Use vector utils in MT utils, fix load order

This commit is contained in:
Lars Mueller 2020-12-22 09:41:59 +01:00
parent 8ad7c3de7c
commit 3df17ae43f
4 changed files with 172 additions and 100 deletions

@ -52,33 +52,31 @@ local function loadfile_exports(filename)
return env return env
end end
local components = {
mod = {},
conf = {},
schema = {},
data = {},
file = {},
func = {},
log = {},
minetest = {},
math = {"number"},
player = {},
table = {},
text = {"string"},
vector = {},
trie = {}
}
modlib = {} modlib = {}
for component, aliases in pairs(components) do for _, component in ipairs{
local comp = loadfile_exports(get_resource(component .. ".lua")) "mod",
modlib[component] = comp "conf",
for _, alias in pairs(aliases) do "schema",
modlib[alias] = comp "data",
end "file",
"func",
"log",
"math",
"player",
"table",
"text",
"vector",
"minetest",
"trie"
} do
modlib[component] = loadfile_exports(get_resource(component .. ".lua"))
end end
-- Aliases
modlib.string = modlib.text
modlib.number = modlib.math
modlib.conf.build_setting_tree() modlib.conf.build_setting_tree()
modlib.mod.get_resource = get_resource modlib.mod.get_resource = get_resource
@ -86,6 +84,7 @@ modlib.mod.loadfile_exports = loadfile_exports
_ml = modlib _ml = modlib
modlib.mod.include("test.lua")
--[[ --[[
--modlib.mod.include("test.lua") --modlib.mod.include("test.lua")
]] ]]

@ -148,7 +148,7 @@ end
liquid_level_max = 8 liquid_level_max = 8
--+ Calculates the flow direction of a flowingliquid node --+ Calculates the flow direction of a flowingliquid node
--# as returned by `minetest.get_node` --# as returned by `minetest.get_node`
--> 4 corner levels from -0.5 to 0.5 as list --> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector`
function get_liquid_corner_levels(pos) function get_liquid_corner_levels(pos)
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
@ -207,56 +207,56 @@ function get_liquid_corner_levels(pos)
return levels / neighbor_count return levels / neighbor_count
end end
local corner_levels = { local corner_levels = {
{x = 0, z = 0}, {0, nil, 0},
{x = 1, z = 0}, {1, nil, 0},
{x = 1, z = 1}, {1, nil, 1},
{x = 0, z = 1} {0, nil, 1}
} }
for _, corner_level in pairs(corner_levels) do for index, corner_level in pairs(corner_levels) do
corner_level.y = get_corner_level(corner_level.x, corner_level.z) - 0.5 corner_level[2] = get_corner_level(corner_level[1], corner_level[3])
corner_level.x, corner_level.z = corner_level.x - 0.5, corner_level.z - 0.5 corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5)
end end
return corner_levels return corner_levels
end end
flowing_downwards = vector.new(0, -1, 0) flowing_downwards = modlib.vector.new{0, -1, 0}
--+ Calculates the flow direction of a flowingliquid node --+ Calculates the flow direction of a flowingliquid node
--# as returned by `minetest.get_node` --# as returned by `minetest.get_node`
--> `modlib.minetest.flowing_downwards = vector.new(0, -1, 0)` if only flowing downwards --> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards
--> surface direction as `vector` else --> surface direction as `modlib.vector` else
function get_liquid_flow_direction(pos) function get_liquid_flow_direction(pos)
local corner_levels = get_liquid_corner_levels(pos) local corner_levels = get_liquid_corner_levels(pos)
local max_level = corner_levels[1].y local max_level = corner_levels[1][2]
for index = 2, 4 do for index = 2, 4 do
local level = corner_levels[index].y local level = corner_levels[index][2]
if level > max_level then if level > max_level then
max_level = level max_level = level
end end
end end
