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local pole_texture = "advtrains_signals_japan_mast.png"
local signal_face_texture = "advtrains_hud_bg.png^[colorize:#000000:255"
local pole_radius = 1/16
local pole_box = {-pole_radius,-1/2,-pole_radius,pole_radius,1/2,pole_radius}
local light_radius = 1/20
local signal_width = 6*light_radius
local signal_thickness = pole_radius*3
local signal_height = {}
local signal_box = {}
local light_red = "advtrains_hud_bg.png^[colorize:red:255"
local light_yellow = "advtrains_hud_bg.png^[colorize:orange:255"
local light_green = "advtrains_hud_bg.png^[colorize:lime:255"
local light_purple = "advtrains_hud_bg.png^[colorize:purple:255"
local light_distant = light_purple
local light_off = signal_face_texture
do
local model_path_prefix = table.concat({minetest.get_modpath("advtrains_signals_japan"), "models", "advtrains_signals_japan_"}, DIR_DELIM)
local function vertex(x, y, z)
return string.format("v %f %f %f", x, y, z)
end
local function texture(u, v)
return string.format("vt %f %f", u, v)
end
local function face_element(v, vt)
if vt then
return string.format("%d/%d", v, vt)
end
return tonumber(v)
end
local function face_elements(...)
local st = {"f"}
local args = {...}
local len = #args
for i = 1, len, 2 do
st[(i+3)/2] = face_element(args[i], args[i+1])
end
return table.concat(st, " ")
end
local function sequential_elements(v0, vt0, count)
local st = {}
for i = 1, count do
st[i] = face_element(v0+i, vt0+i)
end
return table.concat(st, " ")
end
local function mod_lower(min, a, b)
return min + (a-min)%b
end
local function connect_circular(v0, vt0, count)
return "f " .. sequential_elements(v0, vt0, count)
end
local function connect_cylindrical(v0, vt0, count)
local st = {}
for i = 0, count-1 do
local j = (i+1)%count
local v1 = v0+i+1
local v2 = v1+count
local v3 = v0+j+1
local v4 = v3+count
local vt1 = vt0+i+1
local vt2 = vt1+count+1
st[i+1] = face_elements(v1, vt1, v3, vt1+1, v4, vt2+1, v2, vt2)
end
return table.concat(st, "\n")
end
local function circular_textures(u0, v0, r, count, total, angular_offset, direction)
local st = {}
if not angular_offset then
angular_offset = 0
end
if not total then
total = count
end
if not direction then
direction = 1
end
for i = 0, count-1 do
local theta = angular_offset + direction*i/total*2*math.pi
local u, v = r*math.cos(theta), r*math.sin(theta)
st[i+1] = texture(u0+u, v0+v)
end
return table.concat(st, "\n")
end
local function rectangular_textures(u0, v0, u1, v1, count)
local st = {}
local width = u1-u0
for i = 0, count do
local u = u0+i/count*width
st[i+1] = texture(u, v0)
st[i+count+2] = texture(u, v1)
end
return table.concat(st, "\n")
end
-- generate pole model
local pole_npolygon = 32
local pole_vertex_count = pole_npolygon*2
local pole_uv_count = pole_npolygon*3+2
local pole_vertices = {}
local pole_objdef = {
"g pole",
"usemtl pole",
connect_circular(0, 0, pole_npolygon),
connect_circular(pole_npolygon, 0, pole_npolygon),
connect_cylindrical(0, pole_npolygon, pole_npolygon),
}
local pole_uv = {
circular_textures(0.5, 0.5, 0.5, pole_npolygon),
rectangular_textures(0, 0, 1, 1, pole_npolygon),
}
for i = 0, pole_npolygon-1 do
local theta = i*2/pole_npolygon*math.pi
local r = pole_radius
local x, z = r*math.sin(theta), r*math.cos(theta)
local lower_index = i+1
local upper_index = lower_index+pole_npolygon
pole_vertices[lower_index] = vertex(x, -0.5, z)
pole_vertices[upper_index] = vertex(x, 0.5, z)
end
pole_vertices = table.concat(pole_vertices, "\n")
pole_objdef = table.concat(pole_objdef, "\n")
pole_uv = table.concat(pole_uv, "\n")
