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 _, 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, route_role = "main_distant", --[[ 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.on_rightclick, 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