mirror of
https://github.com/appgurueu/modlib.git
synced 2025-01-10 22:47:28 +01:00
Use vector utils in MT utils, fix load order
This commit is contained in:
parent
8ad7c3de7c
commit
3df17ae43f
45
init.lua
45
init.lua
@ -52,33 +52,31 @@ local function loadfile_exports(filename)
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return env
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return env
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end
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end
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local components = {
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mod = {},
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conf = {},
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schema = {},
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data = {},
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file = {},
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func = {},
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log = {},
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minetest = {},
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math = {"number"},
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player = {},
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table = {},
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text = {"string"},
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vector = {},
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trie = {}
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}
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modlib = {}
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modlib = {}
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for component, aliases in pairs(components) do
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for _, component in ipairs{
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local comp = loadfile_exports(get_resource(component .. ".lua"))
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"mod",
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modlib[component] = comp
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"conf",
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for _, alias in pairs(aliases) do
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"schema",
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modlib[alias] = comp
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"data",
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end
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"file",
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"func",
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"log",
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"math",
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"player",
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"table",
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"text",
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"vector",
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"minetest",
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"trie"
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} do
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modlib[component] = loadfile_exports(get_resource(component .. ".lua"))
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end
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end
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-- Aliases
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modlib.string = modlib.text
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modlib.number = modlib.math
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modlib.conf.build_setting_tree()
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modlib.conf.build_setting_tree()
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modlib.mod.get_resource = get_resource
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modlib.mod.get_resource = get_resource
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@ -86,6 +84,7 @@ modlib.mod.loadfile_exports = loadfile_exports
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_ml = modlib
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_ml = modlib
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modlib.mod.include("test.lua")
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--[[
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--[[
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--modlib.mod.include("test.lua")
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--modlib.mod.include("test.lua")
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]]
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]]
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121
minetest.lua
121
minetest.lua
@ -148,7 +148,7 @@ end
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liquid_level_max = 8
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liquid_level_max = 8
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--+ Calculates the flow direction of a flowingliquid node
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--+ Calculates the flow direction of a flowingliquid node
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--# as returned by `minetest.get_node`
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--# as returned by `minetest.get_node`
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--> 4 corner levels from -0.5 to 0.5 as list
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--> 4 corner levels from -0.5 to 0.5 as list of `modlib.vector`
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function get_liquid_corner_levels(pos)
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function get_liquid_corner_levels(pos)
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local node = minetest.get_node(pos)
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local node = minetest.get_node(pos)
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local def = minetest.registered_nodes[node.name]
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local def = minetest.registered_nodes[node.name]
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@ -207,56 +207,56 @@ function get_liquid_corner_levels(pos)
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return levels / neighbor_count
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return levels / neighbor_count
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end
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end
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local corner_levels = {
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local corner_levels = {
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{x = 0, z = 0},
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{0, nil, 0},
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{x = 1, z = 0},
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{1, nil, 0},
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{x = 1, z = 1},
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{1, nil, 1},
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{x = 0, z = 1}
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{0, nil, 1}
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}
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}
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for _, corner_level in pairs(corner_levels) do
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for index, corner_level in pairs(corner_levels) do
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corner_level.y = get_corner_level(corner_level.x, corner_level.z) - 0.5
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corner_level[2] = get_corner_level(corner_level[1], corner_level[3])
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corner_level.x, corner_level.z = corner_level.x - 0.5, corner_level.z - 0.5
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corner_levels[index] = modlib.vector.subtract_scalar(modlib.vector.new(corner_level), 0.5)
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end
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end
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return corner_levels
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return corner_levels
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end
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end
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flowing_downwards = vector.new(0, -1, 0)
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flowing_downwards = modlib.vector.new{0, -1, 0}
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--+ Calculates the flow direction of a flowingliquid node
