/
vector.lua
840 lines (686 loc) · 27.7 KB
/
vector.lua
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/******************************************************************************\
Vector support
\******************************************************************************/
local delta = wire_expression2_delta
local random = math.random
local Vector = Vector
local sqrt = math.sqrt
local floor = math.floor
local pi = math.pi
local atan2 = math.atan2
local asin = math.asin
local rad2deg = 180 / pi
local deg2rad = pi / 180
// TODO: add reflect?
// TODO: add absdotproduct?
// TODO: add helper for angle and dotproduct? (just strange?)
/******************************************************************************/
registerType("vector", "v", { 0, 0, 0 },
nil,
function(self, output) return Vector(output[1], output[2], output[3]) end,
function(retval)
if isvector(retval) "Vector" then return end
if !istable(retval) then error("Return value is neither a Vector nor a table, but a "..type(retval).."!",0) end
if #retval ~= 3 then error("Return value does not have exactly 3 entries!",0) end
end,
function(v)
return !isvector(v) and (!istable(v) or #v ~= 3)
end
)
/******************************************************************************/
__e2setcost(1) -- approximated
registerFunction("vec", "", "v", function(self, args)
return { 0, 0, 0 }
end)
__e2setcost(3) -- temporary
registerFunction("vec", "n", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return { rv1, rv1, rv1 }
end)
registerFunction("vec", "nnn", "v", function(self, args)
local op1, op2, op3 = args[2], args[3], args[4]
local rv1, rv2, rv3 = op1[1](self, op1), op2[1](self, op2), op3[1](self, op3)
return { rv1, rv2, rv3 }
end)
registerFunction("vec", "xv2", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return { rv1[1], rv1[2], 0 }
end)
registerFunction("vec", "xv2n", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1], rv1[2], rv2 }
end)
registerFunction("vec", "xv4", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return { rv1[1], rv1[2], rv1[3] }
end)
// Convert Angle -> Vector
registerFunction("vec", "a", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return { rv1[1], rv1[2], rv1[3] }
end)
/******************************************************************************/
registerOperator("ass", "v", "v", function(self, args)
local op1, op2, scope = args[2], args[3], args[4]
local rv2 = op2[1](self, op2)
self.Scopes[scope][op1] = rv2
self.Scopes[scope].vclk[op1] = true
return rv2
end)
/******************************************************************************/
registerOperator("is", "v", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
if rv1[1] > delta || -rv1[1] > delta ||
rv1[2] > delta || -rv1[2] > delta ||
rv1[3] > delta || -rv1[3] > delta
then return 1 else return 0 end
end)
registerOperator("eq", "vv", "n", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
if rv1[1] - rv2[1] <= delta && rv2[1] - rv1[1] <= delta &&
rv1[2] - rv2[2] <= delta && rv2[2] - rv1[2] <= delta &&
rv1[3] - rv2[3] <= delta && rv2[3] - rv1[3] <= delta
then return 1 else return 0 end
end)
registerOperator("neq", "vv", "n", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
if rv1[1] - rv2[1] > delta || rv2[1] - rv1[1] > delta ||
rv1[2] - rv2[2] > delta || rv2[2] - rv1[2] > delta ||
rv1[3] - rv2[3] > delta || rv2[3] - rv1[3] > delta
then return 1 else return 0 end
end)
/******************************************************************************/
registerOperator("dlt", "v", "v", function(self, args)
local op1, scope = args[2], args[3]
local rv1, rv2 = self.Scopes[scope][op1], self.Scopes[scope]["$" .. op1]
return { rv1[1] - rv2[1], rv1[2] - rv2[2], rv1[3] - rv2[3] }
end)
registerOperator("neg", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return { -rv1[1], -rv1[2], -rv1[3] }
end)
registerOperator("add", "nv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1 + rv2[1], rv1 + rv2[2], rv1 + rv2[3] }
end)
registerOperator("add", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] + rv2, rv1[2] + rv2, rv1[3] + rv2 }
end)
registerOperator("add", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] + rv2[1], rv1[2] + rv2[2], rv1[3] + rv2[3] }
end)
