local load_time_start = os.clock() function vector.pos_to_string(pos) return "{x="..pos.x.."; y="..pos.y.."; z="..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) -- this doesn't need to be calculated every time local f_1 = 0.5-r_corr local f_2 = 0.5+r_corr --returns information about the direction local function get_used_dir(dir) local abs_dir = {x=math.abs(dir.x), y=math.abs(dir.y), z=math.abs(dir.z)} local dir_max = math.max(abs_dir.x, abs_dir.y, abs_dir.z) if dir_max == abs_dir.x then local tab = {"x", {x=1, y=dir.y/dir.x, z=dir.z/dir.x}} if dir.x >= 0 then tab[3] = "+" end return tab end if dir_max == abs_dir.y then local tab = {"y", {x=dir.x/dir.y, y=1, z=dir.z/dir.y}} if dir.y >= 0 then tab[3] = "+" end return tab end local tab = {"z", {x=dir.x/dir.z, y=dir.y/dir.z, z=1}} if dir.z >= 0 then tab[3] = "+" end return tab end local function node_tab(z, d) local n1 = math.floor(z*d+f_1) local n2 = math.floor(z*d+f_2) if n1 == n2 then return {n1} end return {n1, n2} end local function return_line(pos, dir, range) --range ~= length local tab = {} local num = 1 local t_dir = get_used_dir(dir) local dir_typ = t_dir[1] if t_dir[3] == "+" then f_tab = {0, range, 1} else f_tab = {0, -range, -1} end local d_ch = t_dir[2] if dir_typ == "x" then for d = f_tab[1],f_tab[2],f_tab[3] do local x = d local ytab = node_tab(d_ch.y, d) local ztab = node_tab(d_ch.z, d) for _,y in ipairs(ytab) do for _,z in ipairs(ztab) do tab[num] = {x=pos.x+x, y=pos.y+y, z=pos.z+z} num = num+1 end end end elseif dir_typ == "y" then for d = f_tab[1],f_tab[2],f_tab[3] do local xtab = node_tab(d_ch.x, d) local y = d local ztab = node_tab(d_ch.z, d) for _,x in ipairs(xtab) do for _,z in ipairs(ztab) do tab[num] = {x=pos.x+x, y=pos.y+y, z=pos.z+z} num = num+1 end end end else for d = f_tab[1],f_tab[2],f_tab[3] do local xtab = node_tab(d_ch.x, d) local ytab = node_tab(d_ch.y, d) local z = d for _,x in ipairs(xtab) do for _,y in ipairs(ytab) do tab[num] = {x=pos.x+x, y=pos.y+y, z=pos.z+z} num = num+1 end end end end return tab end local function table_contains2(t, v) for i = #t, 1, -1 do if t[i] == v then return true end end return false end local function return_fine_line(pos, dir, range, scale) local ps1 = return_line(vector.round(vector.multiply(pos, scale)), dir, range*scale) local ps2 = {} local ps2_num = 1 for _,p1 in ipairs(ps1) do local p2 = vector.round(vector.divide(p1, scale)) if not table_contains2(ps2, p2) then ps2[ps2_num] = p2 ps2_num = ps2_num+1 end end return ps2 end function vector.fine_line(pos, dir, range, scale) --assert_vector(pos) if not range then --dir = pos2 dir = vector.direction(pos, dir) range = vector.distance(pos, dir) end return return_fine_line(pos, dir, range, scale) end function vector.line(pos, dir, range, alt) --assert_vector(pos) if alt then if not range then --dir = pos2 dir, range = vector.direction(pos, dir), vector.distance(pos, dir) end return return_line(pos, dir, range) end if range then --dir = pos2 dir = vector.round(vector.multiply(dir, range)) else dir = vector.subtract(dir, pos) end local line,n = {},1 for _,i in ipairs(vector.threeline(dir.x, dir.y, dir.z)) do line[n] = {x=pos.x+i[1], y=pos.y+i[2], z=pos.z+i[3]} n = n+1 end return line end local twolines = {} function vector.twoline(x, y) local pstr = x.." "..y local line = twolines[pstr] if line then return line end line = {} local n = 1 local dirx = 1 if x < 0 then dirx = -dirx end local ymin, ymax = 0, y if y < 0 then ymin, ymax = ymax, ymin end local m = y/x --y/0 works too local