local dir = vector.new(0, 0, 0) local dir = modlib.vector.new{0, 0, 0}
local count = 0 local count = 0
for max_level_index, corner_level in pairs(corner_levels) do for max_level_index, corner_level in pairs(corner_levels) do
if corner_level.y == max_level then if corner_level[2] == max_level then
for offset = 1, 3 do for offset = 1, 3 do
local index = (max_level_index + offset - 1) % 4 + 1 local index = (max_level_index + offset - 1) % 4 + 1
local diff = vector.subtract(corner_level, corner_levels[index]) local diff = corner_level - corner_levels[index]
if diff.y ~= 0 then if diff[2] ~= 0 then
diff.x = diff.x * diff.y diff[1] = diff[1] * diff[2]
diff.z = diff.z * diff.y diff[3] = diff[3] * diff[2]
if offset == 3 then if offset == 3 then
diff = vector.divide(diff, math.sqrt(2)) diff = modlib.vector.divide_scalar(diff, math.sqrt(2))
end end
dir = vector.add(dir, diff) dir = dir + diff
count = count + 1 count = count + 1
end end
end end
end end
end end
if count ~= 0 then if count ~= 0 then
dir = vector.divide(dir, count) dir = modlib.vector.divide_scalar(dir, count)
end end
if vector.equals(dir, vector.new(0, 0, 0)) then if dir == modlib.vector.new{0, 0, 0} then
if node.param2 % 32 > 7 then if minetest.get_node(pos).param2 % 32 > 7 then
return flowing_downwards return flowing_downwards
end end
end end
@ -264,26 +264,29 @@ function get_liquid_flow_direction(pos)
end end
--+ Raycast wrapper with proper flowingliquid intersections --+ Raycast wrapper with proper flowingliquid intersections
function raycast(pos1, pos2, objects, liquids) function raycast(_pos1, _pos2, objects, liquids)
local raycast = minetest.raycast(pos1, pos2, objects, liquids) local raycast = minetest.raycast(_pos1, _pos2, objects, liquids)
if not liquids then if not liquids then
return raycast return raycast
end end
local direction = vector.direction(pos1, pos2) local pos1 = modlib.vector.from_minetest(_pos1)
local length = vector.distance(pos1, pos2) local _direction = vector.direction(_pos1, _pos2)
local direction = modlib.vector.from_minetest(_direction)
local length = vector.distance(_pos1, _pos2)
local function next() local function next()
for pointed_thing in raycast do for pointed_thing in raycast do
if pointed_thing.type ~= "node" then if pointed_thing.type ~= "node" then
return pointed_thing return pointed_thing
end end
local pos = pointed_thing.under local _pos = pointed_thing.under
local node = minetest.get_node(pos) local pos = modlib.vector.from_minetest(_pos)
local node = minetest.get_node(_pos)
local def = minetest.registered_nodes[node.name] local def = minetest.registered_nodes[node.name]
if not (def and def.drawtype == "flowingliquid") then return pointed_thing end if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
local corner_levels = get_liquid_corner_levels(pos) local corner_levels = get_liquid_corner_levels(_pos)
local full_corner_levels = true local full_corner_levels = true
for _, corner_level in pairs(corner_levels) do for _, corner_level in pairs(corner_levels) do
if corner_level.y < 0.5 then if corner_level[2] < 0.5 then
full_corner_levels = false full_corner_levels = false
break break
end end
@ -291,8 +294,7 @@ function raycast(pos1, pos2, objects, liquids)
if full_corner_levels then if full_corner_levels then
return pointed_thing return pointed_thing
end end
-- origin = pos local relative = pos1 - pos
local relative = vector.subtract(pos1, pos)
local inside = true local inside = true
for _, prop in pairs(relative) do for _, prop in pairs(relative) do
if prop <= -0.5 or prop >= 0.5 then if prop <= -0.5 or prop >= 0.5 then
@ -302,7 +304,7 @@ function raycast(pos1, pos2, objects, liquids)
