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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-22 15:33:00 +00:00
Upgrade more old vector stuff in the corners
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c3ae96548e
commit
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11 changed files with 17 additions and 153 deletions
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@ -55,7 +55,7 @@ local function snowball(heightmap, normalmap, heightmap_size, startpos, params)
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velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
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velocity.x = params.friction * velocity.x + normalmap[hi].x * params.speed
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velocity.y = 0 -- Just in case
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velocity.y = 0 -- Just in case
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velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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velocity.z = params.friction * velocity.z + normalmap[hi].y * params.speed
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-- print("[snowball] now at ("..x..", "..z..") velocity "..wea.vector.lengthsquared(velocity)..", sediment "..sediment)
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-- print("[snowball] now at ("..x..", "..z..") velocity "..velocity:length_squared()..", sediment "..sediment)
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local new_vel_sq = velocity:length_squared()
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local new_vel_sq = velocity:length_squared()
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if new_vel_sq > 1 then
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if new_vel_sq > 1 then
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-- print("[snowball] velocity squared over 1, normalising")
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-- print("[snowball] velocity squared over 1, normalising")
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@ -64,9 +64,6 @@ function worldeditadditions.scale_down(pos1, pos2, scale, anchor)
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for x = pos2.x, pos1.x, -1 do
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for x = pos2.x, pos1.x, -1 do
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local posi_rel = Vector3.new(x, y, z) - pos1
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local posi_rel = Vector3.new(x, y, z) - pos1
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-- local posi_copy = wea_c.table.shallowcopy(posi_rel)
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-- posi_copy = vector.floor(vector.divide(posi_rel/*, scale_down*/))
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local posi_copy = posi_rel / scale_down
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local posi_copy = posi_rel / scale_down
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if anchor.x < 0 then posi_copy.x = size.x - posi_copy.x end
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if anchor.x < 0 then posi_copy.x = size.x - posi_copy.x end
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@ -25,8 +25,8 @@ function worldeditadditions.scale_up(pos1, pos2, scale, anchor)
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local size = (pos2 - pos1) + 1
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local size = (pos2 - pos1) + 1
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local pos1_big = Vector3.new(pos1)
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local pos1_big = Vector3.clone(pos1)
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local pos2_big = Vector3.new(pos2)
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local pos2_big = Vector3.clone(pos2)
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if anchor.x < 1 then pos1_big.x = pos1_big.x - (size.x * (scale.x - 1))
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if anchor.x < 1 then pos1_big.x = pos1_big.x - (size.x * (scale.x - 1))
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else pos2_big.x = pos2_big.x + (size.x * (scale.x - 1)) end
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else pos2_big.x = pos2_big.x + (size.x * (scale.x - 1)) end
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@ -36,10 +36,8 @@ worldeditadditions_core.register_command("line", {
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-- Volume of a hemisphere
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-- Volume of a hemisphere
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return math.ceil(math.pi
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return math.ceil(math.pi
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* radius * radius
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* radius * radius
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* vector.distance(
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* (Vector3.clone(worldedit.pos2[name]) - Vector3.clone(worldedit.pos1[name])):length()
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vector.new(worldedit.pos1[name]),
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) -- Volume of a cylinder
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vector.new(worldedit.pos2[name])
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)) -- Volume of a cylinder
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end,
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end,
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func = function(name, replace_node, radius)
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func = function(name, replace_node, radius)
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local start_time = wea_c.get_ms_time()
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local start_time = wea_c.get_ms_time()
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@ -18,11 +18,11 @@ worldeditadditions_core.register_command("midpos", {
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func = function(name, params_text)
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func = function(name, params_text)
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local str = "The centre of the current selection is at "
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local str = "The centre of the current selection is at "
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local pos1 = Vector3.new(worldedit.pos1[name])
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local pos1 = Vector3.clone(worldedit.pos1[name])
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local pos2 = Vector3.new(worldedit.pos2[name])
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local pos2 = Vector3.clone(worldedit.pos2[name])
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local vec = wea_c.vector.mean(pos1, pos2)
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local vec = Vector3.mean(pos1, pos2)
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return true, str .. wea_c.table.tostring(vec)
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return true, str .. wea_c.table.tostring(vec)
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end,
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end,
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@ -19,8 +19,8 @@ worldeditadditions_core.register_command("msize", {
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func = function(name, params_text)
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func = function(name, params_text)
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local str = "The dimensions of the current selection are "
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local str = "The dimensions of the current selection are "
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local pos1 = Vector3.new(worldedit.pos1[name])
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local pos1 = Vector3.clone(worldedit.pos1[name])
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local pos2 = Vector3.new(worldedit.pos2[name])
