From f8c12047d5f2354e300799b14ee9d7cb9f0ce311 Mon Sep 17 00:00:00 2001 From: HybridDog Date: Mon, 1 Mar 2021 20:24:02 +0100 Subject: [PATCH] Add .luacheckrc and some code cleanup --- .luacheckrc | 5 ++ init.lua | 163 +++++++++++++++--------------------------------- vector_meta.lua | 12 ++-- 3 files changed, 61 insertions(+), 119 deletions(-) create mode 100644 .luacheckrc diff --git a/.luacheckrc b/.luacheckrc new file mode 100644 index 0000000..ef68d8d --- /dev/null +++ b/.luacheckrc @@ -0,0 +1,5 @@ +read_globals = { + -- Defined by Minetest + "minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math" +} +globals = {"vector", "vector_extras_functions"} diff --git a/init.lua b/init.lua index 896a127..2b4e69b 100644 --- a/init.lua +++ b/init.lua @@ -52,6 +52,7 @@ local function return_line(pos, dir, range) --range ~= length local num = 1 local t_dir = get_used_dir(dir) local dir_typ = t_dir[1] + local f_tab if t_dir[3] == "+" then f_tab = {0, range, 1} else @@ -314,7 +315,7 @@ function funcs.plane(ps) nep = vector.normalize(ep) local angle_ABep = math.acos(vector.dot(nBA, nep)) local angle_CBep = math.acos(vector.dot(nBC, nep)) - local angldif = angle_ABC - (angle_ABep+angle_CBep) + angldif = angle_ABC - (angle_ABep+angle_CBep) if math.abs(angldif) < 0.001 then table.insert(ps, vector.add(pos, p)) end @@ -358,9 +359,9 @@ function funcs.inside(pos, minp, maxp) return true end -function funcs.minmax(p1, p2) - local p1 = vector.new(p1) - local p2 = vector.new(p2) +function funcs.minmax(pos1, pos2) + local p1 = vector.new(pos1) + local p2 = vector.new(pos2) for _,i in ipairs({"x", "y", "z"}) do if p1[i] > p2[i] then p1[i], p2[i] = p2[i], p1[i] @@ -390,7 +391,7 @@ end local adammil_fill = dofile(path .. "/adammil_flood_fill.lua") function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map) - marked_places = adammil_fill(go_test, x0, y0, allow_revisit) + local marked_places = adammil_fill(go_test, x0, y0, allow_revisit) if give_map then return marked_places end @@ -498,7 +499,8 @@ function funcs.explosion_perlin(rmin, rmax, nparams) nparams.spread = nparams.spread or vector.from_number(r*5) local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)} - local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get3dMap_flat(pos) + local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1) + ):get3dMap_flat(pos) local id = 1 @@ -513,11 +515,11 @@ function funcs.explosion_perlin(rmin, rmax, nparams) local tab, n = {}, 1 for z=-r,r do - local bare_dist = z*z + local bare_dist_z = z*z for y=-r,r do - local bare_dist = bare_dist+y*y + local bare_dist_yz = bare_dist_z + y*y for x=-r,r do - local bare_dist = bare_dist+x*x + local bare_dist = bare_dist_yz + x*x local add = bare_dist < bare_mindist local pval, distdiv if not add @@ -543,22 +545,19 @@ function funcs.explosion_perlin(rmin, rmax, nparams) end end - map = nil - collectgarbage() - -- change strange values local pval_diff = pval_max - pval_min pval_min = pval_min/pval_diff - for n,i in pairs(tab) do + for k,i in pairs(tab) do if i[2] then local new_pval = math.abs(i[2]/pval_diff - pval_min) if i[3]+0.33 < new_pval then - tab[n] = {i[1]} + tab[k] = {i[1]} elseif i[3] < new_pval then - tab[n] = {i[1], true} + tab[k] = {i[1], true} else - tab[n] = nil + tab[k] = nil end end end @@ -633,67 +632,6 @@ function funcs.ring(r) return tab2 end - --~ posy(t) = att + bt + c - --~ vely(t) = 2at + b - --~ accy(t) = 2a - - --~ a = -0.5gravity - --~ vely(0) = b = vel.y - --~ posy(0) = c = pos.y - - --~ posy(t) = -0.5 * gravity * t * t + vel.y * t + pos.y - --~ vely(t) = -gravity*t + vel.y - - --~ Scheitel: - --~ vely(t) = 0 = -gravity*t + vel.y - --~ t = vel.y / gravity - - --~ 45° - --~ vely(t)^2 = velx(t)^2 + velz(t)^2 - --~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z - --~ gravity^2 * t^2 + vel.y^2 - -2*gravity*t*vel.y = vel.x * vel.x + vel.z * vel.z - --~ gravity^2 * t^2 - 2*gravity*vel.y * t + (vel.y^2 - vel.x^2 - vel.z^2) = 0 - --~ t = (2*gravity*vel.y .. rt((2*gravity*vel.y)^2 - 4*gravity^2*(vel.y^2 - vel.x^2 - vel.z^2))) / (2*gravity^2) - --~ t = (2*gravity*vel.y .. rt(4*gravity^2*vel.y^2 - 4*gravity^2*(vel.y^2) + 4*gravity^2*(vel.x^2 + vel.z^2))) / (2*gravity^2) - --~ t = (2*gravity*vel.y .. 