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Raycast with proper flowingliquid support
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98ac064c55
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164
minetest.lua
164
minetest.lua
@ -254,3 +254,167 @@ function get_liquid_flow_direction(pos)
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end
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return dir
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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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function 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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return raycast
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end
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local direction = vector.direction(pos1, pos2)
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local length = vector.distance(pos1, pos2)
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local function next()
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for pointed_thing in raycast do
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if pointed_thing.type ~= "node" then
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return pointed_thing
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end
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local pos = pointed_thing.under
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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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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 full_corner_levels = true
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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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full_corner_levels = false
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break
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end
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end
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if full_corner_levels then
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return pointed_thing
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end
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-- origin = pos
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local relative = vector.subtract(pos1, pos)
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local inside = true
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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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inside = false
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break
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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 distance_squared(corner)
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return (x - corner.x) ^ 2 + (z - corner.z) ^ 2
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end
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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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local other_distance = distance_squared(corner_levels[index])
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if other_distance > distance then
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irrelevant_corner, distance = index, other_distance
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end
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end
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local function corner(off)
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return corner_levels[((irrelevant_corner + off) % 4) + 1]
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end
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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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assert(math.abs(edge_1.x + edge_1.z) + math.abs(edge_2.x + edge_2.z) == 2)
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if edge_1.x == 0 then
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edge_1, edge_2 = edge_2, edge_1
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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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assert(level >= -0.5 and level <= 0.5)
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return level
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end
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inside = inside and (relative.y < level(relative.x, relative.z))
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if inside then
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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_normal = vector.new(0, 0, 0)
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return pointed_thing
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end
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local function intersection_normal(axis, dir)
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return {x = 0, y = 0, z = 0, [axis] = dir}
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end
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local function plane(axis, dir)
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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 intersection_point = {}
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for plane_axis in pairs{x = true, y = true, z = true, [axis] = nil} do
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local value = direction[plane_axis] * diff_axis + relative[plane_axis]
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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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intersection_point[axis] = offset
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return intersection_point
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end
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if direction.y > 0 then
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local intersection_point = plane("y", -1)
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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_normal = intersection_normal("y", -1)
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return pointed_thing
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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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if direction[coord] ~= 0 then
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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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if intersection_point then
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local height = 0
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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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height = height + (math.abs(intersection_point[other] + corner[other])) * corner.y
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end
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end
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if intersection_point.y <= height then
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pointed_thing.intersection_point = vector.add(intersection_point, pos)
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pointed_thing.intersection_normal = intersection_normal(coord, dir)
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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 _, triangle in pairs{
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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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} do
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local pos_on_ray = ray_triangle_intersection(relative, direction, triangle)
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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_normal = vector.multiply(triangle_normal(triangle), -1)
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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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return setmetatable({next = next}, {__call = next})
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end
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