registerOperator("sub", "nv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1 - rv2[1], rv1 - rv2[2], rv1 - rv2[3] }
end)
registerOperator("sub", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] - rv2, rv1[2] - rv2, rv1[3] - rv2 }
end)
registerOperator("sub", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] - rv2[1], rv1[2] - rv2[2], rv1[3] - rv2[3] }
end)
registerOperator("mul", "nv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1 * rv2[1], rv1 * rv2[2], rv1 * rv2[3] }
end)
registerOperator("mul", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] * rv2, rv1[2] * rv2, rv1[3] * rv2 }
end)
registerOperator("mul", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] * rv2[1], rv1[2] * rv2[2], rv1[3] * rv2[3] }
end)
registerOperator("div", "nv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1 / rv2[1], rv1 / rv2[2], rv1 / rv2[3] }
end)
registerOperator("div", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] / rv2, rv1[2] / rv2, rv1[3] / rv2 }
end)
registerOperator("div", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] / rv2[1], rv1[2] / rv2[2], rv1[3] / rv2[3] }
end)
e2function normal vector:operator[](index)
index = math.Round(math.Clamp(index,1,3))
return this[index]
end
/******************************************************************************/
__e2setcost(10) -- temporary
--- Returns a uniformly distributed, random, normalized direction vector.
e2function vector randvec()
local s,a, x,y
--[[
This is a variant of the algorithm for computing a random point
on the unit sphere; the algorithm is suggested in Knuth, v2,
3rd ed, p136; and attributed to Robert E Knop, CACM, 13 (1970),
326.
]]
-- translated to lua from http://mhda.asiaa.sinica.edu.tw/mhda/apps/gsl-1.6/randist/sphere.c
-- Begin with the polar method for getting x,y inside a unit circle
repeat
x = random() * 2 - 1
y = random() * 2 - 1
s = x*x + y*y
until s <= 1.0
a = 2 * sqrt(1 - s) -- factor to adjust x,y so that x^2+y^2 is equal to 1-z^2
return Vector(x*a, y*a, s * 2 - 1) -- z uniformly distributed from -1 to 1
--[[
-- This variant saves 2 multiplications per loop, woo. But it's not readable and not verified, thus commented out.
-- I will also not add a cheaper non-uniform variant, as that can easily be derived from the other randvec functions and V:normalize().
-- Begin with the polar method for getting x,y inside a (strangely skewed) unit circle
repeat
x = random()
y = random()
s = x*(x-1) + y*(y-1)
until s <= -0.25
a = sqrt(-16 - s*64) -- factor to adjust x,y so that x^2+y^2 is equal to 1-z^2
return Vector((x-0.5)*a, (y-0.5)*a, s * 8 + 3) -- z uniformly distributed from -1 to 1
]]
end
__e2setcost(5)
--- Returns a random vector with its components between <min> and <max>
e2function vector randvec(min, max)
local range = max-min
return Vector(min+random()*range, min+random()*range, min+random()*range)
end
--- Returns a random vector between <min> and <max>
e2function vector randvec(vector min, vector max)
local minx, miny, minz = min[1], min[2], min[3]
return Vector(minx+random()*(max[1]-minx), miny+random()*(max[2]-miny), minz+random()*(max[3]-minz))
end
/******************************************************************************/
__e2setcost(5)
registerFunction("length", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return (rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3]) ^ 0.5
end)
registerFunction("length2", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3]
end)
registerFunction("distance", "v:v", "n", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local rvd1, rvd2, rvd3 = rv1[1] - rv2[1], rv1[2] - rv2[2], rv1[3] - rv2[3]
return (rvd1 * rvd1 + rvd2 * rvd2 + rvd3 * rvd3) ^ 0.5
end)
registerFunction("distance2", "v:v", "n", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local rvd1, rvd2, rvd3 = rv1[1] - rv2[1], rv1[2] - rv2[2], rv1[3] - rv2[3]
return rvd1 * rvd1 + rvd2 * rvd2 + rvd3 * rvd3
end)
registerFunction("normalized", "v:", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local len = (rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3]) ^ 0.5
if len > delta then
return { rv1[1] / len, rv1[2] / len, rv1[3] / len }
else
return { 0, 0, 0 }
end
end)
// TODO: map these are EXP (dot) and MOD (cross) or something?
