Fix rounding error in g/set_node caused by truncation to float

This commit is contained in:
rubenwardy 2017-12-22 10:00:57 +00:00 committed by SmallJoker
parent 6698067256
commit df0a8574dc
3 changed files with 54 additions and 4 deletions

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <vector3d.h>
typedef core::vector3df v3f;
typedef core::vector3d<double> v3d;
typedef core::vector3d<s16> v3s16;
typedef core::vector3d<u16> v3u16;
typedef core::vector3d<s32> v3s32;

@ -196,6 +196,44 @@ v3f check_v3f(lua_State *L, int index)
return pos;
}
v3d read_v3d(lua_State *L, int index)
{
v3d pos;
CHECK_POS_TAB(index);
lua_getfield(L, index, "x");
pos.X = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_getfield(L, index, "y");
pos.Y = lua_tonumber(L, -1);
lua_pop(L, 1);
lua_getfield(L, index, "z");
pos.Z = lua_tonumber(L, -1);
lua_pop(L, 1);
return pos;
}
v3d check_v3d(lua_State *L, int index)
{
v3d pos;
CHECK_POS_TAB(index);
lua_getfield(L, index, "x");
CHECK_POS_COORD("x");
pos.X = lua_tonumber(L, -1);
CHECK_FLOAT_RANGE(pos.X, "x")
lua_pop(L, 1);
lua_getfield(L, index, "y");
CHECK_POS_COORD("y");
pos.Y = lua_tonumber(L, -1);
CHECK_FLOAT_RANGE(pos.Y, "y")
lua_pop(L, 1);
lua_getfield(L, index, "z");
CHECK_POS_COORD("z");
pos.Z = lua_tonumber(L, -1);
CHECK_FLOAT_RANGE(pos.Z, "z")
lua_pop(L, 1);
return pos;
}
void push_ARGB8(lua_State *L, video::SColor color)
{
lua_newtable(L);
@ -234,15 +272,15 @@ void push_v3s16(lua_State *L, v3s16 p)
v3s16 read_v3s16(lua_State *L, int index)
{
// Correct rounding at <0
v3f pf = read_v3f(L, index);
return floatToInt(pf, 1.0);
v3d pf = read_v3d(L, index);
return doubleToInt(pf, 1.0);
}
v3s16 check_v3s16(lua_State *L, int index)
{
// Correct rounding at <0
v3f pf = check_v3f(L, index);
return floatToInt(pf, 1.0);
v3d pf = check_v3d(L, index);
return doubleToInt(pf, 1.0);
}
bool read_color(lua_State *L, int index, video::SColor *color)

@ -254,6 +254,17 @@ inline v3s16 floatToInt(v3f p, f32 d)
(p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
}
/*
Returns integer position of node in given double precision position
*/
inline v3s16 doubleToInt(v3d p, double d)
{
return v3s16(
(p.X + (p.X > 0 ? d / 2 : -d / 2)) / d,
(p.Y + (p.Y > 0 ? d / 2 : -d / 2)) / d,
(p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
}
/*
Returns floating point position of node in given integer position
*/