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automatic update
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150
init.lua
150
init.lua
@ -218,6 +218,154 @@ function vector.threeline(x, y, z)
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return line
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end
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function vector.sort(ps, preferred_coords)
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preferred_coords = preferred_coords or {"z", "y", "x"}
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local a,b,c = unpack(preferred_coords)
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local function ps_sorting(p1, p2)
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if p1[a] == p2[a] then
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if p1[b] == p2[a] then
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if p1[c] < p2[c] then
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return true
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end
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elseif p1[b] < p2[b] then
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return true
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end
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elseif p1[a] < p2[a] then
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return true
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end
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end
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table.sort(ps, ps_sorting)
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return ps
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end
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function vector.between(v, v1, v2, range)
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for i in pairs(v) do
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if not (v1[i] < v[i]+range and v[i] < v2[i]+range)
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and not (v1[i]+range > v[i] and v[i]+range > v2[i]) 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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function vector.scalarproduct(v1, v2)
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
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end
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function vector.crossproduct(v1, v2)
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return {
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x = v1.y*v2.z - v1.z*v2.y,
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y = v1.z*v2.x - v1.x*v2.z,
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z = v1.x*v2.y - v1.y*v2.x
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}
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end
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function vector.mirror(pos, v, vb)
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if vb then
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v = vector.normalize(vector.crossproduct(v, vb))
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end
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local dx,dy,dz = v.x,v.y,v.z
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local x,y,z = pos.x,pos.y,pos.z
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local dif = (dx*x+dy*y+dz*z)/(dx*dx+dy*dy+dz*dz)
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if dif == 0 then
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return pos
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end
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dif = -dif*2
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return vector.add(pos, vector.multiply(v, dif))
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end
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-- doesnt work
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--local areas = {}
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function vector.area(ps)
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-- sort positions and imagine the first one as vector.zero
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ps = vector.sort(ps)
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local pos = ps[1]
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local B = vector.subtract(ps[2], pos)
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local C = vector.subtract(ps[3], pos)
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-- get the positions for the fors
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local cube_p1 = {x=0, y=0, z=0}
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local cube_p2 = {x=0, y=0, z=0}
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for i in pairs(cube_p1) do
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cube_p1[i] = math.min(B[i], C[i], 0)
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cube_p2[i] = math.max(B[i], C[i], 0)
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end
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local vn = vector.normalize(vector.crossproduct(B, C))
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--[[bB.x*C.x+bB.y*C.y+C.z = 0
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bB.x*vn.x+bB.y*vn.y+vn.z = 0
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bB.x = -(bB.y*C.y+C.z)/*C.x
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bB.x = -(bB.y*vn.y+vn.z)/vn.x
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(bB.y*C.y+C.z)/*C.x = (bB.y*vn.y+vn.z)/vn.x
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(bB.y*C.y+C.z)*vn.x = C.x*(bB.y*vn.y+vn.z)
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bB.y*C.y*vn.x+C.z*vn.x = C.x*bB.y*vn.y+C.x*vn.z
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bB.y*C.y*vn.x-C.x*bB.y*vn.y = C.x*vn.z-C.z*vn.x
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bB.y*(C.y*vn.x-C.x*vn.y) = C.x*vn.z-C.z*vn.x
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bB.y = (C.x*vn.z-C.z*vn.x)/(C.y*vn.x-C.x*vn.y)
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bB.y = -(bB.x*C.x+C.z)/C.y
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bB.y = -(bB.x*vn.x+vn.z)/vn.y]]
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--[[
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local v3 = vector.subtract(C, B)
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local bB = {
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x = (C.y*vn.z-C.z*vn.y)/(C.x*vn.y-C.y*vn.x),
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y = (C.x*vn.z-C.z*vn.x)/(C.y*vn.x-C.x*vn.y),
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z = 1,
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}
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local cC = {
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x = (B.y*vn.z-B.z*vn.y)/(B.x*vn.y-B.y*vn.x),
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y = (B.x*vn.z-B.z*vn.x)/(B.y*vn.x-B.x*vn.y),
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z = 1,
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}
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local aA = {
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x = (v3.y*vn.z-v3.z*vn.y)/(v3.x*vn.y-v3.y*vn.x),
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y = (v3.x*vn.z-v3.z*vn.x)/(v3.y*vn.x-v3.x*vn.y),
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z = 1,
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}]]
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local B2 = vector.mirror(B, vn, C)
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local C2 = vector.mirror(C, vn, B)
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local BC = vector.subtract(C, B)
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local BA = vector.multiply(B, -1)
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local A2 = vector.add(vector.mirror(BA, vn, BC), B)
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local bB = {z=1}
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local area = {}
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for z = cube_p1.z, cube_p2.z do
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for y = cube_p1.y, cube_p2.y do
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for x = cube_p1.x, cube_p2.x do
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local p = {x=x, y=y, z=z}
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local d = {
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x = (p.y*vn.y+p.z*vn.z)/vn.x+p.x,
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y = (p.x*vn.x+p.z*vn.z)/vn.y+p.y,
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z = (p.x*vn.x+p.y*vn.y)/vn.z+p.z,
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}
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local dmin = math.min(math.abs(d.x), math.abs(d.y), math.abs(d.z))
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if dmin <= 0.5 then
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local ep = vector.new(p)
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for n,i in pairs(d) do
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if math.abs(i) == dmin then
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ep[n] = ep[n]+i
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break
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end
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end
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if bB.x/ep.x > 0
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and cC.x/ep.x > 0 then
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table.insert(area, vector.add(pos, p))
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end
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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 area
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end
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function vector.straightdelay(s, v, a)
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if not a then
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return s/v
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@ -251,7 +399,7 @@ function vector.inside(pos, minp, maxp)
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end
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function vector.minmax(p1, p2)
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local p1 = vector.new(p1) --Are these 2 redefinitions necessary?
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local p1 = vector.new(p1)
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local p2 = vector.new(p2)
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for _,i in ipairs({"x", "y", "z"}) do
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if p1[i] > p2[i] then
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