registerFunction("dot", "v:v", "n", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return rv1[1] * rv2[1] + rv1[2] * rv2[2] + rv1[3] * rv2[3]
end)
registerFunction("cross", "v:v", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return {
rv1[2] * rv2[3] - rv1[3] * rv2[2],
rv1[3] * rv2[1] - rv1[1] * rv2[3],
rv1[1] * rv2[2] - rv1[2] * rv2[1]
}
end)
__e2setcost(10)
-- returns the outer product (tensor product) of two vectors
registerFunction("outerProduct", "v:v", "m", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1] * rv1[1], rv1[1] * rv2[2], rv1[1] * rv2[3],
rv1[2] * rv1[1], rv1[2] * rv2[2], rv1[2] * rv2[3],
rv1[3] * rv1[1], rv1[3] * rv2[2], rv1[3] * rv2[3] }
end)
__e2setcost(5)
registerFunction("rotate", "v:a", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local v = Vector(rv1[1], rv1[2], rv1[3])
v:Rotate(Angle(rv2[1], rv2[2], rv2[3]))
return { v.x, v.y, v.z }
end)
registerFunction("rotate", "v:nnn", "v", function(self, args)
local op1, op2, op3, op4 = args[2], args[3], args[4], args[5]
local rv1, rv2, rv3, rv4 = op1[1](self, op1), op2[1](self, op2), op3[1](self, op3), op4[1](self, op4)
local v = Vector(rv1[1], rv1[2], rv1[3])
v:Rotate(Angle(rv2, rv3, rv4))
return { v.x, v.y, v.z }
end)
registerFunction("dehomogenized", "v:", "xv2", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local w = rv1[3]
if w == 0 then return { rv1[1], rv1[2] } end
return { rv1[1]/w, rv1[2]/w }
end)
registerFunction("positive", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local x, y, z
if rv1[1] >= 0 then x = rv1[1] else x = -rv1[1] end
if rv1[2] >= 0 then y = rv1[2] else y = -rv1[2] end
if rv1[3] >= 0 then z = rv1[3] else z = -rv1[3] end
return { x, y, z }
end)
__e2setcost(3)
// Convert the magnitude of the vector to radians
e2function vector toRad(vector rv1)
return Vector(rv1[1] * deg2rad, rv1[2] * deg2rad, rv1[3] * deg2rad)
end
// Convert the magnitude of the vector to degrees
e2function vector toDeg(vector rv1)
return Vector(rv1[1] * rad2deg, rv1[2] * rad2deg, rv1[3] * rad2deg)
end
/******************************************************************************/
__e2setcost(5)
--- Returns a vector in the same direction as <Input>, with a length clamped between <Min> (min) and <Max> (max)
e2function vector clamp(vector Input, Min, Max)
if Min < 0 then Min = 0 end
local x,y,z = Input[1], Input[2], Input[3]
local length = x*x+y*y+z*z
if length < Min*Min then
length = Min*(length ^ -0.5) -- Min*(length ^ -0.5) <=> Min/sqrt(length)
elseif length > Max*Max then
length = Max*(length ^ -0.5) -- Max*(length ^ -0.5) <=> Max/sqrt(length)
else
return Input
end
return { x*length, y*length, z*length }
end
/******************************************************************************/
__e2setcost(2)
registerFunction("x", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return rv1[1]
end)
registerFunction("y", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return rv1[2]
end)
registerFunction("z", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return rv1[3]
end)
// SET methods that returns vectors
registerFunction("setX", "v:n", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv2, rv1[2], rv1[3] }
end)
registerFunction("setY", "v:n", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1], rv2, rv1[3] }
end)
registerFunction("setZ", "v:n", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
return { rv1[1], rv1[2], rv2 }
end)
