forked from mtcontrib/vector_extras
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11 Commits
nalc-1.0
...
nalc-1.2.0
Author | SHA1 | Date | |
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a1f3da77c0 | |||
6f2bc919db | |||
bc08421e20 | |||
8ddb3879fb | |||
275ec4af3b | |||
f7dbb1a884 | |||
d1a3c95286 | |||
6f5431097c | |||
268c6a0c36 | |||
9c6e53dd0a | |||
dc368f7a7e |
@ -1 +1 @@
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WTFPL
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CC0, except for code copied from e.g. minetest's builtin
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@ -1,2 +1,6 @@
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TODO:
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TODO:
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— maybe make the explosion table function return a perlin explosion table
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* maybe make the explosion table function return a perlin explosion table
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* Figure out and implement 3D scanline search
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* Add vector.hollowsphere, less positions than WorldEdit hollowsphere
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* Add unit tests
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* Use %a string format for vector.serialize so that it is reversible
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116
adammil_flood_fill.lua
Normal file
116
adammil_flood_fill.lua
Normal file
@ -0,0 +1,116 @@
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-- http://www.adammil.net/blog/v126_A_More_Efficient_Flood_Fill.html
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local can_go
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local marked_places
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local function calc_2d_index(x, y)
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return (y + 32768) * 65536 + x + 32768
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end
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local function mark(x, y)
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marked_places[calc_2d_index(x, y)] = true
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end
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local _fill
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local function fill(x, y)
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if can_go(x, y) then
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_fill(x, y)
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end
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end
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local corefill
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function _fill(x, y)
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while true do
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local ox = x
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local oy = y
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while can_go(x, y-1) do
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y = y-1
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end
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while can_go(x-1, y) do
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x = x-1
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end
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if x == ox
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and y == oy then
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break
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end
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end
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corefill(x, y)
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end
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function corefill(x, y)
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local lastcnt = 0
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repeat
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local cnt = 0
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local sx = x
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if lastcnt ~= 0
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and not can_go(y, x) then
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-- go right to find the x start
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repeat
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lastcnt = lastcnt-1
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if lastcnt == 0 then
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return
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end
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x = x+1
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until can_go(x, y)
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sx = x
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else
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-- go left if possible, and mark and _fill above
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while can_go(x-1, y) do
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x = x-1
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mark(x, y)
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if can_go(x, y-1) then
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_fill(x, y-1)
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end
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cnt = cnt+1
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lastcnt = lastcnt+1
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end
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end
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-- go right if possible, and mark
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while can_go(sx, y) do
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mark(sx, y)
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cnt = cnt+1
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sx = sx+1
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end
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if cnt < lastcnt then
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local e = x + lastcnt
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sx = sx+1
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while sx < e do
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if can_go(sx, y) then
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corefill(sx, y)
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end
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sx = sx+1
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end
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elseif cnt > lastcnt then
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local ux = x + lastcnt + 1
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while ux < sx do
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if can_go(ux, y-1) then
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_fill(ux, y-1)
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end
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ux = ux+1
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end
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end
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lastcnt = cnt
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y = y+1
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until lastcnt == 0
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end
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local function apply_fill(go_test, x0, y0, allow_revisit)
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if allow_revisit then
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can_go = go_test
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else
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local visited = {}
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can_go = function(x, y)
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local vi = calc_2d_index(x, y)
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if visited[vi] then
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return false
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end
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visited[vi] = true
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return go_test(x, y)
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end
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end
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marked_places = {}
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fill(x0, y0)
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return marked_places
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end
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return apply_fill
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154
doc.md
Normal file
154
doc.md
Normal file
@ -0,0 +1,154 @@
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# Vector helpers added by this mod
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## Helpers which return many positions for a shape, e.g. a line
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### Line functions
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These may be deprecated since raycasting has been added to minetest.
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See e.g. `minetest.line_of_sight`.
