From 5355cb1d87f60bc5548a8a9311e597b9c6046013 Mon Sep 17 00:00:00 2001 From: HybridDog <3192173+HybridDog@users.noreply.github.com> Date: Wed, 22 Apr 2020 16:43:48 +0200 Subject: minetest.serialize: Reversible number serialization (#9722) * minetest.serialize: Reversible number to string conversion The %a format is not supported in Lua 5.1. This commit also adds two tests for number serialization. --- builtin/common/serialize.lua | 11 ++--------- builtin/common/tests/serialize_spec.lua | 12 ++++++++++++ 2 files changed, 14 insertions(+), 9 deletions(-) (limited to 'builtin/common') diff --git a/builtin/common/serialize.lua b/builtin/common/serialize.lua index 163aa67ad..300b394c6 100644 --- a/builtin/common/serialize.lua +++ b/builtin/common/serialize.lua @@ -120,15 +120,8 @@ function core.serialize(x) elseif tp == "function" then return string.format("loadstring(%q)", string.dump(x)) elseif tp == "number" then - -- Serialize integers with string.format to prevent - -- scientific notation, which doesn't preserve - -- precision and breaks things like node position - -- hashes. Serialize floats normally. - if math.floor(x) == x then - return string.format("%d", x) - else - return tostring(x) - end + -- Serialize numbers reversibly with string.format + return string.format("%.17g", x) elseif tp == "table" then local vals = {} local idx_dumped = {} diff --git a/builtin/common/tests/serialize_spec.lua b/builtin/common/tests/serialize_spec.lua index c41b0a372..17c6a60f7 100644 --- a/builtin/common/tests/serialize_spec.lua +++ b/builtin/common/tests/serialize_spec.lua @@ -18,6 +18,18 @@ describe("serialize", function() assert.same(test_in, test_out) end) + it("handles precise numbers", function() + local test_in = 0.2695949158945771 + local test_out = core.deserialize(core.serialize(test_in)) + assert.same(test_in, test_out) + end) + + it("handles big integers", function() + local test_in = 269594915894577 + local test_out = core.deserialize(core.serialize(test_in)) + assert.same(test_in, test_out) + end) + it("handles recursive structures", function() local test_in = { hello = "world" } test_in.foo = test_in -- cgit v1.2.3 From 6c607e20828f97f950038dfb86891a74afb6f755 Mon Sep 17 00:00:00 2001 From: Yaman Qalieh Date: Wed, 13 May 2020 07:57:05 -0400 Subject: Allow placing auto-rotating nodes on other nodes in on_rightclick (#9859) --- builtin/common/misc_helpers.lua | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'builtin/common') diff --git a/builtin/common/misc_helpers.lua b/builtin/common/misc_helpers.lua index 715f89bc4..1a0c71efd 100644 --- a/builtin/common/misc_helpers.lua +++ b/builtin/common/misc_helpers.lua @@ -290,7 +290,8 @@ if INIT == "game" then return end local undef = core.registered_nodes[unode.name] - if undef and undef.on_rightclick then + local sneaking = placer and placer:get_player_control().sneak + if undef and undef.on_rightclick and not sneaking then return undef.on_rightclick(pointed_thing.under, unode, placer, itemstack, pointed_thing) end -- cgit v1.2.3 From 11723cffe011e99c1092388958fb1a047ab1c09c Mon Sep 17 00:00:00 2001 From: sfan5 Date: Fri, 15 May 2020 16:38:19 +0200 Subject: builtin: Move common/async_event.lua to mainmenu/async_event.lua It only works in the context of the mainmenu. --- builtin/common/async_event.lua | 40 ---------------------------------------- builtin/mainmenu/async_event.lua | 32 ++++++++++++++++++++++++++++++++ builtin/mainmenu/init.lua | 4 +--- 3 files changed, 33 insertions(+), 43 deletions(-) delete mode 100644 builtin/common/async_event.lua create mode 100644 builtin/mainmenu/async_event.lua (limited to 'builtin/common') diff --git a/builtin/common/async_event.lua b/builtin/common/async_event.lua deleted file mode 100644 index 988af79b9..000000000 --- a/builtin/common/async_event.lua +++ /dev/null @@ -1,40 +0,0 @@ - -core.async_jobs = {} - -local function handle_job(jobid, serialized_retval) - local retval = core.deserialize(serialized_retval) - assert(type(core.async_jobs[jobid]) == "function") - core.async_jobs[jobid](retval) - core.async_jobs[jobid] = nil -end - -if core.register_globalstep then - core.register_globalstep(function(dtime) - for i, job in ipairs(core.get_finished_jobs()) do - handle_job(job.jobid, job.retval) - end - end) -else - core.async_event_handler = handle_job -end - -function core.handle_async(func, parameter, callback) - -- Serialize function - local serialized_func = string.dump(func) - - assert(serialized_func ~= nil) - - -- Serialize parameters - local serialized_param = core.serialize(parameter) - - if serialized_param == nil then - return false - end - - local jobid = core.do_async_callback(serialized_func, serialized_param) - - core.async_jobs[jobid] = callback - - return true -end - diff --git a/builtin/mainmenu/async_event.lua b/builtin/mainmenu/async_event.lua new file mode 100644 index 000000000..04bfb78d6 --- /dev/null +++ b/builtin/mainmenu/async_event.lua @@ -0,0 +1,32 @@ + +core.async_jobs = {} + +local function handle_job(jobid, serialized_retval) + local retval = core.deserialize(serialized_retval) + assert(type(core.async_jobs[jobid]) == "function") + core.async_jobs[jobid](retval) + core.async_jobs[jobid] = nil +end + +core.async_event_handler = handle_job + +function core.handle_async(func, parameter, callback) + -- Serialize function + local serialized_func = string.dump(func) + + assert(serialized_func ~= nil) + + -- Serialize parameters + local serialized_param = core.serialize(parameter) + + if serialized_param == nil then + return false + end + + local jobid = core.do_async_callback(serialized_func, serialized_param) + + core.async_jobs[jobid] = callback + + return true +end + diff --git a/builtin/mainmenu/init.lua b/builtin/mainmenu/init.lua index 130c3e73c..c17e79270 100644 --- a/builtin/mainmenu/init.lua +++ b/builtin/mainmenu/init.lua @@ -20,20 +20,18 @@ mt_color_blue = "#6389FF" mt_color_green = "#72FF63" mt_color_dark_green = "#25C191" ---for all other colors ask sfan5 to complete his work! - local menupath = core.get_mainmenu_path() local basepath = core.get_builtin_path() local menustyle = core.settings:get("main_menu_style") defaulttexturedir = core.get_texturepath_share() .. DIR_DELIM .. "base" .. DIR_DELIM .. "pack" .. DIR_DELIM -dofile(basepath .. "common" .. DIR_DELIM .. "async_event.lua") dofile(basepath .. "common" .. DIR_DELIM .. "filterlist.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "buttonbar.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "dialog.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "tabview.lua") dofile(basepath .. "fstk" .. DIR_DELIM .. "ui.lua") +dofile(menupath .. DIR_DELIM .. "async_event.lua") dofile(menupath .. DIR_DELIM .. "common.lua") dofile(menupath .. DIR_DELIM .. "pkgmgr.lua") dofile(menupath .. DIR_DELIM .. "textures.lua") -- cgit v1.2.3 From 65a6a316d081d3951438bbbcfce74c9c65db407a Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Tue, 26 May 2020 02:11:19 +0200 Subject: Add minetest.is_creative_enabled --- builtin/common/misc_helpers.lua | 10 ++-------- builtin/game/item.lua | 2 +- builtin/game/misc.lua | 6 ++++++ doc/lua_api.txt | 7 +++++++ games/devtest/mods/util_commands/init.lua | 2 +- 5 files changed, 17 insertions(+), 10 deletions(-) (limited to 'builtin/common') diff --git a/builtin/common/misc_helpers.lua b/builtin/common/misc_helpers.lua index 1a0c71efd..a88adf96d 100644 --- a/builtin/common/misc_helpers.lua +++ b/builtin/common/misc_helpers.lua @@ -345,18 +345,12 @@ if INIT == "game" then --Wrapper for rotate_and_place() to check for sneak and assume Creative mode --implies infinite