forked from mtcontrib/vector_extras
Add .luacheckrc and some code cleanup
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fdbcc2e425
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5
.luacheckrc
Normal file
5
.luacheckrc
Normal file
@ -0,0 +1,5 @@
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read_globals = {
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-- Defined by Minetest
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"minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math"
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}
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globals = {"vector", "vector_extras_functions"}
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163
init.lua
163
init.lua
@ -52,6 +52,7 @@ local function return_line(pos, dir, range) --range ~= length
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local num = 1
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local t_dir = get_used_dir(dir)
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local dir_typ = t_dir[1]
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local f_tab
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if t_dir[3] == "+" then
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f_tab = {0, range, 1}
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else
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@ -314,7 +315,7 @@ function funcs.plane(ps)
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nep = vector.normalize(ep)
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local angle_ABep = math.acos(vector.dot(nBA, nep))
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local angle_CBep = math.acos(vector.dot(nBC, nep))
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local angldif = angle_ABC - (angle_ABep+angle_CBep)
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angldif = angle_ABC - (angle_ABep+angle_CBep)
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if math.abs(angldif) < 0.001 then
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table.insert(ps, vector.add(pos, p))
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end
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@ -358,9 +359,9 @@ function funcs.inside(pos, minp, maxp)
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return true
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end
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function funcs.minmax(p1, p2)
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local p1 = vector.new(p1)
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local p2 = vector.new(p2)
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function funcs.minmax(pos1, pos2)
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local p1 = vector.new(pos1)
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local p2 = vector.new(pos2)
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for _,i in ipairs({"x", "y", "z"}) do
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if p1[i] > p2[i] then
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p1[i], p2[i] = p2[i], p1[i]
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@ -390,7 +391,7 @@ end
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local adammil_fill = dofile(path .. "/adammil_flood_fill.lua")
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function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
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marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
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local marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
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if give_map then
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return marked_places
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end
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@ -498,7 +499,8 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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nparams.spread = nparams.spread or vector.from_number(r*5)
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local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)}
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local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get3dMap_flat(pos)
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local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)
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):get3dMap_flat(pos)
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local id = 1
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@ -513,11 +515,11 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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local tab, n = {}, 1
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for z=-r,r do
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local bare_dist = z*z
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local bare_dist_z = z*z
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for y=-r,r do
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local bare_dist = bare_dist+y*y
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local bare_dist_yz = bare_dist_z + y*y
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for x=-r,r do
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local bare_dist = bare_dist+x*x
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local bare_dist = bare_dist_yz + x*x
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local add = bare_dist < bare_mindist
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local pval, distdiv
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if not add
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@ -543,22 +545,19 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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end
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end
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map = nil
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collectgarbage()
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-- change strange values
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local pval_diff = pval_max - pval_min
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pval_min = pval_min/pval_diff
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for n,i in pairs(tab) do
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for k,i in pairs(tab) do
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if i[2] then
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local new_pval = math.abs(i[2]/pval_diff - pval_min)
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if i[3]+0.33 < new_pval then
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tab[n] = {i[1]}
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tab[k] = {i[1]}
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elseif i[3] < new_pval then
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tab[n] = {i[1], true}
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tab[k] = {i[1], true}
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else
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tab[n] = nil
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tab[k] = nil
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end
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end
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end
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@ -633,67 +632,6 @@ function funcs.ring(r)
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return tab2
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end
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--~ posy(t) = att + bt + c
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--~ vely(t) = 2at + b
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--~ accy(t) = 2a
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--~ a = -0.5gravity
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--~ vely(0) = b = vel.y
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--~ posy(0) = c = pos.y
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--~ posy(t) = -0.5 * gravity * t * t + vel.y * t + pos.y
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--~ vely(t) = -gravity*t + vel.y
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--~ Scheitel:
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--~ vely(t) = 0 = -gravity*t + vel.y
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--~ t = vel.y / gravity
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--~ 45°
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--~ vely(t)^2 = velx(t)^2 + velz(t)^2
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--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
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--~ gravity^2 * t^2 + vel.y^2 - -2*gravity*t*vel.y = vel.x * vel.x + vel.z * vel.z
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--~ gravity^2 * t^2 - 2*gravity*vel.y * t + (vel.y^2 - vel.x^2 - vel.z^2) = 0
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--~ 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)
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--~ 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)
