Add .luacheckrc and some code cleanup

This commit is contained in:
HybridDog 2021-03-01 20:24:02 +01:00
parent fdbcc2e425
commit f8c12047d5
3 changed files with 61 additions and 119 deletions

5
.luacheckrc Normal file

@ -0,0 +1,5 @@
read_globals = {
-- Defined by Minetest
"minetest", "PseudoRandom", "VoxelArea", "string", "dump", "math"
}
globals = {"vector", "vector_extras_functions"}

163
init.lua

@ -52,6 +52,7 @@ local function return_line(pos, dir, range) --range ~= length
local num = 1 local num = 1
local t_dir = get_used_dir(dir) local t_dir = get_used_dir(dir)
local dir_typ = t_dir[1] local dir_typ = t_dir[1]
local f_tab
if t_dir[3] == "+" then if t_dir[3] == "+" then
f_tab = {0, range, 1} f_tab = {0, range, 1}
else else
@ -314,7 +315,7 @@ function funcs.plane(ps)
nep = vector.normalize(ep) nep = vector.normalize(ep)
local angle_ABep = math.acos(vector.dot(nBA, nep)) local angle_ABep = math.acos(vector.dot(nBA, nep))
local angle_CBep = math.acos(vector.dot(nBC, nep)) local angle_CBep = math.acos(vector.dot(nBC, nep))
local angldif = angle_ABC - (angle_ABep+angle_CBep) angldif = angle_ABC - (angle_ABep+angle_CBep)
if math.abs(angldif) < 0.001 then if math.abs(angldif) < 0.001 then
table.insert(ps, vector.add(pos, p)) table.insert(ps, vector.add(pos, p))
end end
@ -358,9 +359,9 @@ function funcs.inside(pos, minp, maxp)
return true return true
end end
function funcs.minmax(p1, p2) function funcs.minmax(pos1, pos2)
local p1 = vector.new(p1) local p1 = vector.new(pos1)
local p2 = vector.new(p2) local p2 = vector.new(pos2)
for _,i in ipairs({"x", "y", "z"}) do for _,i in ipairs({"x", "y", "z"}) do
if p1[i] > p2[i] then if p1[i] > p2[i] then
p1[i], p2[i] = p2[i], p1[i] p1[i], p2[i] = p2[i], p1[i]
@ -390,7 +391,7 @@ end
local adammil_fill = dofile(path .. "/adammil_flood_fill.lua") local adammil_fill = dofile(path .. "/adammil_flood_fill.lua")
function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map) function funcs.search_2d(go_test, x0, y0, allow_revisit, give_map)
marked_places = adammil_fill(go_test, x0, y0, allow_revisit) local marked_places = adammil_fill(go_test, x0, y0, allow_revisit)
if give_map then if give_map then
return marked_places return marked_places
end end
@ -498,7 +499,8 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
nparams.spread = nparams.spread or vector.from_number(r*5) nparams.spread = nparams.spread or vector.from_number(r*5)
local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)} local pos = {x=math.random(-30000, 30000), y=math.random(-30000, 30000), z=math.random(-30000, 30000)}
local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)):get3dMap_flat(pos) local map = minetest.get_perlin_map(nparams, vector.from_number(r+r+1)
):get3dMap_flat(pos)
local id = 1 local id = 1
@ -513,11 +515,11 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
local tab, n = {}, 1 local tab, n = {}, 1
for z=-r,r do for z=-r,r do
local bare_dist = z*z local bare_dist_z = z*z
for y=-r,r do for y=-r,r do
local bare_dist = bare_dist+y*y local bare_dist_yz = bare_dist_z + y*y
for x=-r,r do for x=-r,r do
local bare_dist = bare_dist+x*x local bare_dist = bare_dist_yz + x*x
local add = bare_dist < bare_mindist local add = bare_dist < bare_mindist
local pval, distdiv local pval, distdiv
if not add if not add
@ -543,22 +545,19 @@ function funcs.explosion_perlin(rmin, rmax, nparams)
end end
end end
map = nil
collectgarbage()
-- change strange values -- change strange values
