forked from mtcontrib/vector_extras
		
	Compare commits
	
		
			19 Commits
		
	
	
		
			nalc-1.0
			...
			9bf8a890c6
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 9bf8a890c6 | |||
| 
						 | 
					ed6b514057 | ||
| 374735b17f | |||
| 
						 | 
					f8c12047d5 | ||
| 
						 | 
					fdbcc2e425 | ||
| 2f0ad734d4 | |||
| 
						 | 
					8c7aaf6c0b | ||
| 
						 | 
					e826bbd9b9 | ||
| a1f3da77c0 | |||
| 
						 | 
					6f2bc919db | ||
| 
						 | 
					bc08421e20 | ||
| 
						 | 
					8ddb3879fb | ||
| 
						 | 
					275ec4af3b | ||
| 
						 | 
					f7dbb1a884 | ||
| 
						 | 
					d1a3c95286 | ||
| 6f5431097c | |||
| 268c6a0c36 | |||
| 
						 | 
					9c6e53dd0a | ||
| 
						 | 
					dc368f7a7e | 
							
								
								
									
										5
									
								
								.luacheckrc
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										5
									
								
								.luacheckrc
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,5 @@
 | 
			
		||||
read_globals = {
 | 
			
		||||
	-- Defined by Minetest
 | 
			
		||||
	"minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math"
 | 
			
		||||
}
 | 
			
		||||
globals = {"vector", "vector_extras_functions"}
 | 
			
		||||
@@ -1 +1 @@
 | 
			
		||||
WTFPL
 | 
			
		||||
CC0, except for code copied from e.g. minetest's builtin
 | 
			
		||||
 
 | 
			
		||||
@@ -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
 | 
			
		||||
 
 | 
			
		||||
							
								
								
									
										116
									
								
								adammil_flood_fill.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										116
									
								
								adammil_flood_fill.lua
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,116 @@
 | 
			
		||||
-- http://www.adammil.net/blog/v126_A_More_Efficient_Flood_Fill.html
 | 
			
		||||
 | 
			
		||||
local can_go
 | 
			
		||||
local marked_places
 | 
			
		||||
local function calc_2d_index(x, y)
 | 
			
		||||
	return (y + 32768) * 65536 + x + 32768
 | 
			
		||||
end
 | 
			
		||||
local function mark(x, y)
 | 
			
		||||
	marked_places[calc_2d_index(x, y)] = true
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
local _fill
 | 
			
		||||
local function fill(x, y)
 | 
			
		||||
	if can_go(x, y) then
 | 
			
		||||
		_fill(x, y)
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
local corefill
 | 
			
		||||
function _fill(x, y)
 | 
			
		||||
	while true do
 | 
			
		||||
		local ox = x
 | 
			
		||||
		local oy = y
 | 
			
		||||
		while can_go(x, y-1) do
 | 
			
		||||
			y = y-1
 | 
			
		||||
		end
 | 
			
		||||
		while can_go(x-1, y) do
 | 
			
		||||
			x = x-1
 | 
			
		||||
		end
 | 
			
		||||
		if x == ox
 | 
			
		||||
		and y == oy then
 | 
			
		||||
			break
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
	corefill(x, y)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function corefill(x, y)
 | 
			
		||||
	local lastcnt = 0
 | 
			
		||||
	repeat
 | 
			
		||||
		local cnt = 0
 | 
			
		||||
		local sx = x
 | 
			
		||||
		if lastcnt ~= 0
 | 
			
		||||
		and not can_go(y, x) then
 | 
			
		||||
			-- go right to find the x start
 | 
			
		||||
			repeat
 | 
			
		||||
				lastcnt = lastcnt-1
 | 
			
		||||
				if lastcnt == 0 then
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
				x = x+1
 | 
			