/******************************************************************************/
__e2setcost(7)
registerFunction("round", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local x = rv1[1] - (rv1[1] + 0.5) % 1 + 0.5
local y = rv1[2] - (rv1[2] + 0.5) % 1 + 0.5
local z = rv1[3] - (rv1[3] + 0.5) % 1 + 0.5
return {x, y, z}
end)
registerFunction("round", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local shf = 10 ^ rv2
local x,y,z = rv1[1], rv1[2], rv1[3]
return {
floor(x*shf+0.5)/shf,
floor(y*shf+0.5)/shf,
floor(z*shf+0.5)/shf,
}
end)
registerFunction("ceil", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local x = rv1[1] - rv1[1] % -1
local y = rv1[2] - rv1[2] % -1
local z = rv1[3] - rv1[3] % -1
return {x, y, z}
end)
registerFunction("ceil", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local shf = 10 ^ rv2
local x = rv1[1] - ((rv1[1] * shf) % -1) / shf
local y = rv1[2] - ((rv1[2] * shf) % -1) / shf
local z = rv1[3] - ((rv1[3] * shf) % -1) / shf
return {x, y, z}
end)
registerFunction("floor", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local x = rv1[1] - rv1[1] % 1
local y = rv1[2] - rv1[2] % 1
local z = rv1[3] - rv1[3] % 1
return {x, y, z}
end)
registerFunction("floor", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local shf = 10 ^ rv2
local x = rv1[1] - ((rv1[1] * shf) % 1) / shf
local y = rv1[2] - ((rv1[2] * shf) % 1) / shf
local z = rv1[3] - ((rv1[3] * shf) % 1) / shf
return {x, y, z}
end)
__e2setcost(10)
// min/max based on vector length - returns shortest/longest vector
registerFunction("min", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local length1 = ( rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3] ) ^ 0.5
local length2 = ( rv2[1] * rv2[1] + rv2[2] * rv2[2] + rv2[3] * rv2[3] ) ^ 0.5
if length1 < length2 then return rv1 else return rv2 end
end)
registerFunction("max", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local length1 = ( rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3] ) ^ 0.5
local length2 = ( rv2[1] * rv2[1] + rv2[2] * rv2[2] + rv2[3] * rv2[3] ) ^ 0.5
if length1 > length2 then return rv1 else return rv2 end
end)
// component-wise min/max
registerFunction("maxVec", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local x, y, z
if rv1[1] > rv2[1] then x = rv1[1] else x = rv2[1] end
if rv1[2] > rv2[2] then y = rv1[2] else y = rv2[2] end
if rv1[3] > rv2[3] then z = rv1[3] else z = rv2[3] end
return {x, y, z}
end)
registerFunction("minVec", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local x, y, z
if rv1[1] < rv2[1] then x = rv1[1] else x = rv2[1] end
if rv1[2] < rv2[2] then y = rv1[2] else y = rv2[2] end
if rv1[3] < rv2[3] then z = rv1[3] else z = rv2[3] end
return {x, y, z}
end)
// Performs modulo on x,y,z separately
registerFunction("mod", "vn", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local x,y,z
if rv1[1] >= 0 then
x = rv1[1] % rv2
else x = rv1[1] % -rv2 end
if rv1[2] >= 0 then
y = rv1[2] % rv2
else y = rv1[2] % -rv2 end
if rv1[3] >= 0 then
z = rv1[3] % rv2
else z = rv1[3] % -rv2 end
return {x, y, z}
end)
// Modulo where divisors are defined as a vector
registerFunction("mod", "vv", "v", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local x,y,z
if rv1[1] >= 0 then
x = rv1[1] % rv2[1]
else x = rv1[1] % -rv2[1] end
if rv1[2] >= 0 then
y = rv1[2] % rv2[2]
else y = rv1[2] % -rv2[2] end
if rv1[3] >= 0 then
z = rv1[3] % rv2[3]