local pval_diff = pval_max - pval_min local pval_diff = pval_max - pval_min
pval_min = pval_min/pval_diff pval_min = pval_min/pval_diff
for n,i in pairs(tab) do for k,i in pairs(tab) do
if i[2] then if i[2] then
local new_pval = math.abs(i[2]/pval_diff - pval_min) local new_pval = math.abs(i[2]/pval_diff - pval_min)
if i[3]+0.33 < new_pval then if i[3]+0.33 < new_pval then
tab[n] = {i[1]} tab[k] = {i[1]}
elseif i[3] < new_pval then elseif i[3] < new_pval then
tab[n] = {i[1], true} tab[k] = {i[1], true}
else else
tab[n] = nil tab[k] = nil
end end
end end
end end
@ -633,67 +632,6 @@ function funcs.ring(r)
return tab2 return tab2
end end
--~ posy(t) = att + bt + c
--~ vely(t) = 2at + b
--~ accy(t) = 2a
--~ a = -0.5gravity
--~ vely(0) = b = vel.y
--~ posy(0) = c = pos.y
--~ posy(t) = -0.5 * gravity * t * t + vel.y * t + pos.y
--~ vely(t) = -gravity*t + vel.y
--~ Scheitel:
--~ vely(t) = 0 = -gravity*t + vel.y
--~ t = vel.y / gravity
--~ 45°
--~ vely(t)^2 = velx(t)^2 + velz(t)^2
--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
--~ gravity^2 * t^2 + vel.y^2 - -2*gravity*t*vel.y = vel.x * vel.x + vel.z * vel.z
--~ gravity^2 * t^2 - 2*gravity*vel.y * t + (vel.y^2 - vel.x^2 - vel.z^2) = 0
--~ t = (2*gravity*vel.y .. rt((2*gravity*vel.y)^2 - 4*gravity^2*(vel.y^2 - vel.x^2 - vel.z^2))) / (2*gravity^2)
--~ t = (2*gravity*vel.y .. rt(4*gravity^2*vel.y^2 - 4*gravity^2*(vel.y^2) + 4*gravity^2*(vel.x^2 + vel.z^2))) / (2*gravity^2)
--~ t = (2*gravity*vel.y .. 2*gravity*rt(vel.x^2 + vel.z^2)) / (2*gravity^2)
--~ t = (vel.y .. rt(vel.x^2 + vel.z^2)) / gravity
--~ t1 = (vel.y - math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
--~ t2 = (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity
--~ yswitch = posy(t1) (= posy(t2)) //links und rechts gleich
--~ yswitch = -0.5 * gravity * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity)^2 + vel.y * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y
--~ yswitch = -0.5 * gravity * (vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z))^2 / gravity^2 + vel.y * ((vel.y + math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y
--~ yswitch = -0.5 * (vel.y^2 + 2*vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.x^2 + vel.z^2) / gravity + ((vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity) + pos.y
--~ yswitch = (-0.5 * (vel.y^2 + 2*vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.x^2 + vel.z^2) + ((vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)))) / gravity + pos.y
--~ yswitch = (-0.5 * vel.y^2 - vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z) - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2 + vel.y*math.sqrt(vel.x * vel.x + vel.z * vel.z)) / gravity + pos.y
--~ yswitch = (-0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2 + vel.y^2) / gravity + pos.y
--~ yswitch = (0.5 * vel.y^2 - 0.5 * vel.x^2 - 0.5 * vel.z^2) / gravity + pos.y
--~ yswitch = -0.5 * (vel.x * vel.x + vel.z * vel.z - vel.y * vel.y) / gravity + pos.y
--~ 45° Zeitpunkte kleineres beim Aufstieg, größeres beim Fall
--~ (-gravity*t + vel.y)^2 = vel.x * vel.x + vel.z * vel.z
--~ -gravity*t + vel.y = ..math.sqrt(vel.x * vel.x + vel.z * vel.z)
--~ t = (..math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
--~ t_raise = (-math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
--~ t_fall = (math.sqrt(vel.x * vel.x + vel.z * vel.z) + vel.y) / gravity
--~ posy nach t umstellen