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--+ Calculates the flow direction of a flowingliquid node
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--# as returned by `minetest.get_node`
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--# as returned by `minetest.get_node`
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--> `modlib.minetest.flowing_downwards = vector.new(0, -1, 0)` if only flowing downwards
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--> `modlib.minetest.flowing_downwards = modlib.vector.new{0, -1, 0}` if only flowing downwards
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--> surface direction as `vector` else
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--> surface direction as `modlib.vector` else
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function get_liquid_flow_direction(pos)
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function get_liquid_flow_direction(pos)
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local corner_levels = get_liquid_corner_levels(pos)
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local corner_levels = get_liquid_corner_levels(pos)
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local max_level = corner_levels[1].y
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local max_level = corner_levels[1][2]
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for index = 2, 4 do
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for index = 2, 4 do
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local level = corner_levels[index].y
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local level = corner_levels[index][2]
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if level > max_level then
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if level > max_level then
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max_level = level
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max_level = level
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end
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end
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end
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end
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local dir = vector.new(0, 0, 0)
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local dir = modlib.vector.new{0, 0, 0}
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local count = 0
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local count = 0
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for max_level_index, corner_level in pairs(corner_levels) do
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for max_level_index, corner_level in pairs(corner_levels) do
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if corner_level.y == max_level then
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if corner_level[2] == max_level then
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for offset = 1, 3 do
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for offset = 1, 3 do
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local index = (max_level_index + offset - 1) % 4 + 1
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local index = (max_level_index + offset - 1) % 4 + 1
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local diff = vector.subtract(corner_level, corner_levels[index])
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local diff = corner_level - corner_levels[index]
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if diff.y ~= 0 then
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if diff[2] ~= 0 then
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diff.x = diff.x * diff.y
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diff[1] = diff[1] * diff[2]
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diff.z = diff.z * diff.y
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diff[3] = diff[3] * diff[2]
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if offset == 3 then
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if offset == 3 then
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diff = vector.divide(diff, math.sqrt(2))
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diff = modlib.vector.divide_scalar(diff, math.sqrt(2))
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end
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end
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dir = vector.add(dir, diff)
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dir = dir + diff
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count = count + 1
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count = count + 1
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end
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end
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end
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end
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end
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end
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end
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end
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if count ~= 0 then
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if count ~= 0 then
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dir = vector.divide(dir, count)
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dir = modlib.vector.divide_scalar(dir, count)
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end
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end
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if vector.equals(dir, vector.new(0, 0, 0)) then
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if dir == modlib.vector.new{0, 0, 0} then
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if node.param2 % 32 > 7 then
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if minetest.get_node(pos).param2 % 32 > 7 then
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return flowing_downwards
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return flowing_downwards
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end
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end
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end
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end
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@ -264,26 +264,29 @@ function get_liquid_flow_direction(pos)
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end
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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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if not liquids then
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if not liquids then
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return raycast
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return raycast
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end
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end
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local direction = vector.direction(pos1, pos2)
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local pos1 = modlib.vector.from_minetest(_pos1)
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local length = vector.distance(pos1, pos2)
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local _direction = vector.direction(_pos1, _pos2)
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local direction = modlib.vector.from_minetest(_direction)
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local length = vector.distance(_pos1, _pos2)
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local function next()
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local function next()
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for pointed_thing in raycast do
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for pointed_thing in raycast do
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if pointed_thing.type ~= "node" then
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if pointed_thing.type ~= "node" then
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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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local pos = pointed_thing.under
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local _pos = pointed_thing.under
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local node = minetest.get_node(pos)
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local pos = modlib.vector.from_minetest(_pos)
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local node = minetest.get_node(_pos)
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local def = minetest.registered_nodes[node.name]
