Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev

This commit is contained in:
Sys Quatre 2020-06-14 22:59:41 +02:00
commit a1f3da77c0
4 changed files with 235 additions and 14 deletions

View File

@ -1,2 +1,6 @@
TODO:
— maybe make the explosion table function return a perlin explosion table
* maybe make the explosion table function return a perlin explosion table
* Figure out and implement 3D scanline search
* Add vector.hollowsphere, less positions than WorldEdit hollowsphere
* Add unit tests
* Use %a string format for vector.serialize so that it is reversible

154
doc.md Normal file
View File

@ -0,0 +1,154 @@
# Vector helpers added by this mod
## Helpers which return many positions for a shape, e.g. a line
### Line functions
These may be deprecated since raycasting has been added to minetest.
See e.g. `minetest.line_of_sight`.
* `vector.line([pos, dir[, range][, alt]])`: returns a table of vectors
* `dir` is either a direction (when range is a number) or
the start position (when range is the end position).
* If alt is true, an old path calculation is used.
* `vector.twoline(x, y)`: can return e.g. `{{0,0}, {0,1}}`
* This is a lower-level function than `vector.line`; it can be used for
a 2D line.
* `vector.threeline(x, y, z)`: can return e.g. `{{0,0,0}, {0,1,0}}`
* Similar to `vector.twoline`; this one is for the 3D case.
* The parameters should be integers.
* `vector.rayIter(pos, dir)`: returns an iterator for a for loop
* `pos` can have non-integer values
* `vector.fine_line([pos, dir[, range], scale])`: returns a table of vectors
* Like `vector.line` but allows non-integer positions
* It uses `vector.rayIter`.
### Flood Fill
* `vector.search_2d(go_test, x0, y0, allow_revisit, give_map)`: returns e.g.
`{{0,0}, {0,1}}`
* This function uses a Flood Fill algorithm, so it can be used to detect
positions connected to each other in 2D.
* `go_test(x, y)` should be a function which returns true iff the algorithm
can "fill" at the position `(x, y)`.
* `(x0, y0)` defines the start position.
* If `allow_revisit` is false (the default), the function
invokes `go_test` only once at every potential position.
* If `give_map` is true (default is false), the function returns the
marked table, whose indices are 2D vector indices, instead of a list of
2D positions.
* `vector.search_3d(can_go, startpos, apply_move, moves)`: returns FIXME
* FIXME
### Other Shapes
* `vector.explosion_table(r)`: returns e.g. `{{pos1}, {pos2, true}}`
* The returned list of positions and boolean represents a sphere;
if the boolean is true, the position is on the outer side of the sphere.
* It might be used for explosion calculations; but `vector.explosion_perlin`
should make more realistic holes.
* `vector.explosion_perlin(rmin, rmax[, nparams])`: returns e.g.
`{{pos1}, {pos2, true}}`
* This function is similar to `vector.explosion_table`; the positions
do not represent a sphere but a more complex hole which is calculated
with the help of perlin noise.
* `rmin` and `rmax` represent the minimum and maximum radius,
and `nparams` (which has a default value) are parameters for the perlin
noise.
* `vector.circle(r)`: returns a table of vectors
* The returned positions represent a circle of radius `r` along the x and z
directions; the y coordinates are all zero.
* `vector.ring(r)`: returns a table of vectors
* This function is similar to `vector.circle`; the positions are all
touching each other (i.e. they are connected on whole surfaces and not
only infinitely thin edges), so it is called `ring` instead of `circle`