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* `vector.line([pos, dir[, range][, alt]])`: returns a table of vectors
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* `dir` is either a direction (when range is a number) or
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the start position (when range is the end position).
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* If alt is true, an old path calculation is used.
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* `vector.twoline(x, y)`: can return e.g. `{{0,0}, {0,1}}`
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* This is a lower-level function than `vector.line`; it can be used for
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a 2D line.
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* `vector.threeline(x, y, z)`: can return e.g. `{{0,0,0}, {0,1,0}}`
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* Similar to `vector.twoline`; this one is for the 3D case.
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* The parameters should be integers.
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* `vector.rayIter(pos, dir)`: returns an iterator for a for loop
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* `pos` can have non-integer values
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* `vector.fine_line([pos, dir[, range], scale])`: returns a table of vectors
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* Like `vector.line` but allows non-integer positions
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* It uses `vector.rayIter`.
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### Flood Fill
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* `vector.search_2d(go_test, x0, y0, allow_revisit, give_map)`: returns e.g.
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`{{0,0}, {0,1}}`
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* This function uses a Flood Fill algorithm, so it can be used to detect
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positions connected to each other in 2D.
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* `go_test(x, y)` should be a function which returns true iff the algorithm
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can "fill" at the position `(x, y)`.
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* `(x0, y0)` defines the start position.
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* If `allow_revisit` is false (the default), the function
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invokes `go_test` only once at every potential position.
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* If `give_map` is true (default is false), the function returns the
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marked table, whose indices are 2D vector indices, instead of a list of
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2D positions.
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* `vector.search_3d(can_go, startpos, apply_move, moves)`: returns FIXME
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* FIXME
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### Other Shapes
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* `vector.explosion_table(r)`: returns e.g. `{{pos1}, {pos2, true}}`
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* The returned list of positions and boolean represents a sphere;
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if the boolean is true, the position is on the outer side of the sphere.
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* It might be used for explosion calculations; but `vector.explosion_perlin`
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should make more realistic holes.
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* `vector.explosion_perlin(rmin, rmax[, nparams])`: returns e.g.
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`{{pos1}, {pos2, true}}`
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* This function is similar to `vector.explosion_table`; the positions
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do not represent a sphere but a more complex hole which is calculated
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with the help of perlin noise.
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* `rmin` and `rmax` represent the minimum and maximum radius,
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and `nparams` (which has a default value) are parameters for the perlin
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noise.
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* `vector.circle(r)`: returns a table of vectors
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* The returned positions represent a circle of radius `r` along the x and z
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directions; the y coordinates are all zero.
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* `vector.ring(r)`: returns a table of vectors
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* This function is similar to `vector.circle`; the positions are all
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touching each other (i.e. they are connected on whole surfaces and not
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only infinitely thin edges), so it is called `ring` instead of `circle`
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* `r` can be a non-integer number.
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* `vector.throw_parabola(pos, vel, gravity, point_count, time)`
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* FIXME: should return positions along a parabola so that moving objects
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collisions can be calculated
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* `vector.triangle(pos1, pos2, pos3)`: returns a table of positions, a number
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and a table with barycentric coordinates
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* This function calculates integer positions for a triangle defined by
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`pos1`, `pos2` and `pos3`, so it can be used to place polygons in
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minetest.
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* The returned number is the number of positions.
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* The barycentric coordinates are specified in a table with three elements;
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the first one corresponds to `pos1`, etc.
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## Helpers for various vector calculations
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* `vector.sort_positions(ps[, preferred_coords])`
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* Sorts a table of vectors `ps` along the coordinates specified in the
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table `preferred_coords` in-place.
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* If `preferred_coords` is omitted, it sorts along z, y and x in this order,
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where z has the highest priority.
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* `vector.maxnorm(v)`: returns the Tschebyshew norm of `v`
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* `vector.sumnorm(v)`: returns the Manhattan norm of `v`
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* `vector.pnorm(v, p)`: returns the `p` norm of `v`
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* `vector.inside(pos, minp, maxp)`: returns a boolean
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* Returns true iff `pos` is within the closed AABB defined by `minp`
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|
and `maxp`.
