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path: root/src/mapgen_v5.cpp
Commit message (Collapse)AuthorAge
* Mgv5/mgv7: Sprinkle dust from full_node_max.Y if chunk above is generatedparamat2015-03-19
| | | | Mgv5: Add large_cave_depth constant
* Mgv5/mgv7: Add desert temples if desert stone detected in mapchunkparamat2015-03-12
|
* Heightmaps: Fix uninitialised values in mgv5/mgv6. findGroundLevel: Return ↵paramat2015-03-08
| | | | -MAP_GENERATION_LIMIT if surface not found
* Respect game mapgen flags and save world noise paramsngosang2015-03-07
|
* For usages of assert() that are meant to persist in Release builds (when ↵Craig Robbins2015-03-07
| | | | NDEBUG is defined), replace those usages with persistent alternatives
* Fix mapgen using unitialised height map valuesCraig Robbins2015-03-06
|
* Cavegen, mgv5: Cleanup codeparamat2015-03-04
| | | | | Conf.example: Update mgv5 mapgen params Mgv7: Lava caves only below -256
* Biome API: Re-calculate biome at every surface in a mapchunk columnparamat2015-02-26
|
* Mgv5: Remove blobgen. Remove crumble and wetness noisesparamat2015-02-21
| | | | | | Add large pseudorandom caves below -256 De-link terrain level from water_level Cavegen: Mgv5 large cave code
* Mgv5: Skip calculation of filler, heat and humidity perlinmaps in ↵paramat2015-01-23
| | | | underground mapchunks
* Mapgen V5: Various improvementsparamat2015-01-18
| | | | | | | Caves check for biome nodes, only excavate stone under water level Unease caves noises, use MT0.3 parameters Blobgen after cavegen Biomegen: remove 'is replaceable content' bool
* Mapgen V5: Move cave generation from base terrain loop to optional functionparamat2015-01-11
| | | | This fixes biome surface in tunnels
* Optionally specify propagateSunlight area in calcLightingkwolekr2015-01-05
| | | | This fixes the Mapgen V5 calcLighting segfault
* Lighting: Fix nearly all issueskwolekr2015-01-04
| | | | | | | | | | | The cause of a single light source seemingly being lit without spread was due to its creation in the +Y mapblock boundary layer during map generation, which was ignored as the overtop. This overtop explicitly needs to be omitted during sunlight propagation, however. To accomplish this, Mapgen::calcLighting() was split into separate functions taking separate parameters. Additionally, do not diminish light too early during spread. This fixes the output inconsistency between Map::updateLighting and Mapgen::calcLighting.
* MgV5/6/7: Generate dungeons above water levelparamat2015-01-01
| | | | | | Use/add stone_surface_max_y to speed-optimise/guide dungeon generation MgV7: Don't let mountain terrain chop dungeons at mapchunk borders Make mountain terrain update stone_surface_max_y for caves in mountains
* Fix some lingering code style issueskwolekr2014-12-29
|
* Mapgen: Use getBlockSeed2() for blockseeds (much better uniformity)kwolekr2014-12-29
|
* Biome API: Add shore top and shore filler nodes, underwater node, water top ↵paramat2014-12-28
| | | | node. Add water top depth and shore height parameters. Remove water dust node
* Re-add hacky fix for underwater grass, to fix mgv7 user's biomesparamat2014-12-20
|
* Mapgens: Rename m_emerge to prevent name collisionskwolekr2014-12-12
|
* Clean up Noise macroskwolekr2014-12-11
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* Noise: Automatically transform noise maps if neededkwolekr2014-12-10
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* Noise: Create a deep copy of NoiseParamskwolekr2014-12-10
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* Biomes: Make biome heat and humidity noise parameters user-configurablekwolekr2014-12-09
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* Add flags and lacunarity as new noise parameterskwolekr2014-12-07
| | | | | | | Add 'absolute value' option to noise map functions Extend persistence modulation to 3D noise Extend 'eased' option to noise2d_perlin* functions Some noise.cpp formatting fixups
* Mapgen V5: Fix use of uninitialized value in ctorkwolekr2014-12-07
|
* Rewrite generate notification mechanismkwolekr2014-12-06
| | | | | | | Add support for notify-on-decoration Clean up mapgen constructors Clean up mapgen.cpp code style somewhat Remove trailing whitespace from some files
* Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct depth ↵paramat2014-12-03
| | | | of mgv7 biomes. l_mapgen.cpp: add '#include mapgen_v5.h' because '#include mapgen_v7' is there. Improve underwater grass hack
* Mgv5 1 up 1 down overgeneration for biome surface continuityparamat2014-11-20
|
* Mgv5 get ground level at point function. Fast spawn player versionparamat2014-11-20
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* Fix warnings and other misc. minor changeskwolekr2014-11-14
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* Mapgen v7: Fix uninitialized spflagskwolekr2014-11-12
| | | | Mapgen v5: Fix minor style issue
* Add Generator Element Management frameworkkwolekr2014-11-12
| | | | Add BiomeManager, OreManager, DecorationManager, and SchematicManager
* Tune cave noise scales to 6. Fix blobs spflag, now enabled. Update conf.exampleparamat2014-11-09
|
* Add mgv5. New noise code, uses biome API. Eased 3d noise for terrain, caves, ↵paramat2014-11-08
blobs
='n623' href='#n623'>623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703
-- Minetest: builtin/misc_helpers.lua

