Minetest-WorldEditAdditions/worldeditadditions_core/utils/vector3.lua

499 lines
19 KiB
Lua

--- A 3-dimensional vector.
-- @class
local Vector3 = {}
Vector3.__index = Vector3
Vector3.__name = "Vector3" -- A hack to allow identification in wea.inspect
--- Creates a new Vector3 instance.
-- @param x number The x co-ordinate value.
-- @param y number The y co-ordinate value.
-- @param z number The z co-ordinate value.
function Vector3.new(x, y, z)
x = x or 0
y = y or 0
z = z or 0
local result = {
x = x,
y = y,
z = z
}
setmetatable(result, Vector3)
return result
end
--- Returns a new instance of this vector.
-- @param a Vector3 The vector to clone.
-- @returns Vector3 A new vector whose values are identical to those of the original vector.
function Vector3.clone(a)
return Vector3.new(a.x, a.y, a.z)
end
--- Adds the specified vectors or numbers together.
-- Returns the result as a new vector.
-- If 1 of the inputs is a number and the other a vector, then the number will
-- be added to each of the components of the vector.
-- @param a Vector3|number The first item to add.
-- @param a Vector3|number The second item to add.
-- @returns Vector3 The result as a new Vector3 object.
function Vector3.add(a, b)
if type(a) == "number" then
return Vector3.new(b.x + a, b.y + a, b.z + a)
elseif type(b) == "number" then
return Vector3.new(a.x + b, a.y + b, a.z + b)
end
return Vector3.new(a.x + b.x, a.y + b.y, a.z + b.z)
end
--- Subtracts the specified vectors or numbers together.
-- Returns the result as a new vector.
-- If 1 of the inputs is a number and the other a vector, then the number will
-- be subtracted to each of the components of the vector.
-- @param a Vector3|number The first item to subtract.
-- @param a Vector3|number The second item to subtract.
-- @returns Vector3 The result as a new Vector3 object.
function Vector3.subtract(a, b)
if type(a) == "number" then
return Vector3.new(b.x - a, b.y - a, b.z - a)
elseif type(b) == "number" then
return Vector3.new(a.x - b, a.y - b, a.z - b)
end
return Vector3.new(a.x - b.x, a.y - b.y, a.z - b.z)
end
--- Alias for Vector3.subtract.
function Vector3.sub(a, b) return Vector3.subtract(a, b) end
--- Multiplies the specified vectors or numbers together.
-- Returns the result as a new vector.
-- If 1 of the inputs is a number and the other a vector, then the number will
-- be multiplied to each of the components of the vector.
--
-- If both of the inputs are vectors, then the components are multiplied
-- by each other (NOT the cross product). In other words:
-- a.x * b.x, a.y * b.y, a.z * b.z
--
-- @param a Vector3|number The first item to multiply.
-- @param a Vector3|number The second item to multiply.
-- @returns Vector3 The result as a new Vector3 object.
function Vector3.multiply(a, b)
if type(a) == "number" then
return Vector3.new(b.x * a, b.y * a, b.z * a)
elseif type(b) == "number" then
return Vector3.new(a.x * b, a.y * b, a.z * b)
end
return Vector3.new(a.x * b.x, a.y * b.y, a.z * b.z)
end
--- Alias for Vector3.multiply.
function Vector3.mul(a, b) return Vector3.multiply(a, b) end
--- Divides the specified vectors or numbers together.
-- Returns the result as a new vector.
-- If 1 of the inputs is a number and the other a vector, then the number will
-- be divided to each of the components of the vector.
-- @param a Vector3|number The first item to divide.
-- @param a Vector3|number The second item to divide.
-- @returns Vector3 The result as a new Vector3 object.
function Vector3.divide(a, b)
if type(a) == "number" then
return Vector3.new(a / b.x, a/ b.y, a / b.z)
-- return Vector3.new(b.x / a, b.y / a, b.z / a) -- BUG: is this a bug?
elseif type(b) == "number" then
return Vector3.new(a.x / b, a.y / b, a.z / b)
end
return Vector3.new(a.x / b.x, a.y / b.y, a.z / b.z)
end
--- Alias for Vector3.divide.
function Vector3.div(a, b) return Vector3.divide(a, b) end
--- Rounds the components of this vector down.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 A new instance with the x/y/z components rounded down.
function Vector3.floor(a)
return Vector3.new(math.floor(a.x), math.floor(a.y), math.floor(a.z))
end
--- Rounds the components of this vector up.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 A new instance with the x/y/z components rounded up.
function Vector3.ceil(a)
return Vector3.new(math.ceil(a.x), math.ceil(a.y), math.ceil(a.z))
end
--- Rounds the components of this vector.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 A new instance with the x/y/z components rounded.
function Vector3.round(a)
return Vector3.new(math.floor(a.x+0.5), math.floor(a.y+0.5), math.floor(a.z+0.5))
end
--- Rounds the components of this vector to the specified number of decimal places.