end end
local function level(x, z) local function level(x, z)
local function distance_squared(corner) local function distance_squared(corner)
return (x - corner.x) ^ 2 + (z - corner.z) ^ 2 return (x - corner[1]) ^ 2 + (z - corner[3]) ^ 2
end end
local irrelevant_corner, distance = 1, distance_squared(corner_levels[1]) local irrelevant_corner, distance = 1, distance_squared(corner_levels[1])
for index = 2, 4 do for index = 2, 4 do
@ -315,19 +317,20 @@ function raycast(pos1, pos2, objects, liquids)
return corner_levels[((irrelevant_corner + off) % 4) + 1] return corner_levels[((irrelevant_corner + off) % 4) + 1]
end end
local base = corner(2) local base = corner(2)
local edge_1, edge_2 = vector.subtract(corner(1), base), vector.subtract(corner(3), base) local edge_1, edge_2 = corner(1) - base, corner(3) - base
assert(math.abs(edge_1.x + edge_1.z) + math.abs(edge_2.x + edge_2.z) == 2) -- Properly selected edges will have a total length of 2
if edge_1.x == 0 then assert(math.abs(edge_1[1] + edge_1[3]) + math.abs(edge_2[1] + edge_2[3]) == 2)
if edge_1[1] == 0 then
edge_1, edge_2 = edge_2, edge_1 edge_1, edge_2 = edge_2, edge_1
end end
local level = base.y + (edge_1.y * ((x - base.x) / edge_1.x)) + (edge_2.y * ((z - base.z) / edge_2.z)) local level = base[2] + (edge_1[2] * ((x - base[1]) / edge_1[1])) + (edge_2[2] * ((z - base[3]) / edge_2[3]))
assert(level >= -0.5 and level <= 0.5) assert(level >= -0.5 and level <= 0.5)
return level return level
end end
inside = inside and (relative.y < level(relative.x, relative.z)) inside = inside and (relative[2] < level(relative[1], relative[3]))
if inside then if inside then
-- pos1 is inside the liquid node -- pos1 is inside the liquid node
pointed_thing.intersection_point = pos1 pointed_thing.intersection_point = _pos1
pointed_thing.intersection_normal = vector.new(0, 0, 0) pointed_thing.intersection_normal = vector.new(0, 0, 0)
return pointed_thing return pointed_thing
end end
@ -338,25 +341,27 @@ function raycast(pos1, pos2, objects, liquids)
local offset = dir * 0.5 local offset = dir * 0.5
local diff_axis = (relative[axis] - offset) / -direction[axis] local diff_axis = (relative[axis] - offset) / -direction[axis]
local intersection_point = {} local intersection_point = {}
for plane_axis in pairs{x = true, y = true, z = true, [axis] = nil} do for plane_axis = 1, 3 do
local value = direction[plane_axis] * diff_axis + relative[plane_axis] if plane_axis ~= axis then
if value < -0.5 or value > 0.5 then local value = direction[plane_axis] * diff_axis + relative[plane_axis]
return if value < -0.5 or value > 0.5 then
return
end
intersection_point[plane_axis] = value
end end
intersection_point[plane_axis] = value
end end
intersection_point[axis] = offset intersection_point[axis] = offset
return intersection_point return intersection_point
end end
if direction.y > 0 then if direction[2] > 0 then
local intersection_point = plane("y", -1) local intersection_point = plane(2, -1)
if intersection_point then if intersection_point then
pointed_thing.intersection_point = vector.add(intersection_point, pos) pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal("y", -1) pointed_thing.intersection_normal = intersection_normal("y", -1)
return pointed_thing return pointed_thing
end end
end end
for coord, other in pairs{x = "z", z = "x"} do for coord, other in pairs{[1] = 3, [3] = 1} do
if direction[coord] ~= 0 then if direction[coord] ~= 0 then
local dir = direction[coord] > 0 and -1 or 1 local dir = direction[coord] > 0 and -1 or 1
local intersection_point = plane(coord, dir) local intersection_point = plane(coord, dir)
