Replace mining laser ray tracer with a simpler iterable one

This commit is contained in:
ShadowNinja 2014-09-24 20:32:36 -04:00
parent 4d1f9753e3
commit 42d0081367
2 changed files with 89 additions and 117 deletions

@ -32,64 +32,119 @@ minetest.register_craft({
}
})
local function table_icontains(t, v)
for i = 1,#t do
if v == t[i] then
return true
end
-- Based on code by Uberi: https://gist.github.com/Uberi/3125280
local function rayIter(pos, dir, range)
local p = vector.round(pos)
local x_step, y_step, z_step = 0, 0, 0
local x_component, y_component, z_component = 0, 0, 0
local x_intersect, y_intersect, z_intersect = 0, 0, 0
if dir.x == 0 then
x_intersect = math.huge
elseif dir.x > 0 then
x_step = 1
x_component = 1 / dir.x
x_intersect = x_component
else
x_step = -1
x_component = 1 / -dir.x
end
if dir.y == 0 then
y_intersect = math.huge
elseif dir.y > 0 then
y_step = 1
y_component = 1 / dir.y
y_intersect = y_component
else
y_step = -1
y_component = 1 / -dir.y
end
if dir.z == 0 then
z_intersect = math.huge
elseif dir.z > 0 then
z_step = 1
z_component = 1 / dir.z
z_intersect = z_component
else
z_step = -1
z_component = 1 / -dir.z
end
return function()
if x_intersect < y_intersect then
if x_intersect < z_intersect then
p.x = p.x + x_step
x_intersect = x_intersect + x_component
else
p.z = p.z + z_step
z_intersect = z_intersect + z_component
end
elseif y_intersect < z_intersect then
p.y = p.y + y_step
y_intersect = y_intersect + y_component
else
p.z = p.z + z_step
z_intersect = z_intersect + z_component
end
if vector.distance(pos, p) > range then
return nil
end
return p
end
return false
end
local function laser_node(pos, player)
local node = minetest.get_node(pos)
if table_icontains({"air", "ignore", "default:lava_source", "default:lava_flowing"}, node.name) then
return
end
local pname = player:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
if table_icontains({"default:water_flowing", "default:water_source"}, node.name) then
local function laser_node(pos, node, player)
local def = minetest.registered_nodes[node.name]
if def and def.liquidtype ~= "none" then
minetest.remove_node(pos)
minetest.add_particle({
pos = pos,
vel = {x=0, y=2, z=0},
acc = {x=0, y=-1, z=0},
expirationtime = 1.5,
size = 6+math.random()*2,
texture = "smoke_puff.png^[transform"..math.random(0,7),
size = 6 + math.random() * 2,
texture = "smoke_puff.png^[transform" .. math.random(0, 7),
})
return
end
if player then
minetest.node_dig(pos, node, player)
end
end
if not vector.line then
dofile(technic.modpath.."/tools/vector_line.lua")
minetest.node_dig(pos, node, player)
end
local no_destroy = {
["air"] = true,
["default:lava_source"] = true,
["default:lava_flowing"] = true,
}
local function laser_shoot(player, range, particle_texture, sound)
local playerpos = player:getpos()
local player_pos = player:getpos()
local player_name = player:get_player_name()
local dir = player:get_look_dir()
local startpos = {x = playerpos.x, y = playerpos.y + 1.625, z = playerpos.z}
local mult_dir = vector.multiply(dir, 50)
local start_pos = vector.new(player_pos)
-- Adjust to head height
start_pos.y = start_pos.y + 1.9
minetest.add_particle({
pos = startpos,
vel = dir,
acc = mult_dir,
acc = vector.multiply(dir, 50),
expirationtime = range / 11,
size = 1,
texture = particle_texture.."^[transform"..math.random(0,7),
texture = particle_texture .. "^[transform" .. math.random(0, 7),
})
for _,pos in ipairs(vector.line(vector.round(startpos), dir, range)) do
laser_node(pos, player)
minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
for pos in rayIter(start_pos, dir, range) do
if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name)
break
end
local node = minetest.get_node_or_nil(pos)
if not node then
break
end
if not no_destroy[node.name] then
laser_node(pos, node, player)
end
end
minetest.sound_play(sound, {pos = playerpos, max_hear_distance = range})
end

@ -1,83 +0,0 @@
local twolines = {}
function vector.twoline(x, y)
local pstr = x.." "..y
local line = twolines[pstr]
if line then
return line
end
line = {}
local n = 1
local dirx = 1
if x < 0 then
dirx = -dirx
end
local ymin, ymax = 0, y
if y < 0 then
ymin, ymax = ymax, ymin
end
local m = y/x --y/0 works too
local dir = 1
if m < 0 then
dir = -dir
end
for i = 0,x,dirx do
local p1 = math.max(math.min(math.floor((i-0.5)*m+0.5), ymax), ymin)
local p2 = math.max(math.min(math.floor((i+0.5)*m+0.5), ymax), ymin)
for j = p1,p2,dir do
line[n] = {i, j}
n = n+1
end
end
twolines[pstr] = line
return line
end
local threelines = {}
function vector.threeline(x, y, z)
local pstr = x.." "..y.." "..z
local line = threelines[pstr]
if line then
return line
end
if x ~= math.floor(x) then
print("[technic] INFO: The position used for vector.threeline isn't round.")
end
local two_line = vector.twoline(x, y)
line = {}
local n = 1
local zmin, zmax = 0, z
if z < 0 then
zmin, zmax = zmax, zmin
end
local m = z/math.hypot(x, y)
local dir = 1
if m < 0 then
dir = -dir
end
for _,i in ipairs(two_line) do
local px, py = unpack(i)
local ph = math.hypot(px, py)
local z1 = math.max(math.min(math.floor((ph-0.5)*m+0.5), zmax), zmin)
local z2 = math.max(math.min(math.floor((ph+0.5)*m+0.5), zmax), zmin)
for pz = z1,z2,dir do
line[n] = {px, py, pz}
n = n+1
end
end
threelines[pstr] = line
return line
end
function vector.line(pos, dir, range)
if range then --dir = pos2
dir = vector.round(vector.multiply(dir, range))
else
dir = vector.subtract(dir, pos)
end
local line,n = {},1
for _,i in ipairs(vector.threeline(dir.x, dir.y, dir.z)) do
line[n] = {x=pos.x+i[1], y=pos.y+i[2], z=pos.z+i[3]}
n = n+1
end
return line
end