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path: root/builtin/common/vector.lua
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vector = {}

function vector.new(a, b, c)
	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)
	local x_raw = pos2.x - pos1.x
	local y_raw = pos2.y - pos1.y
	local z_raw = pos2.z - pos1.z
	local x_abs = math.abs(x_raw)
	local y_abs = math.abs(y_raw)
	local z_abs = math.abs(z_raw)
	if x_abs >= y_abs and
	   x_abs >= z_abs then
		y_raw = y_raw * (1 / x_abs)
		z_raw = z_raw * (1 / x_abs)
		x_raw = x_raw / x_abs
	end
	if y_abs >= x_abs and
	   y_abs >= z_abs then
		x_raw = x_raw * (1 / y_abs)
		z_raw = z_raw * (1 / y_abs)
		y_raw = y_raw / y_abs
	end
	if z_abs >= y_abs and
	   z_abs >= x_abs then
		x_raw = x_raw * (1 / z_abs)
		y_raw = y_raw * (1 / z_abs)
		z_raw = z_raw / z_abs
	end
	return {x=x_raw, y=y_raw, z=z_raw}
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
class="hl opt">() const { return 0; } virtual ItemStack getWieldedItem() const; virtual bool setWieldedItem(const ItemStack &item); /* Number of players which know about this object. Object won't be deleted until this is 0 to keep the id preserved for the right object. */ u16 m_known_by_count; /* - Whether this object is to be removed when nobody knows about it anymore. - Removal is delayed to preserve the id for the time during which it could be confused to some other object by some client. - This is set to true by the step() method when the object wants to be deleted. - This can be set to true by anything else too. */ bool m_removed; /* This is set to true when an object should be removed from the active object list but couldn't be removed because the id has to be reserved for some client. The environment checks this periodically. If this is true and also m_known_by_count is true, object is deleted from the active object list. */ bool m_pending_deactivation; /* Whether the object's static data has been stored to a block */ bool m_static_exists; /* The block from which the object was loaded from, and in which a copy of the static data resides. */ v3s16 m_static_block; /* Queue of messages to be sent to the client */ Queue<ActiveObjectMessage> m_messages_out; protected: // Used for creating objects based on type typedef ServerActiveObject* (*Factory) (ServerEnvironment *env, v3f pos, const std::string &data); static void registerType(u16 type, Factory f); ServerEnvironment *m_env; v3f m_base_position; private: // Used for creating objects based on type static std::map<u16, Factory> m_types; }; #endif