stacks when performing a 6d rotation. -------------------------------------------------------------------------------- - local creative_mode_cache = core.settings:get_bool("creative_mode") - local function is_creative(name) - return creative_mode_cache or - core.check_player_privs(name, {creative = true}) - end - core.rotate_node = function(itemstack, placer, pointed_thing) local name = placer and placer:get_player_name() or "" local invert_wall = placer and placer:get_player_control().sneak or false return core.rotate_and_place(itemstack, placer, pointed_thing, - is_creative(name), - {invert_wall = invert_wall}, true) + core.is_creative_enabled(name), + {invert_wall = invert_wall}, true) end end diff --git a/builtin/game/item.lua b/builtin/game/item.lua index 3aaa71ef2..f680ce0d4 100644 --- a/builtin/game/item.lua +++ b/builtin/game/item.lua @@ -582,7 +582,7 @@ function core.node_dig(pos, node, digger) wielded = wdef.after_use(wielded, digger, node, dp) or wielded else -- Wear out tool - if not core.settings:get_bool("creative_mode") then + if not core.is_creative_enabled(diggername) then wielded:add_wear(dp.wear) if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then core.sound_play(wdef.sound.breaks, { diff --git a/builtin/game/misc.lua b/builtin/game/misc.lua index 0ed11ada0..341e613c2 100644 --- a/builtin/game/misc.lua +++ b/builtin/game/misc.lua @@ -164,6 +164,12 @@ function core.record_protection_violation(pos, name) end end +-- To be overridden by Creative mods + +local creative_mode_cache = core.settings:get_bool("creative_mode") +function core.is_creative_enabled(name) + return creative_mode_cache +end -- Checks if specified volume intersects a protected volume diff --git a/doc/lua_api.txt b/doc/lua_api.txt index c4310aa5b..bb9df5373 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -5475,6 +5475,13 @@ Misc. * `minetest.record_protection_violation(pos, name)` * This function calls functions registered with `minetest.register_on_protection_violation`. +* `minetest.is_creative_enabled(name)`: returns boolean + * Returning `true` means that Creative Mode is enabled for player `name`. + * `name` will be `""` for non-players or if the player is unknown. + * This function should be overridden by Creative Mode-related mods to + implement a per-player Creative Mode. + * By default, this function returns `true` if the setting + `creative_mode` is `true` and `false` otherwise. * `minetest.is_area_protected(pos1, pos2, player_name, interval)` * Returns the position of the first node that `player_name` may not modify in the specified cuboid between `pos1` and `pos2`. diff --git a/games/devtest/mods/util_commands/init.lua b/games/devtest/mods/util_commands/init.lua index ad8d3f9ba..3a0e91a41 100644 --- a/games/devtest/mods/util_commands/init.lua +++ b/games/devtest/mods/util_commands/init.lua @@ -66,7 +66,7 @@ if s_infplace == "true" then elseif s_infplace == "false" then infplace = false else - infplace = minetest.settings:get_bool("creative_mode", false) + infplace = minetest.is_creative_enabled("") end minetest.register_chatcommand("infplace", { -- cgit v1.2.3 From b16f841756ef86e83710ad2fddf2cd5bafdf4bcc Mon Sep 17 00:00:00 2001 From: Paul Ouellette Date: Tue, 9 Jun 2020 13:37:25 -0400 Subject: LuaItemStack: Add __tostring metamethod (#8785) * LuaItemStack: Add __tostring metamethod * Clean up LuaItemStack::checkobject --- builtin/common/misc_helpers.lua | 2 ++ src/inventory.cpp | 29 ++++++++++++++++------------- src/inventory.h | 4 ++-- src/script/lua_api/l_item.cpp | 25 ++++++++++++++++++------- src/script/lua_api/l_item.h | 3 +++ 5 files changed, 41 insertions(+), 22 deletions(-) (limited to 'builtin/common') diff --git a/builtin/common/misc_helpers.lua b/builtin/common/misc_helpers.lua index a88adf96d..e29a9f422 100644 --- a/builtin/common/misc_helpers.lua +++ b/builtin/common/misc_helpers.lua @@ -20,6 +20,8 @@ local function basic_dump(o) -- dump's output is intended for humans. --elseif tp == "function" then -- return string.format("loadstring(%q)", string.dump(o)) + elseif tp == "userdata" then + return tostring(o) else return string.format("<%s>", tp) end diff --git a/src/inventory.cpp b/src/inventory.cpp index 77ecf5876..349ee503d 100644 --- a/src/inventory.cpp +++ b/src/inventory.cpp @@ -56,28 +56,31 @@ ItemStack::ItemStack(const std::string &name_, u16 count_, count = 1; } -void ItemStack::serialize(std::ostream &os) const +void ItemStack::serialize(std::ostream &os, bool serialize_meta) const { if (empty()) return; // Check how many parts of the itemstring are needed int parts = 1; - if(count != 1) - parts = 2; - if(wear != 0) - parts = 3; if (!metadata.empty()) parts = 4; + else if (wear != 0) + parts = 3; + else if (count != 1) + parts = 2; - os<= 2) - os<<" "<= 3) - os<<" "<= 2) + os << " " << count; + if (parts >= 3) + os << " " << wear; if (parts >= 4) { os << " "; - metadata.serialize(os); + if (serialize_meta) + metadata.serialize(os); + else + os << ""; } } @@ -240,10 +243,10 @@ void ItemStack::deSerialize(const std::string &str, IItemDefManager *itemdef) deSerialize(is, itemdef); } -std::string ItemStack::getItemString() const +std::string ItemStack::getItemString(bool include_meta) const { std::ostringstream os(std::ios::binary); - serialize(os); + serialize(os, include_meta); return os.str(); } diff --git a/src/inventory.h b/src/inventory.h index 2828d3e5a..67a7859ed 100644 --- a/src/inventory.h +++ b/src/inventory.h @@ -40,13 +40,13 @@ struct ItemStack ~ItemStack() = default; // Serialization - void serialize(std::ostream &os) const; + void serialize(std::ostream &os, bool serialize_meta = true) const; // Deserialization. Pass itemdef unless you don't want aliases resolved. void deSerialize(std::istream &is, IItemDefManager *itemdef = NULL); void deSerialize(const std::string &s, IItemDefManager *itemdef = NULL); // Returns the string used for inventory - std::string getItemString() const; + std::string getItemString(bool include_meta = true) const; // Returns the tooltip std::string getDescription(IItemDefManager *itemdef) const; diff --git a/src/script/lua_api/l_item.cpp b/src/script/lua_api/l_item.cpp index 0a403acbd..d67cab76f 100644 --- a/src/script/lua_api/l_item.cpp +++ b/src/script/lua_api/l_item.cpp @@ -37,6 +37,15 @@ int LuaItemStack::gc_object(lua_State *L) return 0; } +// __tostring metamethod +int LuaItemStack::mt_tostring(lua_State *L) +{ + LuaItemStack *o = checkobject(L, 1); + std::string itemstring = o->m_stack.getItemString(false); + lua_pushfstring(L, "ItemStack(\"%s\")", itemstring.c_str()); + return 1; +} + // is_empty(self) -> true/false int LuaItemStack::l_is_empty(lua_State *L) { @@ -433,12 +442,9 @@ int LuaItemStack::create(lua_State *L, const ItemStack &item) return 1; } -LuaItemStack* LuaItemStack::checkobject(lua_State *L, int narg) +LuaItemStack *LuaItemStack::checkobject(lua_State *L, int narg) { - luaL_checktype(L, narg, LUA_TUSERDATA); - void *ud = luaL_checkudata(L, narg, className); - if(!ud) luaL_typerror(L, narg, className); - return *(LuaItemStack**)ud; // unbox pointer + return *(LuaItemStack **)luaL_checkudata(L, narg, className); } void LuaItemStack::Register(lua_State *L) @@ -448,9 +454,10 @@ void LuaItemStack::Register(lua_State *L) luaL_newmetatable(L, className); int metatable = lua_gettop(L); + // hide metatable from Lua getmetatable() lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); - lua_settable(L, metatable); // hide metatable from Lua getmetatable() + lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); @@ -460,12 +467,16 @@ void LuaItemStack::Register(lua_State *L) lua_pushcfunction(L, gc_object); lua_settable(L, metatable); + lua_pushliteral(L, "__tostring"); + lua_pushcfunction(L, mt_tostring); + lua_settable(L, metatable); + lua_pop(L, 1); // drop metatable luaL_openlib(L, 0, methods, 0); // fill methodtable lua_pop(L, 1); // drop methodtable - // Can be created from Lua (LuaItemStack(itemstack or itemstring or table or nil)) + // Can be created from Lua (ItemStack(itemstack or itemstring or table or nil)) lua_register(L, className, create_object); } diff --git a/src/script/lua_api/l_item.h b/src/script/lua_api/l_item.h index 6fab58045..98744c071 100644 --- a/src/script/lua_api/l_item.h +++ b/src/script/lua_api/l_item.h @@ -34,6 +34,9 @@ private: // garbage collector static int gc_object(lua_State *L); + // __tostring metamethod + static int mt_tostring(lua_State *L); + // is_empty(self) -> true/false static int l_is_empty(lua_State *L); -- cgit v1.2.3 From 7148834440d10bc211628aa2652e31166bdd58a0 Mon Sep 17 00:00:00 2001 From: NetherEran <55532075+NetherEran@users.noreply.github.com> Date: Tue, 9 Jun 2020 17:38:39 +0000 Subject: Some vector functions useful for working with rotations (#9572) * added vector.rotate * added vector.forward_from_rotation and vector.up_from_rotation * added vector.forward_up_to_rotatiton * fixed some bugs and formatting with vector functions * shortened name of some new vector functions and added documentation * made vector.rotate not require a unit vector as axis * fixed crash with vector.forward_up_to_rot * renamed new vector functions, made vector.rotate apply a rotation matrix, old vector.rotate is now called vector.rotate_around_axis * documented vector function changes * removed some whitespace to appease luacheck * implemented and fixed optimization of vector.rotate_around_axis by SmallJoker * added some unit tests for rotation vector functions * clarified that rotation vectors are in radians and according to the left hand rule * hopefully appeased luacheck * renamed rotation_to_horizontal to forward_at_rotation, rotation_to_vertical to up_at_rotation * handled cases where sin or cos are 0 in rotation vector functions * added more comments * clarified documentation of rotation vector functions * added more unit tests * changed way in which vector.rotate_around_axis is adjusted for left handed coordinate systems * made vector.rotate_around_axis actually left handed * unrolled matrix multiplication * removed vector.forward_at_rotation and vector.up_at_rotation * prettified vector.rotate_around_axis, made previous commits not break anything * removed references to removed vector.forward_at_rotation and vector.up_at_rotation * removed documentation of removed vector functions * clarified documentation and fixed styling of rotation vector functions * restyled comments minorly * spelling fixes and some hopefully better comments * allowed 'up' to be missing from vector.directions_to_rotation and removed requirement for unit vectors as arguments * made vector.rotate_around_axis() right handed again for consistency * documented previous changes * made matrix multiplication actually multiply * renamed vector.directions_to_rotation() to vector.dir_to_rotation() * optimized a distance comparison * Fixed potential false positive in unit tests. Co-authored-by: NetherEran --- builtin/common/tests/vector_spec.lua | 142 +++++++++++++++++++++++++++++++++++ builtin/common/vector.lua | 93 +++++++++++++++++++++++ doc/lua_api.txt | 18 +++++ 3 files changed, 253 insertions(+) (limited to 'builtin/common') diff --git a/builtin/common/tests/vector_spec.lua b/builtin/common/tests/vector_spec.lua index 79f032f28..6f308a4a8 100644 --- a/builtin/common/tests/vector_spec.lua +++ b/builtin/common/tests/vector_spec.lua @@ -43,4 +43,146 @@ describe("vector", function() it("add()", function() assert.same({ x = 2, y = 4, z = 6 }, vector.add(vector.new(1, 2, 3), { x = 1, y = 2, z = 3 })) end) + + -- This function is needed because of floating point imprecision. + local function almost_equal(a, b) + if type(a) == "number" then + return math.abs(a - b) < 0.00000000001 + end + return vector.distance(a, b) < 0.000000000001 + end + + describe("rotate_around_axis()", function() + it("rotates", function() + assert.True(almost_equal({x = -1, y = 0, z = 0}, + vector.rotate_around_axis({x = 1, y = 0, z = 0}, {x = 0, y = 1, z = 0}, math.pi))) + assert.True(almost_equal({x = 0, y = 1, z = 0}, + vector.rotate_around_axis({x = 0, y = 0, z = 1}, {x = 1, y = 0, z = 0}, math.pi / 2))) + assert.True(almost_equal({x = 4, y = 1, z = 1}, + vector.rotate_around_axis({x = 4, y = 1, z = 1}, {x = 4, y = 1, z = 1}, math.pi / 6))) + end) + it("keeps distance to axis", function() + local rotate1 = {x = 1, y = 3, z = 1} + local axis1 = {x = 1, y = 3, z = 2} + local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13) + assert.True(almost_equal(vector.distance(axis1, rotate1), vector.distance(axis1, rotated1))) + local rotate2 = {x = 1, y = 1, z = 3} + local axis2 = {x = 2, y = 6, z = 100} + local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23) + assert.True(almost_equal(vector.distance(axis2, rotate2), vector.distance(axis2, rotated2))) + local rotate3 = {x = 1, y = -1, z = 3} + local axis3 = {x = 2, y = 6, z = 100} + local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2) + assert.True(almost_equal(vector.distance(axis3, rotate3), vector.distance(axis3, rotated3))) + end) + it("rotates back", function() + local rotate1 = {x = 1, y = 3, z = 1} + local axis1 = {x = 1, y = 3, z = 2} + local rotated1 = vector.rotate_around_axis(rotate1, axis1, math.pi / 13) + rotated1 = vector.rotate_around_axis(rotated1, axis1, -math.pi / 13) + assert.True(almost_equal(rotate1, rotated1)) + local rotate2 = {x = 1, y = 1, z = 3} + local axis2 = {x = 2, y = 6, z = 100} + local rotated2 = vector.rotate_around_axis(rotate2, axis2, math.pi / 23) + rotated2 = vector.rotate_around_axis(rotated2, axis2, -math.pi / 23) + assert.True(almost_equal(rotate2, rotated2)) + local rotate3 = {x = 1, y = -1, z = 3} + local axis3 = {x = 2, y = 6, z = 100} + local rotated3 = vector.rotate_around_axis(rotate3, axis3, math.pi / 2) + rotated3 = vector.rotate_around_axis(rotated3, axis3, -math.pi / 2) + assert.True(almost_equal(rotate3, rotated3)) + end) + it("is right handed", function() + local v_before1 = {x = 0, y = 1, z = -1} + local v_after1 = vector.rotate_around_axis(v_before1, {x = 1, y = 0, z = 0}, math.pi / 4) + assert.True(almost_equal(vector.normalize(vector.cross(v_after1, v_before1)), {x = 1, y = 0, z = 0})) + + local v_before2 = {x = 0, y = 3, z = 4} + local v_after2 = vector.rotate_around_axis(v_before2, {x = 1, y = 0, z = 0}, 2 * math.pi / 5) + assert.True(almost_equal(vector.normalize(vector.cross(v_after2, v_before2)), {x = 1, y = 0, z = 0})) + + local v_before3 = {x = 1, y = 0, z = -1} + local v_after3 = vector.rotate_around_axis(v_before3, {x = 0, y = 1, z = 0}, math.pi / 4) + assert.True(almost_equal(vector.normalize(vector.cross(v_after3, v_before3)), {x = 0, y = 1, z = 0})) + + local v_before4 = {x = 3, y = 0, z = 4} + local v_after4 = vector.rotate_around_axis(v_before4, {x = 0, y = 1, z = 0}, 2 * math.pi / 5) + assert.True(almost_equal(vector.normalize(vector.cross(v_after4, v_before4)), {x = 0, y = 1, z = 0})) + + local v_before5 = {x = 1, y = -1, z = 0} + local v_after5 = vector.rotate_around_axis(v_before5, {x = 0, y = 0, z = 1}, math.pi / 4) + assert.True(almost_equal(vector.normalize(vector.cross(v_after5, v_before5)), {x = 0, y = 0, z = 1})) + + local v_before6 = {x = 3, y = 4, z = 0} + local v_after6 = vector.rotate_around_axis(v_before6, {x = 0, y = 0, z = 1}, 2 * math.pi / 5) + assert.True(almost_equal(vector.normalize(vector.cross(v_after6, v_before6)), {x = 0, y = 0, z = 1})) + end) + end) + + describe("rotate()", function() + it("rotates", function() + assert.True(almost_equal({x = -1, y = 0, z = 0}, + vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = math.pi, z = 0}))) + assert.True(almost_equal({x = 0, y = -1, z = 0}, + vector.rotate({x = 1, y = 0, z = 0}, {x = 0, y = 0, z = math.pi / 2}))) + assert.True(almost_equal({x = 1, y = 0, z = 0}, + vector.rotate({x = 1, y = 0, z = 0}, {x = math.pi / 123, y = 0, z = 0}))) + end) + it("is counterclockwise", function() + local v_before1 = {x = 0, y = 1, z = -1} + local v_after1 = vector.rotate(v_before1, {x = math.pi / 4, y = 0, z = 0}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after1, v_before1)), {x = 1, y = 0, z = 0})) + + local v_before2 = {x = 0, y = 3, z = 4} + local v_after2 = vector.rotate(v_before2, {x = 2 * math.pi / 5, y = 0, z = 0}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after2, v_before2)), {x = 1, y = 0, z = 0})) + + local v_before3 = {x = 1, y = 0, z = -1} + local v_after3 = vector.rotate(v_before3, {x = 0, y = math.pi / 4, z = 0}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after3, v_before3)), {x = 0, y = 1, z = 0})) + + local v_before4 = {x = 3, y = 0, z = 4} + local v_after4 = vector.rotate(v_before4, {x = 0, y = 2 * math.pi / 5, z = 0}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after4, v_before4)), {x = 0, y = 1, z = 0})) + + local v_before5 = {x = 1, y = -1, z = 0} + local v_after5 = vector.rotate(v_before5, {x = 0, y = 0, z = math.pi / 4}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after5, v_before5)), {x = 0, y = 0, z = 1})) + + local v_before6 = {x = 3, y = 4, z = 0} + local v_after6 = vector.rotate(v_before6, {x = 0, y = 0, z = 2 * math.pi / 5}) + assert.True(almost_equal(vector.normalize(vector.cross(v_after6, v_before6)), {x = 0, y = 0, z = 1})) + end) + end) + + it("dir_to_rotation()", function() + -- Comparing rotations (pitch, yaw, roll) is hard because of certain ambiguities, + -- e.g. (pi, 0, pi) looks exactly the same as (0, pi, 0) + -- So instead we convert the rotation back to vectors and compare these. + local function forward_at_rot(rot) + return vector.rotate(vector.new(0, 0, 1), rot) + end + local function up_at_rot(rot) + return vector.rotate(vector.new(0, 1, 0), rot) + end + local rot1 = vector.dir_to_rotation({x = 1, y = 0, z = 0}, {x = 0, y = 1, z = 0}) + assert.True(almost_equal({x = 1, y = 0, z = 0}, forward_at_rot(rot1))) + assert.True(almost_equal({x = 0, y = 1, z = 0}, up_at_rot(rot1))) + local rot2 = vector.dir_to_rotation({x = 1, y = 1, z = 0}, {x = 0, y = 0, z = 1}) + assert.True(almost_equal({x = 1/math.sqrt(2), y = 1/math.sqrt(2), z = 0}, forward_at_rot(rot2))) + assert.True(almost_equal({x = 0, y = 0, z = 1}, up_at_rot(rot2))) + for i = 1, 1000 do + local rand_vec = vector.new(math.random(), math.random(), math.random()) + if vector.length(rand_vec) ~= 0 then + local rot_1 = vector.dir_to_rotation(rand_vec) + local rot_2 = { + x = math.atan2(rand_vec.y, math.sqrt(rand_vec.z * rand_vec.z + rand_vec.x * rand_vec.x)), + y = -math.atan2(rand_vec.x, rand_vec.z), + z = 0 + } + assert.True(almost_equal(rot_1, rot_2)) + end + end + + end) end) diff --git a/builtin/common/vector.lua b/builtin/common/vector.lua index ca6541eb4..1fd784ce2 100644 --- a/builtin/common/vector.lua +++ b/builtin/common/vector.lua @@ -141,3 +141,96 @@ 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 + +local function sin(x) + if x % math.pi == 0 then + return 0 + else + return math.sin(x) + end +end + +local function cos(x) + if x % math.pi == math.pi / 2 then + return 0 + else + return math.cos(x) + end +end + +function vector.rotate_around_axis(v, axis, angle) + local