--~ y = -0.5 * gravity * t * t + vel.y * t + pos.y
--~ 0 = -0.5 * gravity * t * t + vel.y * t + pos.y - y
--~ t = (-vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / (-gravity)
--~ t = (vel.y .. math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
--~ t_up = (vel.y - math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
--~ t_down = (vel.y + math.sqrt(vel.y^2 + 2 * gravity * (pos.y - y))) / gravity
--~ posx(t) = vel.x * t + pos.x
--~ posz(t) = vel.z * t + pos.z
--~ posx nach t umstellen
--~ posx - pos.x = vel.x * t
--~ t = (posx - pos.x) / vel.x
local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount, local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
time) time)
local pointcount = 0 local pointcount = 0
@ -703,9 +641,9 @@ local function get_parabola_points(pos, vel, gravity, waypoints, max_pointcount,
/ gravity + pos.y / gravity + pos.y
-- the times of the 45° angle point -- the times of the 45° angle point
local i = math.sqrt(vel.x^2 + vel.z^2) local vel_len = math.sqrt(vel.x^2 + vel.z^2)
local t_raise_end = (-i + vel.y) / gravity local t_raise_end = (-vel_len + vel.y) / gravity
local t_fall_start = (i + vel.y) / gravity local t_fall_start = (vel_len + vel.y) / gravity
if t_fall_start > 0 then if t_fall_start > 0 then
-- the right 45° angle point wasn't passed yet -- the right 45° angle point wasn't passed yet
if t_raise_end > 0 then if t_raise_end > 0 then
@ -834,11 +772,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
-- get a list of possible positions between -- get a list of possible positions between
local diff = vector.subtract(p2, p) local diff = vector.subtract(p2, p)
local possible_positions = {} local possible_positions = {}
for i,v in pairs(diff) do for c,v in pairs(diff) do
if v ~= 0 then if v ~= 0 then
local p = vector.new(p) local pos_moved = vector.new(p)
p[i] = p[i] + v pos_moved[c] = pos_moved[c] + v
possible_positions[#possible_positions+1] = p possible_positions[#possible_positions+1] = pos_moved
end end
end end
-- test which one fits best -- test which one fits best
@ -849,12 +787,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
z = vel.z * t + pos.z, z = vel.z * t + pos.z,
} }
local d = math.huge local d = math.huge
for i = 1,2 do for k = 1,2 do
local pos = possible_positions[i] local pos_moved = possible_positions[k]
local dist = vector.distance(pos, near_p) local dist_current = vector.distance(pos_moved, near_p)
if dist < d then if dist_current < d then
p = pos p = pos_moved
d = dist d = dist_current
end end
end end
-- add it -- add it
@ -865,11 +803,11 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
-- get a list of possible positions between -- get a list of possible positions between
local diff = vector.subtract(p2, p) local diff = vector.subtract(p2, p)
local possible_positions = {} local possible_positions = {}
for i,v in pairs(diff) do for c,v in pairs(diff) do
if v ~= 0 then if v ~= 0 then
local p = vector.new(p) local pos_moved = vector.new(p)
p[i] = p[i] + v pos_moved[c] = pos_moved[c] + v
possible_positions[#possible_positions+1] = p possible_positions[#possible_positions+1] = pos_moved
end end
end end
-- test which one fits best -- test which one fits best
@ -881,12 +819,12 @@ function funcs.throw_parabola(pos, vel, gravity, point_count, time)
} }
local d = math.huge local d = math.huge
assert(#possible_positions == 4-k, "how, number positions?") assert(#possible_positions == 4-k, "how, number positions?")