		||||
			until can_go(x, y)
 | 
			
		||||
			sx = x
 | 
			
		||||
		else
 | 
			
		||||
			-- go left if possible, and mark and _fill above
 | 
			
		||||
			while can_go(x-1, y) do
 | 
			
		||||
				x = x-1
 | 
			
		||||
				mark(x, y)
 | 
			
		||||
				if can_go(x, y-1) then
 | 
			
		||||
					_fill(x, y-1)
 | 
			
		||||
				end
 | 
			
		||||
				cnt = cnt+1
 | 
			
		||||
				lastcnt = lastcnt+1
 | 
			
		||||
			end
 | 
			
		||||
		end
 | 
			
		||||
 | 
			
		||||
		-- go right if possible, and mark
 | 
			
		||||
		while can_go(sx, y) do
 | 
			
		||||
			mark(sx, y)
 | 
			
		||||
			cnt = cnt+1
 | 
			
		||||
			sx = sx+1
 | 
			
		||||
		end
 | 
			
		||||
 | 
			
		||||
		if cnt < lastcnt then
 | 
			
		||||
			local e = x + lastcnt
 | 
			
		||||
			sx = sx+1
 | 
			
		||||
			while sx < e do
 | 
			
		||||
				if can_go(sx, y) then
 | 
			
		||||
					corefill(sx, y)
 | 
			
		||||
				end
 | 
			
		||||
				sx = sx+1
 | 
			
		||||
			end
 | 
			
		||||
		elseif cnt > lastcnt then
 | 
			
		||||
			local ux = x + lastcnt + 1
 | 
			
		||||
			while ux < sx do
 | 
			
		||||
				if can_go(ux, y-1) then
 | 
			
		||||
					_fill(ux, y-1)
 | 
			
		||||
				end
 | 
			
		||||
				ux = ux+1
 | 
			
		||||
			end
 | 
			
		||||
		end
 | 
			
		||||
		lastcnt = cnt
 | 
			
		||||
		y = y+1
 | 
			
		||||
	until lastcnt == 0
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
local function apply_fill(go_test, x0, y0, allow_revisit)
 | 
			
		||||
	if allow_revisit then
 | 
			
		||||
		can_go = go_test
 | 
			
		||||
	else
 | 
			
		||||
		local visited = {}
 | 
			
		||||
		can_go = function(x, y)
 | 
			
		||||
			local vi = calc_2d_index(x, y)
 | 
			
		||||
			if visited[vi] then
 | 
			
		||||
				return false
 | 
			
		||||
			end
 | 
			
		||||
			visited[vi] = true
 | 
			
		||||
			return go_test(x, y)
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
	marked_places = {}
 | 
			
		||||
	fill(x0, y0)
 | 
			
		||||
	return marked_places
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
return apply_fill
 | 
			
		||||
							
								
								
									
										154
									
								
								doc.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										154
									
								
								doc.md
									
									
									
									
									
										Normal 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
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										53
									
								
								fill_3d.lua
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										53
									
								
								fill_3d.lua
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,53 @@
 | 
			
		||||
-- Algorithm created by sofar and changed by others:
 | 
			
		||||
-- https://github.com/minetest/minetest/commit/d7908ee49480caaab63d05c8a53d93103579d7a9
 | 
			