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local def = minetest.registered_nodes[node.name]
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if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
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if not (def and def.drawtype == "flowingliquid") then return pointed_thing end
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local corner_levels = get_liquid_corner_levels(pos)
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local corner_levels = get_liquid_corner_levels(_pos)
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local full_corner_levels = true
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local full_corner_levels = true
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for _, corner_level in pairs(corner_levels) do
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for _, corner_level in pairs(corner_levels) do
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if corner_level.y < 0.5 then
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if corner_level[2] < 0.5 then
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full_corner_levels = false
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full_corner_levels = false
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break
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break
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end
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end
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@ -291,8 +294,7 @@ function raycast(pos1, pos2, objects, liquids)
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if full_corner_levels then
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if full_corner_levels then
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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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-- origin = pos
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local relative = pos1 - pos
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local relative = vector.subtract(pos1, pos)
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local inside = true
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local inside = true
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for _, prop in pairs(relative) do
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for _, prop in pairs(relative) do
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if prop <= -0.5 or prop >= 0.5 then
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if prop <= -0.5 or prop >= 0.5 then
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@ -302,7 +304,7 @@ function raycast(pos1, pos2, objects, liquids)
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end
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end
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local function level(x, z)
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local function level(x, z)
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local function distance_squared(corner)
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local function distance_squared(corner)
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return (x - corner.x) ^ 2 + (z - corner.z) ^ 2
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return (x - corner[1]) ^ 2 + (z - corner[3]) ^ 2
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end
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end
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local irrelevant_corner, distance = 1, distance_squared(corner_levels[1])
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local irrelevant_corner, distance = 1, distance_squared(corner_levels[1])
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for index = 2, 4 do
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for index = 2, 4 do
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@ -315,19 +317,20 @@ function raycast(pos1, pos2, objects, liquids)
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return corner_levels[((irrelevant_corner + off) % 4) + 1]
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return corner_levels[((irrelevant_corner + off) % 4) + 1]
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end
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end
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local base = corner(2)
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local base = corner(2)
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local edge_1, edge_2 = vector.subtract(corner(1), base), vector.subtract(corner(3), base)
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local edge_1, edge_2 = corner(1) - base, corner(3) - base
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assert(math.abs(edge_1.x + edge_1.z) + math.abs(edge_2.x + edge_2.z) == 2)
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-- Properly selected edges will have a total length of 2
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if edge_1.x == 0 then
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assert(math.abs(edge_1[1] + edge_1[3]) + math.abs(edge_2[1] + edge_2[3]) == 2)
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if edge_1[1] == 0 then
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edge_1, edge_2 = edge_2, edge_1
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edge_1, edge_2 = edge_2, edge_1
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end
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end
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local level = base.y + (edge_1.y * ((x - base.x) / edge_1.x)) + (edge_2.y * ((z - base.z) / edge_2.z))
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local level = base[2] + (edge_1[2] * ((x - base[1]) / edge_1[1])) + (edge_2[2] * ((z - base[3]) / edge_2[3]))
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assert(level >= -0.5 and level <= 0.5)
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assert(level >= -0.5 and level <= 0.5)
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return level
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return level
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end
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end
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inside = inside and (relative.y < level(relative.x, relative.z))
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inside = inside and (relative[2] < level(relative[1], relative[3]))
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if inside then
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if inside then
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-- pos1 is inside the liquid node
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-- pos1 is inside the liquid node
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pointed_thing.intersection_point = pos1
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pointed_thing.intersection_point = _pos1
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pointed_thing.intersection_normal = vector.new(0, 0, 0)
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pointed_thing.intersection_normal = vector.new(0, 0, 0)
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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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@ -338,25 +341,27 @@ function raycast(pos1, pos2, objects, liquids)
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local offset = dir * 0.5
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local offset = dir * 0.5
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local diff_axis = (relative[axis] - offset) / -direction[axis]
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local diff_axis = (relative[axis] - offset) / -direction[axis]
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local intersection_point = {}
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local intersection_point = {}
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for plane_axis in pairs{x = true, y = true, z = true, [axis] = nil} do
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for plane_axis = 1, 3 do
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local value = direction[plane_axis] * diff_axis + relative[plane_axis]
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if plane_axis ~= axis then
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if value < -0.5 or value > 0.5 then
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local value = direction[plane_axis] * diff_axis + relative[plane_axis]
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return
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if value < -0.5 or value > 0.5 then