@ -364,25 +369,25 @@ function raycast(pos1, pos2, objects, liquids)
local height = 0 local height = 0
for _, corner in pairs(corner_levels) do for _, corner in pairs(corner_levels) do
if corner[coord] == dir * 0.5 then if corner[coord] == dir * 0.5 then
height = height + (math.abs(intersection_point[other] + corner[other])) * corner.y height = height + (math.abs(intersection_point[other] + corner[other])) * corner[2]
end end
end end
if intersection_point.y <= height then if intersection_point[2] <= height then
pointed_thing.intersection_point = vector.add(intersection_point, pos) pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
pointed_thing.intersection_normal = intersection_normal(coord, dir) pointed_thing.intersection_normal = intersection_normal(modlib.vector.index_aliases[coord], dir)
return pointed_thing return pointed_thing
end end
end end
end end
end end
for _, triangle in pairs{ for _, triangle in pairs{
{corner_levels[1], corner_levels[2], corner_levels[3]}, {corner_levels[3], corner_levels[2], corner_levels[1]},
{corner_levels[1], corner_levels[3], corner_levels[4]} {corner_levels[4], corner_levels[3], corner_levels[1]}
} do } do
local pos_on_ray = modlib.vector.ray_triangle_intersection(relative, direction, triangle) local pos_on_ray = modlib.vector.ray_triangle_intersection(relative, direction, triangle)
if pos_on_ray and pos_on_ray <= length then if pos_on_ray and pos_on_ray <= length then
pointed_thing.intersection_point = vector.add(pos1, vector.multiply(direction, pos_on_ray)) pointed_thing.intersection_point = (pos1 + modlib.vector.multiply_scalar(direction, pos_on_ray)):to_minetest()
pointed_thing.intersection_normal = vector.multiply(modlib.vector.triangle_normal(triangle), -1) pointed_thing.intersection_normal = modlib.vector.triangle_normal(triangle):to_minetest()
return pointed_thing return pointed_thing
end end
end end

@ -27,16 +27,15 @@ if tests.liquid_dir then
local direction = modlib.minetest.get_liquid_flow_direction(pos, node) local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
local start_pos = pos local start_pos = pos
start_pos.y = start_pos.y + 1 start_pos.y = start_pos.y + 1
for i = 0, 20 do for i = 0, 5 do
minetest.add_particle{ minetest.add_particle{
pos = vector.add(start_pos, vector.multiply(direction, i/20)), pos = vector.add(start_pos, vector.multiply(direction, i/5)),
size = i/10, size = i/2.5,
texture = "logo.png" texture = "logo.png"
} }
end end
end end
} }
end end
if tests.liquid_raycast then if tests.liquid_raycast then
minetest.register_globalstep(function() minetest.register_globalstep(function()

@ -1,8 +1,33 @@
local mt_vector = vector local mt_vector = vector
local vector = getfenv(1) local vector = getfenv(1)
index_aliases = {
x = 1,
y = 2,
z = 3,
w = 4
}
modlib.table.add_all(index_aliases, modlib.table.flip(index_aliases))
metatable = {
__index = function(table, key)
local index = index_aliases[key]
if index ~= nil then
return table[index]
end
return vector[key]
end,
__newindex = function(table, key, value)
local index = letters[key]
if index ~= nil then
return rawset(table, index, value)
end
end
}
function new(v) function new(v)
return setmetatable(v, vector) return setmetatable(v, metatable)
end end
function from_xyzw(v) function from_xyzw(v)
@ -21,6 +46,33 @@ function to_minetest(v)
return mt_vector.new(unpack(v)) return mt_vector.new(unpack(v))
end end
function equals(v, other_v)
for k, v in pairs(v) do
if v ~= other_v[k] then return false end
end
return true
end
metatable.__eq = equals
function less_than(v, other_v)
for k, v in pairs(v) do
if v >= other_v[k] then return false end