--------------------------------------------------------------------------------
-- Localize functions to avoid table lookups (better performance).
local string_sub, string_find = string.sub, string.find

--------------------------------------------------------------------------------
local function basic_dump(o)
	local tp = type(o)
	if tp == "number" then
		return tostring(o)
	elseif tp == "string" then
		return string.format("%q", o)
	elseif tp == "boolean" then
		return tostring(o)
	elseif tp == "nil" then
		return "nil"
	-- Uncomment for full function dumping support.
	-- Not currently enabled because bytecode isn't very human-readable and
	-- dump's output is intended for humans.
	--elseif tp == "function" then
	--	return string.format("loadstring(%q)", string.dump(o))
	elseif tp == "userdata" then
		return tostring(o)
	else
		return string.format("<%s>", tp)
	end
end

local keywords = {
	["and"] = true,
	["break"] = true,
	["do"] = true,
	["else"] = true,
	["elseif"] = true,
	["end"] = true,
	["false"] = true,
	["for"] = true,
	["function"] = true,
	["goto"] = true,  -- Lua 5.2
	["if"] = true,
	["in"] = true,
	["local"] = true,
	["nil"] = true,
	["not"] = true,
	["or"] = true,
	["repeat"] = true,
	["return"] = true,
	["then"] = true,
	["true"] = true,
	["until"] = true,
	["while"] = true,
}
local function is_valid_identifier(str)
	if not str:find("^[a-zA-Z_][a-zA-Z0-9_]*$") or keywords[str] then
		return false
	end
	return true
end

--------------------------------------------------------------------------------
-- Dumps values in a line-per-value format.
-- For example, {test = {"Testing..."}} becomes:
--   _["test"] = {}
--   _["test"][1] = "Testing..."
-- This handles tables as keys and circular references properly.
-- It also handles multiple references well, writing the table only once.
-- The dumped argument is internal-only.

function dump2(o, name, dumped)
	name = name or "_"
	-- "dumped" is used to keep track of serialized tables to handle
	-- multiple references and circular tables properly.
	-- It only contains tables as keys.  The value is the name that
	-- the table has in the dump, eg:
	-- {x = {"y"}} -> dumped[{"y"}] = '_["x"]'
	dumped = dumped or {}
	if type(o) ~= "table" then
		return string.format("%s = %s\n", name, basic_dump(o))
	end
	if dumped[o] then
		return string.format("%s = %s\n", name, dumped[o])
	end
	dumped[o] = name
	-- This contains a list of strings to be concatenated later (because
	-- Lua is slow at individual concatenation).
	local t = {}
	for k, v in pairs(o) do
		local keyStr
		if type(k) == "table" then
			if dumped[k] then
				keyStr = dumped[k]
			else
				-- Key tables don't have a name, so use one of
				-- the form _G["table: 0xFFFFFFF"]
				keyStr = string.format("_G[%q]", tostring(k))
				-- Dump key table
				t[#t + 1] = dump2(k, keyStr, dumped)
			end
		else
			keyStr = basic_dump(k)
		end
		local vname = string.format("%s[%s]", name, keyStr)
		t[#t + 1] = dump2(v, vname, dumped)
	end
	return string.format("%s = {}\n%s", name, table.concat(t))
end