		||||
 | 
			
		||||
local function search(go, p, apply_move, moves)
 | 
			
		||||
	local num_moves = #moves
 | 
			
		||||
 | 
			
		||||
	-- We make a stack, and manually maintain size for performance.
 | 
			
		||||
	-- Stored in the stack, we will maintain tables with pos, and
 | 
			
		||||
	-- last neighbor visited. This way, when we get back to each
 | 
			
		||||
	-- node, we know which directions we have already walked, and
 | 
			
		||||
	-- which direction is the next to walk.
 | 
			
		||||
	local s = {}
 | 
			
		||||
	local n = 0
 | 
			
		||||
	-- The neighbor order we will visit from our table.
 | 
			
		||||
	local v = 1
 | 
			
		||||
 | 
			
		||||
	while true do
 | 
			
		||||
		-- Push current pos onto the stack.
 | 
			
		||||
		n = n + 1
 | 
			
		||||
		s[n] = {p = p, v = v}
 | 
			
		||||
		-- Select next node from neighbor list.
 | 
			
		||||
		p = apply_move(p, moves[v])
 | 
			
		||||
		-- Now we check out the node. If it is in need of an update,
 | 
			
		||||
		-- it will let us know in the return value (true = updated).
 | 
			
		||||
		if not go(p) then
 | 
			
		||||
			-- If we don't need to "recurse" (walk) to it then pop
 | 
			
		||||
			-- our previous pos off the stack and continue from there,
 | 
			
		||||
			-- with the v value we were at when we last were at that
 | 
			
		||||
			-- node
 | 
			
		||||
			repeat
 | 
			
		||||
				local pop = s[n]
 | 
			
		||||
				p = pop.p
 | 
			
		||||
				v = pop.v
 | 
			
		||||
				s[n] = nil
 | 
			
		||||
				n = n - 1
 | 
			
		||||
				-- If there's nothing left on the stack, and no
 | 
			
		||||
				-- more sides to walk to, we're done and can exit
 | 
			
		||||
				if n == 0 and v == num_moves then
 | 
			
		||||
					return
 | 
			
		||||
				end
 | 
			
		||||
			until v < num_moves
 | 
			
		||||
			-- The next round walk the next neighbor in list.
 | 
			
		||||
			v = v + 1
 | 
			
		||||
		else
 | 
			
		||||
			-- If we did need to walk the neighbor, then
 | 
			
		||||
			-- start walking it from the walk order start (1),
 | 
			
		||||
			-- and not the order we just pushed up the stack.
 | 
			
		||||
			v = 1
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
return search
 | 
			
		||||
							
								
								
									
										339
									
								
								init.lua
									
									
									
									
									
								
							
							
						
						
									
										339
									
								
								init.lua
									
									
									
									
									
								
							@@ -1,4 +1,4 @@
 | 
			
		||||
local load_time_start = minetest.get_us_time()
 | 
			
		||||
local path = minetest.get_modpath"vector_extras"
 | 
			
		||||
 | 
			
		||||
local funcs = {}
 | 
			
		||||
 | 
			
		||||
@@ -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
 | 
			
		||||
@@ -51,6 +52,7 @@ local function return_line(pos, dir, range) --range ~= length
 | 
			
		||||
	local num = 1
 | 
			
		||||
	local t_dir = get_used_dir(dir)
 | 
			
		||||
	local dir_typ = t_dir[1]
 | 
			
		||||
	local f_tab
 | 
			
		||||
	if t_dir[3] == "+" then
 | 
			
		||||
		f_tab = {0, range, 1}
 | 
			
		||||
	else
 | 
			
		||||
@@ -121,7 +123,7 @@ function funcs.rayIter(pos, dir)
 | 
			
		||||
		for i in pairs(step) do
 | 
			
		||||
			choose[i] = vector.new(p)
 | 
			
		||||
			choose[i][i] = choose[i][i] + step[i]
 | 
			
		||||
			choosefit[i] = vector.scalar(vector.normalize(vector.subtract(choose[i], pos)), dir)
 | 
			
		||||
			choosefit[i] = vector.dot(vector.normalize(vector.subtract(choose[i], pos)), dir)
 | 
			
		||||
		end
 | 
			
		||||
		p = choose[vector.get_max_coord(choosefit)]
 | 
			
		||||
 | 
			
		||||
@@ -255,18 +257,6 @@ 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))
 | 
			
