forked from mtcontrib/vector_extras
Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev
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commit
a1f3da77c0
@ -1,2 +1,6 @@
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TODO:
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— maybe make the explosion table function return a perlin explosion table
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* maybe make the explosion table function return a perlin explosion table
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* Figure out and implement 3D scanline search
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* Add vector.hollowsphere, less positions than WorldEdit hollowsphere
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* Add unit tests
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* Use %a string format for vector.serialize so that it is reversible
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154
doc.md
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154
doc.md
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# Vector helpers added by this mod
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## Helpers which return many positions for a shape, e.g. a line
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### Line functions
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These may be deprecated since raycasting has been added to minetest.
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See e.g. `minetest.line_of_sight`.
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* `vector.line([pos, dir[, range][, alt]])`: returns a table of vectors
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* `dir` is either a direction (when range is a number) or
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the start position (when range is the end position).
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* If alt is true, an old path calculation is used.
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* `vector.twoline(x, y)`: can return e.g. `{{0,0}, {0,1}}`
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* This is a lower-level function than `vector.line`; it can be used for
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a 2D line.
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* `vector.threeline(x, y, z)`: can return e.g. `{{0,0,0}, {0,1,0}}`
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* Similar to `vector.twoline`; this one is for the 3D case.
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* The parameters should be integers.
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* `vector.rayIter(pos, dir)`: returns an iterator for a for loop
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* `pos` can have non-integer values
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* `vector.fine_line([pos, dir[, range], scale])`: returns a table of vectors
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* Like `vector.line` but allows non-integer positions
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* It uses `vector.rayIter`.
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### Flood Fill
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* `vector.search_2d(go_test, x0, y0, allow_revisit, give_map)`: returns e.g.
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`{{0,0}, {0,1}}`
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* This function uses a Flood Fill algorithm, so it can be used to detect
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positions connected to each other in 2D.
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* `go_test(x, y)` should be a function which returns true iff the algorithm
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can "fill" at the position `(x, y)`.
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* `(x0, y0)` defines the start position.
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* If `allow_revisit` is false (the default), the function
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invokes `go_test` only once at every potential position.
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* If `give_map` is true (default is false), the function returns the
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marked table, whose indices are 2D vector indices, instead of a list of
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2D positions.
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* `vector.search_3d(can_go, startpos, apply_move, moves)`: returns FIXME
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* FIXME
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### Other Shapes
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* `vector.explosion_table(r)`: returns e.g. `{{pos1}, {pos2, true}}`
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* The returned list of positions and boolean represents a sphere;
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if the boolean is true, the position is on the outer side of the sphere.
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* It might be used for explosion calculations; but `vector.explosion_perlin`
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should make more realistic holes.
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* `vector.explosion_perlin(rmin, rmax[, nparams])`: returns e.g.
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`{{pos1}, {pos2, true}}`
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* This function is similar to `vector.explosion_table`; the positions
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do not represent a sphere but a more complex hole which is calculated
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with the help of perlin noise.
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* `rmin` and `rmax` represent the minimum and maximum radius,
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and `nparams` (which has a default value) are parameters for the perlin
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noise.
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* `vector.circle(r)`: returns a table of vectors
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* The returned positions represent a circle of radius `r` along the x and z
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directions; the y coordinates are all zero.
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* `vector.ring(r)`: returns a table of vectors
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* This function is similar to `vector.circle`; the positions are all
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touching each other (i.e. they are connected on whole surfaces and not
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only infinitely thin edges), so it is called `ring` instead of `circle`
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* `r` can be a non-integer number.
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* `vector.throw_parabola(pos, vel, gravity, point_count, time)`
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* FIXME: should return positions along a parabola so that moving objects
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collisions can be calculated
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* `vector.triangle(pos1, pos2, pos3)`: returns a table of positions, a number
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and a table with barycentric coordinates
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* This function calculates integer positions for a triangle defined by
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`pos1`, `pos2` and `pos3`, so it can be used to place polygons in
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minetest.
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* The returned number is the number of positions.
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* The barycentric coordinates are specified in a table with three elements;
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the first one corresponds to `pos1`, etc.
