forked from mtcontrib/vector_extras
Thicken parabola
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c221f0eec3
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124
init.lua
124
init.lua
@ -552,7 +552,8 @@ function funcs.ring(r)
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end
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end
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local tab2, n = {}, 1
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local tab2 = {}
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n = 1
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for _,i in ipairs(tab) do
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for _,j in ipairs({
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{i.x, i.z},
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@ -630,16 +631,18 @@ end
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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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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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-- the height of the 45° angle point
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local yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y)
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local yswitch = -0.5 * (vel.x^2 + vel.z^2 - vel.y^2)
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/ gravity + pos.y
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-- the times of the 45° angle point
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t_raise_end = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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t_fall_start = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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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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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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@ -647,11 +650,13 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount)
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for y = math.ceil(pos.y), math.floor(yswitch +.5) do
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local t = (vel.y -
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math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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if t > time then
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return
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end
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local p = {
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x = math.floor(vel.x * t + pos.x +.5),
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y = y,
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z = math.floor(vel.z * t + pos.z +.5),
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name = "default:stone"
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}
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pointcount = pointcount+1
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waypoints[pointcount] = {p, t}
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@ -683,11 +688,13 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount)
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end
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for i = cstart, cend, cdir do
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local t = (i - pos[bhp]) / vel[bhp]
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if t > time then
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return
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end
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local p = {
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[bhp] = i,
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y = math.floor(-0.5 * gravity * t * t + vel.y * t + pos.y +.5),
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[shp] = math.floor(vel[shp] * t + pos[shp] +.5),
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name = "default:wood"
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}
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pointcount = pointcount+1
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waypoints[pointcount] = {p, t}
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@ -702,15 +709,17 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount)
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and pos.y < yswitch then
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y = pos.y
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end
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local y = math.floor(y +.5)
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y = math.floor(y +.5)
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while pointcount < max_pointcount do
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local t = (vel.y +
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math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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if t > time then
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return
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end
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local p = {
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x = math.floor(vel.x * t + pos.x +.5),
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y = y,
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z = math.floor(vel.z * t + pos.z +.5),
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name = "default:mese"
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}
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pointcount = pointcount+1
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waypoints[pointcount] = {p, t}
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@ -723,9 +732,9 @@ minetest.override_item("default:axe_wood", {
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local dir = player:get_look_dir()
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local pos = player:getpos()
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local grav = 0.03
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local ps = vector.throw_parabola(pos, dir, grav, 80, true)
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local ps = vector.throw_parabola(pos, dir, grav, 80)
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for i = 1,#ps do
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minetest.set_node(ps[i], ps[i])
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minetest.set_node(ps[i], {name="default:stone"})
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end
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--~ for t = 0,50,3 do
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--~ local p = {
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@ -738,12 +747,95 @@ minetest.override_item("default:axe_wood", {
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end,
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})--]]
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function funcs.throw_parabola(pos, vel, gravity, point_count, thicken)
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function funcs.throw_parabola(pos, vel, gravity, point_count, time)
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local waypoints = {}
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get_parabola_points(pos, vel, gravity, waypoints, point_count)
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get_parabola_points(pos, vel, gravity, waypoints, point_count,
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time or math.huge)
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local ps = {}
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for i = 1,#waypoints do
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ps[i] = waypoints[i][1]
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local ptscnt = #waypoints
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local i = 1
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while i < ptscnt do
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local p,t = unpack(waypoints[i])
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i = i+1
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local p2,t2 = unpack(waypoints[i])
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ps[#ps+1] = p
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local dist = vector.distance(p, p2)
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if dist < 1.1 then
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if dist < 0.9 then
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-- same position
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i = i+1
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end
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-- touching
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elseif dist < 1.7 then
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-- common edge
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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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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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end
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end
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-- test which one fits best
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t = 0.5 * (t + t2)
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local near_p = {
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x = vel.x * t + pos.x,
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y = -0.5 * gravity * t * t + vel.y * t + pos.y,
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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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end
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end
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-- add it
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ps[#ps+1] = p
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elseif dist < 1.8 then
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-- common vertex
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for k = 1,2 do
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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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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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end
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end
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-- test which one fits best
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t = k / 3 * (t + t2)
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local near_p = {
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x = vel.x * t + pos.x,
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y = -0.5 * gravity * t * t + vel.y * t + pos.y,
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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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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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end
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end
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-- add it
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ps[#ps+1] = p
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end
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else
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minetest.log("warning", "[vector_extras] A gap: " .. dist)
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--~ error("A gap, it's a gap!: " .. dist)
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end
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end
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if i == ptscnt then
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ps[#ps+1] = waypoints[i]
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end
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return ps
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end
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@ -771,7 +863,7 @@ 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, min, dmax, dcmax, pt
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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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if clear then
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return false
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