		||||
@@ -284,7 +274,7 @@ end
 | 
			
		||||
--local areas = {}
 | 
			
		||||
function funcs.plane(ps)
 | 
			
		||||
	-- sort positions and imagine the first one (A) as vector.zero
 | 
			
		||||
	ps = vector.sort_positions(ps)
 | 
			
		||||
	vector.sort_positions(ps)
 | 
			
		||||
	local pos = ps[1]
 | 
			
		||||
	local B = vector.subtract(ps[2], pos)
 | 
			
		||||
	local C = vector.subtract(ps[3], pos)
 | 
			
		||||
@@ -303,29 +293,29 @@ function funcs.plane(ps)
 | 
			
		||||
 | 
			
		||||
	local nAB = vector.normalize(B)
 | 
			
		||||
	local nAC = vector.normalize(C)
 | 
			
		||||
	local angle_BAC = math.acos(vector.scalar(nAB, nAC))
 | 
			
		||||
	local angle_BAC = math.acos(vector.dot(nAB, nAC))
 | 
			
		||||
 | 
			
		||||
	local nBA = vector.multiply(nAB, -1)
 | 
			
		||||
	local nBC = vector.normalize(vector.subtract(C, B))
 | 
			
		||||
	local angle_ABC = math.acos(vector.scalar(nBA, nBC))
 | 
			
		||||
	local angle_ABC = math.acos(vector.dot(nBA, nBC))
 | 
			
		||||
 | 
			
		||||
	for z = cube_p1.z, cube_p2.z do
 | 
			
		||||
		for y = cube_p1.y, cube_p2.y do
 | 
			
		||||
			for x = cube_p1.x, cube_p2.x do
 | 
			
		||||
				local p = {x=x, y=y, z=z}
 | 
			
		||||
				local n = -vector.scalar(p, vn)/vector.scalar(vn, vn)
 | 
			
		||||
				local n = -vector.dot(p, vn)/vector.dot(vn, vn)
 | 
			
		||||
				if math.abs(n) <= 0.5 then
 | 
			
		||||
					local ep = vector.add(p, vector.multiply(vn, n))
 | 
			
		||||
					local nep = vector.normalize(ep)
 | 
			
		||||
					local angle_BAep = math.acos(vector.scalar(nAB, nep))
 | 
			
		||||
					local angle_CAep = math.acos(vector.scalar(nAC, nep))
 | 
			
		||||
					local angle_BAep = math.acos(vector.dot(nAB, nep))
 | 
			
		||||
					local angle_CAep = math.acos(vector.dot(nAC, nep))
 | 
			
		||||
					local angldif = angle_BAC - (angle_BAep+angle_CAep)
 | 
			
		||||
					if math.abs(angldif) < 0.001 then
 | 
			
		||||
						ep = vector.subtract(ep, B)
 | 
			
		||||
						nep = vector.normalize(ep)
 | 
			
		||||
						local angle_ABep = math.acos(vector.scalar(nBA, nep))
 | 
			
		||||
						local angle_CBep = math.acos(vector.scalar(nBC, nep))
 | 
			
		||||
						local angldif = angle_ABC - (angle_ABep+angle_CBep)
 | 
			
		||||
						local angle_ABep = math.acos(vector.dot(nBA, nep))
 | 
			
		||||
						local angle_CBep = math.acos(vector.dot(nBC, nep))
 | 
			
		||||
						angldif = angle_ABC - (angle_ABep+angle_CBep)
 | 
			
		||||
						if math.abs(angldif) < 0.001 then
 | 
			
		||||
							table.insert(ps, vector.add(pos, p))
 | 
			
		||||
						end
 | 
			
		||||
@@ -344,7 +334,16 @@ function funcs.straightdelay(s, v, a)
 | 
			
		||||
	return (math.sqrt(v*v+2*a*s)-v)/a
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
vector.zero = vector.new()
 | 
			
		||||
-- override vector.zero
 | 
			
		||||
-- builtin used not to have the vector.zero function. to keep compatibility,
 | 
			
		||||
-- vector.zero has to be a 0-vector and vector.zero() has to return a 0-vector
 | 
			
		||||
-- => we make a callable 0-vector table
 | 
			
		||||
if not vector.zero then
 | 
			
		||||
	vector.zero = {x = 0, y = 0, z = 0}
 | 
			
		||||
else
 | 
			
		||||
	local old_zero = vector.zero
 | 
			
		||||
	vector.zero = setmetatable({x = 0, y = 0, z = 0}, {__call = old_zero})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function funcs.sun_dir(time)
 | 
			
		||||
	if not time then
 | 
			
		||||
@@ -369,9 +368,9 @@ function funcs.inside(pos, minp, maxp)
 | 
			
		||||
	return true
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function funcs.minmax(p1, p2)
 | 
			
		||||
	local p1 = vector.new(p1)
 | 
			
		||||
	local p2 = vector.new(p2)
 | 
			
		||||
function funcs.minmax(pos1, pos2)
 | 
			
		||||
	local p1 = vector.new(pos1)
 | 
			
		||||
	local p2 = vector.new(pos2)
 | 
			
		||||
	for _,i in ipairs({"x", "y", "z"}) do
 | 
			
		||||
		if p1[i] > p2[i] then
 | 
			
		||||
			p1[i], p2[i] = p2[i], p1[i]
 | 
			
		||||
@@ -399,6 +398,66 @@ function funcs.from_number(i)
 | 
			
		||||
	return {x=i, y=i, z=i}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
local adammil_fill = dofile(path .. "/adammil_flood_fill.lua")
 | 
			
		||||
function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
 | 
			
		||||
	local marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
 | 
			
		||||
	if give_map then
 | 
			
		||||
		return marked_places
 | 
			
		||||
	end
 | 
			
		||||
	local l = {}
 | 
			
		||||
	for vi in pairs(marked_places) do
 | 
			
		||||
		local x = (vi % 65536) - 32768
 | 
			
		||||
		local y = (math.floor(x / 65536) % 65536) - 32768
 | 
			
		||||
		l[#l+1] = {x, y}
 | 
			
		||||
	end
 | 
			
		||||
	return l
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
local fallings_search = dofile(path .. "/fill_3d.lua")
 | 
			
