Thicken parabola

This commit is contained in:
Hybrid Dog 2017-06-19 17:52:01 +02:00
parent c221f0eec3
commit fdb043d709

124
init.lua
View File

@ -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