diff --git a/init.lua b/init.lua index 6b04f16..203fac6 100644 --- a/init.lua +++ b/init.lua @@ -552,7 +552,8 @@ function funcs.ring(r) end end - local tab2, n = {}, 1 + local tab2 = {} + n = 1 for _,i in ipairs(tab) do for _,j in ipairs({ {i.x, i.z}, @@ -630,16 +631,18 @@ end --~ t = (posx - pos.x) / vel.x -local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount) +local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount, + time) local pointcount = 0 -- the height of the 45° angle point - local yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) + local yswitch = -0.5 * (vel.x^2 + vel.z^2 - vel.y^2) / gravity + pos.y -- the times of the 45° angle point - t_raise_end = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity - t_fall_start = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity + 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 if t_fall_start > 0 then -- the right 45° angle point wasn't passed yet if t_raise_end > 0 then @@ -647,11 +650,13 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount) for y = math.ceil(pos.y), math.floor(yswitch +.5) do local t = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity + if t > time then + return + end local p = { x = math.floor(vel.x * t + pos.x +.5), y = y, z = math.floor(vel.z * t + pos.z +.5), - name = "default:stone" } pointcount = pointcount+1 waypoints[pointcount] = {p, t} @@ -683,11 +688,13 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount) end for i = cstart, cend, cdir do local t = (i - pos[bhp]) / vel[bhp] + if t > time then + return + end local p = { [bhp] = i, y = math.floor(-0.5 * gravity * t * t + vel.y * t + pos.y +.5), [shp] = math.floor(vel[shp] * t + pos[shp] +.5), - name = "default:wood" } pointcount = pointcount+1 waypoints[pointcount] = {p, t} @@ -702,15 +709,17 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount) and pos.y < yswitch then y = pos.y end - local y = math.floor(y +.5) + y = math.floor(y +.5) while pointcount < max_pointcount do local t = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity + if t > time then + return + end local p = { x = math.floor(vel.x * t + pos.x +.5), y = y, z = math.floor(vel.z * t + pos.z +.5), - name = "default:mese" } pointcount = pointcount+1 waypoints[pointcount] = {p, t} @@ -723,9 +732,9 @@ minetest.override_item("default:axe_wood", { local dir = player:get_look_dir() local pos = player:getpos() local grav = 0.03 - local ps = vector.throw_parabola(pos, dir, grav, 80, true) + local ps = vector.throw_parabola(pos, dir, grav, 80) for i = 1,#ps do - minetest.set_node(ps[i], ps[i]) + minetest.set_node(ps[i], {name="default:stone"}) end --~ for t = 0,50,3 do --~ local p = { @@ -738,12 +747,95 @@ minetest.override_item("default:axe_wood", { end, })--]] -function funcs.throw_parabola(pos, vel, gravity, point_count, thicken) +function funcs.throw_parabola(pos, vel, gravity, point_count, time) local waypoints = {} - get_parabola_points(pos, vel, gravity, waypoints, point_count) + get_parabola_points(pos, vel, gravity, waypoints, point_count, + time or math.huge) local ps = {} - for i = 1,#waypoints do - ps[i] = waypoints[i][1] + local ptscnt = #waypoints + local i = 1 + while i < ptscnt do + local p,t = unpack(waypoints[i]) + i = i+1 + local p2,t2 = unpack(waypoints[i]) + ps[#ps+1] = p + local dist = vector.distance(p, p2) + if dist < 1.1 then + if dist < 0.9 then + -- same position + i = i+1 + end + -- touching + elseif dist < 1.7 then + -- common edge + -- get a list of possible positions between + local diff = vector.subtract(p2, p) + local possible_positions = {} + for i,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 + end + end + -- test which one fits best + t = 0.5 * (t + t2) + local near_p = { + x = vel.x * t + pos.x, + y = -0.5 * gravity * t * t + vel.y * t + pos.y, + 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 + end + end + -- add it + ps[#ps+1] = p + elseif dist < 1.8 then + -- common vertex + for k = 1,2 do + -- get a list of possible positions between + local diff = vector.subtract(p2, p) + local possible_positions = {} + for i,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 + end + end + -- test which one fits best + t = k / 3 * (t + t2) + local near_p = { + x = vel.x * t + pos.x, + y = -0.5 * gravity * t * t + vel.y * t + pos.y, + z = vel.z * t + pos.z, + } + 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 + end + end + -- add it + ps[#ps+1] = p + end + else + minetest.log("warning", "[vector_extras] A gap: " .. dist) + --~ error("A gap, it's a gap!: " .. dist) + end + end + if i == ptscnt then + ps[#ps+1] = waypoints[i] end return ps end @@ -771,7 +863,7 @@ function funcs.point_distance_minmax(p1, p2) end function funcs.collision(p1, p2) - local clear, node_pos, collision_pos, max, min, dmax, dcmax, pt + local clear, node_pos, collision_pos, max, dmax, dcmax, pt clear, node_pos = minetest.line_of_sight(p1, p2) if clear then return false