		||||
local moves_touch = {
 | 
			
		||||
	{x = -1, y = 0, z = 0},
 | 
			
		||||
	{x = 0, y = 0, z = 0},  -- FIXME should this be here?
 | 
			
		||||
	{x = 1, y = 0, z = 0},
 | 
			
		||||
	{x = 0, y = -1, z = 0},
 | 
			
		||||
	{x = 0, y = 1, z = 0},
 | 
			
		||||
	{x = 0, y = 0, z = -1},
 | 
			
		||||
	{x = 0, y = 0, z = 1},
 | 
			
		||||
}
 | 
			
		||||
local moves_near = {}
 | 
			
		||||
for z = -1,1 do
 | 
			
		||||
	for y = -1,1 do
 | 
			
		||||
		for x = -1,1 do
 | 
			
		||||
			moves_near[#moves_near+1] = {x = x, y = y, z = z}
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function funcs.search_3d(can_go, startpos, apply_move, moves)
 | 
			
		||||
	local visited = {}
 | 
			
		||||
	local found = {}
 | 
			
		||||
	local function on_visit(pos)
 | 
			
		||||
		local vi = minetest.hash_node_position(pos)
 | 
			
		||||
		if visited[vi] then
 | 
			
		||||
			return false
 | 
			
		||||
		end
 | 
			
		||||
		visited[vi] = true
 | 
			
		||||
		local valid_pos = can_go(pos)
 | 
			
		||||
		if valid_pos then
 | 
			
		||||
			found[#found+1] = pos
 | 
			
		||||
		end
 | 
			
		||||
		return valid_pos
 | 
			
		||||
	end
 | 
			
		||||
	if apply_move == "touch" then
 | 
			
		||||
		apply_move = vector.add
 | 
			
		||||
		moves = moves_touch
 | 
			
		||||
	elseif apply_move == "near" then
 | 
			
		||||
		apply_move = vector.add
 | 
			
		||||
		moves = moves_near
 | 
			
		||||
	end
 | 
			
		||||
	fallings_search(on_visit, startpos, apply_move, moves)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
local explosion_tables = {}
 | 
			
		||||
function funcs.explosion_table(r)
 | 
			
		||||
	local table = explosion_tables[r]
 | 
			
		||||
@@ -449,7 +508,8 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
 | 
			
		||||
	nparams.spread = nparams.spread or vector.from_number(r*5)
 | 
			
		||||
 | 
			
		||||
	local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)}
 | 
			
		||||
	local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get3dMap_flat(pos)
 | 
			
		||||
	local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)
 | 
			
		||||
		):get3dMap_flat(pos)
 | 
			
		||||
 | 
			
		||||
	local id = 1
 | 
			
		||||
 | 
			
		||||
@@ -464,11 +524,11 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
 | 
			
		||||
 | 
			
		||||
	local tab, n = {}, 1
 | 
			
		||||
	for z=-r,r do
 | 
			
		||||
		local bare_dist = z*z
 | 
			
		||||
		local bare_dist_z = z*z
 | 
			
		||||
		for y=-r,r do
 | 
			
		||||
			local bare_dist = bare_dist+y*y
 | 
			
		||||
			local bare_dist_yz = bare_dist_z + y*y
 | 
			
		||||
			for x=-r,r do
 | 
			
		||||
				local bare_dist = bare_dist+x*x
 | 
			
		||||
				local bare_dist = bare_dist_yz + x*x
 | 
			
		||||
				local add = bare_dist < bare_mindist
 | 
			
		||||
				local pval, distdiv
 | 
			
		||||
				if not add
 | 
			
		||||
@@ -494,22 +554,19 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
 | 
			
		||||
	map = nil
 | 
			
		||||
	collectgarbage()
 | 
			
		||||
 | 
			
		||||
	-- change strange values
 | 
			
		||||
	local pval_diff = pval_max - pval_min
 | 
			
		||||
	pval_min = pval_min/pval_diff
 | 
			
		||||
 | 
			
		||||
	for n,i in pairs(tab) do
 | 
			
		||||
	for k,i in pairs(tab) do
 | 
			
		||||
		if i[2] then
 | 
			
		||||
			local new_pval = math.abs(i[2]/pval_diff - pval_min)
 | 
			
		||||
			if i[3]+0.33 < new_pval then
 | 
			
		||||
				tab[n] = {i[1]}
 | 
			
		||||
				tab[k] = {i[1]}
 | 
			
		||||
			elseif i[3] < new_pval then
 | 
			
		||||
				tab[n] = {i[1], true}
 | 
			
		||||
				tab[k] = {i[1], true}
 | 
			
		||||
			else
 | 
			
		||||
				tab[n] = nil
 | 
			
		||||
				tab[k] = nil
 | 
			
		||||
			end
 | 
			
		||||
		end
 | 
			
		||||
	end
 | 
			
		||||
@@ -584,67 +641,6 @@ function funcs.ring(r)
 | 
			
		||||
	return tab2
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
	--~ posy(t) = att + bt + c
 | 
			