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|
* `vector.minmax(pos1, pos2)`: returns two vectors
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* This does the same as `worldedit.sort_pos`.
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* The components of the second returned vector are all bigger or equal to
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|
those of the first one.
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|
* `vector.move(pos1, pos2, length)`: returns a vector
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* Go from `pos1` `length` metres to `pos2` and then round to the nearest
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|
integer position.
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* Made for rubenwardy
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* `vector.from_number(i)`: returns `{x=i, y=i, z=i}`
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|
* `vector.chunkcorner(pos)`: returns a vector
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|
* Returns the mapblock position of the mapblock which contains
|
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|
the integer position `pos`
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|
* `vector.point_distance_minmax(p1, p2)`: returns two numbers
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|
* Returns the minimum and maximum of the absolute component-wise distances
|
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|
* `vector.collision(p1, p2)` FIXME
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|
* `vector.update_minp_maxp(minp, maxp, pos)`
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|
* Can change `minp` and `maxp` so that `pos` is within the AABB defined by
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|
`minp` and `maxp`
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|
* `vector.unpack(v)`: returns three numbers
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|
* Returns `v.z, v.y, v.x`
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|
* `vector.get_max_coord(v)`: returns a string
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|
* Returns `"x"`, `"y"` or `"z"`, depending on which component has the
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|
biggest value
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|
* `vector.get_max_coords(v)`: returns three strings
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|
* Similar to `vector.get_max_coord`; it returns the coordinates in the order
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|
of their component values
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|
* Example: `vector.get_max_coords{x=1, y=5, z=3}` returns `"y", "z", "x"`
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|
* `vector.serialize(v)`: returns a string
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|
* In comparison to `minetest.serialize`, this function uses a more compact
|
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|
string for the serialization.
|
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|
|
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|
|
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|
## Minetest-specific helper functions
|
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|
|
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|
* `vector.straightdelay([length, vel[, acc]])`: returns a number
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|
* Returns the time an object takes to move `length` if it has velocity `vel`
|
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|
and acceleration `acc`
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|
* `vector.sun_dir([time])`: returns a vector or nil
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|
* Returns the vector which points to the sun
|
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|
* If `time` is omitted, it uses the current time.
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|
* This function does not yet support the moon;
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|
at night it simply returns `nil`.
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|
|
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|
|
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|
## Helpers which I don't recommend to use now
|
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|
|
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|
* `vector.pos_to_string(pos)`: returns a string
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|
* It is similar to `minetest.pos_to_string`; it uses a different format:
|
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|
`"("..pos.x.."|"..pos.y.."|"..pos.z..")"`
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|
* `vector.zero`
|
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|
* The zero vector `{x=0, y=0, z=0}`
|
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|
* `vector.quickadd(pos, [z],[y],[x])`
|
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|
* Adds values to the vector components in-place
|
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|
|
||||||
|
|
||||||
|
## Deprecated helpers
|
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|
|
||||||
|
* `vector.plane`
|
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|
* should be removed soon; it should have done the same as vector.triangle
|
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|
|
53
fill_3d.lua
Normal file
53
fill_3d.lua
Normal file
@ -0,0 +1,53 @@
|
|||||||
|
-- Algorithm created by sofar and changed by others:
|
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|
-- https://github.com/minetest/minetest/commit/d7908ee49480caaab63d05c8a53d93103579d7a9
|
||||||
|
|
||||||
|
local function search(go, p, apply_move, moves)
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|
local num_moves = #moves
|
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|
|
||||||
|
-- We make a stack, and manually maintain size for performance.
|
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|
-- Stored in the stack, we will maintain tables with pos, and
|
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|
-- last neighbor visited. This way, when we get back to each
|
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|
-- node, we know which directions we have already walked, and
|
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|
-- which direction is the next to walk.
|
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|
local s = {}
|
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|
local n = 0
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||||||
|
-- The neighbor order we will visit from our table.
|
||||||
|
local v = 1
|
||||||
|
|
||||||
|
while true do
|
||||||
|
-- Push current pos onto the stack.
|
||||||
|
n = n + 1
|
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|
s[n] = {p = p, v = v}
|
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|
-- 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.