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return
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end
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intersection_point[plane_axis] = value
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end
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end
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intersection_point[plane_axis] = value
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end
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end
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intersection_point[axis] = offset
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intersection_point[axis] = offset
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return intersection_point
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return intersection_point
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end
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end
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if direction.y > 0 then
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if direction[2] > 0 then
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local intersection_point = plane("y", -1)
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local intersection_point = plane(2, -1)
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if intersection_point then
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if intersection_point then
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pointed_thing.intersection_point = vector.add(intersection_point, pos)
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pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
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pointed_thing.intersection_normal = intersection_normal("y", -1)
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pointed_thing.intersection_normal = intersection_normal("y", -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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for coord, other in pairs{x = "z", z = "x"} do
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for coord, other in pairs{[1] = 3, [3] = 1} do
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if direction[coord] ~= 0 then
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if direction[coord] ~= 0 then
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local dir = direction[coord] > 0 and -1 or 1
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local dir = direction[coord] > 0 and -1 or 1
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local intersection_point = plane(coord, dir)
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local intersection_point = plane(coord, dir)
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@ -364,25 +369,25 @@ function raycast(pos1, pos2, objects, liquids)
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local height = 0
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local height = 0
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for _, corner in pairs(corner_levels) do
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for _, corner in pairs(corner_levels) do
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if corner[coord] == dir * 0.5 then
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if corner[coord] == dir * 0.5 then
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height = height + (math.abs(intersection_point[other] + corner[other])) * corner.y
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height = height + (math.abs(intersection_point[other] + corner[other])) * corner[2]
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end
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end
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end
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end
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if intersection_point.y <= height then
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if intersection_point[2] <= height then
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pointed_thing.intersection_point = vector.add(intersection_point, pos)
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pointed_thing.intersection_point = (intersection_point + pos):to_minetest()
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pointed_thing.intersection_normal = intersection_normal(coord, dir)
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pointed_thing.intersection_normal = intersection_normal(modlib.vector.index_aliases[coord], dir)
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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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end
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end
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end
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end
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for _, triangle in pairs{
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for _, triangle in pairs{
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{corner_levels[1], corner_levels[2], corner_levels[3]},
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{corner_levels[3], corner_levels[2], corner_levels[1]},
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{corner_levels[1], corner_levels[3], corner_levels[4]}
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{corner_levels[4], corner_levels[3], corner_levels[1]}
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} do
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} do
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local pos_on_ray = modlib.vector.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 = (pos1 + modlib.vector.multiply_scalar(direction, pos_on_ray)):to_minetest()
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pointed_thing.intersection_normal = vector.multiply(modlib.vector.triangle_normal(triangle), -1)
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pointed_thing.intersection_normal = modlib.vector.triangle_normal(triangle):to_minetest()
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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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7
test.lua
7
test.lua
@ -27,16 +27,15 @@ if tests.liquid_dir then
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local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
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local direction = modlib.minetest.get_liquid_flow_direction(pos, node)
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local start_pos = pos
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local start_pos = pos
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start_pos.y = start_pos.y + 1
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start_pos.y = start_pos.y + 1
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for i = 0, 20 do
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for i = 0, 5 do
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minetest.add_particle{
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minetest.add_particle{
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pos = vector.add(start_pos, vector.multiply(direction, i/20)),
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pos = vector.add(start_pos, vector.multiply(direction, i/5)),
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size = i/10,
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size = i/2.5,
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texture = "logo.png"
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texture = "logo.png"
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}
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}
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end
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end
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end
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end
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}
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}
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end
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end
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if tests.liquid_raycast then
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if tests.liquid_raycast then
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minetest.register_globalstep(function()
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minetest.register_globalstep(function()
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99
vector.lua
99
vector.lua
@ -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
|
Loading…
Reference in New Issue
Block a user