dir = 1 if m < 0 then dir = -dir end for i = 0,x,dirx do local p1 = math.max(math.min(math.floor((i-0.5)*m+0.5), ymax), ymin) local p2 = math.max(math.min(math.floor((i+0.5)*m+0.5), ymax), ymin) for j = p1,p2,dir do line[n] = {i, j} n = n+1 end end twolines[pstr] = line return line end local threelines = {} function vector.threeline(x, y, z) local pstr = x.." "..y.." "..z local line = threelines[pstr] if line then return line end if x ~= math.floor(x) then minetest.log("error", "[vector_extras] INFO: The position used for vector.threeline isn't round.") end local two_line = vector.twoline(x, y) line = {} local n = 1 local zmin, zmax = 0, z if z < 0 then zmin, zmax = zmax, zmin end local m = z/math.hypot(x, y) local dir = 1 if m < 0 then dir = -dir end for _,i in ipairs(two_line) do local px, py = unpack(i) local ph = math.hypot(px, py) local z1 = math.max(math.min(math.floor((ph-0.5)*m+0.5), zmax), zmin) local z2 = math.max(math.min(math.floor((ph+0.5)*m+0.5), zmax), zmin) for pz = z1,z2,dir do line[n] = {px, py, pz} n = n+1 end end threelines[pstr] = line return line end function vector.sort(ps, preferred_coords) preferred_coords = preferred_coords or {"z", "y", "x"} local a,b,c = unpack(preferred_coords) local function ps_sorting(p1, p2) if p1[a] == p2[a] then if p1[b] == p2[a] then if p1[c] < p2[c] then return true end elseif p1[b] < p2[b] then return true end elseif p1[a] < p2[a] then return true end end table.sort(ps, ps_sorting) return ps end function vector.scalarproduct(v1, v2) return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z end function vector.crossproduct(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 function vector.mirror(pos, v, vb) if vb then v = vector.normalize(vector.crossproduct(v, vb)) end local dx,dy,dz = v.x,v.y,v.z local x,y,z = pos.x,pos.y,pos.z local dif = (dx*x+dy*y+dz*z)/(dx*dx+dy*dy+dz*dz) if dif == 0 then return pos end dif = -dif*2 return vector.add(pos, vector.multiply(v, dif)) end --local areas = {} function vector.area(ps) -- sort positions and imagine the first one as vector.zero ps = vector.sort(ps) local pos = ps[1] local B = vector.subtract(ps[2], pos) local C = vector.subtract(ps[3], pos) -- get the positions for the fors local cube_p1 = {x=0, y=0, z=0} local cube_p2 = {x=0, y=0, z=0} for i in pairs(cube_p1) do cube_p1[i] = math.min(B[i], C[i], 0) cube_p2[i] = math.max(B[i], C[i], 0) end local vn = vector.normalize(vector.crossproduct(B, C)) local nAB = vector.normalize(B) local nAC = vector.normalize(C) local angle_BAC = math.acos(vector.scalarproduct(nAB, nAC)) local nBA = vector.multiply(nAB, -1) local nBC = vector.normalize(vector.subtract(C, B)) local angle_ABC = math.acos(vector.scalarproduct(nBA, nBC)) local area = {} 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 d = { x = (p.y*vn.y+p.z*vn.z)/vn.x+p.x, y = (p.x*vn.x+p.z*vn.z)/vn.y+p.y, z = (p.x*vn.x+p.y*vn.y)/vn.z+p.z, } local dmin = math.min(math.abs(d.x), math.abs(d.y), math.abs(d.z)) if dmin <= 0.5 then --[[ep.x*vn.x+ep.y*vn.y+ep.z*vn.z = 0 ep.x = p.x+n*vn.x ep.y = p.y+n*vn.y ep.z = p.z+n*vn.z (p.x+n*vn.x)*vn.x+(p.y+n*vn.y)*vn.y+(p.z+n*vn.z)*vn.z = 0 p.x*vn.x+n*vn.x*vn.x+p.y*vn.y+n*vn.y*vn.y+p.z*vn.z+n*vn.z*vn.z = 0 n*vn.x*vn.x+n*vn.y*vn.y+n*vn.z*vn.z = -(p.x*vn.x+p.y*vn.y+p.z*vn.z) n*(vn.x*vn.x+vn.y*vn.y+vn.z*vn.z) = -(p.x*vn.x+p.y*vn.y+p.z*vn.z)--]] n = -(p.x*vn.x+p.y*vn.y+p.z*vn.z)/(vn.x*vn.x+vn.y*vn.y+vn.z*vn.z) local ep = vector.new(p) ep = vector.add(ep, vector.multiply(vn, n)) --[[for n,i in pairs(d) do if math.abs(i) == dmin