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||||||
|
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
|
155
init.lua
155
init.lua
@ -1,4 +1,4 @@
|
|||||||
local load_time_start = minetest.get_us_time()
|
local path = minetest.get_modpath"vector_extras"
|
||||||
|
|
||||||
local funcs = {}
|
local funcs = {}
|
||||||
|
|
||||||
@ -6,7 +6,8 @@ function funcs.pos_to_string(pos)
|
|||||||
return "("..pos.x.."|"..pos.y.."|"..pos.z..")"
|
return "("..pos.x.."|"..pos.y.."|"..pos.z..")"
|
||||||
end
|
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
|
-- this doesn't need to be calculated every time
|
||||||
local f_1 = 0.5-r_corr
|
local f_1 = 0.5-r_corr
|
||||||
@ -255,18 +256,6 @@ function funcs.sort_positions(ps, preferred_coords)
|
|||||||
table.sort(ps, ps_sorting)
|
table.sort(ps, ps_sorting)
|
||||||
end
|
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
|
-- Tschebyschew norm
|
||||||
function funcs.maxnorm(v)
|
function funcs.maxnorm(v)
|
||||||
return math.max(math.max(math.abs(v.x), math.abs(v.y)), math.abs(v.z))
|
return math.max(math.max(math.abs(v.x), math.abs(v.y)), math.abs(v.z))
|
||||||
@ -399,6 +388,66 @@ function funcs.from_number(i)
|
|||||||
return {x=i, y=i, z=i}
|
return {x=i, y=i, z=i}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
local adammil_fill = dofile(path .. "/adammil_flood_fill.lua")
|
||||||
|
function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
|
||||||
|
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},
|
||||||
|
{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 = {}
|
local explosion_tables = {}
|
||||||
function funcs.explosion_table(r)
|
function funcs.explosion_table(r)
|
||||||
local table = explosion_tables[r]
|
local table = explosion_tables[r]
|
||||||
@ -958,10 +1007,77 @@ function funcs.serialize(vec)
|
|||||||
return "{x=" .. vec.x .. ",y=" .. vec.y .. ",z=" .. vec.z .. "}"
|
return "{x=" .. vec.x .. ",y=" .. vec.y .. ",z=" .. vec.z .. "}"
|
||||||
end
|
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(p1, p2, pos)
|
||||||
|
return (pos[1] - p1[1]) * (p2[2] - p1[2])
|
||||||
|
- (pos[2] - p1[2]) * (p2[1] - p1[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
|
vector_extras_functions = funcs
|
||||||
|
|
||||||
local path = minetest.get_modpath"vector_extras"
|
|
||||||
dofile(path .. "/legacy.lua")
|
dofile(path .. "/legacy.lua")
|
||||||
--dofile(minetest.get_modpath("vector_extras").."/vector_meta.lua")
|
--dofile(minetest.get_modpath("vector_extras").."/vector_meta.lua")
|
||||||
|
|
||||||
@ -977,11 +1093,4 @@ for name,func in pairs(funcs) do
|
|||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
minetest.log("action", "[vector_extras] loaded.")
|
||||||
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
|
|
||||||
|
@ -1,5 +1,11 @@
|
|||||||
local funcs = vector_extras_functions
|
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)
|
function funcs.get_data_from_pos(tab, z,y,x)
|
||||||
minetest.log("deprecated", "[vector_extras] get_data_from_pos is " ..
|
minetest.log("deprecated", "[vector_extras] get_data_from_pos is " ..
|
||||||
"deprecated, use the minetest pos hash function instead.")
|
"deprecated, use the minetest pos hash function instead.")
|
||||||
|
Reference in New Issue
Block a user