-- TODO: Document this.
-- @param a Vector3 The vector to round.
-- @param dp number The number of decimal places to round to.
-- @returns Vector3 A new instance with the components rounded to the specified number of decimal places.
function Vector3.round_dp(a, dp)
local power = 10^dp
return (a * power):round() / power
end
--- Snaps this Vector3 to an imaginary square grid with the specified sized
-- squares.
-- @param a Vector3 The vector to operate on.
-- @param number grid_size The size of the squares on the imaginary grid to which to snap.
-- @returns Vector3 A new Vector3 instance snapped to an imaginary grid of the specified size.
function Vector3.snap_to(a, grid_size)
return (a / grid_size):round() * grid_size
end
--- Returns the area of this vector.
-- In other words, multiplies all the components together and returns a scalar value.
-- @param a Vector3 The vector to return the area of.
-- @returns number The area of this vector.
function Vector3.area(a)
return a.x * a.y * a.z
end
--- Returns the scalar length of this vector squared.
-- @param a Vector3 The vector to operate on.
-- @returns number The length squared of this vector as a scalar value.
function Vector3.length_squared(a)
return a.x * a.x + a.y * a.y + a.z * a.z
end
--- Square roots each component of this vector.
-- @param a Vector3 The vector to operate on.
-- @returns number A new vector with each component square rooted.
function Vector3.sqrt(a)
return Vector3.new(math.sqrt(a.x), math.sqrt(a.y), math.sqrt(a.z))
end
--- Calculates the scalar length of this vector.
-- @param a Vector3 The vector to operate on.
-- @returns number The length of this vector as a scalar value.
function Vector3.length(a)
return math.sqrt(a:length_squared())
end
--- Calculates the volume of the region bounded by 1 points.
-- @param a Vector3 The first point bounding the target region.
-- @param b Vector3 The second point bounding the target region.
-- @returns number The volume of the defined region.
function Vector3.volume(a, b)
local pos1, pos2 = Vector3.sort(a, b)
local vol = pos2 - pos1
return vol.x * vol.y * vol.z
end
--- Calculates the dot product of this vector and another vector.
-- @param a Vector3 The first vector to operate on.
-- @param a Vector3 The second vector to operate on.
-- @returns number The dot product of this vector as a scalar value.
function Vector3.dot(a, b)
return a.x * b.x + a.y * b.y + a.z * b.z;
end
--- Alias of Vector3.dot.
function Vector3.dot_product(a, b)
return Vector3.dot(a, b)
end
--- Determines if 2 vectors are equal to each other.
-- 2 vectors are equal if their values are identical.
-- @param a Vector3 The first vector to test.
-- @param a Vector3 The second vector to test.
-- @returns bool Whether the 2 vectors are equal or not.
function Vector3.equals(a, b)
return a.x == b.x
and a.y == b.y
and a.z == b.z
end
--- Returns a new vector whose length clamped to the given length.
-- The direction in which the vector is pointing is not changed.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 A new Vector3 instance limited to the specified length.
function Vector3.limit_to(a, length)
if type(length) ~= "number" then error("Error: Expected number, but found "..type(length)..".") end
if a:length() > length then
return (a / a:length()) * length
end
return a:clone()
end
--- Returns a new vector whose length clamped to the given length.
-- The direction in which the vector is pointing is not changed.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 A new Vector3 instance limited to the specified length.
function Vector3.set_to(a, length)
if type(length) ~= "number" then error("Error: Expected number, but found "..type(length)..".") end
return (a / a:length()) * length
end
--- Returns the unit vector of this vector.
-- The unit vector is a vector with a length of 1.
-- Returns a new vector.
-- Does not change the direction of the vector.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 The unit vector of this vector.
function Vector3.unit(a)
return a / a:length()
end
--- Alias of Vector3.unit.
function Vector3.normalise(a) return a:unit() end
--- Return a vector that is amount distance towards b from a.
-- @param a Vector3 The vector to move from.
-- @param b Vector3 The vector to move towards.
-- @param amount number The amount to move.
function Vector3.move_towards(a, b, amount)
return a + (b - a):limit_to(amount)
end
--- Returns the value of the minimum component of the vector.
-- Returns a scalar value.