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## Helpers for various vector calculations
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* `vector.sort_positions(ps[, preferred_coords])`
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* Sorts a table of vectors `ps` along the coordinates specified in the
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table `preferred_coords` in-place.
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* If `preferred_coords` is omitted, it sorts along z, y and x in this order,
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where z has the highest priority.
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* `vector.maxnorm(v)`: returns the Tschebyshew norm of `v`
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* `vector.sumnorm(v)`: returns the Manhattan norm of `v`
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* `vector.pnorm(v, p)`: returns the `p` norm of `v`
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* `vector.inside(pos, minp, maxp)`: returns a boolean
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* Returns true iff `pos` is within the closed AABB defined by `minp`
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and `maxp`.
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* `vector.minmax(pos1, pos2)`: returns two vectors
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* This does the same as `worldedit.sort_pos`.
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* The components of the second returned vector are all bigger or equal to
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those of the first one.
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* `vector.move(pos1, pos2, length)`: returns a vector
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* Go from `pos1` `length` metres to `pos2` and then round to the nearest
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integer position.
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* Made for rubenwardy
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* `vector.from_number(i)`: returns `{x=i, y=i, z=i}`
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* `vector.chunkcorner(pos)`: returns a vector
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* Returns the mapblock position of the mapblock which contains
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the integer position `pos`
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* `vector.point_distance_minmax(p1, p2)`: returns two numbers
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* Returns the minimum and maximum of the absolute component-wise distances
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* `vector.collision(p1, p2)` FIXME
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* `vector.update_minp_maxp(minp, maxp, pos)`
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* Can change `minp` and `maxp` so that `pos` is within the AABB defined by
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`minp` and `maxp`
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* `vector.unpack(v)`: returns three numbers
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* Returns `v.z, v.y, v.x`
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* `vector.get_max_coord(v)`: returns a string
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* Returns `"x"`, `"y"` or `"z"`, depending on which component has the
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biggest value
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* `vector.get_max_coords(v)`: returns three strings
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* Similar to `vector.get_max_coord`; it returns the coordinates in the order
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of their component values
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* Example: `vector.get_max_coords{x=1, y=5, z=3}` returns `"y", "z", "x"`
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* `vector.serialize(v)`: returns a string
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* In comparison to `minetest.serialize`, this function uses a more compact
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string for the serialization.
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## Minetest-specific helper functions
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* `vector.straightdelay([length, vel[, acc]])`: returns a number
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* Returns the time an object takes to move `length` if it has velocity `vel`
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and acceleration `acc`
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* `vector.sun_dir([time])`: returns a vector or nil
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* Returns the vector which points to the sun
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* If `time` is omitted, it uses the current time.
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* This function does not yet support the moon;
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at night it simply returns `nil`.
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## Helpers which I don't recommend to use now
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* `vector.pos_to_string(pos)`: returns a string
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* It is similar to `minetest.pos_to_string`; it uses a different format:
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`"("..pos.x.."|"..pos.y.."|"..pos.z..")"`
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* `vector.zero`
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* The zero vector `{x=0, y=0, z=0}`
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* `vector.quickadd(pos, [z],[y],[x])`
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* Adds values to the vector components in-place
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## Deprecated helpers
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* `vector.plane`
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* should be removed soon; it should have done the same as vector.triangle
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83
init.lua
83
init.lua
@ -6,7 +6,8 @@ function funcs.pos_to_string(pos)
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return "("..pos.x.."|"..pos.y.."|"..pos.z..")"