--------------------------------------------------------------------------------
-- This dumps values in a one-statement format.
-- For example, {test = {"Testing..."}} becomes:
-- [[{
-- 	test = {
-- 		"Testing..."
-- 	}
-- }]]
-- This supports tables as keys, but not circular references.
-- It performs poorly with multiple references as it writes out the full
-- table each time.
-- The indent field specifies a indentation string, it defaults to a tab.
-- Use the empty string to disable indentation.
-- The dumped and level arguments are internal-only.

function dump(o, indent, nested, level)
	local t = type(o)
	if not level and t == "userdata" then
		-- when userdata (e.g. player) is passed directly, print its metatable:
		return "userdata metatable: " .. dump(getmetatable(o))
	end
	if t ~= "table" then
		return basic_dump(o)
	end

	-- Contains table -> true/nil of currently nested tables
	nested = nested or {}
	if nested[o] then
		return "<circular reference>"
	end
	nested[o] = true
	indent = indent or "\t"
	level = level or 1

	local ret = {}
	local dumped_indexes = {}
	for i, v in ipairs(o) do
		ret[#ret + 1] = dump(v, indent, nested, level + 1)
		dumped_indexes[i] = true
	end
	for k, v in pairs(o) do
		if not dumped_indexes[k] then
			if type(k) ~= "string" or not is_valid_identifier(k) then
				k = "["..dump(k, indent, nested, level + 1).."]"
			end
			v = dump(v, indent, nested, level + 1)
			ret[#ret + 1] = k.." = "..v
		end
	end
	nested[o] = nil
	if indent ~= "" then
		local indent_str = "\n"..string.rep(indent, level)
		local end_indent_str = "\n"..string.rep(indent, level - 1)
		return string.format("{%s%s%s}",
				indent_str,
				table.concat(ret, ","..indent_str),
				end_indent_str)
	end
	return "{"..table.concat(ret, ", ").."}"
end

--------------------------------------------------------------------------------
function string.split(str, delim, include_empty, max_splits, sep_is_pattern)
	delim = delim or ","
	max_splits = max_splits or -2
	local items = {}
	local pos, len = 1, #str
	local plain = not sep_is_pattern
	max_splits = max_splits + 1
	repeat
		local np, npe = string_find(str, delim, pos, plain)
		np, npe = (np or (len+1)), (npe or (len+1))
		if (not np) or (max_splits == 1) then
			np = len + 1
			npe = np
		end
		local s = string_sub(str, pos, np - 1)
		if include_empty or (s ~= "") then
			max_splits = max_splits - 1
			items[#items + 1] = s
		end
		pos = npe + 1
	until (max_splits == 0) or (pos > (len + 1))
	return items
end

--------------------------------------------------------------------------------
function table.indexof(list, val)
	for i, v in ipairs(list) do
		if v == val then
			return i
		end
	end
	return -1
end

--------------------------------------------------------------------------------
function string:trim()
	return (self:gsub("^%s*(.-)%s*$", "%1"))
end

--------------------------------------------------------------------------------
function math.hypot(x, y)
	return math.sqrt(x * x + y * y)
end

--------------------------------------------------------------------------------
function math.sign(x, tolerance)
	tolerance = tolerance or 0
	if x > tolerance then
		return 1
	elseif x < -tolerance then
		return -1
	end
	return 0
end

--------------------------------------------------------------------------------
function math.factorial(x)
	assert(x % 1 == 0 and x >= 0, "factorial expects a non-negative integer")
	if x >= 171 then
		-- 171! is greater than the biggest double, no need to calculate
		return math.huge
	end
	local v = 1
	for k = 2, x do
		v = v * k
	end
	return v
end


function math.round(x)
	if x >= 0 then
		return math.floor(x + 0.5)
	end
	return math.ceil(x - 0.5)
end


function core.formspec_escape(text)
	if text ~= nil then
		text = string.gsub(text,"\\","\\\\")
		text = string.gsub(text,"%]","\\]")
		text = string.gsub(text,"%[","\\[")
		text = string.gsub(text,";","\\;")
		text = string.gsub(text,",","\\,")
	end
	return text
end


function core.wrap_text(text, max_length, as_table)
	local result = {}
	local line = {}
	if #text <= max_length then
		return as_table and {text} or text
	end

	for word in text:gmatch('%S+') do
		local cur_length = #table.concat(line, ' ')
		if cur_length > 0 and cur_length + #word + 1 >= max_length then
			-- word wouldn't fit on current line, move to next line
			table.insert(result, table.concat(line, ' '))
			line = {}
		end
		table.insert(line, word)
	end

	table.insert(result, table.concat(line, ' '))
	return as_table and result or table.concat(result, '\n')
end

