir)
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if not success then return success, current_axis end
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end
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state = "VALUE"
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elseif state == "VALUE" then
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local offset_this = tonumber(token)
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if not offset_this then
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return false, "Error: Invalid count value for axis '"..current_axis.."'. Values may only be positive or negative integers."
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return false, "Error: Invalid count value '"..tostring(token).."' for axis '"..current_axis_text.."'. Values may only be positive or negative integers."
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end
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-- Handle negative axes
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if current_axis:sub(1, 1) == "-" then
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offset_this = -offset_this
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current_axis = current_axis:sub(2, 2)
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end
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offset_this = current_axis * offset_this
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vector_result[current_axis] = vector_result[current_axis] + offset_this
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-- Apply the new offset to the virtual defined region
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if current_axis_text == "horizontal" or current_axis_text == "vertical" then
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-- We're horizonal / vertical
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pos1 = pos1 + (offset_this * -1)
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pos2 = pos2 + offset_this
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else
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-- It's a specific axis
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if offset_this.x < 0 then pos1.x = pos1.x + offset_this.x
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else pos2.x = pos2.x + offset_this.x end
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if offset_this.y < 0 then pos1.y = pos1.y + offset_this.y
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else pos2.y = pos2.y + offset_this.y end
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if offset_this.z < 0 then pos1.z = pos1.z + offset_this.z
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else pos2.z = pos2.z + offset_this.z end
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end
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state = "AXIS"
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else
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@ -49,7 +140,7 @@ local function parse_axes(token_list)
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end
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end
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return vector_result
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return true, pos1, pos2
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end
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return parse_axes
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