local weac = worldeditadditions_core local Vector3 = weac.Vector3 --- -- @module worldeditadditions_core.rotation --- Compiles a list of rotations into something we can iteratively pass to Vector3.rotate3d. -- This function is called internally. You are unlikely to need to call this function unless you are implementing something like worldeditadditions.rotate() or similar. -- -- TODO Learn Quaternions. -- @internal -- @param rotlist table<{axis: string|Vector3, rad: number}> The list of rotations. Rotations will be processed in order. Each rotation is a table with a SINGLE axis as a string (x, y, z, -x, -y, or -z; the axis parameter) or a Vector3 (only a SINGLE AXIS set to anything other than 0, and ONLY with a value of 1 or -1), and an amount in radians to rotate by (the rad parameter. -- @returns Vector3[] The list of the compiled rotations, in a form that Vector3.rotate3d understands. local function rotlist_compile(rotlist) return weac.table.map(rotlist, function(rot) --- 1: Construct a Vector3 to represent which axis we want to rotate on local rotval = Vector3.new(0, 0, 0) -- Assume that if it's a table, it's a Vector3 instance if type(rot) == "table" then rotval = rot.axis:clone() else -- Otherwise, treat it as a string if rot.axis:find("x", 1, true) then rotval.x = 1 elseif rot.axis:find("y", 1, true) then rotval.y = 1 elseif rot.axis:find("z", 1, true) then rotval.z = 1 end if rot.axis:sub(1, 1) == "-" then rotval = rotval * -1 end end --- 2: Rotate & apply amount of rotation to apply in radians return rotval * rot.rad end) end --- Applies a given list of rotatiosn rotlist to rotate pos1 and pos2 around a given origin, and returns a pos1/pos2 pair of a region that bounds the rotated area. -- The returned pos1/pos2 are guaranteed to be integer values that fully enclose the rotated region. This function is designed to be used to e.g. find the bounds of a region to pass to a VoxelManip to ensure we grab everything. -- @param pos1 Vector3 Position 1 to rotate. -- @param pos2 Vector3 Position 2 to rotate. -- @param origin Vector3 The position to rotate pos1 and pos2 around. May be a decimal value. -- @param rotlist table<{axis: string, rad: number}> The list of rotations. Rotations will be processed in order. Each rotation is a table with a SINGLE axis as a string (x, y, z, -x, -y, or -z; the axis parameter), and an amount in radians to rotate by (the rad parameter). See worldeditadditions.rotate() for more information. -- @returns Vector3,Vector3 A pos1 & pos2 that fully enclose the rotated region as described above. local function find_rotated_vm(pos1, pos2, origin, rotlist) local rotlist_c = rotlist_compile(rotlist) pos1, pos2 = Vector3.sort(pos1, pos2) local corners = { Vector3.new(pos1.x, pos1.y, pos1.z), Vector3.new(pos2.x, pos1.y, pos1.z), Vector3.new(pos1.x, pos2.y, pos1.z), Vector3.new(pos1.x, pos1.y, pos2.z), Vector3.new(pos2.x, pos2.y, pos1.z), Vector3.new(pos1.x, pos2.y, pos2.z), Vector3.new(pos2.x, pos1.y, pos2.z), Vector3.new(pos2.x, pos2.y, pos2.z), } local corners_rot = weac.table.map(corners, function(vec) local result = vec:clone() for i, rot in ipairs(rotlist_c) do result = Vector3.rotate3d(origin, result, rot) end return result end) local pos1_dstvm = weac.table.reduce(corners_rot, function(acc, vec) return Vector3.min(acc, vec) end, corners_rot[1]:clone()) local pos2_dstvm = weac.table.reduce(corners_rot, function(acc, vec) return Vector3.max(acc, vec) end, corners_rot[1]:clone()) print("DEBUG:find_rotated_vm pos1_dstvm", pos1_dstvm, "pos2_dstvm", pos2_dstvm) return pos1_dstvm, pos2_dstvm end return { find_rotated_vm = find_rotated_vm, rotlist_compile = rotlist_compile }