-- @param a Vector3 The vector to operate on.
-- @returns number The value of the minimum component of the vector.
function Vector3.min_component(a)
return math.min(a.x, a.y, a.z)
end
--- Returns the value of the maximum component of the vector.
-- Returns a scalar value.
-- @param a Vector3 The vector to operate on.
-- @returns number The value of the maximum component of the vector.
function Vector3.max_component(a)
return math.max(a.x, a.y, a.z)
end
--- Returns the absolute form of this vector.
-- In other words, it removes the minus sign from all components of the vector.
-- @param a Vector3 The vector to operate on.
-- @returns Vector3 The absolute form of the given vector.
function Vector3.abs(a)
return Vector3.new(math.abs(a.x), math.abs(a.y), math.abs(a.z))
end
--- Sorts the components of the given vectors.
-- pos1 will contain the minimum values, and pos2 the maximum values.
-- Returns 2 new vectors.
-- Note that for this specific function
-- the vectors provided do not *have* to be instances of Vector3.
-- It is only required that they have the keys x, y, and z.
-- Vector3 instances are always returned.
-- This enables convenient ingesting of positions from outside.
-- @param pos1 Vector3 The first vector to operate on.
-- @param pos2 Vector3 The second vector to operate on.
-- @returns Vector3,Vector3 The 2 sorted vectors (min, max).
function Vector3.sort(pos1, pos2)
-- Cloning is important because Vector3's API does not mutate
local pos1_new = Vector3.clone(pos1) -- This way we can accept non-Vector3 instances
local pos2_new = Vector3.clone(pos2) -- This way we can accept non-Vector3 instances
if pos1_new.x > pos2_new.x then
pos1_new.x, pos2_new.x = pos2_new.x, pos1_new.x
end
if pos1_new.y > pos2_new.y then
pos1_new.y, pos2_new.y = pos2_new.y, pos1_new.y
end
if pos1_new.z > pos2_new.z then
pos1_new.z, pos2_new.z = pos2_new.z, pos1_new.z
end
return pos1_new, pos2_new
end
--- Determines if this vector is contained within the region defined by the given vectors.
-- @param a Vector3 The target vector to check.
-- @param pos1 Vector3 pos1 of the defined region.
-- @param pos2 Vector3 pos2 of the defined region.
-- @return boolean Whether the given target is contained within the defined worldedit region.
function Vector3.is_contained(target, pos1, pos2)
local pos1, pos2 = Vector3.sort(pos1, pos2)
return pos1.x <= target.x
and pos1.y <= target.y
and pos1.z <= target.z
and pos2.x >= target.x
and pos2.y >= target.y
and pos2.z >= target.z
end
--- Clamps the given point to fall within the region defined by 2 points.
-- @param a Vector3 The target vector to clamp.
-- @param pos1 Vector3 pos1 of the defined region.
-- @param pos2 Vector3 pos2 of the defined region.
-- @returns Vector3 The target vector, clamped to fall within the defined region.
function Vector3.clamp(a, pos1, pos2)
pos1, pos2 = Vector3.sort(pos1, pos2)
return Vector3.min(Vector3.max(a, pos1), pos2)
end
--- Expands the defined region to include the given point.
-- @param target Vector3 The target vector to include.
-- @param pos1 Vector3 pos1 of the defined region.
-- @param pos2 Vector3 pos2 of the defined region.
-- @returns Vector3,Vector3 2 vectors that represent the expand_region.
function Vector3.expand_region(target, pos1, pos2)
local pos1, pos2 = Vector3.sort(pos1, pos2)
if target.x < pos1.x then pos1.x = target.x end
if target.y < pos1.y then pos1.y = target.y end
if target.z < pos1.z then pos1.z = target.z end
if target.x > pos2.x then pos2.x = target.x end
if target.y > pos2.y then pos2.y = target.y end
if target.z > pos2.z then pos2.z = target.z end
return pos1, pos2
end
--- Returns the mean (average) of 2 positions.
-- In other words, returns the centre of 2 points.
-- @param pos1 Vector3|number pos1 of the defined region.
-- @param pos2 Vector3|number pos2 of the defined region.
-- @param target Vector3 Centre coordinates.
function Vector3.mean(pos1, pos2)
return (pos1 + pos2) / 2
end
--- Returns a vector of the min components of 2 vectors.
-- @param pos1 Vector3|number The first vector to operate on.
-- @param pos2 Vector3|number The second vector to operate on.
