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			nalc-1.2.0
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			9bf8a890c6
		
	
	| Author | SHA1 | Date | |
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| 9bf8a890c6 | |||
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					ed6b514057 | ||
| 374735b17f | |||
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					f8c12047d5 | ||
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					fdbcc2e425 | ||
| 2f0ad734d4 | |||
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					8c7aaf6c0b | ||
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					e826bbd9b9 | 
							
								
								
									
										5
									
								
								.luacheckrc
									
									
									
									
									
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								.luacheckrc
									
									
									
									
									
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							@@ -0,0 +1,5 @@
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		||||
read_globals = {
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	-- Defined by Minetest
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	"minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math"
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}
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globals = {"vector", "vector_extras_functions"}
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		||||
							
								
								
									
										194
									
								
								init.lua
									
									
									
									
									
								
							
							
						
						
									
										194
									
								
								init.lua
									
									
									
									
									
								
							@@ -52,6 +52,7 @@ local function return_line(pos, dir, range) --range ~= length
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	local num = 1
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	local t_dir = get_used_dir(dir)
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	local dir_typ = t_dir[1]
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	local f_tab
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	if t_dir[3] == "+" then
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		f_tab = {0, range, 1}
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	else
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@@ -122,7 +123,7 @@ function funcs.rayIter(pos, dir)
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		for i in pairs(step) do
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			choose[i] = vector.new(p)
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			choose[i][i] = choose[i][i] + step[i]
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			choosefit[i] = vector.scalar(vector.normalize(vector.subtract(choose[i], pos)), dir)
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			choosefit[i] = vector.dot(vector.normalize(vector.subtract(choose[i], pos)), dir)
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		end
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		p = choose[vector.get_max_coord(choosefit)]
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@@ -273,7 +274,7 @@ end
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--local areas = {}
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function funcs.plane(ps)
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	-- sort positions and imagine the first one (A) as vector.zero
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	ps = vector.sort_positions(ps)
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	vector.sort_positions(ps)
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	local pos = ps[1]
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	local B = vector.subtract(ps[2], pos)
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	local C = vector.subtract(ps[3], pos)
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@@ -292,29 +293,29 @@ function funcs.plane(ps)
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	local nAB = vector.normalize(B)
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	local nAC = vector.normalize(C)
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	local angle_BAC = math.acos(vector.scalar(nAB, nAC))
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	local angle_BAC = math.acos(vector.dot(nAB, nAC))
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	local nBA = vector.multiply(nAB, -1)
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	local nBC = vector.normalize(vector.subtract(C, B))
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	local angle_ABC = math.acos(vector.scalar(nBA, nBC))
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	local angle_ABC = math.acos(vector.dot(nBA, nBC))
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	for z = cube_p1.z, cube_p2.z do
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		for y = cube_p1.y, cube_p2.y do
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			for x = cube_p1.x, cube_p2.x do
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				local p = {x=x, y=y, z=z}
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				local n = -vector.scalar(p, vn)/vector.scalar(vn, vn)
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				local n = -vector.dot(p, vn)/vector.dot(vn, vn)
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				if math.abs(n) <= 0.5 then
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					local ep = vector.add(p, vector.multiply(vn, n))
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					local nep = vector.normalize(ep)
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					local angle_BAep = math.acos(vector.scalar(nAB, nep))
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					local angle_CAep = math.acos(vector.scalar(nAC, nep))
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					local angle_BAep = math.acos(vector.dot(nAB, nep))
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					local angle_CAep = math.acos(vector.dot(nAC, nep))
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					local angldif = angle_BAC - (angle_BAep+angle_CAep)
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					if math.abs(angldif) < 0.001 then
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						ep = vector.subtract(ep, B)
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						nep = vector.normalize(ep)
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						local angle_ABep = math.acos(vector.scalar(nBA, nep))
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						local angle_CBep = math.acos(vector.scalar(nBC, nep))
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						local angldif = angle_ABC - (angle_ABep+angle_CBep)
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						local angle_ABep = math.acos(vector.dot(nBA, nep))
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						local angle_CBep = math.acos(vector.dot(nBC, nep))
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						angldif = angle_ABC - (angle_ABep+angle_CBep)
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						if math.abs(angldif) < 0.001 then
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							table.insert(ps, vector.add(pos, p))
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						end
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@@ -333,7 +334,16 @@ function funcs.straightdelay(s, v, a)
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	return (math.sqrt(v*v+2*a*s)-v)/a
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end
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vector.zero = vector.new()
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-- override vector.zero
