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Diffstat (limited to 'doc/lua_api.txt')
-rw-r--r-- | doc/lua_api.txt | 346 |
1 files changed, 329 insertions, 17 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 2bf1e2171..f7fdad56e 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -4856,6 +4856,11 @@ Utilities abm_min_max_y = true, -- dynamic_add_media supports passing a table with options (5.5.0) dynamic_add_media_table = true, + -- particlespawners support texpools and animation of properties, + -- particle textures support smooth fade and scale animations, and + -- sprite-sheet particle animations can by synced to the lifetime + -- of individual particles (5.6.0) + particlespawner_tweenable = true, -- allows get_sky to return a table instead of separate values (5.6.0) get_sky_as_table = true, } @@ -8984,6 +8989,8 @@ Used by `minetest.add_particle`. texture = "image.png", -- The texture of the particle + -- v5.6.0 and later: also supports the table format described in the + -- following section playername = "singleplayer", -- Optional, if specified spawns particle only on the player's client @@ -9005,6 +9012,12 @@ Used by `minetest.add_particle`. -- If set to a valid number 1-6, specifies the tile from which the -- particle texture is picked. -- Otherwise, the default behavior is used. (currently: any random tile) + + drag = {x=0, y=0, z=0}, + -- v5.6.0 and later: Optional drag value, consult the following section + + bounce = {min = ..., max = ..., bias = 0}, + -- v5.6.0 and later: Optional bounce range, consult the following section } @@ -9013,7 +9026,20 @@ Used by `minetest.add_particle`. Used by `minetest.add_particlespawner`. +Before v5.6.0, particlespawners used a different syntax and had a more limited set +of features. Definition fields that are the same in both legacy and modern versions +are shown in the next listing, and the fields that are used by legacy versions are +shown separated by a comment; the modern fields are too complex to compactly +describe in this manner and are documented after the listing. + +The older syntax can be used in combination with the newer syntax (e.g. having +`minpos`, `maxpos`, and `pos` all set) to support older servers. On newer servers, +the new syntax will override the older syntax; on older servers, the newer syntax +will be ignored. + { + -- Common fields (same name and meaning in both new and legacy syntax) + amount = 1, -- Number of particles spawned over the time period `time`. @@ -9022,22 +9048,6 @@ Used by `minetest.add_particlespawner`. -- If time is 0 spawner has infinite lifespan and spawns the `amount` on -- a per-second basis. - minpos = {x=0, y=0, z=0}, - maxpos = {x=0, y=0, z=0}, - minvel = {x=0, y=0, z=0}, - maxvel = {x=0, y=0, z=0}, - minacc = {x=0, y=0, z=0}, - maxacc = {x=0, y=0, z=0}, - minexptime = 1, - maxexptime = 1, - minsize = 1, - maxsize = 1, - -- The particles' properties are random values between the min and max - -- values. - -- applies to: pos, velocity, acceleration, expirationtime, size - -- If `node` is set, min and maxsize can be set to 0 to spawn - -- randomly-sized particles (just like actual node dig particles). - collisiondetection = false, -- If true collide with `walkable` nodes and, depending on the -- `object_collision` field, objects too. @@ -9066,8 +9076,11 @@ Used by `minetest.add_particlespawner`. animation = {Tile Animation definition}, -- Optional, specifies how to animate the particles' texture + -- v5.6.0 and later: set length to -1 to sychronize the length + -- of the animation with the expiration time of individual particles. + -- (-2 causes the animation to be played twice, and so on) - glow = 0 + glow = 0, -- Optional, specify particle self-luminescence in darkness. -- Values 0-14. @@ -9081,8 +9094,307 @@ Used by `minetest.add_particlespawner`. -- If set to a valid number 1-6, specifies the tile from which the -- particle texture is picked. -- Otherwise, the default behavior is used. (currently: any random tile) + + -- Legacy definition fields + + minpos = {x=0, y=0, z=0}, + maxpos = {x=0, y=0, z=0}, + minvel = {x=0, y=0, z=0}, + maxvel = {x=0, y=0, z=0}, + minacc = {x=0, y=0, z=0}, + maxacc = {x=0, y=0, z=0}, + minexptime = 1, + maxexptime = 1, + minsize = 1, + maxsize = 1, + -- The particles' properties are random values between the min and max + -- values. + -- applies to: pos, velocity, acceleration, expirationtime, size + -- If `node` is set, min and maxsize can be set to 0 to spawn + -- randomly-sized particles (just like actual node dig particles). + } + +### Modern definition fields + +After v5.6.0, spawner properties can be defined in several different ways depending +on the level of control you need. `pos` for instance can be set as a single vector, +in which case all particles will appear at that exact point throughout the lifetime +of the spawner. Alternately, it can be specified as a min-max pair, specifying a +cubic range the particles can appear randomly within. Finally, some properties can +be animated by suffixing their key with `_tween` (e.g. `pos_tween`) and supplying +a tween table. + +The following definitions are all equivalent, listed in order of precedence from +lowest (the legacy syntax) to highest (tween tables). If multiple forms of a +property definition are present, the highest-precidence form will be selected +and all lower-precedence fields will be ignored, allowing for graceful +degradation in older clients). + + { + -- old syntax + maxpos = {x = 0, y = 0, z = 0}, + minpos = {x = 0, y = 0, z = 0}, + + -- absolute value + pos = 0, + -- all components of every particle's position vector will be set to this + -- value + + -- vec3 + pos = vector.new(0,0,0), + -- all particles