		||||
	--~ vely(t) = 2at + b
 | 
			
		||||
	--~ accy(t) = 2a
 | 
			
		||||
 | 
			
		||||
	--~ a = -0.5gravity
 | 
			
		||||
	--~ vely(0) = b = vel.y
 | 
			
		||||
	--~ posy(0) = c = pos.y
 | 
			
		||||
 | 
			
		||||
	--~ posy(t) = -0.5 * gravity * t * t + vel.y * t + pos.y
 | 
			
		||||
	--~ vely(t) = -gravity*t + vel.y
 | 
			
		||||
 | 
			
		||||
	--~ Scheitel:
 | 
			
		||||
	--~ vely(t) = 0 = -gravity*t + vel.y
 | 
			
		||||
	--~ t = vel.y / gravity
 | 
			
		||||
 | 
			
		||||
	--~ 45°
 | 
			
		||||
	--~ vely(t)^2 = velx(t)^2 + velz(t)^2
 | 
			
		||||
	--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
 | 
			
		||||
	--~ gravity^2 * t^2 + vel.y^2 - -2*gravity*t*vel.y = vel.x * vel.x + vel.z * vel.z
 | 
			
		||||
	--~ gravity^2 * t^2 - 2*gravity*vel.y * t + (vel.y^2 - vel.x^2 - vel.z^2) = 0
 | 
			
		||||
	--~ 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)
 | 
			
		||||
	--~ 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)
 | 
			
		||||
	--~ t = (2*gravity*vel.y .. 2*gravity*rt(vel.x^2 + vel.z^2)) / (2*gravity^2)
 | 
			
		||||
	--~ t = (vel.y .. rt(vel.x^2 + vel.z^2)) / gravity
 | 
			
		||||
	--~ t1 = (vel.y - math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
 | 
			
		||||
	--~ t2 = (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
 | 
			
		||||
 | 
			
		||||
	--~ yswitch = posy(t1) (= posy(t2)) //links und rechts gleich
 | 
			
		||||
	--~ 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
 | 
			
		||||
	--~ 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
 | 
			
		||||
	--~ 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
 | 
			
		||||
	--~ 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
 | 
			
		||||
	--~ 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
 | 
			
		||||
	--~ yswitch = (-0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2) / gravity + pos.y
 | 
			
		||||
	--~ yswitch = (0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2) / gravity + pos.y
 | 
			
		||||
	--~ yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) / gravity + pos.y
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	--~ 45° Zeitpunkte kleineres beim Aufstieg, größeres beim Fall
 | 
			
		||||
	--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
 | 
			
		||||
	--~ -gravity*t + vel.y = ..math.sqrt(vel.x * vel.x + vel.z * vel.z)
 | 
			
		||||
	--~ t = (..math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
 | 
			
		||||
	--~ t_raise = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
 | 
			
		||||
	--~ t_fall = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
 | 
			
		||||
 | 
			
		||||
	--~ posy nach t umstellen
 | 
			
		||||
	--~ y = -0.5 * gravity * t * t + vel.y * t + pos.y
 | 
			
		||||
	--~ 0 = -0.5 * gravity * t * t + vel.y * t + pos.y - y
 | 
			
		||||
	--~ t = (-vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / (-gravity)
 | 
			
		||||
	--~ t = (vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
 | 
			
		||||
	--~ t_up = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
 | 
			
		||||
	--~ t_down = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
 | 
			
		||||
 | 
			
		||||
	--~ posx(t) = vel.x * t + pos.x
 | 
			
		||||
	--~ posz(t) = vel.z * t + pos.z
 | 
			
		||||
 | 
			
		||||
	--~ posx nach t umstellen
 | 
			
		||||
	--~ posx - pos.x = vel.x * t
 | 
			
		||||
	--~ t = (posx - pos.x) / vel.x
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
 | 
			
