mirror of
https://github.com/appgurueu/modlib.git
synced 2024-07-07 08:35:15 +02:00
124 lines
2.9 KiB
Lua
124 lines
2.9 KiB
Lua
local mt_vector = vector
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local vector = getfenv(1)
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function new(v)
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return setmetatable(v, vector)
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end
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function from_xyzw(v)
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return new{v.x, v.y, v.z, v.w}
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end
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function from_minetest(v)
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return new{v.x, v.y, v.z}
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end
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function to_xyzw(v)
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return {x = v[1], y = v[2], z = v[3], w = v[4]}
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end
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function to_minetest(v)
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return mt_vector.new(unpack(v))
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end
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function combine(v1, v2, f)
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local new_vector = {}
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for key, value in pairs(v1) do
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new_vector[key] = f(value, v2[key])
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end
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return new(new_vector)
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end
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function apply(v, f, ...)
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local new_vector = {}
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for key, value in pairs(v) do
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new_vector[key] = f(value, ...)
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end
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return new(new_vector)
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end
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function combinator(f)
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return function(v1, v2)
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return combine(v1, v2, f)
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end, function(v, ...)
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return apply(v, f, ...)
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end
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end
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add, add_scalar = combinator(function(a, b) return a + b end)
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subtract, subtract_scalar = combinator(function(a, b) return a - b end)
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multiply, multiply_scalar = combinator(function(a, b) return a * b end)
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divide, divide_scalar = combinator(function(a, b) return a / b end)
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function norm(v)
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local sum = 0
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for _, c in pairs(v) do
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sum = sum + c*c
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end
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return sum
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end
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function length(v)
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return math.sqrt(norm(v))
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end
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function normalize(v)
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return divide_scalar(v, length(v))
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end
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function floor(v)
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return apply(v, math.floor)
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end
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function ceil(v)
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return apply(v, math.ceil)
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end
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function clamp(v, min, max)
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return apply(apply(v, math.max, min), math.min, max)
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end
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function box_box_collision(diff, box, other_box)
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for index, diff in pairs(diff) do
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if box[index] + diff > other_box[index + 3] or other_box[index] > box[index + 3] + diff then
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return false
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end
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end
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return true
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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 |