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end
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local r_corr = 0.25 --remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
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local r_corr = 0.25 --remove a bit more nodes (if shooting diagonal) to let it
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-- look like a hole (sth like antialiasing)
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-- this doesn't need to be calculated every time
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local f_1 = 0.5-r_corr
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@ -255,18 +256,6 @@ function funcs.sort_positions(ps, preferred_coords)
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table.sort(ps, ps_sorting)
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end
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function funcs.scalar(v1, v2)
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
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end
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function funcs.cross(v1, v2)
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return {
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x = v1.y*v2.z - v1.z*v2.y,
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y = v1.z*v2.x - v1.x*v2.z,
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z = v1.x*v2.y - v1.y*v2.x
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}
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end
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-- Tschebyschew norm
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function funcs.maxnorm(v)
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return math.max(math.max(math.abs(v.x), math.abs(v.y)), math.abs(v.z))
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@ -1018,6 +1007,74 @@ function funcs.serialize(vec)
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return "{x=" .. vec.x .. ",y=" .. vec.y .. ",z=" .. vec.z .. "}"
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end
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function funcs.triangle(pos1, pos2, pos3)
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local normal = vector.cross(vector.subtract(pos2, pos1),
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vector.subtract(pos3, pos1))
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-- Find the biggest absolute component of the normal vector
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local dir = vector.get_max_coord({
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x = math.abs(normal.x),
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y = math.abs(normal.y),
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z = math.abs(normal.z),
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})
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-- Find the other directions for the for loops
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local all_other_dirs = {
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x = {"z", "y"},
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y = {"z", "x"},
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z = {"y", "x"},
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}
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local other_dirs = all_other_dirs[dir]
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local odir1, odir2 = other_dirs[1], other_dirs[2]
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local pos1_2d = {pos1[odir1], pos1[odir2]}
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local pos2_2d = {pos2[odir1], pos2[odir2]}
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local pos3_2d = {pos3[odir1], pos3[odir2]}
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-- The boundaries of the 2D AABB along other_dirs
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local p1 = {}
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local p2 = {}
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for i = 1,2 do
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p1[i] = math.floor(math.min(pos1_2d[i], pos2_2d[i], pos3_2d[i]))
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p2[i] = math.ceil(math.max(pos1_2d[i], pos2_2d[i], pos3_2d[i]))
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end
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-- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage
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local function edgefunc(p1, p2, pos)
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return (pos[1] - p1[1]) * (p2[2] - p1[2])
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- (pos[2] - p1[2]) * (p2[1] - p1[1])
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end
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-- eps is used to prevend holes in neighbouring triangles
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-- It should be smaller than the smallest possible barycentric value
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-- FIXME: I'm not sure if it really does what it should.
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local eps = 0.5 / math.max(p2[1] - p1[1], p2[2] - p1[2])
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local a_all_inv = 1.0 / edgefunc(pos1_2d, pos2_2d, pos3_2d)
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local step_k3 = - (pos2_2d[1] - pos1_2d[1]) * a_all_inv
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local step_k1 = - (pos3_2d[1] - pos2_2d[1]) * a_all_inv
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-- Calculate the triangle points
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local points = {}
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local barycentric_coords = {}
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local n = 0
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-- It is possible to further optimize this
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for v1 = p1[1], p2[1] do
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local p = {v1, p1[2]}
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local k3 = edgefunc(pos1_2d, pos2_2d, p) * a_all_inv
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local k1 = edgefunc(pos2_2d, pos3_2d, p) * a_all_inv
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for _ = p1[2], p2[2] do
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local k2 = 1 - k1 - k3
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if k1 >= -eps and k2 >= -eps and k3 >= -eps then
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-- On triangle
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local h = math.floor(k1 * pos1[dir] + k2 * pos2[dir] +
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k3 * pos3[dir] + 0.5)
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n = n+1
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points[n] = {[odir1] = v1, [odir2] = p[2], [dir] = h}
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barycentric_coords[n] = {k1, k2, k3}
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end
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p[2] = p[2]+1
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k3 = k3 + step_k3
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k1 = k1 + step_k1
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end
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end
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return points, n, barycentric_coords
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end
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vector_extras_functions = funcs
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@ -1,5 +1,11 @@
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local funcs = vector_extras_functions
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function funcs.scalar(v1, v2)
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minetest.log("deprecated", "[vector_extras] vector.scalar is " ..
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"deprecated, use vector.dot instead.")
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return vector.dot(v1, v2)
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end
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function funcs.get_data_from_pos(tab, z,y,x)
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minetest.log("deprecated", "[vector_extras] get_data_from_pos is " ..
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"deprecated, use the minetest pos hash function instead.")
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