minetest.safe_file_write(model_path_prefix .. "pole.obj", table.concat({pole_vertices, pole_uv, pole_objdef}, "\n"))
-- generate signals
for lightcount = 5, 6 do
for rotname, rot in pairs {["0"] = 0, ["30"] = 26.5, ["45"] = 45, ["60"] = 63.5} do
local rot = math.rad(rot)
local lightradius = 0.05
local lightspacing = 0.04
local halfwidth = signal_width/2
local halfheight = (2+lightcount)*lightradius+(lightcount-1)*lightspacing/2
local halfthickness = signal_thickness/2
local half_npolygon = pole_npolygon/2
local quarter_npolygon = pole_npolygon/4
local boxside = math.max(halfwidth, halfthickness*2)
signal_height[lightcount] = halfheight*2
signal_box[lightcount] = {-boxside, -halfheight, -boxside, boxside, halfheight, boxside}
local _vertex = vertex
local rv = vector.new(0, rot, 0)
local function vertex(x, y, z)
local v = vector.rotate(vector.new(x, y, z), rv)
return _vertex(v.x, v.y, v.z)
end
-- generate signal face
local face_vertices = {}
local face_uv = {
circular_textures(0.5, 0.5+halfheight-3*lightradius, halfwidth, half_npolygon+1, pole_npolygon),
circular_textures(0.5, 0.5-halfheight+3*lightradius, halfwidth, half_npolygon+1, pole_npolygon, math.pi),
rectangular_textures(0, 0, 1, 1, 2+pole_npolygon),
}
local face_objdef = {
"g face",
"usemtl face",
connect_circular(pole_vertex_count+2+pole_npolygon, pole_uv_count, 2+pole_npolygon),
connect_circular(pole_vertex_count, pole_uv_count, 2+pole_npolygon),
connect_cylindrical(pole_vertex_count, pole_uv_count+2+pole_npolygon, 2+pole_npolygon),
}
local face_vertex_count = 4*half_npolygon+4
local face_uv_count = 2*(half_npolygon+1) + 2*(pole_npolygon+3)
for i = 0, half_npolygon do
local theta = i/half_npolygon*math.pi
local r = halfwidth
local x, y = r*math.cos(theta), halfheight-3*lightradius+r*math.sin(theta)
face_vertices[i+1] = vertex(x, y, -halfthickness)
face_vertices[i+2+half_npolygon] = vertex(-x, -y, -halfthickness)
face_vertices[i+3+2*half_npolygon] = vertex(x, y, halfthickness)
face_vertices[i+4+3*half_npolygon] = vertex(-x, -y, halfthickness)
end
-- generate lights
local light_vertices = {}
local light_vertex_count = 8*(half_npolygon+1)+pole_npolygon
local light_uv = {rectangular_textures(0, 0, 1, 1, half_npolygon)}
local light_uv_count = 2*(half_npolygon+1)+pole_npolygon*lightcount
local light_objdef_face = {}
local light_objdef_main = {
"g light",
"usemtl light",
}
for i = 1, lightcount do
local x0, y0 = 0, -halfheight + (2*i+1)*lightradius + (i-1)*lightspacing
local v0 = light_vertex_count*(i-1)
for j = 0, half_npolygon do
local theta = j/half_npolygon*math.pi
local xs, ys = math.cos(theta), math.sin(theta)
for k, v in pairs {
{xm = -1, ym = 1, rm = 1, z = 1},
{xm = 1, ym = 1, rm = 0.8, z = 1},
{xm = -1, ym = 1, rm = 1, z = 2},
{xm = 1, ym = 1, rm = 0.8, z = 2},
{xm = 1, ym = -1, rm = 1, z = 1},
{xm = -1, ym = -1, rm = 0.8, z = 1},
{xm = 1, ym = -1, rm = 1, z = 1.5},
{xm = -1, ym = -1, rm = 0.8, z = 1.5},
} do
local x = x0+xs*lightradius*v.xm*v.rm
local y = y0+ys*lightradius*v.ym*v.rm
light_vertices[v0+(k-1)*(half_npolygon+1)+j+1] = vertex(x, y, -halfthickness*v.z)
end
end
for j = 0, pole_npolygon-1 do
local theta = j/pole_npolygon*2*math.pi
local x, y = math.cos(theta), math.sin(theta)
light_vertices[v0+8*(half_npolygon+1)+1+j] = vertex(x0+lightradius*x, y0+lightradius*y, -halfthickness*1.05)
end
local v0 = pole_vertex_count+face_vertex_count+v0
local vt0 = pole_uv_count + face_uv_count
local ostep = 2*half_npolygon+2
for j = 1, half_npolygon do
local dv = 2*(half_npolygon+1)
local v0 = v0 + dv
local vn = v0 + dv
light_objdef_face[i*ostep-j+1] = face_elements(v0+j, vt0+j, v0+j+1, vt0+j+1, vn-j, vt0+half_npolygon+2+j, vn-j+1, vt0+half_npolygon+1+j)
