local mt_vector = vector local vector = getfenv(1) function new(v) return setmetatable(v, vector) end function from_xyzw(v) return new{v.x, v.y, v.z, v.w} end function from_minetest(v) return new{v.x, v.y, v.z} end function to_xyzw(v) return {x = v[1], y = v[2], z = v[3], w = v[4]} end function to_minetest(v) return mt_vector.new(unpack(v)) end function combine(v1, v2, f) local new_vector = {} for key, value in pairs(v1) do new_vector[key] = f(value, v2[key]) end return new(new_vector) end function apply(v, f, ...) local new_vector = {} for key, value in pairs(v) do new_vector[key] = f(value, ...) end return new(new_vector) end function combinator(f) return function(v1, v2) return combine(v1, v2, f) end, function(v, ...) return apply(v, f, ...) end end add, add_scalar = combinator(function(a, b) return a + b end) subtract, subtract_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) function norm(v) local sum = 0 for _, c in pairs(v) do sum = sum + c*c end return sum end function length(v) return math.sqrt(norm(v)) end function normalize(v) return divide_scalar(v, length(v)) end function floor(v) return apply(v, math.floor) end function ceil(v) return apply(v, math.ceil) end function clamp(v, min, max) return apply(apply(v, math.max, min), math.min, max) end function box_box_collision(diff, box, other_box) for index, diff in pairs(diff) do if box[index] + diff > other_box[index + 3] or other_box[index] > box[index + 3] + diff then return false end end return true end --+ Möller-Trumbore function ray_triangle_intersection(origin, direction, 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 h = vector.cross(direction, edge_2) local a = vector.dot(edge_1, h) if math.abs(a) < 1e-9 then return end local f = 1 / a local diff = vector.subtract(origin, point_1) local u = f * vector.dot(diff, h) if u < 0 or u > 1 then return end local q = vector.cross(diff, edge_1) local v = f * vector.dot(direction, q) if v < 0 or u + v > 1 then return end local pos_on_line = f * vector.dot(edge_2, q); if pos_on_line >= 0 then return pos_on_line end end function triangle_normal(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) return vector.normalize{ 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