else z = rv1[3] % -rv2[3] end
return {x, y, z}
end)
// Clamp according to limits defined by two min/max vectors
registerFunction("clamp", "vvv", "v", function(self, args)
local op1, op2, op3 = args[2], args[3], args[4]
local rv1, rv2, rv3 = op1[1](self, op1), op2[1](self, op2), op3[1](self, op3)
local x,y,z
if rv1[1] < rv2[1] then x = rv2[1]
elseif rv1[1] > rv3[1] then x = rv3[1]
else x = rv1[1] end
if rv1[2] < rv2[2] then y = rv2[2]
elseif rv1[2] > rv3[2] then y = rv3[2]
else y = rv1[2] end
if rv1[3] < rv2[3] then z = rv2[3]
elseif rv1[3] > rv3[3] then z = rv3[3]
else z = rv1[3] end
return {x, y, z}
end)
// Mix two vectors by a given proportion (between 0 and 1)
registerFunction("mix", "vvn", "v", function(self, args)
local op1, op2, op3 = args[2], args[3], args[4]
local rv1, rv2, rv3 = op1[1](self, op1), op2[1](self, op2), op3[1](self, op3)
local x = rv1[1] * rv3 + rv2[1] * (1-rv3)
local y = rv1[2] * rv3 + rv2[2] * (1-rv3)
local z = rv1[3] * rv3 + rv2[3] * (1-rv3)
return {x, y, z}
end)
__e2setcost(3)
// Circular shift function: shiftr( x,y,z ) = ( z,x,y )
registerFunction("shiftR", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return {rv1[3], rv1[1], rv1[2]}
end)
registerFunction("shiftL", "v", "v", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
return {rv1[2], rv1[3], rv1[1]}
end)
__e2setcost(5)
// Returns 1 if the vector lies between (or is equal to) the min/max vectors
registerFunction("inrange", "vvv", "n", function(self, args)
local op1, op2, op3 = args[2], args[3], args[4]
local rv1, rv2, rv3 = op1[1](self, op1), op2[1](self, op2), op3[1](self, op3)
if rv1[1] < rv2[1] then return 0 end
if rv1[2] < rv2[2] then return 0 end
if rv1[3] < rv2[3] then return 0 end
if rv1[1] > rv3[1] then return 0 end
if rv1[2] > rv3[2] then return 0 end
if rv1[3] > rv3[3] then return 0 end
return 1
end)
/******************************************************************************/
__e2setcost(3)
registerFunction("toAngle", "v:", "a", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
local angle = Vector(rv1[1], rv1[2], rv1[3]):Angle()
return { angle.p, angle.y, angle.r }
end)
registerFunction("toAngle", "v:v", "a", function(self, args)
local op1, op2 = args[2], args[3]
local rv1, rv2 = op1[1](self, op1), op2[1](self, op2)
local angle = Vector(rv1[1], rv1[2], rv1[3]):AngleEx(Vector(rv2[1], rv2[2], rv2[3]))
return { angle.p, angle.y, angle.r }
end)
/******************************************************************************/
local contents = {}
for k,v in pairs(_G) do
if (k:sub(1,9) == "CONTENTS_") then
contents[v] = k:sub(10):lower()
end
end
local cachemeta = {}
local cache_parts_array = setmetatable({ [0] = {} }, cachemeta)
local cache_lookup_table = setmetatable({ [0] = { empty = true } }, cachemeta)
local cache_concatenated_parts = setmetatable({ [0] = "empty" }, cachemeta)
local function generateContents( n )
local parts_array, lookup_table = {}, {}
local ret = {}
for i = 0,30 do
if bit.band(n, (2^i)) ~= 0 then
local name = contents[2^i]
lookup_table[name] = true
parts_array[#parts_array+1] = name
end
end
concatenated_parts = table.concat(parts_array, ",")
cache_parts_array[n] = parts_array
cache_lookup_table[n] = lookup_table
cache_concatenated_parts[n] = concatenated_parts
return concatenated_parts
end
function cachemeta:__index(n)
generateContents(n)
return rawget(self, n)
end
__e2setcost( 20 )
e2function number pointHasContent( vector point, string has )