local v0 = vn + dv
local vn = v0 + dv
light_objdef_face[i*ostep-half_npolygon-j+1] = face_elements(v0+j, vt0+j, v0+j+1, vt0+j+1, vn-j, vt0+half_npolygon+2+j, vn-j+1, vt0+half_npolygon+1+j)
end
local vt0 = vt0 + 2*(half_npolygon+1) + (i-1)*pole_npolygon
light_uv[i+1] = circular_textures(0.5, (i-1/2)/lightcount, 0.4/lightcount, pole_npolygon)
light_objdef_face[(i-1)*ostep+1] = connect_cylindrical(v0, pole_uv_count+2+pole_npolygon, 2+pole_npolygon)
light_objdef_face[(i-1)*ostep+2] = connect_cylindrical(v0+4*(half_npolygon+1), pole_uv_count+2+pole_npolygon, 2+pole_npolygon)
light_objdef_main[2+i] = connect_circular(v0+8*(half_npolygon+1), vt0, pole_npolygon)
end
-- write file
face_vertices = table.concat(face_vertices, "\n")
face_uv = table.concat(face_uv, "\n")
face_objdef = table.concat(face_objdef, "\n")
minetest.safe_file_write(model_path_prefix .. lightcount .. "_" .. rotname .. ".obj", table.concat({
pole_vertices,
face_vertices,
table.concat(light_vertices, "\n"),
pole_uv,
face_uv,
table.concat(light_uv, "\n"),
pole_objdef,
face_objdef,
table.concat(light_objdef_face, "\n"),
table.concat(light_objdef_main, "\n"),
}, "\n"))
end
end
end
local S = attrans
minetest.register_node("advtrains_signals_japan:pole_0", {
description = S("Japanese signal pole"),
drawtype = "mesh",
mesh = "advtrains_signals_japan_pole.obj",
tiles = {pole_texture},
paramtype = "light",
sunlight_propagates = true,
paramtype2 = "none",
selection_box = {
type = "fixed",
fixed = {pole_box},
},
collision_box = {
type = "fixed",
fixed = {pole_box},
},
groups = {
cracky = 2,
not_blocking_trains = 1,
not_in_creative_inventory = 0,
},
drop = "advtrains_signals_japan:pole_0",
})
--[[
advtrains.interlocking.aspect.register_group {
name = "advtrains_signals_japan:5a",
label = S("Japanese signal"),
aspects = {
danger = {
label = S"Danger (halt)",
main = 0,
},
restrictedspeed = {
label = S"Restricted speed",
},
caution = {
label = S"Caution",
},
reducedspeed = {
label = S"Reduced speed",
},
clear = {
label = S"Clear (proceed)",
},
"clear",
"reducedspeed",
"caution",
"restrictedspeed",
"danger",
}
}]]
local sigdefs = {}
local lightcolors = {
red = "red",
green = "lime",
yellow = "orange",
distant = "purple",
}
local function process_signal(name, sigdata, isrpt)
local def = {}
local tx = {}
def.textures = tx
def.desc = sigdata.desc
def.isdst = isrpt
def.aspects = sigdata.aspects
local lights = sigdata.lights
local lightcount = #lights
if isrpt then
lightcount = lightcount+1
end
def.lightcount = lightcount
def.suppasp_names = {}
for idx, asp in ipairs(sigdata.aspects) do
local aspname = asp.name
local tt = {
string.format("[combine:1x%d", lightcount),
string.format("0,0=(advtrains_hud_bg.png\\^[resize\\:1x%d\\^[colorize\\:#000)", lightcount),
}
for _, i in pairs(asp.lights) do
local color = lightcolors[lights[i]]
tt[#tt+1] = string.format("0,%d=(advtrains_hud_bg.png\\^[colorize\\:%s)", i-1, color)
end
if isrpt then
local color = lightcolors.distant
tt[#tt+1] = string.format("0,%d=(advtrains_hud_bg.png\\^[colorize\\:%s)", lightcount-1, color)
end
tx[aspname] = table.concat(tt, ":")
def.suppasp_names[idx] = aspname
end
local invimg = {
string.format("[combine:%dx%d", lightcount*4+1, lightcount*4+1),
string.format("%d,0=(advtrains_hud_bg.png\\^[resize\\:5x%d\\^[colorize\\:#000)", lightcount*2-2, lightcount*4+1),
}
for i, c in pairs(lights) do
local color = lightcolors[c]
invimg[i+2] = string.format("%d,%d=(advtrains_hud_bg.png\\^[resize\\:3x3\\^[colorize\\:%s)", 2*lightcount-1, 4*i-3, color)
end
if isrpt then
