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21 Commits

Author SHA1 Message Date
bri cassa 0501920345 Merge remote-tracking branch 'upstream/master' 2021-11-01 10:44:31 +01:00
HybridDog 63edf837d7 depends.txt -> mod.conf 2021-10-10 12:57:57 +02:00
bri cassa 9bf8a890c6 Merge remote-tracking branch 'upstream/master' 2021-09-21 23:13:15 +02:00
Desour ed6b514057 Make vector.zero callable
This is needed to keep compatibility with new minetest builtin code
2021-09-05 19:04:02 +02:00
bri cassa 374735b17f Merge remote-tracking branch 'upstream/master' 2021-03-12 12:41:19 +01:00
HybridDog f8c12047d5 Add .luacheckrc and some code cleanup 2021-03-01 20:37:59 +01:00
HybridDog fdbcc2e425 A small comment 2021-03-01 19:26:24 +01:00
Sys Quatre 2f0ad734d4 Merge remote-tracking branch 'upstream/master' 2020-08-25 20:07:10 +02:00
Desour 8c7aaf6c0b Fix a bug in deprecated vector.plane 2020-08-25 11:03:17 +02:00
Desour e826bbd9b9 Replace vector.scalar with vector.dot 2020-08-25 11:03:17 +02:00
Sys Quatre a1f3da77c0 Merge remote-tracking branch 'upstream/master' into nalc-1.2-dev 2020-06-14 22:59:41 +02:00
HybridDog 6f2bc919db vector.triangle: (try to) avoid holes in neighbouring triangles 2020-04-18 14:16:35 +02:00
HybridDog bc08421e20 Add documentation 2020-04-07 20:49:10 +02:00
HybridDog 8ddb3879fb Update README 2020-03-27 18:41:15 +01:00
HybridDog 275ec4af3b Remove unused vector.triangle code and try to make it a bit faster 2020-03-27 18:30:19 +01:00
HybridDog f7dbb1a884 Add (unoptimized) vector.triangle 2020-03-27 18:17:25 +01:00
HybridDog d1a3c95286 Remove the vector.cross and deprecate vector.scalar; those functions are in minetest now 2020-02-17 13:04:53 +01:00
Sys Quatre 6f5431097c Corrige crash au démarrage causé par mauvais merge 2019-12-22 16:54:58 +01:00
Sys Quatre 268c6a0c36 Merge branch 'master' of yunohost.local:mtcontrib/vector_extras into nalc-1.2-dev 2019-12-22 16:03:20 +01:00
HybridDog 9c6e53dd0a Add another untested fill algorithm and update LICENSE 2019-12-01 11:31:11 +01:00
HybridDog dc368f7a7e Add untested efficient flood fill algorithm
http://www.adammil.net/blog/v126_A_More_Efficient_Flood_Fill.html
2019-12-01 11:00:53 +01:00
10 changed files with 544 additions and 150 deletions

5
.luacheckrc Normal file
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@ -0,0 +1,5 @@
read_globals = {
-- Defined by Minetest
"minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math"
}
globals = {"vector", "vector_extras_functions"}

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@ -1 +1 @@
WTFPL
CC0, except for code copied from e.g. minetest's builtin

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@ -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
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@ -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
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@ -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
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@ -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
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@ -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.")

View File

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

1
mod.conf Normal file
View File

@ -0,0 +1 @@
name = vector_extras

View File

@ -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