--------------------------------------------------------------------------------

if INIT == "game" then
	local dirs1 = {9, 18, 7, 12}
	local dirs2 = {20, 23, 22, 21}

	function core.rotate_and_place(itemstack, placer, pointed_thing,
			infinitestacks, orient_flags, prevent_after_place)
		orient_flags = orient_flags or {}

		local unode = core.get_node_or_nil(pointed_thing.under)
		if not unode then
			return
		end
		local undef = core.registered_nodes[unode.name]
		local sneaking = placer and placer:get_player_control().sneak
		if undef and undef.on_rightclick and not sneaking then
			return undef.on_rightclick(pointed_thing.under, unode, placer,
					itemstack, pointed_thing)
		end
		local fdir = placer and core.dir_to_facedir(placer:get_look_dir()) or 0

		local above = pointed_thing.above
		local under = pointed_thing.under
		local iswall = (above.y == under.y)
		local isceiling = not iswall and (above.y < under.y)

		if undef and undef.buildable_to then
			iswall = false
		end

		if orient_flags.force_floor then
			iswall = false
			isceiling = false
		elseif orient_flags.force_ceiling then
			iswall = false
			isceiling = true
		elseif orient_flags.force_wall then
			iswall = true
			isceiling = false
		elseif orient_flags.invert_wall then
			iswall = not iswall
		end

		local param2 = fdir
		if iswall then
			param2 = dirs1[fdir + 1]
		elseif isceiling then
			if orient_flags.force_facedir then
				param2 = 20
			else
				param2 = dirs2[fdir + 1]
			end
		else -- place right side up
			if orient_flags.force_facedir then
				param2 = 0
			end
		end

		local old_itemstack = ItemStack(itemstack)
		local new_itemstack = core.item_place_node(itemstack, placer,
				pointed_thing, param2, prevent_after_place)
		return infinitestacks and old_itemstack or new_itemstack
	end


--------------------------------------------------------------------------------
--Wrapper for rotate_and_place() to check for sneak and assume Creative mode
--implies infinite stacks when performing a 6d rotation.
--------------------------------------------------------------------------------
	core.rotate_node = function(itemstack, placer, pointed_thing)
		local name = placer and placer:get_player_name() or ""
		local invert_wall = placer and placer:get_player_control().sneak or false
		return core.rotate_and_place(itemstack, placer, pointed_thing,
			core.is_creative_enabled(name),
			{invert_wall = invert_wall}, true)
	end
end

--------------------------------------------------------------------------------
function core.explode_table_event(evt)
	if evt ~= nil then
		local parts = evt:split(":")
		if #parts == 3 then
			local t = parts[1]:trim()
			local r = tonumber(parts[2]:trim())
			local c = tonumber(parts[3]:trim())
			if type(r) == "number" and type(c) == "number"
					and t ~= "INV" then
				return {type=t, row=r, column=c}
			end
		end
	end
	return {type="INV", row=0, column=0}
end

--------------------------------------------------------------------------------
function core.explode_textlist_event(evt)
	if evt ~= nil then
		local parts = evt:split(":")
		if #parts == 2 then
			local t = parts[1]:trim()
			local r = tonumber(parts[2]:trim())
			if type(r) == "number" and t ~= "INV" then
				return {type=t, index=r}
			end
		end
	end
	return {type="INV", index=0}
end

--------------------------------------------------------------------------------
function core.explode_scrollbar_event(evt)
	local retval = core.explode_textlist_event(evt)

	retval.value = retval.index
	retval.index = nil

	return retval
end

--------------------------------------------------------------------------------
function core.rgba(r, g, b, a)
	return a and string.format("#%02X%02X%02X%02X", r, g, b, a) or
			string.format("#%02X%02X%02X", r, g, b)
end