then ep[n] = ep[n]+i break end end--]] local nep = vector.normalize(ep) local angle_BAep = math.acos(vector.scalarproduct(nAB, nep)) local angle_CAep = math.acos(vector.scalarproduct(nAC, nep)) local angldif = angle_BAC - (angle_BAep+angle_CAep) if math.abs(angldif) < 0.01 then ep = vector.subtract(ep, B) nep = vector.normalize(ep) local angle_ABep = math.acos(vector.scalarproduct(nBA, nep)) local angle_CBep = math.acos(vector.scalarproduct(nBC, nep)) local angldif = angle_ABC - (angle_ABep+angle_CBep) if math.abs(angldif) < 0.01 then table.insert(area, vector.add(pos, p)) end end end end end end return area end function vector.straightdelay(s, v, a) if not a then return s/v end return (math.sqrt(v*v+2*a*s)-v)/a end vector.zero = {x=0, y=0, z=0} function vector.sun_dir(time) if not time then time = minetest.get_timeofday() end local t = (time-0.5)*5/6+0.5 --the sun rises at 5 o'clock, not at 6 if t < 0.25 or t > 0.75 then return end local tmp = math.cos(math.pi*(2*t-0.5)) return {x=tmp, y=math.sqrt(1-tmp*tmp), z=0} end function vector.inside(pos, minp, maxp) for _,i in pairs({"x", "y", "z"}) do if pos[i] < minp[i] or pos[i] > maxp[i] then return false end end return true end function vector.minmax(p1, p2) local p1 = vector.new(p1) local p2 = vector.new(p2) for _,i in ipairs({"x", "y", "z"}) do if p1[i] > p2[i] then p1[i], p2[i] = p2[i], p1[i] end end return p1, p2 end function vector.move(p1, p2, s) return vector.round( vector.add( vector.multiply( vector.direction( p1, p2 ), s ), p1 ) ) end local explosion_tables = {} function vector.explosion_table(r) local table = explosion_tables[r] if table then return table end local t1 = os.clock() local tab, n = {}, 1 local tmp = r*r + r for x=-r,r do for y=-r,r do for z=-r,r do local rc = x*x+y*y+z*z if rc <= tmp then local np={x=x, y=y, z=z} if math.floor(math.sqrt(rc) +0.5) > r-1 then tab[n] = {np, true} else tab[n] = {np} end n = n+1 end end end end explosion_tables[r] = tab minetest.log("info", string.format("[vector_extras] table created after ca. %.2fs", os.clock() - t1)) return tab end local circle_tables = {} function vector.circle(r) local table = circle_tables[r] if table then return table end local t1 = os.clock() local tab, n = {}, 1 for i = -r, r do for j = -r, r do if math.floor(math.sqrt(i*i+j*j)+0.5) == r then tab[n] = {x=i, y=0, z=j} n = n+1 end end end circle_tables[r] = tab minetest.log("info", string.format("[vector_extras] table created after ca. %.2fs", os.clock() - t1)) return tab end local ring_tables = {} function vector.ring(r) local table = ring_tables[r] if table then return table end local t1 = os.clock() local tab, n = {}, 1 local tmp = r*r local p = {x=math.floor(r+0.5), z=0} while p.x > 0 do tab[n] = p n = n+1 local p1, p2 = {x=p.x-1, z=p.z}, {x=p.x, z=p.z+1} local dif1 = math.abs(tmp-p1.x*p1.x-p1.z*p1.z) local dif2 = math.abs(tmp-p2.x*p2.x-p2.z*p2.z) if dif1 <= dif2 then p = p1 else p = p2 end end local tab2, n = {}, 1 for _,i in ipairs(tab) do for _,j in ipairs({ {i.x, i.z}, {-i.z, i.x}, {-i.x, -i.z}, {i.z, -i.x}, }) do tab2[n] = {x=j[1], y=0, z=j[2]} n = n+1 end end ring_tables[r] = tab2 minetest.log("info", string.format("[vector_extras] table created after ca. %.2fs", os.clock() - t1)) return tab2 end function vector.chunkcorner(pos) return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16} end dofile(minetest.get_modpath("vector_extras").."/vector_meta.lua") minetest.log("info", string.format("[vector_extras] loaded after ca. %.2fs", os.clock() - load_time_start))