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Move triangle utils from "minetest" to "vector"
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3631b1c4ca
40
minetest.lua
40
minetest.lua
@ -263,42 +263,6 @@ function get_liquid_flow_direction(pos)
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return dir
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return dir
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end
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end
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--+ Möller-Trumbore
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function ray_triangle_intersection(origin, direction, triangle)
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local point_1, point_2, point_3 = unpack(triangle)
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local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1)
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local h = vector.cross(direction, edge_2)
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local a = vector.dot(edge_1, h)
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if math.abs(a) < 1e-9 then
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return
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end
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local f = 1 / a
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local diff = vector.subtract(origin, point_1)
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local u = f * vector.dot(diff, h)
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if u < 0 or u > 1 then
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return
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end
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local q = vector.cross(diff, edge_1)
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local v = f * vector.dot(direction, q)
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if v < 0 or u + v > 1 then
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return
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end
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local pos_on_line = f * vector.dot(edge_2, q);
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if pos_on_line >= 0 then
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return pos_on_line
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end
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end
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function triangle_normal(triangle)
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local point_1, point_2, point_3 = unpack(triangle)
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local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1)
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return vector.normalize{
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x = edge_1.y * edge_2.z - edge_1.z * edge_2.y,
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y = edge_1.z * edge_2.x - edge_1.x * edge_2.z,
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z = edge_1.x * edge_2.y - edge_1.y * edge_2.x
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}
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end
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--+ Raycast wrapper with proper flowingliquid intersections
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--+ Raycast wrapper with proper flowingliquid intersections
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function raycast(pos1, pos2, objects, liquids)
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function raycast(pos1, pos2, objects, liquids)
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local raycast = minetest.raycast(pos1, pos2, objects, liquids)
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local raycast = minetest.raycast(pos1, pos2, objects, liquids)
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@ -415,10 +379,10 @@ function raycast(pos1, pos2, objects, liquids)
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{corner_levels[1], corner_levels[2], corner_levels[3]},
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{corner_levels[1], corner_levels[2], corner_levels[3]},
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{corner_levels[1], corner_levels[3], corner_levels[4]}
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{corner_levels[1], corner_levels[3], corner_levels[4]}
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} do
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} do
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local pos_on_ray = ray_triangle_intersection(relative, direction, triangle)
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local pos_on_ray = modlib.vector.ray_triangle_intersection(relative, direction, triangle)
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if pos_on_ray and pos_on_ray <= length then
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if pos_on_ray and pos_on_ray <= length then
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pointed_thing.intersection_point = vector.add(pos1, vector.multiply(direction, pos_on_ray))
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pointed_thing.intersection_point = vector.add(pos1, vector.multiply(direction, pos_on_ray))
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pointed_thing.intersection_normal = vector.multiply(triangle_normal(triangle), -1)
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pointed_thing.intersection_normal = vector.multiply(modlib.vector.triangle_normal(triangle), -1)
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return pointed_thing
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return pointed_thing
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end
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end
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end
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end
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36
vector.lua
36
vector.lua
@ -86,3 +86,39 @@ function box_box_collision(diff, box, other_box)
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end
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end
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return true
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return true
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end
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end
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--+ Möller-Trumbore
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function ray_triangle_intersection(origin, direction, triangle)
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local point_1, point_2, point_3 = unpack(triangle)
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local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1)
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local h = vector.cross(direction, edge_2)
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local a = vector.dot(edge_1, h)
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if math.abs(a) < 1e-9 then
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return
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end
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local f = 1 / a
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local diff = vector.subtract(origin, point_1)
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local u = f * vector.dot(diff, h)
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if u < 0 or u > 1 then
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return
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end
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local q = vector.cross(diff, edge_1)
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local v = f * vector.dot(direction, q)
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if v < 0 or u + v > 1 then
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return
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end
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local pos_on_line = f * vector.dot(edge_2, q);
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if pos_on_line >= 0 then
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return pos_on_line
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end
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end
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function triangle_normal(triangle)
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local point_1, point_2, point_3 = unpack(triangle)
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local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1)
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return vector.normalize{
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x = edge_1.y * edge_2.z - edge_1.z * edge_2.y,
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y = edge_1.z * edge_2.x - edge_1.x * edge_2.z,
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z = edge_1.x * edge_2.y - edge_1.y * edge_2.x
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}
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end
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