--------------------------------------------------------------------------------
function core.pos_to_string(pos, decimal_places)
	local x = pos.x
	local y = pos.y
	local z = pos.z
	if decimal_places ~= nil then
		x = string.format("%." .. decimal_places .. "f", x)
		y = string.format("%." .. decimal_places .. "f", y)
		z = string.format("%." .. decimal_places .. "f", z)
	end
	return "(" .. x .. "," .. y .. "," .. z .. ")"
end

--------------------------------------------------------------------------------
function core.string_to_pos(value)
	if value == nil then
		return nil
	end

	local x, y, z = string.match(value, "^([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+)$")
	if x and y and z then
		x = tonumber(x)
		y = tonumber(y)
		z = tonumber(z)
		return vector.new(x, y, z)
	end
	x, y, z = string.match(value, "^%( *([%d.-]+)[, ] *([%d.-]+)[, ] *([%d.-]+) *%)$")
	if x and y and z then
		x = tonumber(x)
		y = tonumber(y)
		z = tonumber(z)
		return vector.new(x, y, z)
	end
	return nil
end


--------------------------------------------------------------------------------
function core.string_to_area(value)
	local p1, p2 = unpack(value:split(") ("))
	if p1 == nil or p2 == nil then
		return nil
	end

	p1 = core.string_to_pos(p1 .. ")")
	p2 = core.string_to_pos("(" .. p2)
	if p1 == nil or p2 == nil then
		return nil
	end

	return p1, p2
end

local function test_string_to_area()
	local p1, p2 = core.string_to_area("(10.0, 5, -2) (  30.2,   4, -12.53)")
	assert(p1.x == 10.0 and p1.y == 5 and p1.z == -2)
	assert(p2.x == 30.2 and p2.y == 4 and p2.z == -12.53)

	p1, p2 = core.string_to_area("(10.0, 5, -2  30.2,   4, -12.53")
	assert(p1 == nil and p2 == nil)

	p1, p2 = core.string_to_area("(10.0, 5,) -2  fgdf2,   4, -12.53")
	assert(p1 == nil and p2 == nil)
end

test_string_to_area()

--------------------------------------------------------------------------------
function table.copy(t, seen)
	local n = {}
	seen = seen or {}
	seen[t] = n
	for k, v in pairs(t) do
		n[(type(k) == "table" and (seen[k] or table.copy(k, seen))) or k] =
			(type(v) == "table" and (seen[v] or table.copy(v, seen))) or v
	end
	return n
end


function table.insert_all(t, other)
	for i=1, #other do
		t[#t + 1] = other[i]
	end
	return t
end


function table.key_value_swap(t)
	local ti = {}
	for k,v in pairs(t) do
		ti[v] = k
	end
	return ti
end


function table.shuffle(t, from, to, random)
	from = from or 1
	to = to or #t
	random = random or math.random
	local n = to - from + 1
	while n > 1 do
		local r = from + n-1
		local l = from + random(0, n-1)
		t[l], t[r] = t[r], t[l]
		n = n-1
	end
end


--------------------------------------------------------------------------------
-- mainmenu only functions
--------------------------------------------------------------------------------
if INIT == "mainmenu" then
	function core.get_game(index)
		local games = core.get_games()

		if index > 0 and index <= #games then
			return games[index]
		end

		return nil
	end
end

if INIT == "client" or INIT == "mainmenu" then
	function fgettext_ne(text, ...)
		text = core.gettext(text)
		local arg = {n=select('#', ...), ...}
		if arg.n >= 1 then
			-- Insert positional parameters ($1, $2, ...)
			local result = ''
			local pos = 1
			while pos <= text:len() do
				local newpos = text:find('[$]', pos)
				if newpos == nil then
					result = result .. text:sub(pos)
					pos = text:len() + 1
				else
					local paramindex =
						tonumber(text:sub(newpos+1, newpos+1))
					result = result .. text:sub(pos, newpos-1)
						.. tostring(arg[paramindex])
					pos = newpos + 2
				end
			end
			text = result
		end
		return text
	end

	function fgettext(text, ...)
		return core.formspec_escape(fgettext_ne(text, ...))
	end
end