* `r` can be a non-integer number.
* `vector.throw_parabola(pos, vel, gravity, point_count, time)`
* FIXME: should return positions along a parabola so that moving objects
collisions can be calculated
* `vector.triangle(pos1, pos2, pos3)`: returns a table of positions, a number
and a table with barycentric coordinates
* This function calculates integer positions for a triangle defined by
`pos1`, `pos2` and `pos3`, so it can be used to place polygons in
minetest.
* The returned number is the number of positions.
* The barycentric coordinates are specified in a table with three elements;
the first one corresponds to `pos1`, etc.
## Helpers for various vector calculations
* `vector.sort_positions(ps[, preferred_coords])`
* Sorts a table of vectors `ps` along the coordinates specified in the
table `preferred_coords` in-place.
* If `preferred_coords` is omitted, it sorts along z, y and x in this order,
where z has the highest priority.
* `vector.maxnorm(v)`: returns the Tschebyshew norm of `v`
* `vector.sumnorm(v)`: returns the Manhattan norm of `v`
* `vector.pnorm(v, p)`: returns the `p` norm of `v`
* `vector.inside(pos, minp, maxp)`: returns a boolean
* Returns true iff `pos` is within the closed AABB defined by `minp`
and `maxp`.
* `vector.minmax(pos1, pos2)`: returns two vectors
* This does the same as `worldedit.sort_pos`.
* The components of the second returned vector are all bigger or equal to
those of the first one.
* `vector.move(pos1, pos2, length)`: returns a vector
* Go from `pos1` `length` metres to `pos2` and then round to the nearest
integer position.
* Made for rubenwardy
* `vector.from_number(i)`: returns `{x=i, y=i, z=i}`
* `vector.chunkcorner(pos)`: returns a vector
* Returns the mapblock position of the mapblock which contains
the integer position `pos`
* `vector.point_distance_minmax(p1, p2)`: returns two numbers
* Returns the minimum and maximum of the absolute component-wise distances
* `vector.collision(p1, p2)` FIXME
* `vector.update_minp_maxp(minp, maxp, pos)`
* Can change `minp` and `maxp` so that `pos` is within the AABB defined by
`minp` and `maxp`
* `vector.unpack(v)`: returns three numbers
* Returns `v.z, v.y, v.x`
* `vector.get_max_coord(v)`: returns a string
* Returns `"x"`, `"y"` or `"z"`, depending on which component has the
biggest value
* `vector.get_max_coords(v)`: returns three strings
* Similar to `vector.get_max_coord`; it returns the coordinates in the order
of their component values
* Example: `vector.get_max_coords{x=1, y=5, z=3}` returns `"y", "z", "x"`
* `vector.serialize(v)`: returns a string
* In comparison to `minetest.serialize`, this function uses a more compact
string for the serialization.
## Minetest-specific helper functions
* `vector.straightdelay([length, vel[, acc]])`: returns a number
* Returns the time an object takes to move `length` if it has velocity `vel`
and acceleration `acc`
* `vector.sun_dir([time])`: returns a vector or nil
* Returns the vector which points to the sun
* If `time` is omitted, it uses the current time.
* This function does not yet support the moon;
at night it simply returns `nil`.
## Helpers which I don't recommend to use now
* `vector.pos_to_string(pos)`: returns a string
* It is similar to `minetest.pos_to_string`; it uses a different format:
`"("..pos.x.."|"..pos.y.."|"..pos.z..")"`
* `vector.zero`
* The zero vector `{x=0, y=0, z=0}`
* `vector.quickadd(pos, [z],[y],[x])`
* Adds values to the vector components in-place
## Deprecated helpers
* `vector.plane`
* should be removed soon; it should have done the same as vector.triangle

