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path: root/src/script/lua_api/l_minimap.cpp
Commit message (Expand)AuthorAge
* script: Replace calls to depreated luaL_openlibsfan52021-05-30
* Minimap as HUD element with API controlPierre-Yves Rollo2020-10-04
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
* Minimap: Do a double-typecast to fix compiling with MSVCSmallJoker2017-04-15
* [CSM] Add function to set minimap shape (#5569)bigfoot5472017-04-14
* Replace luaL_reg with luaL_Reg as recent LuaJIT dropped the Lua 5.0 compat (#...Loïc Blot2017-04-08
* l_minimap: don't show minimap if configuration doesn't allow itLoïc Blot2017-03-29
* Refactor Game class (part 2) (#5422)Loïc Blot2017-03-19
* [CSM] Fix minimap problems (#5405)Loïc Blot2017-03-17
* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
>if type(a) == "table" then assert(a.x and a.y and a.z, "Invalid vector passed to vector.new()") return {x=a.x, y=a.y, z=a.z} elseif a then assert(b and c, "Invalid arguments for vector.new()") return {x=a, y=b, z=c} end return {x=0, y=0, z=0} end function vector.equals(a, b) return a.x == b.x and a.y == b.y and a.z == b.z end function vector.length(v) return math.hypot(v.x, math.hypot(v.y, v.z)) end function vector.normalize(v) local len = vector.length(v) if len == 0 then return {x=0, y=0, z=0} else return vector.divide(v, len) end end function vector.floor(v) return { x = math.floor(v.x), y = math.floor(v.y), z = math.floor(v.z) } end function vector.round(v) return { x = math.floor(v.x + 0.5), y = math.floor(v.y + 0.5), z = math.floor(v.z + 0.5) } end function vector.apply(v, func) return { x = func(v.x), y = func(v.y), z = func(v.z) } end function vector.distance(a, b) local x = a.x - b.x local y = a.y - b.y local z = a.z - b.z return math.hypot(x, math.hypot(y, z)) end function vector.direction(pos1, pos2) return vector.normalize({ x = pos2.x - pos1.x, y = pos2.y - pos1.y, z = pos2.z - pos1.z }) end function vector.add(a, b) if type(b) == "table" then return {x = a.x + b.x, y = a.y + b.y, z = a.z + b.z} else return {x = a.x + b, y = a.y + b, z = a.z + b} end end function vector.subtract(a, b) if type(b) == "table" then return {x = a.x - b.x, y = a.y - b.y, z = a.z - b.z} else return {x = a.x - b, y = a.y - b, z = a.z - b} end end function vector.multiply(a, b) if type(b) == "table" then return {x = a.x * b.x, y = a.y * b.y, z = a.z * b.z} else return {x = a.x * b, y = a.y * b, z = a.z * b} end end function vector.divide(a, b) if type(b) == "table" then return {x = a.x / b.x, y = a.y / b.y, z = a.z / b.z} else return {x = a.x / b, y = a.y / b, z = a.z / b} end end function vector.sort(a, b) return {x = math.min(a.x, b.x), y = math.min(a.y, b.y), z = math.min(a.z, b.z)}, {x = math.max(a.x, b.x), y = math.max(a.y, b.y), z = math.max(a.z, b.z)} end