		||||
		time)
 | 
			
		||||
	local pointcount = 0
 | 
			
		||||
@@ -654,9 +650,9 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
 | 
			
		||||
		/ gravity + pos.y
 | 
			
		||||
 | 
			
		||||
	-- the times of the 45° angle point
 | 
			
		||||
	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
 | 
			
		||||
	local vel_len = math.sqrt(vel.x^2 + vel.z^2)
 | 
			
		||||
	local t_raise_end = (-vel_len + vel.y) / gravity
 | 
			
		||||
	local t_fall_start = (vel_len + vel.y) / gravity
 | 
			
		||||
	if t_fall_start > 0 then
 | 
			
		||||
		-- the right 45° angle point wasn't passed yet
 | 
			
		||||
		if t_raise_end > 0 then
 | 
			
		||||
@@ -785,11 +781,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
 | 
			
		||||
			-- get a list of possible positions between
 | 
			
		||||
			local diff = vector.subtract(p2, p)
 | 
			
		||||
			local possible_positions = {}
 | 
			
		||||
			for i,v in pairs(diff) do
 | 
			
		||||
			for c,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
 | 
			
		||||
					local pos_moved = vector.new(p)
 | 
			
		||||
					pos_moved[c] = pos_moved[c] + v
 | 
			
		||||
					possible_positions[#possible_positions+1] = pos_moved
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			-- test which one fits best
 | 
			
		||||
@@ -800,12 +796,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
 | 
			
		||||
				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
 | 
			
		||||
			for k = 1,2 do
 | 
			
		||||
				local pos_moved = possible_positions[k]
 | 
			
		||||
				local dist_current = vector.distance(pos_moved, near_p)
 | 
			
		||||
				if dist_current < d then
 | 
			
		||||
					p = pos_moved
 | 
			
		||||
					d = dist_current
 | 
			
		||||
				end
 | 
			
		||||
			end
 | 
			
		||||
			-- add it
 | 
			
		||||
@@ -816,11 +812,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
 | 
			
		||||
				-- get a list of possible positions between
 | 
			
		||||
				local diff = vector.subtract(p2, p)
 | 
			
		||||
				local possible_positions = {}
 | 
			
		||||
				for i,v in pairs(diff) do
 | 
			
		||||
				for c,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
 | 
			
		||||
						local pos_moved = vector.new(p)
 | 
			
		||||
						pos_moved[c] = pos_moved[c] + v
 | 
			
		||||
						possible_positions[#possible_positions+1] = pos_moved
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
				-- test which one fits best
 | 
			
		||||
@@ -832,12 +828,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
 | 
			
		||||
				}
 | 
			
		||||
				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
 | 
			
		||||
				for j = 1,4-k do
 | 
			
		||||
					local pos_moved = possible_positions[j]
 | 
			
		||||
					local dist_current = vector.distance(pos_moved, near_p)
 | 
			
		||||
					if dist_current < d then
 | 
			
		||||
						p = pos_moved
 | 
			
		||||
						d = dist_current
 | 
			
		||||
					end
 | 
			
		||||
				end
 | 
			
		||||
				-- add it
 | 
			
		||||
@@ -858,9 +854,9 @@ function funcs.chunkcorner(pos)
 | 
			
		||||
	return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16}
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function funcs.point_distance_minmax(p1, p2)
 | 
			
		||||
	local p1 = vector.new(p1)
 | 
			
		||||
	local p2 = vector.new(p2)
 | 
			
		||||
function funcs.point_distance_minmax(pos1, pos2)
 | 
			
		||||
	local p1 = vector.new(pos1)
 | 
			
		||||
	local p2 = vector.new(pos2)
 | 
			
		||||
	local min, max, vmin, vmax, num
 | 
			
		||||
	for _,i in ipairs({"x", "y", "z"}) do
 | 
			
		||||
		num = math.abs(p1[i] - p2[i])
 | 
			
		||||
@@ -877,21 +873,20 @@ function funcs.point_distance_minmax(p1, p2)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function funcs.collision(p1, p2)
 | 
			