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local pos2 = Vector3.clone(worldedit.pos2[name])
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local vec = (pos2 - pos1):abs()
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local vec = (pos2 - pos1):abs()
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@ -15,8 +15,11 @@ worldeditadditions_core.register_command("scentre", {
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return true
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return true
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end,
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end,
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func = function(name)
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func = function(name)
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local mean = wea_c.vector.mean(worldedit.pos1[name],worldedit.pos2[name])
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local mean = Vector3.mean(
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local pos1, pos2 = Vector3.new(mean), Vector3.new(mean)
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Vector3.clone(worldedit.pos1[name]),
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Vector3.clone(worldedit.pos2[name])
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)
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local pos1, pos2 = Vector3.clone(mean), Vector3.clone(mean)
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pos1 = pos1:floor()
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pos1 = pos1:floor()
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pos2 = pos2:ceil()
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pos2 = pos2:ceil()
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@ -56,4 +56,4 @@ worldeditadditions_core.register_command("srect", {
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-- /multi //fp set1 -63 19 -20 //srect -z 5
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-- /multi //fp set1 -63 19 -20 //srect -z 5
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-- /multi //fp set1 -63 19 -20 //srect a -x 5
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-- /multi //fp set1 -63 19 -20 //srect a -x 5
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-- /multi //fp set1 -63 19 -20 //srect -x -a 5
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-- /multi //fp set1 -63 19 -20 //srect -x -a 5
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-- lua vec = vector.new(15,-12,17); vec["len"] = 5; vec.get = true; vec2 = vector.add(vector.new(1,1,1),vec) print(vec2.x,vec2.y,vec2.z,vec2.len)
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-- lua vec = Vector3.new(15,-12,17); vec["len"] = 5; vec.get = true; vec2 = Vector3.new(1,1,1) + vec; print(vec2.x,vec2.y,vec2.z,vec2.len)
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@ -41,7 +41,6 @@ wea_c.bit = dofile(wea_c.modpath.."/utils/bit.lua")
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wea_c.terrain = dofile(wea_c.modpath.."/utils/terrain/init.lua")
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wea_c.terrain = dofile(wea_c.modpath.."/utils/terrain/init.lua")
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dofile(wea_c.modpath.."/utils/vector.lua")
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dofile(wea_c.modpath.."/utils/strings/init.lua")
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dofile(wea_c.modpath.."/utils/strings/init.lua")
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dofile(wea_c.modpath.."/utils/format/init.lua")
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dofile(wea_c.modpath.."/utils/format/init.lua")
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dofile(wea_c.modpath.."/utils/parse/init.lua")
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dofile(wea_c.modpath.."/utils/parse/init.lua")
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@ -29,7 +29,7 @@ function wea_c.player_dir(name)
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return dir
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return dir
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end
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end
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-- /lua print(wea_c.vector.tostring(minetest.get_player_by_name(myname):get_look_dir()))
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-- /lua print(Vector3.clone(minetest.get_player_by_name(myname):get_look_dir()))
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--- DEPRECATED =================================================================
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--- DEPRECATED =================================================================
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-- TODO: Refactor commands that use the following functions to use player_dir then delete these functions
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-- TODO: Refactor commands that use the following functions to use player_dir then delete these functions
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@ -1,133 +0,0 @@
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worldeditadditions_core.vector = {}
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-- -- @deprecated Use Vector3 instead.
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-- function worldeditadditions_core.vector.tostring(v)
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-- if not v then return "(nil)" end
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-- return "(" .. v.x ..", " .. v.y ..", " .. v.z ..")"
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-- end
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-- --- Calculates the length squared of the given vector.
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-- -- @deprecated Use Vector3 instead.
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-- -- @param v Vector The vector to operate on
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-- -- @return number The length of the given vector squared
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-- function worldeditadditions_core.vector.lengthsquared(v)
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-- if not v.y then return v.x*v.x + v.z*v.z end
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-- return v.x*v.x + v.y*v.y + v.z*v.z
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-- end
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--- Normalises the given vector such that its length is 1.
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-- Also known as calculating the unit vector.
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-- This method does *not* mutate.
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-- @deprecated Use Vector3 instead.
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-- @param v Vector The vector to calculate from.
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-- @return Vector A new normalised vector.
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-- function worldeditadditions_core.vector.normalize(v)
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-- local length = math.sqrt(worldeditadditions_core.vector.lengthsquared(v))
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-- if not v.y then return {
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-- x = v.x / length,
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-- z = v.z / length
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-- } end
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-- return {
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-- x = v.x / length,
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-- y = v.y / length,
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-- z = v.z / length
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-- }
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-- end
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--- Rounds the values in a vector down.