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-- builtin used not to have the vector.zero function. to keep compatibility,
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-- vector.zero has to be a 0-vector and vector.zero() has to return a 0-vector
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-- => we make a callable 0-vector table
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if not vector.zero then
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	vector.zero = {x = 0, y = 0, z = 0}
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else
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	local old_zero = vector.zero
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	vector.zero = setmetatable({x = 0, y = 0, z = 0}, {__call = old_zero})
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end
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function funcs.sun_dir(time)
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	if not time then
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@@ -358,9 +368,9 @@ function funcs.inside(pos, minp, maxp)
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	return true
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end
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function funcs.minmax(p1, p2)
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	local p1 = vector.new(p1)
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	local p2 = vector.new(p2)
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function funcs.minmax(pos1, pos2)
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	local p1 = vector.new(pos1)
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	local p2 = vector.new(pos2)
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	for _,i in ipairs({"x", "y", "z"}) do
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		if p1[i] > p2[i] then
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			p1[i], p2[i] = p2[i], p1[i]
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@@ -390,7 +400,7 @@ end
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local adammil_fill = dofile(path .. "/adammil_flood_fill.lua")
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function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
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	marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
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	local marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
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	if give_map then
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		return marked_places
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	end
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@@ -406,7 +416,7 @@ end
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local fallings_search = dofile(path .. "/fill_3d.lua")
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local moves_touch = {
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	{x = -1, y = 0, z = 0},
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	{x = 0, y = 0, z = 0},
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	{x = 0, y = 0, z = 0},  -- FIXME should this be here?
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	{x = 1, y = 0, z = 0},
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	{x = 0, y = -1, z = 0},
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	{x = 0, y = 1, z = 0},
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@@ -498,7 +508,8 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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	nparams.spread = nparams.spread or vector.from_number(r*5)
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	local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)}
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	local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get3dMap_flat(pos)
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	local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)
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		):get3dMap_flat(pos)
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	local id = 1
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@@ -513,11 +524,11 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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	local tab, n = {}, 1
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	for z=-r,r do
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		local bare_dist = z*z
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		local bare_dist_z = z*z
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		for y=-r,r do
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			local bare_dist = bare_dist+y*y
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			local bare_dist_yz = bare_dist_z + y*y
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			for x=-r,r do
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				local bare_dist = bare_dist+x*x
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				local bare_dist = bare_dist_yz + x*x
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				local add = bare_dist < bare_mindist
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				local pval, distdiv
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				if not add
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@@ -543,22 +554,19 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
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		end
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	end
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	map = nil
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	collectgarbage()
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	-- change strange values
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	local pval_diff = pval_max - pval_min
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	pval_min = pval_min/pval_diff
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	for n,i in pairs(tab) do
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	for k,i in pairs(tab) do
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		if i[2] then
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			local new_pval = math.abs(i[2]/pval_diff - pval_min)
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			if i[3]+0.33 < new_pval then
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				tab[n] = {i[1]}
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				tab[k] = {i[1]}
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			elseif i[3] < new_pval then
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				tab[n] = {i[1], true}
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				tab[k] = {i[1], true}
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			else
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				tab[n] = nil
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				tab[k] = nil
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			end
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		end
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	end
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@@ -633,67 +641,6 @@ function funcs.ring(r)
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	return tab2
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end
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	--~ posy(t) = att + bt + c
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	--~ vely(t) = 2at + b
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	--~ accy(t) = 2a
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	--~ a = -0.5gravity