local ESCAPE_CHAR = string.char(0x1b)

function core.get_color_escape_sequence(color)
	return ESCAPE_CHAR .. "(c@" .. color .. ")"
end

function core.get_background_escape_sequence(color)
	return ESCAPE_CHAR .. "(b@" .. color .. ")"
end

function core.colorize(color, message)
	local lines = tostring(message):split("\n", true)
	local color_code = core.get_color_escape_sequence(color)

	for i, line in ipairs(lines) do
		lines[i] = color_code .. line
	end

	return table.concat(lines, "\n") .. core.get_color_escape_sequence("#ffffff")
end


function core.strip_foreground_colors(str)
	return (str:gsub(ESCAPE_CHAR .. "%(c@[^)]+%)", ""))
end

function core.strip_background_colors(str)
	return (str:gsub(ESCAPE_CHAR .. "%(b@[^)]+%)", ""))
end

function core.strip_colors(str)
	return (str:gsub(ESCAPE_CHAR .. "%([bc]@[^)]+%)", ""))
end

function core.translate(textdomain, str, ...)
	local start_seq
	if textdomain == "" then
		start_seq = ESCAPE_CHAR .. "T"
	else
		start_seq = ESCAPE_CHAR .. "(T@" .. textdomain .. ")"
	end
	local arg = {n=select('#', ...), ...}
	local end_seq = ESCAPE_CHAR .. "E"
	local arg_index = 1
	local translated = str:gsub("@(.)", function(matched)
		local c = string.byte(matched)
		if string.byte("1") <= c and c <= string.byte("9") then
			local a = c - string.byte("0")
			if a ~= arg_index then
				error("Escape sequences in string given to core.translate " ..
					"are not in the correct order: got @" .. matched ..
					"but expected @" .. tostring(arg_index))
			end
			if a > arg.n then
				error("Not enough arguments provided to core.translate")
			end
			arg_index = arg_index + 1
			return ESCAPE_CHAR .. "F" .. arg[a] .. ESCAPE_CHAR .. "E"
		elseif matched == "n" then
			return "\n"
		else
			return matched
		end
	end)
	if arg_index < arg.n + 1 then
		error("Too many arguments provided to core.translate")
	end
	return start_seq .. translated .. end_seq
end

function core.get_translator(textdomain)
	return function(str, ...) return core.translate(textdomain or "", str, ...) end
end

--------------------------------------------------------------------------------
-- Returns the exact coordinate of a pointed surface
--------------------------------------------------------------------------------
function core.pointed_thing_to_face_pos(placer, pointed_thing)
	-- Avoid crash in some situations when player is inside a node, causing
	-- 'above' to equal 'under'.
	if vector.equals(pointed_thing.above, pointed_thing.under) then
		return pointed_thing.under
	end

	local eye_height = placer:get_properties().eye_height
	local eye_offset_first = placer:get_eye_offset()
	local node_pos = pointed_thing.under
	local camera_pos = placer:get_pos()
	local pos_off = vector.multiply(
			vector.subtract(pointed_thing.above, node_pos), 0.5)
	local look_dir = placer:get_look_dir()
	local offset, nc
	local oc = {}

	for c, v in pairs(pos_off) do
		if nc or v == 0 then
			oc[#oc + 1] = c
		else
			offset = v
			nc = c
		end
	end

	local fine_pos = {[nc] = node_pos[nc] + offset}
	camera_pos.y = camera_pos.y + eye_height + eye_offset_first.y / 10
	local f = (node_pos[nc] + offset - camera_pos[nc]) / look_dir[nc]

	for i = 1, #oc do
		fine_pos[oc[i]] = camera_pos[oc[i]] + look_dir[oc[i]] * f
	end
	return fine_pos
end

function core.string_to_privs(str, delim)
	assert(type(str) == "string")
	delim = delim or ','
	local privs = {}
	for _, priv in pairs(string.split(str, delim)) do
		privs[priv:trim()] = true
	end
	return privs
end

function core.privs_to_string(privs, delim)
	assert(type(privs) == "table")
	delim = delim or ','
	local list = {}
	for priv, bool in pairs(privs) do
		if bool then
			list[#list + 1] = priv
		end
	end
	return table.concat(list, delim)
end

function core.is_nan(number)
	return number ~= number
end