local cont = cache_lookup_table[util.PointContents(Vector(point[1], point[2], point[3]))]
has = has:gsub(" ", "_"):lower()
for m in has:gmatch("([^,]+),?") do
if cont[m] then return 1 end
end
return 0
end
__e2setcost( 15 )
e2function string pointContents( vector point )
return cache_concatenated_parts[util.PointContents( Vector(point[1],point[2],point[3]))]
end
e2function array pointContentsArray( vector point )
return cache_parts_array[util.PointContents( Vector(point[1],point[2],point[3]))]
end
/******************************************************************************/
__e2setcost(15)
-- Converts a local position/angle to a world position/angle and returns the position
e2function vector toWorld( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
return LocalToWorld(localpos,localang,worldpos,worldang)
end
-- Converts a local position/angle to a world position/angle and returns the angle
e2function angle toWorldAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = LocalToWorld(localpos,localang,worldpos,worldang)
return {ang.p,ang.y,ang.r}
end
-- Converts a local position/angle to a world position/angle and returns both in an array
e2function array toWorldPosAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = LocalToWorld(localpos,localang,worldpos,worldang)
return {pos, {ang.p,ang.y,ang.r}}
end
-- Converts a world position/angle to a local position/angle and returns the position
e2function vector toLocal( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
return WorldToLocal(localpos,localang,worldpos,worldang)
end
-- Converts a world position/angle to a local position/angle and returns the angle
e2function angle toLocalAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local vec, ang = WorldToLocal(localpos,localang,worldpos,worldang)
return {ang.p,ang.y,ang.r}
end
-- Converts a world position/angle to a local position/angle and returns both in an array
e2function array toLocalPosAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = WorldToLocal(localpos,localang,worldpos,worldang)
return {pos, {ang.p,ang.y,ang.r}}
end
/******************************************************************************/
-- Credits to Wizard of Ass for bearing(v,a,v) and elevation(v,a,v)
e2function number bearing(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
return rad2deg*-atan2(pos.y, pos.x)
end
e2function number elevation(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
local len = pos:Length()
if (len < delta) then return 0 end
return rad2deg*asin(pos.z / len)
end
e2function angle heading(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
local bearing = rad2deg*-atan2(pos.y, pos.x)
local len = pos:Length()
if (len < delta) then return { 0, bearing, 0 } end
return { rad2deg*asin(pos.z / len), bearing, 0 }
end
/******************************************************************************/
__e2setcost( 10 )
registerFunction("isInWorld", "v:", "n", function(self, args)
local op1 = args[2]
local rv1 = op1[1](self, op1)
if util.IsInWorld(Vector(rv1[1], rv1[2], rv1[3])) then return 1 else return 0 end
end)
__e2setcost( 5 )
--- Gets the vector nicely formatted as a string "[X,Y,Z]"
e2function string toString(vector v)
return ("[%s,%s,%s]"):format(v[1],v[2],v[3])
end
--- Gets the vector nicely formatted as a string "[X,Y,Z]"
e2function string vector:toString() = e2function string toString(vector v)
__e2setcost(nil)