will appear at this exact position throughout the lifetime + -- of the particlespawner + + -- vec3 range + pos = { + -- the particle will appear at a position that is picked at random from + -- within a cubic range + + min = vector.new(0,0,0), + -- `min` is the minimum value this property will be set to in particles + -- spawned by the generator + + max = vector.new(0,0,0), + -- `max` is the minimum value this property will be set to in particles + -- spawned by the generator + + bias = 0, + -- when `bias` is 0, all random values are exactly as likely as any + -- other. when it is positive, the higher it is, the more likely values + -- will appear towards the minimum end of the allowed spectrum. when + -- it is negative, the lower it is, the more likely values will appear + -- towards the maximum end of the allowed spectrum. the curve is + -- exponential and there is no particular maximum or minimum value + }, + + -- tween table + pos_tween = {...}, + -- a tween table should consist of a list of frames in the same form as the + -- untweened pos property above, which the engine will interpolate between, + -- and optionally a number of properties that control how the interpolation + -- takes place. currently **only two frames**, the first and the last, are + -- used, but extra frames are accepted for the sake of forward compatibility. + -- any of the above definition styles can be used here as well in any combination + -- supported by the property type + + pos_tween = { + style = "fwd", + -- linear animation from first to last frame (default) + style = "rev", + -- linear animation from last to first frame + style = "pulse", + -- linear animation from first to last then back to first again + style = "flicker", + -- like "pulse", but slightly randomized to add a bit of stutter + + reps = 1, + -- number of times the animation is played over the particle's lifespan + + start = 0.0, + -- point in the spawner's lifespan at which the animation begins. 0 is + -- the very beginning, 1 is the very end + + -- frames can be defined in a number of different ways, depending on the + -- underlying type of the property. for now, all but the first and last + -- frame are ignored + + -- frames + + -- floats + 0, 0, + + -- vec3s + vector.new(0,0,0), + vector.new(0,0,0), + + -- vec3 ranges + { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 }, + { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 }, + + -- mixed + 0, { min = vector.new(0,0,0), max = vector.new(0,0,0), bias = 0 }, + }, } +All of the properties that can be defined in this way are listed in the next +section, along with the datatypes they accept. + +#### List of particlespawner properties +All of the properties in this list can be animated with `*_tween` tables +unless otherwise specified. For example, `jitter` can be tweened by setting +a `jitter_tween` table instead of (or in addition to) a `jitter` table/value. +Types used are defined in the previous section. + +* vec3 range `pos`: the position at which particles can appear +* vec3 range `vel`: the initial velocity of the particle +* vec3 range `acc`: the direction and speed with which the particle + accelerates +* vec3 range `jitter`: offsets the velocity of each particle by a random + amount within the specified range each frame. used to create Brownian motion. +* vec3 range `drag`: the amount by which absolute particle velocity along + each axis is decreased per second. a value of 1.0 means that the particle + will be slowed to a stop over the space of a second; a value of -1.0 means + that the particle speed will be doubled every second. to avoid interfering + with gravity provided by `acc`, a drag vector like `vector.new(1,0,1)` can + be used instead of a uniform value. +* float range `bounce`: how bouncy the particles are when `collisiondetection` + is turned on. values less than or equal to `0` turn off particle bounce; + `1` makes the particles bounce without losing any velocity, and `2` makes + them double their velocity with every bounce. `bounce` is not bounded but + values much larger than `1.0` probably aren't very useful. +* float range `exptime`: the number of seconds after which the particle + disappears. +* table `attract`: sets the birth orientation of particles relative to various + shapes defined in world coordinate space. this is an alternative means of + setting the velocity which allows particles to emerge from or enter into + some entity or node on the map, rather than simply being assigned random + velocity values within a range. the velocity calculated by this method will + be **added** to that specified by `vel` if `vel` is also set, so in most + cases **`vel` should be set to 0**. `attract` has the fields: + * string `kind`: selects the kind of shape towards which the particles will + be oriented. it must have one of the following values: + * `"none"`: no attractor is set and the `attractor` table is ignored + * `"point"`: the particles are attracted to a specific point in space. + use this also if you want a sphere-like effect, in combination with + the `radius` property. + * `"line"`: the particles are attracted to an (infinite) line passing + through the points `origin` and `angle`. use this for e.g. beacon + effects, energy beam effects, etc. + * `"plane"`: the particles are attracted to an (infinite) plane on whose + surface `origin` designates a point in world coordinate space. use this + for e.g. particles entering or emerging from a portal. + * float range `strength`: the speed with which particles will move towards + `attractor`. If negative, the particles will instead move away from that + point. + * vec3 `origin`: the origin point of the shape towards which particles will + initially be oriented. functions as an offset if `origin_attached` is also + set. + * vec3 `direction`: sets the direction in which the attractor shape faces. for + lines, this sets the angle of the line; e.g. a vector of (0,1,0) will + create a vertical line that passes through `origin`. for planes, `direction` + is the surface normal of an infinite plane on whose surface `origin` is + a point. functions as an offset if `direction_attached` is also set. + * entity `origin_attached`: allows the origin to be specified as an offset + from the position of an entity rather than a coordinate in world space. + * entity `direction_attached`: allows the direction to be specified as an offset + from the position of an entity rather than a coordinate in world space. + * bool `die_on_contact`: if true, the particles' lifetimes are adjusted so + that they will die as they cross the attractor threshold. this behavior + is the default but is undesirable for some kinds of animations; set it to + false to allow particles to live out their natural lives. +* vec3 range `radius`: if set, particles will be arranged in a sphere around + `pos`. A constant can be used to create a spherical shell of particles, a + vector to create an ovoid shell, and a range to create a volume; e.g. + `{min = 0.5, max = 1, bias = 1}` will allow particles to appear between 0.5 + and 1 nodes away from `pos` but will cluster them towards the center of the + sphere. Usually if `radius` is used, `pos` should be a single point, but it + can still be a range if you really know what you're doing (e.g. to create a + "roundcube" emitter volume). + +### Textures + +In versions before v5.6.0, particlespawner textures could only be specified as a single +texture string. After v5.6.0, textures can now be specified as a table as well. This +table contains options that allow simple animations to be applied to the texture. + + texture = { + name = "mymod_particle_texture.png", + -- the texture specification string + + alpha = 1.0, + -- controls how visible the particle is; at 1.0 the particle is fully + -- visible, at 0, it is completely invisible. + + alpha_tween = {1, 0}, + -- can be used instead of `alpha` to animate the alpha value over the + -- particle's lifetime. these tween tables work identically to the tween + -- tables used in particlespawner properties, except that time references + -- are understood with respect to the particle's lifetime, not the + -- spawner's. {1,0} fades the particle out over its lifetime. + + scale = 1, + scale = {x = 1, y = 1}, + -- scales the texture onscreen + + scale_tween = { + {x = 1, y = 1}, + {x = 0, y = 1}, + }, + -- animates the scale over the particle's lifetime. works like the + -- alpha_tween table, but can accept two-dimensional vectors as well as + -- integer values. the example value would cause the particle to shrink + -- in one dimension over the course of its life until it disappears + + blend = "alpha", + -- (default) blends transparent pixels with those they are drawn atop + -- according to the alpha channel of the source texture. useful for + -- e.g. material objects like rocks, dirt, smoke, or node chunks + blend = "add", + -- adds the value of pixels to those underneath them, modulo the sources + -- alpha channel. useful for e.g. bright light effects like sparks or fire + blend = "screen", + -- like "add" but less bright. useful for subtler light effecs. note that + -- this is NOT formally equivalent to the "screen" effect used in image + -- editors and compositors, as it does not respect the alpha channel of + -- of the image being blended + blend = "sub", + -- the inverse of "add"; the value of the source pixel is subtracted from + -- the pixel underneath it. a white pixel will turn whatever is underneath + -- it black; a black pixel will be "transparent". useful for creating + -- darkening effects + + animation = {Tile Animation definition}, + -- overrides the particlespawner's global animation property for a single + -- specific texture + } + +Instead of setting a single texture definition, it is also possible to set a +`texpool` property. A `texpool` consists of a list of possible particle textures. +Every time a particle is spawned, the engine will pick a texture at random from +the `texpool` and assign it as that particle's texture. You can also specify a +`texture` in addition to a `texpool`; the `texture` value will be ignored on newer +clients but will be sent to older (pre-v5.6.0) clients that do not implement +texpools. + + texpool = { + "mymod_particle_texture.png"; + { name = "mymod_spark.png", fade = "out" }, + { + name = "mymod_dust.png", + alpha = 0.3, + scale = 1.5, + animation = { + type = "vertical_frames", + aspect_w = 16, aspect_h = 16, + + length = 3, + -- the animation lasts for 3s and then repeats + length = -3, + -- repeat the animation three times over the particle's lifetime + -- (post-v5.6.0 clients only) + }, + }, + } + +#### List of animatable texture properties + +While animated particlespawner values vary over the course of the particlespawner's +lifetime, animated texture properties vary over the lifespans of the individual +particles spawned with that texture. So a particle with the texture property + + alpha_tween = { + 0.0, 1.0, + style = "pulse", + reps = 4, + } + +would be invisible at its spawning, pulse visible four times throughout its +lifespan, and then vanish again before expiring. + +* float `alpha` (0.0 - 1.0): controls the visibility of the texture +* vec2 `scale`: controls the size of the displayed billboard onscreen. Its units + are multiples of the parent particle's assigned size (see the `size` property above) + `HTTPRequest` definition ------------------------ |