cosangle = cos(angle) + local sinangle = sin(angle) + axis = vector.normalize(axis) + -- https://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula + local dot_axis = vector.multiply(axis, vector.dot(axis, v)) + local cross = vector.cross(v, axis) + return vector.new( + cross.x * sinangle + (v.x - dot_axis.x) * cosangle + dot_axis.x, + cross.y * sinangle + (v.y - dot_axis.y) * cosangle + dot_axis.y, + cross.z * sinangle + (v.z - dot_axis.z) * cosangle + dot_axis.z + ) +end + +function vector.rotate(v, rot) + local sinpitch = sin(-rot.x) + local sinyaw = sin(-rot.y) + local sinroll = sin(-rot.z) + local cospitch = cos(rot.x) + local cosyaw = cos(rot.y) + local cosroll = math.cos(rot.z) + -- Rotation matrix that applies yaw, pitch and roll + local matrix = { + { + sinyaw * sinpitch * sinroll + cosyaw * cosroll, + sinyaw * sinpitch * cosroll - cosyaw * sinroll, + sinyaw * cospitch, + }, + { + cospitch * sinroll, + cospitch * cosroll, + -sinpitch, + }, + { + cosyaw * sinpitch * sinroll - sinyaw * cosroll, + cosyaw * sinpitch * cosroll + sinyaw * sinroll, + cosyaw * cospitch, + }, + } + -- Compute matrix multiplication: `matrix` * `v` + return vector.new( + matrix[1][1] * v.x + matrix[1][2] * v.y + matrix[1][3] * v.z, + matrix[2][1] * v.x + matrix[2][2] * v.y + matrix[2][3] * v.z, + matrix[3][1] * v.x + matrix[3][2] * v.y + matrix[3][3] * v.z + ) +end + +function vector.dir_to_rotation(forward, up) + forward = vector.normalize(forward) + local rot = {x = math.asin(forward.y), y = -math.atan2(forward.x, forward.z), z = 0} + if not up then + return rot + end + assert(vector.dot(forward, up) < 0.000001, + "Invalid vectors passed to vector.dir_to_rotation().") + up = vector.normalize(up) + -- Calculate vector pointing up with roll = 0, just based on forward vector. + local forwup = vector.rotate({x = 0, y = 1, z = 0}, rot) + -- 'forwup' and 'up' are now in a plane with 'forward' as normal. + -- The angle between them is the absolute of the roll value we're looking for. + rot.z = vector.angle(forwup, up) + + -- Since vector.angle never returns a negative value or a value greater + -- than math.pi, rot.z has to be inverted sometimes. + -- To determine wether this is the case, we rotate the up vector back around + -- the forward vector and check if it worked out. + local back = vector.rotate_around_axis(up, forward, -rot.z) + + -- We don't use vector.equals for this because of floating point imprecision. + if (back.x - forwup.x) * (back.x - forwup.x) + + (back.y - forwup.y) * (back.y - forwup.y) + + (back.z - forwup.z) * (back.z - forwup.z) > 0.0000001 then + rot.z = -rot.z + end + return rot +end diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 898531880..ed060c4ad 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -3007,6 +3007,24 @@ For the following functions `x` can be either a vector or a number: * `vector.divide(v, x)`: * Returns a scaled vector or Schur quotient. +For the following functions `a` is an angle in radians and `r` is a rotation +vector ({x = , y = , z = }) where pitch, yaw and roll are +angles in radians. + +* `vector.rotate(v, r)`: + * Applies the rotation `r` to `v` and returns the result. + * `vector.rotate({x = 0, y = 0, z = 1}, r)` and + `vector.rotate({x = 0, y = 1, z = 0}, r)` return vectors pointing + forward and up relative to an entity's rotation `r`. +* `vector.rotate_around_axis(v1, v2, a)`: + * Returns `v1` rotated around axis `v2` by `a` radians according to + the right hand rule. +* `vector.dir_to_rotation(direction[, up])`: + * Returns a rotation vector for `direction` pointing forward using `up` + as the up vector. + * If `up` is omitted, the roll of the returned vector defaults to zero. + * Otherwise `direction` and `up` need to be vectors in a 90 degree angle to each other. + -- cgit v1.2.3