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Add documentation
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TODO:
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* maybe make the explosion table function return a perlin explosion table
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* add documentation here instead of
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https://dev.minetest.net/User:Hybrid_Dog#vector_extras
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* implement 3D scanline search
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* add vector.hollowsphere, less positions than WorldEdit hollowsphere
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* Figure out and implement 3D scanline search
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* Add vector.hollowsphere, less positions than WorldEdit hollowsphere
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* Add unit tests
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# Vector helpers added by this mod
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## Helpers which return many positions for a shape, e.g. a line
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### Line functions
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These may be deprecated since raycasting has been added to minetest.
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See e.g. `minetest.line_of_sight`.
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* `vector.line([pos, dir[, range][, alt]])`: returns a table of vectors
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* `dir` is either a direction (when range is a number) or
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the start position (when range is the end position).
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* If alt is true, an old path calculation is used.
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* `vector.twoline(x, y)`: can return e.g. `{{0,0}, {0,1}}`
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* This is a lower-level function than `vector.line`; it can be used for
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a 2D line.
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* `vector.threeline(x, y, z)`: can return e.g. `{{0,0,0}, {0,1,0}}`
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* Similar to `vector.twoline`; this one is for the 3D case.
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* The parameters should be integers.
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* `vector.rayIter(pos, dir)`: returns an iterator for a for loop
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* `pos` can have non-integer values
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* `vector.fine_line([pos, dir[, range], scale])`: returns a table of vectors
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* Like `vector.line` but allows non-integer positions
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* It uses `vector.rayIter`.
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### Flood Fill
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* `vector.search_2d(go_test, x0, y0, allow_revisit, give_map)`: returns e.g.
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`{{0,0}, {0,1}}`
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* This function uses a Flood Fill algorithm, so it can be used to detect
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positions connected to each other in 2D.
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* `go_test(x, y)` should be a function which returns true iff the algorithm
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can "fill" at the position `(x, y)`.
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* `(x0, y0)` defines the start position.
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* If `allow_revisit` is false (the default), the function
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invokes `go_test` only once at every potential position.
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* If `give_map` is true (default is false), the function returns the
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marked table, whose indices are 2D vector indices, instead of a list of
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2D positions.
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* `vector.search_3d(can_go, startpos, apply_move, moves)`: returns FIXME
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* FIXME
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### Other Shapes
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* `vector.explosion_table(r)`: returns e.g. `{{pos1}, {pos2, true}}`
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* The returned list of positions and boolean represents a sphere;
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if the boolean is true, the position is on the outer side of the sphere.
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* It might be used for explosion calculations; but `vector.explosion_perlin`
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should make more realistic holes.
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* `vector.explosion_perlin(rmin, rmax[, nparams])`: returns e.g.
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`{{pos1}, {pos2, true}}`
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* This function is similar to `vector.explosion_table`; the positions
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do not represent a sphere but a more complex hole which is calculated
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with the help of perlin noise.
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* `rmin` and `rmax` represent the minimum and maximum radius,
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and `nparams` (which has a default value) are parameters for the perlin
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noise.
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* `vector.circle(r)`: returns a table of vectors
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* The returned positions represent a circle of radius `r` along the x and z
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directions; the y coordinates are all zero.
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* `vector.ring(r)`: returns a table of vectors
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* This function is similar to `vector.circle`; the positions are all
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touching each other (i.e. they are connected on whole surfaces and not
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only infinitely thin edges), so it is called `ring` instead of `circle`
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* `r` can be a non-integer number.
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* `vector.throw_parabola(pos, vel, gravity, point_count, time)`
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* FIXME: should return positions along a parabola so that moving objects
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collisions can be calculated
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* `vector.triangle(pos1, pos2, pos3)`: returns a table of positions, a number
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and a table with barycentric coordinates
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* This function calculates integer positions for a triangle defined by
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`pos1`, `pos2` and `pos3`, so it can be used to place polygons in
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minetest.
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* The returned number is the number of positions.
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* The barycentric coordinates are specified in a table with three elements;
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the first one corresponds to `pos1`, etc.
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## Helpers for various vector calculations
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* `vector.sort_positions(ps[, preferred_coords])`
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* Sorts a table of vectors `ps` along the coordinates specified in the
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table `preferred_coords` in-place.
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* If `preferred_coords` is omitted, it sorts along z, y and x in this order,
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where z has the highest priority.
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* `vector.maxnorm(v)`: returns the Tschebyshew norm of `v`
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* `vector.sumnorm(v)`: returns the Manhattan norm of `v`
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* `vector.pnorm(v, p)`: returns the `p` norm of `v`
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* `vector.inside(pos, minp, maxp)`: returns a boolean
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* Returns true iff `pos` is within the closed AABB defined by `minp`
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and `maxp`.
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* `vector.minmax(pos1, pos2)`: returns two vectors
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* This does the same as `worldedit.sort_pos`.
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* The components of the second returned vector are all bigger or equal to
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those of the first one.
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* `vector.move(pos1, pos2, length)`: returns a vector
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* Go from `pos1` `length` metres to `pos2` and then round to the nearest
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integer position.
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* Made for rubenwardy
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* `vector.from_number(i)`: returns `{x=i, y=i, z=i}`
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* `vector.chunkcorner(pos)`: returns a vector
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* Returns the mapblock position of the mapblock which contains
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the integer position `pos`
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* `vector.point_distance_minmax(p1, p2)`: returns two numbers
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* Returns the minimum and maximum of the absolute component-wise distances
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* `vector.collision(p1, p2)` FIXME
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* `vector.update_minp_maxp(minp, maxp, pos)`
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* Can change `minp` and `maxp` so that `pos` is within the AABB defined by
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`minp` and `maxp`
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* `vector.unpack(v)`: returns three numbers
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* Returns `v.z, v.y, v.x`
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* `vector.get_max_coord(v)`: returns a string
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* Returns `"x"`, `"y"` or `"z"`, depending on which component has the
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biggest value
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* `vector.get_max_coords(v)`: returns three strings
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* Similar to `vector.get_max_coord`; it returns the coordinates in the order
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of their component values
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* Example: `vector.get_max_coords{x=1, y=5, z=3}` returns `"y", "z", "x"`
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* `vector.serialize(v)`: returns a string
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* In comparison to `minetest.serialize`, this function uses a more compact
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string for the serialization.
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## Minetest-specific helper functions
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* `vector.straightdelay([length, vel[, acc]])`: returns a number
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* Returns the time an object takes to move `length` if it has velocity `vel`
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and acceleration `acc`
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* `vector.sun_dir([time])`: returns a vector or nil
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* Returns the vector which points to the sun
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* If `time` is omitted, it uses the current time.
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* This function does not yet support the moon;
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at night it simply returns `nil`.
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## Helpers which I don't recommend to use now
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* `vector.pos_to_string(pos)`: returns a string
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* It is similar to `minetest.pos_to_string`; it uses a different format:
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`"("..pos.x.."|"..pos.y.."|"..pos.z..")"`
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* `vector.zero`
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* The zero vector `{x=0, y=0, z=0}`
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* `vector.quickadd(pos, [z],[y],[x])`
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* Adds values to the vector components in-place
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## Deprecated helpers
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* `vector.plane`
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* should be removed soon; it should have done the same as vector.triangle
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