end
return true
end
metatable.__lt = less_than
function less_or_equal(v, other_v)
for k, v in pairs(v) do
if v > other_v[k] then return false end
end
return true
end
metatable.__le = less_or_equal
function combine(v1, v2, f) function combine(v1, v2, f)
local new_vector = {} local new_vector = {}
for key, value in pairs(v1) do for key, value in pairs(v1) do
@ -50,6 +102,11 @@ subtract, subtract_scalar = combinator(function(a, b) return a - b end)
multiply, multiply_scalar = combinator(function(a, b) return a * b end) multiply, multiply_scalar = combinator(function(a, b) return a * b end)
divide, divide_scalar = combinator(function(a, b) return a / b end) divide, divide_scalar = combinator(function(a, b) return a / b end)
metatable.__add = add
metatable.__sub = subtract
metatable.__mul = multiply
metatable.__div = divide
function norm(v) function norm(v)
local sum = 0 local sum = 0
for _, c in pairs(v) do for _, c in pairs(v) do
@ -78,6 +135,22 @@ function clamp(v, min, max)
return apply(apply(v, math.max, min), math.min, max) return apply(apply(v, math.max, min), math.min, max)
end end
function cross3(v, other_v)
return new{
v[2] * other_v[3] - v[3] * other_v[2],
v[3] * other_v[1] - v[1] * other_v[3],
v[1] * other_v[2] - v[2] * other_v[1]
}
end
function dot(v, other_v)
local sum = 0
for i, c in pairs(v) do
sum = sum + c * other_v[i]
end
return sum
end
function box_box_collision(diff, box, other_box) function box_box_collision(diff, box, other_box)
for index, diff in pairs(diff) do for index, diff in pairs(diff) do
if box[index] + diff > other_box[index + 3] or other_box[index] > box[index + 3] + diff then if box[index] + diff > other_box[index + 3] or other_box[index] > box[index + 3] + diff then
@ -90,24 +163,24 @@ end
--+ Möller-Trumbore --+ Möller-Trumbore
function ray_triangle_intersection(origin, direction, triangle) function ray_triangle_intersection(origin, direction, triangle)
local point_1, point_2, point_3 = unpack(triangle) local point_1, point_2, point_3 = unpack(triangle)
local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1) local edge_1, edge_2 = subtract(point_2, point_1), subtract(point_3, point_1)
local h = vector.cross(direction, edge_2) local h = cross3(direction, edge_2)
local a = vector.dot(edge_1, h) local a = dot(edge_1, h)
if math.abs(a) < 1e-9 then if math.abs(a) < 1e-9 then
return return
end end
local f = 1 / a local f = 1 / a
local diff = vector.subtract(origin, point_1) local diff = subtract(origin, point_1)
local u = f * vector.dot(diff, h) local u = f * dot(diff, h)
if u < 0 or u > 1 then if u < 0 or u > 1 then
return return
end end
local q = vector.cross(diff, edge_1) local q = cross3(diff, edge_1)
local v = f * vector.dot(direction, q) local v = f * dot(direction, q)
if v < 0 or u + v > 1 then if v < 0 or u + v > 1 then
return return
end end
local pos_on_line = f * vector.dot(edge_2, q); local pos_on_line = f * dot(edge_2, q)
if pos_on_line >= 0 then if pos_on_line >= 0 then
return pos_on_line return pos_on_line
end end
@ -115,10 +188,6 @@ end
function triangle_normal(triangle) function triangle_normal(triangle)
local point_1, point_2, point_3 = unpack(triangle) local point_1, point_2, point_3 = unpack(triangle)
local edge_1, edge_2 = vector.subtract(point_2, point_1), vector.subtract(point_3, point_1) local edge_1, edge_2 = subtract(point_2, point_1), subtract(point_3, point_1)
return vector.normalize{ return normalize(cross3(edge_1, edge_2))
x = edge_1.y * edge_2.z - edge_1.z * edge_2.y,
y = edge_1.z * edge_2.x - edge_1.x * edge_2.z,
z = edge_1.x * edge_2.y - edge_1.y * edge_2.x
}
end end