2*gravity*rt(vel.x^2 + vel.z^2)) / (2*gravity^2) - --~ t = (vel.y .. rt(vel.x^2 + vel.z^2)) / gravity - --~ t1 = (vel.y - math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity - --~ t2 = (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity - - --~ yswitch = posy(t1) (= posy(t2)) //links und rechts gleich - --~ yswitch = -0.5 * gravity * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity)^2 + vel.y * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y - --~ yswitch = -0.5 * gravity * (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z))^2 / gravity^2 + vel.y * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y - --~ yswitch = -0.5 * (vel.y^2 + 2*vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.x^2 + vel.z^2) / gravity + ((vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y - --~ yswitch = (-0.5 * (vel.y^2 + 2*vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.x^2 + vel.z^2) + ((vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)))) / gravity + pos.y - --~ yswitch = (-0.5 * vel.y^2 - vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity + pos.y - --~ yswitch = (-0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2) / gravity + pos.y - --~ yswitch = (0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2) / gravity + pos.y - --~ yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) / gravity + pos.y - - - --~ 45° Zeitpunkte kleineres beim Aufstieg, größeres beim Fall - --~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z - --~ -gravity*t + vel.y = ..math.sqrt(vel.x * vel.x + vel.z * vel.z) - --~ t = (..math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity - --~ t_raise = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity - --~ t_fall = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity - - --~ posy nach t umstellen - --~ y = -0.5 * gravity * t * t + vel.y * t + pos.y - --~ 0 = -0.5 * gravity * t * t + vel.y * t + pos.y - y - --~ t = (-vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / (-gravity) - --~ t = (vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity - --~ t_up = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity - --~ t_down = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity - - --~ posx(t) = vel.x * t + pos.x - --~ posz(t) = vel.z * t + pos.z - - --~ posx nach t umstellen - --~ posx - pos.x = vel.x * t - --~ t = (posx - pos.x) / vel.x - - local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount, time) local pointcount = 0 @@ -703,9 +641,9 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount, / gravity + pos.y -- the times of the 45° angle point - local i = math.sqrt(vel.x^2 + vel.z^2) - local t_raise_end = (-i + vel.y) / gravity - local t_fall_start = (i + vel.y) / gravity + local vel_len = math.sqrt(vel.x^2 + vel.z^2) + local t_raise_end = (-vel_len + vel.y) / gravity + local t_fall_start = (vel_len + vel.y) / gravity if t_fall_start > 0 then -- the right 45° angle point wasn't passed yet if t_raise_end > 0 then @@ -834,11 +772,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time) -- get a list of possible positions between local diff = vector.subtract(p2, p) local possible_positions = {} - for i,v in pairs(diff) do + for c,v in pairs(diff) do if v ~= 0 then - local p = vector.new(p) - p[i] = p[i] + v - possible_positions[#possible_positions+1] = p + local pos_moved = vector.new(p) + pos_moved[c] = pos_moved[c] + v + possible_positions[#possible_positions+1] = pos_moved end end -- test which one fits best @@ -849,12 +787,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time) z = vel.z * t + pos.z, } local d = math.huge - for i = 1,2 do - local pos = possible_positions[i] - local dist = vector.distance(pos, near_p) - if dist < d then - p = pos - d = dist + for k = 1,2 do + local pos_moved = possible_positions[k] + local dist_current = vector.distance(pos_moved, near_p) + if dist_current < d then + p = pos_moved + d = dist_current end end -- add it @@ -865,11 +803,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time) -- get a list of possible positions