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--~ t = (2*gravity*vel.y .. 2*gravity*rt(vel.x^2 + vel.z^2)) / (2*gravity^2)
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--~ t = (vel.y .. rt(vel.x^2 + vel.z^2)) / gravity
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--~ t1 = (vel.y - math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
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--~ t2 = (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
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--~ yswitch = posy(t1) (= posy(t2)) //links und rechts gleich
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--~ 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
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--~ 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
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--~ 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
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--~ 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
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--~ 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
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--~ yswitch = (-0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2) / gravity + pos.y
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--~ yswitch = (0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2) / gravity + pos.y
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--~ yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) / gravity + pos.y
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--~ 45° Zeitpunkte kleineres beim Aufstieg, größeres beim Fall
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--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
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--~ -gravity*t + vel.y = ..math.sqrt(vel.x * vel.x + vel.z * vel.z)
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--~ t = (..math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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--~ t_raise = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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--~ t_fall = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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--~ posy nach t umstellen
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--~ y = -0.5 * gravity * t * t + vel.y * t + pos.y
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--~ 0 = -0.5 * gravity * t * t + vel.y * t + pos.y - y
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--~ t = (-vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / (-gravity)
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--~ t = (vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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--~ t_up = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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--~ t_down = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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--~ posx(t) = vel.x * t + pos.x
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--~ posz(t) = vel.z * t + pos.z
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--~ posx nach t umstellen
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--~ posx - pos.x = vel.x * t
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--~ t = (posx - pos.x) / vel.x
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local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
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time)
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local pointcount = 0
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@ -703,9 +641,9 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
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/ gravity + pos.y
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-- the times of the 45° angle point
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local i = math.sqrt(vel.x^2 + vel.z^2)
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local t_raise_end = (-i + vel.y) / gravity
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local t_fall_start = (i + vel.y) / gravity
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local vel_len = math.sqrt(vel.x^2 + vel.z^2)
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local t_raise_end = (-vel_len + vel.y) / gravity
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local t_fall_start = (vel_len + vel.y) / gravity
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if t_fall_start > 0 then
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-- the right 45° angle point wasn't passed yet
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if t_raise_end > 0 then
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@ -834,11 +772,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
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-- get a list of possible positions between
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local diff = vector.subtract(p2, p)
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local possible_positions = {}
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for i,v in pairs(diff) do
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for c,v in pairs(diff) do
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if v ~= 0 then
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local p = vector.new(p)
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p[i] = p[i] + v
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possible_positions[#possible_positions+1] = p
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local pos_moved = vector.new(p)
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pos_moved[c] = pos_moved[c] + v
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possible_positions[#possible_positions+1] = pos_moved
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end
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end
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-- test which one fits best
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@ -849,12 +787,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
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z = vel.z * t + pos.z,
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}
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local d = math.huge
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for i = 1,2 do
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local pos = possible_positions[i]
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local dist = vector.distance(pos, near_p)
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if dist < d then
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p = pos
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d = dist
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for k = 1,2 do
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local pos_moved = possible_positions[k]
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local dist_current = vector.distance(pos_moved, near_p)
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if dist_current < d then
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p = pos_moved
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d = dist_current
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end
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end
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-- add it
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@ -865,11 +803,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
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-- get a list of possible positions between
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local diff = vector.subtract(p2, p)
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local possible_positions = {}
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for i,v in pairs(diff) do
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for c,v in pairs(diff) do
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if v ~= 0 then
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local p = vector.new(p)
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p[i] = p[i] + v
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possible_positions[#possible_positions+1] = p
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local pos_moved = vector.new(p)
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pos_moved[c] = pos_moved[c] + v
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possible_positions[#possible_positions+1] = pos_moved
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end
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end
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-- test which one fits best
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@ -881,12 +819,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
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}
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local d = math.huge
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assert(#possible_positions == 4-k, "how, number positions?")