invimg[lightcount+2] = string.format("%d,%d=(advtrains_hud_bg.png\\^[resize\\:3x3\\^[colorize\\:%s)", 2*lightcount-1, 4*lightcount-3, lightcolors.distant)
end
def.inventory_image = table.concat(invimg, ":")
return def
end
for sigtype, sigdata in pairs {
["5a"] = {
desc = "5A",
lights = {"yellow", "yellow", "red", "yellow", "green"},
aspects = {
{name = "clear", description = S"Clear (proceed)", lights = {5}, main = -1},
{name = "reducedspeed", description = S"Reduced speed", lights = {2, 5}, main = 12},
{name = "caution", description = S"Caution", lights = {4}},
{name = "restrictedspeed", description = S"Restricted speed", lights = {1, 4}, main = 6},
{name = "danger", description = S"Danger (halt)", lights = {3}, main = 0},
}
}
} do
sigdefs["main_"..sigtype] = process_signal(sigtype, sigdata)
-- TODO re-enable this once ready
--sigdefs["rpt_"..sigtype] = process_signal(sigtype, sigdata, true)
end
for k in pairs(sigdefs) do
advtrains.trackplacer.register_tracktype("advtrains_signals_japan:"..k)
end
for _, rtab in ipairs {
{rot = "0", ici = true},
{rot = "30"},
{rot = "45"},
{rot = "60"},
} do
local rot = rtab.rot
for sigtype, siginfo in pairs(sigdefs) do
local lightcount = siginfo.lightcount
for asp, texture in pairs(siginfo.textures) do
minetest.register_node("advtrains_signals_japan:"..sigtype.."_"..asp.."_"..rot, {
description = attrans(string.format("Japanese%s signal (type %s)", siginfo.isdst and " repeating" or "", siginfo.desc)),
drawtype = "mesh",
mesh = string.format("advtrains_signals_japan_%d_%s.obj", lightcount, rot),
tiles = {pole_texture, signal_face_texture, texture},
paramtype = "light",
sunlight_propagates = true,
light_source = 4,
paramtype2 = "facedir",
selection_box = {
type = "fixed",
fixed = {pole_box, signal_box[lightcount]},
},
collision_box = {
type = "fixed",
fixed = {pole_box, signal_box[lightcount]},
},
groups = {
cracky = 2,
advtrains_signal = 2,
not_blocking_trains = 1,
save_in_at_nodedb = 1,
not_in_creative_inventory = rtab.ici and asp == "danger" and 0 or 1,
},
inventory_image = siginfo.inventory_image,
drop = "advtrains_signals_japan:"..sigtype.."_danger_0",
advtrains = {
main_aspects = siginfo.aspects,
apply_aspect = function(pos, node, main_aspect, rem_aspect, rem_aspinfo)
local asp_name = main_aspect and main_aspect.name or "danger"
-- if this signal is clear and remote signal is restrictive (<= 10) then degrade to caution aspect
if not main_aspect or main_aspect.name == "halt" then
asp_name = "danger"
elseif main_aspect.name == "clear" and rem_aspinfo and rem_aspinfo.main and rem_aspinfo.main >= 0 and rem_aspinfo.main <= 10 then
asp_name = "caution"
end
advtrains.ndb.swap_node(pos, {name="advtrains_signals_japan:"..sigtype.."_"..asp_name.."_"..rot, param2 = node.param2})
end,
get_aspect_info = function(pos, main_aspect)
return {
main = main_aspect.main,
proceed_as_main = true,
}
end,
--[[
supported_aspects = {
group = "advtrains_signals_japan:5a",
name = siginfo.suppasp_names,
dst_shift = siginfo.isdst and 0,
main = (not siginfo.isdst) and {} or false
},
get_aspect = function()
local main
if siginfo.isdst then
main = false
end
return {group = "advtrains_signals_japan:5a", name = asp, main = main}
end,
set_aspect = function(pos, node, asp)
advtrains.ndb.swap_node(pos, {name = "advtrains_signals_japan:"..sigtype.."_"..(asp.name).."_"..rot, param2 = node.param2})
end,
]]
},
on_rightclick = advtrains.interlocking.signal_rc_handler,
can_dig = advtrains.interlocking.signal_can_dig,
after_dig_node = advtrains.interlocking.signal_after_dig,
})
advtrains.trackplacer.add_worked("advtrains_signals_japan:"..sigtype, asp, "_"..rot)
end
end
end
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