between local diff = vector.subtract(p2, p) local possible_positions = {} - for i,v in pairs(diff) do + for c,v in pairs(diff) do if v ~= 0 then - local p = vector.new(p) - p[i] = p[i] + v - possible_positions[#possible_positions+1] = p + local pos_moved = vector.new(p) + pos_moved[c] = pos_moved[c] + v + possible_positions[#possible_positions+1] = pos_moved end end -- test which one fits best @@ -881,12 +819,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time) } local d = math.huge assert(#possible_positions == 4-k, "how, number positions?") - for i = 1,4-k do - local pos = possible_positions[i] - local dist = vector.distance(pos, near_p) - if dist < d then - p = pos - d = dist + for j = 1,4-k do + local pos_moved = possible_positions[j] + local dist_current = vector.distance(pos_moved, near_p) + if dist_current < d then + p = pos_moved + d = dist_current end end -- add it @@ -907,9 +845,9 @@ function funcs.chunkcorner(pos) return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16} end -function funcs.point_distance_minmax(p1, p2) - local p1 = vector.new(p1) - local p2 = vector.new(p2) +function funcs.point_distance_minmax(pos1, pos2) + local p1 = vector.new(pos1) + local p2 = vector.new(pos2) local min, max, vmin, vmax, num for _,i in ipairs({"x", "y", "z"}) do num = math.abs(p1[i] - p2[i]) @@ -926,21 +864,20 @@ function funcs.point_distance_minmax(p1, p2) end function funcs.collision(p1, p2) - local clear, node_pos, collision_pos, max, dmax, dcmax, pt - clear, node_pos = minetest.line_of_sight(p1, p2) + local clear, node_pos = minetest.line_of_sight(p1, p2) if clear then return false end - collision_pos = {} - min, max = funcs.point_distance_minmax(node_pos, p2) + local collision_pos = {} + local _, max = funcs.point_distance_minmax(node_pos, p2) if node_pos[max] > p2[max] then collision_pos[max] = node_pos[max] - 0.5 else collision_pos[max] = node_pos[max] + 0.5 end - dmax = p2[max] - node_pos[max] - dcmax = p2[max] - collision_pos[max] - pt = dcmax/dmax + local dmax = p2[max] - node_pos[max] + local dcmax = p2[max] - collision_pos[max] + local pt = dcmax / dmax for _,i in ipairs({"x", "y", "z"}) do collision_pos[i] = p2[i] - (p2[i] - node_pos[i]) * pt @@ -1037,9 +974,9 @@ function funcs.triangle(pos1, pos2, pos3) end -- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage - local function edgefunc(p1, p2, pos) - return (pos[1] - p1[1]) * (p2[2] - p1[2]) - - (pos[2] - p1[2]) * (p2[1] - p1[1]) + local function edgefunc(vert1, vert2, pos) + return (pos[1] - vert1[1]) * (vert2[2] - vert1[2]) + - (pos[2] - vert1[2]) * (vert2[1] - vert1[1]) end -- eps is used to prevend holes in neighbouring triangles -- It should be smaller than the smallest possible barycentric value diff --git a/vector_meta.lua b/vector_meta.lua index b4ed291..8a65006 100644 --- a/vector_meta.lua +++ b/vector_meta.lua @@ -94,15 +94,15 @@ function vector.meta.complete_node_table(pos, name) --neccesary because tab[1] w if not tmp then vector.meta.nodes[pos.x] = {} end - local tmp = vector.meta.nodes[pos.x][pos.y] + tmp = vector.meta.nodes[pos.x][pos.y] if not tmp then vector.meta.nodes[pos.x][pos.y] = {} end - local tmp = vector.meta.nodes[pos.x][pos.y][pos.z] + tmp = vector.meta.nodes[pos.x][pos.y][pos.z] if not tmp then vector.meta.nodes[pos.x][pos.y][pos.z] = {} end - local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] + tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] if not tmp then vector.meta.nodes[pos.x][pos.y][pos.z][name] = {} end @@ -117,12 +117,12 @@ function vector.meta.get_node(pos, name) or table_empty(tmp) then return false end - local tmp = vector.meta.nodes[pos.x][pos.y] + tmp = vector.meta.nodes[pos.x][pos.y] if not tmp or table_empty(tmp) then return false end - local tmp = vector.meta.nodes[pos.x][pos.y][pos.z] + tmp = vector.meta.nodes[pos.x][pos.y][pos.z] if not tmp or table_empty(tmp) then return false @@ -133,7 +133,7 @@ function vector.meta.get_node(pos, name) return true end - local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] + tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] if not tmp or table_empty(tmp) then return false