View File

@ -6,7 +6,8 @@ function funcs.pos_to_string(pos)
return "("..pos.x.."|"..pos.y.."|"..pos.z..")"
end
local r_corr = 0.25 --remove a bit more nodes (if shooting diagonal) to let it look like a hole (sth like antialiasing)
local r_corr = 0.25 --remove a bit more nodes (if shooting diagonal) to let it
-- look like a hole (sth like antialiasing)
-- this doesn't need to be calculated every time
local f_1 = 0.5-r_corr
@ -255,18 +256,6 @@ function funcs.sort_positions(ps, preferred_coords)
table.sort(ps, ps_sorting)
end
function funcs.scalar(v1, v2)
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
end
function funcs.cross(v1, v2)
return {
x = v1.y*v2.z - v1.z*v2.y,
y = v1.z*v2.x - v1.x*v2.z,
z = v1.x*v2.y - v1.y*v2.x
}
end
-- Tschebyschew norm
function funcs.maxnorm(v)
return math.max(math.max(math.abs(v.x), math.abs(v.y)), math.abs(v.z))
@ -1018,6 +1007,74 @@ function funcs.serialize(vec)
return "{x=" .. vec.x .. ",y=" .. vec.y .. ",z=" .. vec.z .. "}"
end
function funcs.triangle(pos1, pos2, pos3)
local normal = vector.cross(vector.subtract(pos2, pos1),
vector.subtract(pos3, pos1))
-- Find the biggest absolute component of the normal vector
local dir = vector.get_max_coord({
x = math.abs(normal.x),
y = math.abs(normal.y),
z = math.abs(normal.z),
})
-- Find the other directions for the for loops
local all_other_dirs = {
x = {"z", "y"},
y = {"z", "x"},
z = {"y", "x"},
}
local other_dirs = all_other_dirs[dir]
local odir1, odir2 = other_dirs[1], other_dirs[2]
local pos1_2d = {pos1[odir1], pos1[odir2]}
local pos2_2d = {pos2[odir1], pos2[odir2]}
local pos3_2d = {pos3[odir1], pos3[odir2]}
-- The boundaries of the 2D AABB along other_dirs
local p1 = {}
local p2 = {}
for i = 1,2 do
p1[i] = math.floor(math.min(pos1_2d[i], pos2_2d[i], pos3_2d[i]))
p2[i] = math.ceil(math.max(pos1_2d[i], pos2_2d[i], pos3_2d[i]))
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])
end
-- eps is used to prevend holes in neighbouring triangles
-- It should be smaller than the smallest possible barycentric value
-- FIXME: I'm not sure if it really does what it should.
local eps = 0.5 / math.max(p2[1] - p1[1], p2[2] - p1[2])
local a_all_inv = 1.0 / edgefunc(pos1_2d, pos2_2d, pos3_2d)
local step_k3 = - (pos2_2d[1] - pos1_2d[1]) * a_all_inv
local step_k1 = - (pos3_2d[1] - pos2_2d[1]) * a_all_inv
-- Calculate the triangle points
local points = {}
local barycentric_coords = {}
local n = 0
-- It is possible to further optimize this
for v1 = p1[1], p2[1] do
local p = {v1, p1[2]}
local k3 = edgefunc(pos1_2d, pos2_2d, p) * a_all_inv
local k1 = edgefunc(pos2_2d, pos3_2d, p) * a_all_inv
for _ = p1[2], p2[2] do
local k2 = 1 - k1 - k3
if k1 >= -eps and k2 >= -eps and k3 >= -eps then
-- On triangle
local h = math.floor(k1 * pos1[dir] + k2 * pos2[dir] +
k3 * pos3[dir] + 0.5)
n = n+1
points[n] = {[odir1] = v1, [odir2] = p[2], [dir] = h}
barycentric_coords[n] = {k1, k2, k3}
end
p[2] = p[2]+1
k3 = k3 + step_k3
k1 = k1 + step_k1
end
end
return points, n, barycentric_coords
end
vector_extras_functions = funcs

View File

@ -1,5 +1,11 @@
local funcs = vector_extras_functions
function funcs.scalar(v1, v2)
minetest.log("deprecated", "[vector_extras] vector.scalar is " ..
"deprecated, use vector.dot instead.")
return vector.dot(v1, v2)
end
function funcs.get_data_from_pos(tab, z,y,x)
minetest.log("deprecated", "[vector_extras] get_data_from_pos is " ..
"deprecated, use the minetest pos hash function instead.")