		||||
	local clear, node_pos, collision_pos, max, dmax, dcmax, pt
 | 
			
		||||
	clear, node_pos = minetest.line_of_sight(p1, p2)
 | 
			
		||||
	local clear, node_pos = minetest.line_of_sight(p1, p2)
 | 
			
		||||
	if clear then
 | 
			
		||||
		return false
 | 
			
		||||
	end
 | 
			
		||||
	collision_pos = {}
 | 
			
		||||
	min, max = funcs.point_distance_minmax(node_pos, p2)
 | 
			
		||||
	local collision_pos = {}
 | 
			
		||||
	local _, max = funcs.point_distance_minmax(node_pos, p2)
 | 
			
		||||
	if node_pos[max] > p2[max] then
 | 
			
		||||
		collision_pos[max] = node_pos[max] - 0.5
 | 
			
		||||
	else
 | 
			
		||||
		collision_pos[max] = node_pos[max] + 0.5
 | 
			
		||||
	end
 | 
			
		||||
	dmax = p2[max] - node_pos[max]
 | 
			
		||||
	dcmax = p2[max] - collision_pos[max]
 | 
			
		||||
	pt = dcmax/dmax
 | 
			
		||||
	local dmax = p2[max] - node_pos[max]
 | 
			
		||||
	local dcmax = p2[max] - collision_pos[max]
 | 
			
		||||
	local pt = dcmax / dmax
 | 
			
		||||
 | 
			
		||||
	for _,i in ipairs({"x", "y", "z"}) do
 | 
			
		||||
		collision_pos[i] = p2[i] - (p2[i] - node_pos[i]) * pt
 | 
			
		||||
@@ -958,10 +953,77 @@ 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(vert1, vert2, pos)
 | 
			
		||||
		return (pos[1] - vert1[1]) * (vert2[2] - vert1[2])
 | 
			
		||||
			- (pos[2] - vert1[2]) * (vert2[1] - vert1[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
 | 
			
		||||
 | 
			
		||||
local path = minetest.get_modpath"vector_extras"
 | 
			
		||||
dofile(path .. "/legacy.lua")
 | 
			
		||||
--dofile(minetest.get_modpath("vector_extras").."/vector_meta.lua")
 | 
			
		||||
 | 
			
		||||
@@ -977,11 +1039,4 @@ for name,func in pairs(funcs) do
 | 
			
		||||
	end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
local time = (minetest.get_us_time() - load_time_start) / 1000000
 | 
			
		||||
local msg = "[vector_extras] loaded after ca. " .. time .. " seconds."
 | 
			
		||||
if time > 0.01 then
 | 
			
		||||
	print(msg)
 | 
			
		||||
else
 | 
			
		||||
	minetest.log("action", msg)
 | 
			
		||||
end
 | 
			
		||||
minetest.log("action", "[vector_extras] loaded.")
 | 
			
		||||
 
 | 
			
		||||
@@ -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.")
 | 
			
		||||
 
 | 
			
		||||
@@ -94,15 +94,15 @@ function vector.meta.complete_node_table(pos, name) --neccesary because tab[1] w
 | 
			
		||||
	if not tmp then
 | 
			
		||||
		vector.meta.nodes[pos.x] = {}
 | 
			
		||||
	end
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y]
 | 
			
		||||
	if not tmp then
 | 
			
		||||
		vector.meta.nodes[pos.x][pos.y] = {}
 | 
			
		||||
	end
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
 | 
			
		||||
	if not tmp then
 | 
			
		||||
		vector.meta.nodes[pos.x][pos.y][pos.z] = {}
 | 
			
		||||
	end
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
 | 
			
		||||
	if not tmp then
 | 
			
		||||
		vector.meta.nodes[pos.x][pos.y][pos.z][name] = {}
 | 
			
		||||
	end
 | 
			
		||||
@@ -117,12 +117,12 @@ function vector.meta.get_node(pos, name)
 | 
			
		||||
	or table_empty(tmp) then
 | 
			
		||||
		return false
 | 
			
		||||
	end
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y]
 | 
			
		||||
	if not tmp
 | 
			
		||||
	or table_empty(tmp) then
 | 
			
		||||
		return false
 | 
			
		||||
	end
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
 | 
			
		||||
	if not tmp
 | 
			
		||||
	or table_empty(tmp) then
 | 
			
		||||
		return false
 | 
			
		||||
@@ -133,7 +133,7 @@ function vector.meta.get_node(pos, name)
 | 
			
		||||
		return true
 | 
			
		||||
	end
 | 
			
		||||
 | 
			
		||||
	local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
 | 
			
		||||
	tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
 | 
			
		||||
	if not tmp
 | 
			
		||||
	or table_empty(tmp) then
 | 
			
		||||
		return false
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user