mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-30 02:43:00 +00:00
90 lines
No EOL
3.7 KiB
Lua
90 lines
No EOL
3.7 KiB
Lua
local weac = worldeditadditions_core
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local Vector3 = weac.Vector3
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---
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-- @module worldeditadditions_core.rotation
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--- Compiles a list of rotations into something we can iteratively pass to Vector3.rotate3d.
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-- This function is called internally. You are unlikely to need to call this function unless you are implementing something like worldeditadditions.rotate() or similar.
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--
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-- TODO Learn Quaternions.
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-- @internal
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-- @param rotlist table<{axis: string|Vector3, rad: number}> The list of rotations. Rotations will be processed in order. Each rotation is a table with a SINGLE axis as a string (x, y, z, -x, -y, or -z; the axis parameter) or a Vector3 (only a SINGLE AXIS set to anything other than 0, and ONLY with a value of 1 or -1), and an amount in radians to rotate by (the rad parameter.
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-- @returns Vector3[] The list of the compiled rotations, in a form that Vector3.rotate3d understands.
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local function rotlist_compile(rotlist)
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return weac.table.map(rotlist, function(rot)
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--- 1: Construct a Vector3 to represent which axis we want to rotate on
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local rotval = Vector3.new(0, 0, 0)
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-- Assume that if it's a table, it's a Vector3 instance
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if type(rot) == "table" then
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rotval = rot.axis:clone()
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else
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-- Otherwise, treat it as a string
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if rot.axis:find("x", 1, true) then
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rotval.x = 1
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elseif rot.axis:find("y", 1, true) then
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rotval.y = 1
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elseif rot.axis:find("z", 1, true) then
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rotval.z = 1
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end
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if rot.axis:sub(1, 1) == "-" then
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rotval = rotval * -1
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end
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end
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--- 2: Rotate & apply amount of rotation to apply in radians
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return rotval * rot.rad
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end)
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end
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--- Applies a given list of rotatiosn rotlist to rotate pos1 and pos2 around a given origin, and returns a pos1/pos2 pair of a region that bounds the rotated area.
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-- The returned pos1/pos2 are guaranteed to be integer values that fully enclose the rotated region. This function is designed to be used to e.g. find the bounds of a region to pass to a VoxelManip to ensure we grab everything.
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-- @param pos1 Vector3 Position 1 to rotate.
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-- @param pos2 Vector3 Position 2 to rotate.
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-- @param origin Vector3 The position to rotate pos1 and pos2 around. May be a decimal value.
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-- @param rotlist table<{axis: string, rad: number}> The list of rotations. Rotations will be processed in order. Each rotation is a table with a SINGLE axis as a string (x, y, z, -x, -y, or -z; the axis parameter), and an amount in radians to rotate by (the rad parameter). See worldeditadditions.rotate() for more information.
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-- @returns Vector3,Vector3 A pos1 & pos2 that fully enclose the rotated region as described above.
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local function find_rotated_vm(pos1, pos2, origin, rotlist)
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local rotlist_c = rotlist_compile(rotlist)
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pos1, pos2 = Vector3.sort(pos1, pos2)
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local corners = {
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Vector3.new(pos1.x, pos1.y, pos1.z),
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Vector3.new(pos2.x, pos1.y, pos1.z),
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Vector3.new(pos1.x, pos2.y, pos1.z),
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Vector3.new(pos1.x, pos1.y, pos2.z),
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Vector3.new(pos2.x, pos2.y, pos1.z),
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Vector3.new(pos1.x, pos2.y, pos2.z),
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Vector3.new(pos2.x, pos1.y, pos2.z),
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Vector3.new(pos2.x, pos2.y, pos2.z),
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}
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local corners_rot = weac.table.map(corners, function(vec)
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local result = vec:clone()
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for i, rot in ipairs(rotlist_c) do
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result = Vector3.rotate3d(origin, result, rot)
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end
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return result
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end)
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local pos1_dstvm = weac.table.reduce(corners_rot, function(acc, vec)
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return Vector3.min(acc, vec)
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end, corners_rot[1]:clone())
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local pos2_dstvm = weac.table.reduce(corners_rot, function(acc, vec)
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return Vector3.max(acc, vec)
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end, corners_rot[1]:clone())
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print("DEBUG:find_rotated_vm pos1_dstvm", pos1_dstvm, "pos2_dstvm", pos2_dstvm)
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return pos1_dstvm, pos2_dstvm
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end
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return {
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find_rotated_vm = find_rotated_vm,
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rotlist_compile = rotlist_compile
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} |