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for i = 1,4-k do
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local pos = possible_positions[i]
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local dist = vector.distance(pos, near_p)
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if dist < d then
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p = pos
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d = dist
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for j = 1,4-k do
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local pos_moved = possible_positions[j]
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local dist_current = vector.distance(pos_moved, near_p)
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if dist_current < d then
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p = pos_moved
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d = dist_current
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end
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end
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-- add it
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@ -907,9 +845,9 @@ function funcs.chunkcorner(pos)
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return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16}
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end
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function funcs.point_distance_minmax(p1, p2)
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local p1 = vector.new(p1)
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local p2 = vector.new(p2)
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function funcs.point_distance_minmax(pos1, pos2)
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local p1 = vector.new(pos1)
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local p2 = vector.new(pos2)
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local min, max, vmin, vmax, num
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for _,i in ipairs({"x", "y", "z"}) do
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num = math.abs(p1[i] - p2[i])
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@ -926,21 +864,20 @@ function funcs.point_distance_minmax(p1, p2)
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end
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function funcs.collision(p1, p2)
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local clear, node_pos, collision_pos, max, dmax, dcmax, pt
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clear, node_pos = minetest.line_of_sight(p1, p2)
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local clear, node_pos = minetest.line_of_sight(p1, p2)
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if clear then
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return false
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end
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collision_pos = {}
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min, max = funcs.point_distance_minmax(node_pos, p2)
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local collision_pos = {}
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local _, max = funcs.point_distance_minmax(node_pos, p2)
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if node_pos[max] > p2[max] then
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collision_pos[max] = node_pos[max] - 0.5
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else
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collision_pos[max] = node_pos[max] + 0.5
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end
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dmax = p2[max] - node_pos[max]
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dcmax = p2[max] - collision_pos[max]
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pt = dcmax/dmax
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local dmax = p2[max] - node_pos[max]
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local dcmax = p2[max] - collision_pos[max]
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local pt = dcmax / dmax
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for _,i in ipairs({"x", "y", "z"}) do
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collision_pos[i] = p2[i] - (p2[i] - node_pos[i]) * pt
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@ -1037,9 +974,9 @@ function funcs.triangle(pos1, pos2, pos3)
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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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local function edgefunc(vert1, vert2, pos)
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return (pos[1] - vert1[1]) * (vert2[2] - vert1[2])
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- (pos[2] - vert1[2]) * (vert2[1] - vert1[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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@ -94,15 +94,15 @@ function vector.meta.complete_node_table(pos, name) --neccesary because tab[1] w
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if not tmp then
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vector.meta.nodes[pos.x] = {}
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end
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local tmp = vector.meta.nodes[pos.x][pos.y]
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tmp = vector.meta.nodes[pos.x][pos.y]
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if not tmp then
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vector.meta.nodes[pos.x][pos.y] = {}
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end
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local tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
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tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
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if not tmp then
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vector.meta.nodes[pos.x][pos.y][pos.z] = {}
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end
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local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
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tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
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if not tmp then
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vector.meta.nodes[pos.x][pos.y][pos.z][name] = {}
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end
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@ -117,12 +117,12 @@ function vector.meta.get_node(pos, name)
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or table_empty(tmp) then
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return false
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end
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local tmp = vector.meta.nodes[pos.x][pos.y]
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tmp = vector.meta.nodes[pos.x][pos.y]
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if not tmp
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or table_empty(tmp) then
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return false
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end
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local tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
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tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
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if not tmp
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or table_empty(tmp) then
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return false
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@ -133,7 +133,7 @@ function vector.meta.get_node(pos, name)
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return true
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end
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local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
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tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
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if not tmp
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or table_empty(tmp) then
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return false
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