for i = 1,4-k do for j = 1,4-k do
local pos = possible_positions[i] local pos_moved = possible_positions[j]
local dist = vector.distance(pos, near_p) local dist_current = vector.distance(pos_moved, near_p)
if dist < d then if dist_current < d then
p = pos p = pos_moved
d = dist d = dist_current
end end
end end
-- add it -- add it
@ -907,9 +845,9 @@ function funcs.chunkcorner(pos)
return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16} return {x=pos.x-pos.x%16, y=pos.y-pos.y%16, z=pos.z-pos.z%16}
end end
function funcs.point_distance_minmax(p1, p2) function funcs.point_distance_minmax(pos1, pos2)
local p1 = vector.new(p1) local p1 = vector.new(pos1)
local p2 = vector.new(p2) local p2 = vector.new(pos2)
local min, max, vmin, vmax, num local min, max, vmin, vmax, num
for _,i in ipairs({"x", "y", "z"}) do for _,i in ipairs({"x", "y", "z"}) do
num = math.abs(p1[i] - p2[i]) num = math.abs(p1[i] - p2[i])
@ -926,21 +864,20 @@ function funcs.point_distance_minmax(p1, p2)
end end
function funcs.collision(p1, p2) function funcs.collision(p1, p2)
local clear, node_pos, collision_pos, max, dmax, dcmax, pt local clear, node_pos = minetest.line_of_sight(p1, p2)
clear, node_pos = minetest.line_of_sight(p1, p2)
if clear then if clear then
return false return false
end end
collision_pos = {} local collision_pos = {}
min, max = funcs.point_distance_minmax(node_pos, p2) local _, max = funcs.point_distance_minmax(node_pos, p2)
if node_pos[max] > p2[max] then if node_pos[max] > p2[max] then
collision_pos[max] = node_pos[max] - 0.5 collision_pos[max] = node_pos[max] - 0.5
else else
collision_pos[max] = node_pos[max] + 0.5 collision_pos[max] = node_pos[max] + 0.5
end end
dmax = p2[max] - node_pos[max] local dmax = p2[max] - node_pos[max]
dcmax = p2[max] - collision_pos[max] local dcmax = p2[max] - collision_pos[max]
pt = dcmax/dmax local pt = dcmax / dmax
for _,i in ipairs({"x", "y", "z"}) do for _,i in ipairs({"x", "y", "z"}) do
collision_pos[i] = p2[i] - (p2[i] - node_pos[i]) * pt collision_pos[i] = p2[i] - (p2[i] - node_pos[i]) * pt
@ -1037,9 +974,9 @@ function funcs.triangle(pos1, pos2, pos3)
end end
-- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage -- https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage
local function edgefunc(p1, p2, pos) local function edgefunc(vert1, vert2, pos)
return (pos[1] - p1[1]) * (p2[2] - p1[2]) return (pos[1] - vert1[1]) * (vert2[2] - vert1[2])
- (pos[2] - p1[2]) * (p2[1] - p1[1]) - (pos[2] - vert1[2]) * (vert2[1] - vert1[1])
end end
-- eps is used to prevend holes in neighbouring triangles -- eps is used to prevend holes in neighbouring triangles
-- It should be smaller than the smallest possible barycentric value -- It should be smaller than the smallest possible barycentric value

@ -94,15 +94,15 @@ function vector.meta.complete_node_table(pos, name) --neccesary because tab[1] w
if not tmp then if not tmp then
vector.meta.nodes[pos.x] = {} vector.meta.nodes[pos.x] = {}
end end
local tmp = vector.meta.nodes[pos.x][pos.y] tmp = vector.meta.nodes[pos.x][pos.y]
if not tmp then if not tmp then
vector.meta.nodes[pos.x][pos.y] = {} vector.meta.nodes[pos.x][pos.y] = {}
end end
local tmp = vector.meta.nodes[pos.x][pos.y][pos.z] tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
if not tmp then if not tmp then
vector.meta.nodes[pos.x][pos.y][pos.z] = {} vector.meta.nodes[pos.x][pos.y][pos.z] = {}
end end
local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
if not tmp then if not tmp then
vector.meta.nodes[pos.x][pos.y][pos.z][name] = {} vector.meta.nodes[pos.x][pos.y][pos.z][name] = {}
end end
@ -117,12 +117,12 @@ function vector.meta.get_node(pos, name)
or table_empty(tmp) then or table_empty(tmp) then
return false return false
end end
local tmp = vector.meta.nodes[pos.x][pos.y] tmp = vector.meta.nodes[pos.x][pos.y]
if not tmp if not tmp
or table_empty(tmp) then or table_empty(tmp) then
return false return false
end end
local tmp = vector.meta.nodes[pos.x][pos.y][pos.z] tmp = vector.meta.nodes[pos.x][pos.y][pos.z]
if not tmp if not tmp
or table_empty(tmp) then or table_empty(tmp) then
return false return false
@ -133,7 +133,7 @@ function vector.meta.get_node(pos, name)
return true return true
end end
local tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name] tmp = vector.meta.nodes[pos.x][pos.y][pos.z][name]
if not tmp if not tmp
or table_empty(tmp) then or table_empty(tmp) then
return false return false