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-- Warning: This MUTATES the given vector!
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-- @deprecated Use Vector3 instead.
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-- @param v Vector The vector to operate on
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-- function worldeditadditions_core.vector.floor(v)
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-- if v.x then v.x = math.floor(v.x) end
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-- -- Some vectors are 2d, but on the x / z axes
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-- if v.y then v.y = math.floor(v.y) end
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-- -- Some vectors are 2d
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-- if v.z then v.z = math.floor(v.z) end
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-- end
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--- Rounds the values in a vector up.
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-- Warning: This MUTATES the given vector!
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-- @deprecated Use Vector3 instead.
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-- @param v Vector The vector to operate on
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-- function worldeditadditions_core.vector.ceil(v)
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-- if v.x then v.x = math.ceil(v.x) end
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-- -- Some vectors are 2d, but on the x / z axes
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-- if v.y then v.y = math.ceil(v.y) end
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-- -- Some vectors are 2d
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-- if v.z then v.z = math.ceil(v.z) end
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-- end
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--- Sets the values in a vector to their absolute values.
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-- Warning: This MUTATES the given vector!
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-- @deprecated Use Vector3 instead.
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-- @param v Vector The vector to operate on
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-- function worldeditadditions_core.vector.abs(v)
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-- if v.x then v.x = math.abs(v.x) end
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-- -- Some vectors are 2d, but on the x / z axes
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-- if v.y then v.y = math.abs(v.y) end
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-- -- Some vectors are 2d
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-- if v.z then v.z = math.abs(v.z) end
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-- end
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--- Determines if the target point is contained within the defined worldedit region.
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-- @deprecated Use Vector3 instead.
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-- @param pos1 Vector pos1 of the defined region.
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-- @param pos2 Vector pos2 of the defined region.
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-- @param target Vector The target vector to check.
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-- @return boolean Whether the given target is contained within the defined worldedit region.
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-- function worldeditadditions_core.vector.is_contained(pos1, pos2, target)
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-- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- return pos1.x >= target.x
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-- and pos1.y >= target.y
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-- and pos1.z >= target.z
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-- and pos2.x <= target.x
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-- and pos2.y <= target.y
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-- and pos2.z <= target.z
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-- end
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--- Expands the defined region to include the given point.
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-- @deprecated Use Vector3 instead.
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-- @param pos1 Vector pos1 of the defined region.
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-- @param pos2 Vector pos2 of the defined region.
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-- @param target Vector The target vector to include.
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-- function worldeditadditions_core.vector.expand_region(pos1, pos2, target)
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-- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- if target.x < pos1.x then pos1.x = target.x end
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-- if target.y < pos1.y then pos1.y = target.y end
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-- if target.z < pos1.z then pos1.z = target.z end
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-- if target.x > pos2.x then pos2.x = target.x end
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-- if target.y > pos2.y then pos2.y = target.y end
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-- if target.z > pos2.z then pos2.z = target.z end
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-- return pos1, pos2
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-- end
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--- Returns the mean (average) of 2 positions to give you the centre.
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-- @deprecated Use Vector3 instead.
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-- @param pos1 Vector pos1 of the defined region.
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-- @param pos2 Vector pos2 of the defined region.
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-- @param target Vector Centre coordinates.
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function worldeditadditions_core.vector.mean(pos1, pos2)
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return vector.new((pos1.x + pos2.x)/2, (pos1.y + pos2.y)/2, (pos1.z + pos2.z)/2)
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end
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--- Returns a vector of the min values of 2 positions.
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-- @deprecated Use Vector3 instead.
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-- @param pos1 Vector pos1 of the defined region.
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-- @param pos2 Vector pos2 of the defined region.
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-- @return Vector Min values from input vectors.
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-- function worldeditadditions_core.vector.min(pos1, pos2)
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-- return vector.new(math.min(pos1.x, pos2.x), math.min(pos1.y, pos2.y), math.min(pos1.z, pos2.z))
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-- end
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--- Returns a vector of the max values of 2 positions.
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-- @deprecated Use Vector3 instead.
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-- @param pos1 Vector pos1 of the defined region.
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-- @param pos2 Vector pos2 of the defined region.
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-- @return Vector Max values from input vectors.
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-- function worldeditadditions_core.vector.max(pos1, pos2)
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-- return vector.new(math.max(pos1.x, pos2.x), math.max(pos1.y, pos2.y), math.max(pos1.z, pos2.z))
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-- end
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