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https://github.com/minetest-mods/technic.git
synced 2024-08-20 21:44:14 +02:00
Replace mining laser ray tracer with a simpler iterable one
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4d1f9753e3
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42d0081367
@ -32,64 +32,119 @@ minetest.register_craft({
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}
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})
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local function table_icontains(t, v)
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for i = 1,#t do
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if v == t[i] then
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return true
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end
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-- Based on code by Uberi: https://gist.github.com/Uberi/3125280
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local function rayIter(pos, dir, range)
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local p = vector.round(pos)
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local x_step, y_step, z_step = 0, 0, 0
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local x_component, y_component, z_component = 0, 0, 0
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local x_intersect, y_intersect, z_intersect = 0, 0, 0
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if dir.x == 0 then
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x_intersect = math.huge
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elseif dir.x > 0 then
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x_step = 1
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x_component = 1 / dir.x
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x_intersect = x_component
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else
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x_step = -1
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x_component = 1 / -dir.x
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end
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if dir.y == 0 then
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y_intersect = math.huge
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elseif dir.y > 0 then
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y_step = 1
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y_component = 1 / dir.y
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y_intersect = y_component
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else
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y_step = -1
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y_component = 1 / -dir.y
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end
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if dir.z == 0 then
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z_intersect = math.huge
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elseif dir.z > 0 then
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z_step = 1
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z_component = 1 / dir.z
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z_intersect = z_component
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else
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z_step = -1
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z_component = 1 / -dir.z
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end
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return function()
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if x_intersect < y_intersect then
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if x_intersect < z_intersect then
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p.x = p.x + x_step
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x_intersect = x_intersect + x_component
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else
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p.z = p.z + z_step
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z_intersect = z_intersect + z_component
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end
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elseif y_intersect < z_intersect then
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p.y = p.y + y_step
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y_intersect = y_intersect + y_component
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else
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p.z = p.z + z_step
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z_intersect = z_intersect + z_component
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end
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if vector.distance(pos, p) > range then
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return nil
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end
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return p
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end
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return false
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end
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local function laser_node(pos, player)
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local node = minetest.get_node(pos)
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if table_icontains({"air", "ignore", "default:lava_source", "default:lava_flowing"}, node.name) then
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return
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end
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local pname = player:get_player_name()
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if minetest.is_protected(pos, pname) then
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minetest.record_protection_violation(pos, pname)
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return
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end
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if table_icontains({"default:water_flowing", "default:water_source"}, node.name) then
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local function laser_node(pos, node, player)
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local def = minetest.registered_nodes[node.name]
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if def and def.liquidtype ~= "none" then
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minetest.remove_node(pos)
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minetest.add_particle({
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pos = pos,
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vel = {x=0, y=2, z=0},
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acc = {x=0, y=-1, z=0},
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expirationtime = 1.5,
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size = 6+math.random()*2,
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texture = "smoke_puff.png^[transform"..math.random(0,7),
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size = 6 + math.random() * 2,
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texture = "smoke_puff.png^[transform" .. math.random(0, 7),
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})
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return
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end
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if player then
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minetest.node_dig(pos, node, player)
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end
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end
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if not vector.line then
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dofile(technic.modpath.."/tools/vector_line.lua")
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minetest.node_dig(pos, node, player)
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end
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local no_destroy = {
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["air"] = true,
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["default:lava_source"] = true,
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["default:lava_flowing"] = true,
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}
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local function laser_shoot(player, range, particle_texture, sound)
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local playerpos = player:getpos()
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local player_pos = player:getpos()
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local player_name = player:get_player_name()
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local dir = player:get_look_dir()
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local startpos = {x = playerpos.x, y = playerpos.y + 1.625, z = playerpos.z}
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local mult_dir = vector.multiply(dir, 50)
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local start_pos = vector.new(player_pos)
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-- Adjust to head height
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start_pos.y = start_pos.y + 1.9
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minetest.add_particle({
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pos = startpos,
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vel = dir,
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acc = mult_dir,
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acc = vector.multiply(dir, 50),
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expirationtime = range / 11,
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size = 1,
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texture = particle_texture.."^[transform"..math.random(0,7),
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texture = particle_texture .. "^[transform" .. math.random(0, 7),
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})
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for _,pos in ipairs(vector.line(vector.round(startpos), dir, range)) do
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laser_node(pos, player)
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minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
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for pos in rayIter(start_pos, dir, range) do
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if minetest.is_protected(pos, player_name) then
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minetest.record_protection_violation(pos, player_name)
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break
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end
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local node = minetest.get_node_or_nil(pos)
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if not node then
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break
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end
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if not no_destroy[node.name] then
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laser_node(pos, node, player)
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end
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end
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minetest.sound_play(sound, {pos = playerpos, max_hear_distance = range})
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end
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@ -1,83 +0,0 @@
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local twolines = {}
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function vector.twoline(x, y)
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local pstr = x.." "..y
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local line = twolines[pstr]
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if line then
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return line
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end
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line = {}
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local n = 1
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local dirx = 1
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if x < 0 then
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dirx = -dirx
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end
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local ymin, ymax = 0, y
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if y < 0 then
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ymin, ymax = ymax, ymin
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end
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local m = y/x --y/0 works too
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local dir = 1
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if m < 0 then
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dir = -dir
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end
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for i = 0,x,dirx do
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local p1 = math.max(math.min(math.floor((i-0.5)*m+0.5), ymax), ymin)
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local p2 = math.max(math.min(math.floor((i+0.5)*m+0.5), ymax), ymin)
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for j = p1,p2,dir do
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line[n] = {i, j}
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n = n+1
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end
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end
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twolines[pstr] = line
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return line
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end
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local threelines = {}
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function vector.threeline(x, y, z)
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local pstr = x.." "..y.." "..z
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local line = threelines[pstr]
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if line then
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return line
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end
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if x ~= math.floor(x) then
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print("[technic] INFO: The position used for vector.threeline isn't round.")
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end
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local two_line = vector.twoline(x, y)
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line = {}
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local n = 1
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local zmin, zmax = 0, z
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if z < 0 then
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zmin, zmax = zmax, zmin
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end
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local m = z/math.hypot(x, y)
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local dir = 1
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if m < 0 then
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dir = -dir
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end
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for _,i in ipairs(two_line) do
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local px, py = unpack(i)
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local ph = math.hypot(px, py)
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local z1 = math.max(math.min(math.floor((ph-0.5)*m+0.5), zmax), zmin)
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local z2 = math.max(math.min(math.floor((ph+0.5)*m+0.5), zmax), zmin)
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for pz = z1,z2,dir do
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line[n] = {px, py, pz}
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n = n+1
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end
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end
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threelines[pstr] = line
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return line
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end
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function vector.line(pos, dir, range)
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if range then --dir = pos2
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dir = vector.round(vector.multiply(dir, range))
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else
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dir = vector.subtract(dir, pos)
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end
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local line,n = {},1
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for _,i in ipairs(vector.threeline(dir.x, dir.y, dir.z)) do
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line[n] = {x=pos.x+i[1], y=pos.y+i[2], z=pos.z+i[3]}
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n = n+1
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end
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return line
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end
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