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	--~ vely(0) = b = vel.y
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	--~ posy(0) = c = pos.y
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	--~ posy(t) = -0.5 * gravity * t * t + vel.y * t + pos.y
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	--~ vely(t) = -gravity*t + vel.y
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	--~ Scheitel:
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	--~ vely(t) = 0 = -gravity*t + vel.y
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	--~ t = vel.y / gravity
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	--~ 45°
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	--~ vely(t)^2 = velx(t)^2 + velz(t)^2
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	--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
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	--~ gravity^2 * t^2 + vel.y^2 - -2*gravity*t*vel.y = vel.x * vel.x + vel.z * vel.z
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	--~ gravity^2 * t^2 - 2*gravity*vel.y * t + (vel.y^2 - vel.x^2 - vel.z^2) = 0
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	--~ 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)
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	--~ 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)
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	--~ t = (2*gravity*vel.y .. 2*gravity*rt(vel.x^2 + vel.z^2)) / (2*gravity^2)
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	--~ t = (vel.y .. rt(vel.x^2 + vel.z^2)) / gravity
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	--~ t1 = (vel.y - math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
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	--~ t2 = (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
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	--~ yswitch = posy(t1) (= posy(t2)) //links und rechts gleich
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	--~ 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
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	--~ 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
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	--~ 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
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	--~ 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
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	--~ 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
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	--~ yswitch = (-0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2) / gravity + pos.y
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	--~ yswitch = (0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2) / gravity + pos.y
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	--~ yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) / gravity + pos.y
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	--~ 45° Zeitpunkte kleineres beim Aufstieg, größeres beim Fall
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	--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
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	--~ -gravity*t + vel.y = ..math.sqrt(vel.x * vel.x + vel.z * vel.z)
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	--~ t = (..math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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	--~ t_raise = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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	--~ t_fall = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
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	--~ posy nach t umstellen
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	--~ y = -0.5 * gravity * t * t + vel.y * t + pos.y
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	--~ 0 = -0.5 * gravity * t * t + vel.y * t + pos.y - y
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	--~ t = (-vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / (-gravity)
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	--~ t = (vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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	--~ t_up = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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	--~ t_down = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
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	--~ posx(t) = vel.x * t + pos.x
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	--~ posz(t) = vel.z * t + pos.z
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	--~ posx nach t umstellen
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	--~ posx - pos.x = vel.x * t
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	--~ t = (posx - pos.x) / vel.x
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local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
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		time)
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	local pointcount = 0
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@@ -703,9 +650,9 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
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		/ gravity + pos.y
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	-- the times of the 45° angle point
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	local i = math.sqrt(vel.x^2 + vel.z^2)
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	local t_raise_end = (-i + vel.y) / gravity
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	local t_fall_start = (i + vel.y) / gravity
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	local vel_len = math.sqrt(vel.x^2 + vel.z^2)
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	local t_raise_end = (-vel_len + vel.y) / gravity
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	local t_fall_start = (vel_len + vel.y) / gravity
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	if t_fall_start > 0 then
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		||||
		-- the right 45° angle point wasn't passed yet
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		if t_raise_end > 0 then
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@@ -834,11 +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)
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		||||
			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
 | 
			
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					possible_positions[#possible_positions+1] = p
 | 
			
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					local pos_moved = vector.new(p)
 | 
			
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					pos_moved[c] = pos_moved[c] + v
 | 
			
		||||
					possible_positions[#possible_positions+1] = pos_moved
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		||||
				end
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		||||
			end
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		||||
			-- test which one fits best
 | 
			
		||||
@@ -849,12 +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
 | 
			
		||||
@@ -865,11 +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
 | 
			
		||||
@@ -881,12 +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
 | 
			
		||||
@@ -907,9 +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])
 | 
			
		||||
@@ -926,21 +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
 | 
			
		||||
@@ -1037,9 +983,9 @@ function funcs.triangle(pos1, pos2, pos3)
 | 
			
		||||
	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])
 | 
			
		||||
	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
 | 
			
		||||
 
 | 
			
		||||
@@ -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