-- @return Vector3 The minimum values from the input vectors
function Vector3.min(pos1, pos2)
if type(pos1) == "number" then
pos1 = Vector3.new(pos1, pos1, pos1)
end
if type(pos2) == "number" then
pos2 = Vector3.new(pos2, pos2, pos2)
end
return Vector3.new(
math.min(pos1.x, pos2.x),
math.min(pos1.y, pos2.y),
math.min(pos1.z, pos2.z)
)
end
--- Returns a vector of the max values of 2 vectors.
-- @param pos1 Vector3 The first vector to operate on.
-- @param pos2 Vector3 The second vector to operate on.
-- @return Vector3 The maximum values from the input vectors.
function Vector3.max(pos1, pos2)
if type(pos1) == "number" then
pos1 = Vector3.new(pos1, pos1, pos1)
end
if type(pos2) == "number" then
pos2 = Vector3.new(pos2, pos2, pos2)
end
return Vector3.new(
math.max(pos1.x, pos2.x),
math.max(pos1.y, pos2.y),
math.max(pos1.z, pos2.z)
)
end
--- Given 2 angles and a length, return a Vector3 pointing in that direction.
-- Consider a sphere, with the 2 angles defining a point on the sphere's surface.
-- This function returns that point as a Vector3.
-- @source https://math.stackexchange.com/a/1881767/221181
-- @param angle_x number The X angle.
-- @param angle_y number The Y angle.
-- @param length number The radius of the sphere in question.
-- @returns Vector3 The point on the sphere defined by the aforementioned parameters.
function Vector3.fromBearing(angle_x, angle_y, length)
return Vector3.new( -- X and Y swapped
length * math.cos(angle_x),
length * math.sin(angle_x) * math.sin(angle_y),
length * math.sin(angle_x) * math.cos(angle_y)
)
end
--- Rotate a given point around an origin point in 3d space.
-- Consider 3 axes (X, Y, and Z) that are centred on origin. This function
-- rotates point around these axes in the aforementioned order.
-- NOTE: This function is not as intuitive as it sounds.
-- A whiteboard and a head for mathematics is recommended before using this
-- function. Either that, or Blender 3 (https://blender.org/) is quite useful to visualise what's going on.
-- @source GitHub Copilot, generated 2023-01-17
-- @warning Not completely tested! Pending a thorough evaluation. Seems to basically work, after some tweaks to the fluff around the edges?
-- @param {Vector3} origin The origin point to rotate around
-- @param {Vector3} point The point to rotate.
-- @param {Vector3} rotate Rotate this much around the 3 different axes, x, y, and z. Axial rotations are handled in this order: X→Y→Z.
-- @param {Number} x Rotate this much around the X axis (yz plane), in radians.
-- @param {Number} y Rotate this much around the Y axis (xz plane), in radians.
-- @param {Number} z Rotate this much around the Z axis (xy plane), in radians.
-- @return {Vector3} The rotated point.
function Vector3.rotate3d(origin, point, rotate)
local point_norm = point - origin
-- rotate around x
local x1 = point_norm.x
local y1 = point_norm.y * math.cos(rotate.x) - point_norm.z * math.sin(rotate.x)
local z1 = point_norm.y * math.sin(rotate.x) + point_norm.z * math.cos(rotate.x)
-- rotate around y
local x2 = x1 * math.cos(rotate.y) + z1 * math.sin(rotate.y)
local y2 = y1
local z2 = -x1 * math.sin(rotate.y) + z1 * math.cos(rotate.y)
-- rotate around z
local x3 = x2 * math.cos(rotate.z) - y2 * math.sin(rotate.z)
local y3 = x2 * math.sin(rotate.z) + y2 * math.cos(rotate.z)
local z3 = z2
return Vector3.new(x3, y3, z3) + origin
-- return [x3+origin[0], y3+origin[1], z3+origin[2]];
end
-- ██████ ██████ ███████ ██████ █████ ████████ ██████ ██████
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--
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function Vector3.__call(x, y, z) return Vector3.new(x, y, z) end
function Vector3.__add(a, b)
return Vector3.add(a, b)
end
function Vector3.__sub(a, b)
return Vector3.sub(a, b)
end
function Vector3.__mul(a, b)
return Vector3.mul(a, b)
end
function Vector3.__div(a, b)
return Vector3.divide(a, b)
end
function Vector3.__eq(a, b)
return Vector3.equals(a, b)
end
--- Returns the current Vector3 as a string.
function Vector3.__tostring(a)
return "("..a.x..", "..a.y..", "..a.z..")"
end
function Vector3.__concat(a, b)
if type(a) ~= "string" then a = tostring(a) end
if type(b) ~= "string" then b = tostring(b) end
return a .. b
end
return Vector3