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-rw-r--r--technic/helpers.lua155
1 files changed, 110 insertions, 45 deletions
diff --git a/technic/helpers.lua b/technic/helpers.lua
index 164cf7e..5780f27 100644
--- a/technic/helpers.lua
+++ b/technic/helpers.lua
@@ -63,64 +63,129 @@ technic.tube_inject_item = pipeworks.tube_inject_item or function(pos, start_pos
end
--- Based on code by Uberi: https://gist.github.com/Uberi/3125280
+--- Iterates over the node positions along the specified ray.
+-- The returned positions will not include the starting position.
function technic.trace_node_ray(pos, dir, range)
- local p = vector.round(pos)
- local x_step, y_step, z_step = 0, 0, 0
- local x_component, y_component, z_component = 0, 0, 0
- local x_intersect, y_intersect, z_intersect = 0, 0, 0
-
- if dir.x == 0 then
- x_intersect = math.huge
- elseif dir.x > 0 then
- x_step = 1
- x_component = 1 / dir.x
- x_intersect = x_component
- else
- x_step = -1
- x_component = 1 / -dir.x
- end
- if dir.y == 0 then
- y_intersect = math.huge
- elseif dir.y > 0 then
- y_step = 1
- y_component = 1 / dir.y
- y_intersect = y_component
- else
- y_step = -1
- y_component = 1 / -dir.y
- end
- if dir.z == 0 then
- z_intersect = math.huge
- elseif dir.z > 0 then
- z_step = 1
- z_component = 1 / dir.z
- z_intersect = z_component
- else
- z_step = -1
- z_component = 1 / -dir.z
- end
+ local x_step = dir.x > 0 and 1 or -1
+ local y_step = dir.y > 0 and 1 or -1
+ local z_step = dir.z > 0 and 1 or -1
+
+ local i = 1
+ return function(p)
+ -- Approximation of where we should be if we weren't rounding
+ -- to nodes. This moves forward a bit faster then we do.
+ -- A correction is done below.
+ local real_x = pos.x + (dir.x * i)
+ local real_y = pos.y + (dir.y * i)
+ local real_z = pos.z + (dir.z * i)
+
+ -- How far off we've gotten from where we should be.
+ local dx = math.abs(real_x - p.x)
+ local dy = math.abs(real_y - p.y)
+ local dz = math.abs(real_z - p.z)
- return function()
- if x_intersect < y_intersect then
- if x_intersect < z_intersect then
+ -- If the real position moves ahead too fast, stop it so we
+ -- can catch up. If it gets too far ahead it will smooth
+ -- out our movement too much and we won't turn fast enough.
+ if dx + dy + dz < 2 then
+ i = i + 1
+ end
+
+ -- Step in whichever direction we're most off course in.
+ if dx > dy then
+ if dx > dz then
p.x = p.x + x_step
- x_intersect = x_intersect + x_component
else
p.z = p.z + z_step
- z_intersect = z_intersect + z_component
end
- elseif y_intersect < z_intersect then
+ elseif dy > dz then
p.y = p.y + y_step
- y_intersect = y_intersect + y_component
else
p.z = p.z + z_step
- z_intersect = z_intersect + z_component
end
if vector.distance(pos, p) > range then
return nil
end
return p
- end
+ end, vector.round(pos)
+end
+
+
+--- Like trace_node_ray, but includes extra positions close to the ray.
+function technic.trace_node_ray_fat(pos, dir, range)
+ local x_step = dir.x > 0 and 1 or -1
+ local y_step = dir.y > 0 and 1 or -1
+ local z_step = dir.z > 0 and 1 or -1
+
+ local next_poses = {}
+
+ local i = 1
+ return function(p)
+ local ni, np = next(next_poses)
+ if np then
+ next_poses[ni] = nil
+ return np
+ end
+
+ -- Approximation of where we should be if we weren't rounding
+ -- to nodes. This moves forward a bit faster then we do.
+ -- A correction is done below.
+ local real_x = pos.x + (dir.x * i)
+ local real_y = pos.y + (dir.y * i)
+ local real_z = pos.z + (dir.z * i)
+
+ -- How far off we've gotten from where we should be.
+ local dx = math.abs(real_x - p.x)
+ local dy = math.abs(real_y - p.y)
+ local dz = math.abs(real_z - p.z)
+
+ -- If the real position moves ahead too fast, stop it so we
+ -- can catch up. If it gets too far ahead it will smooth
+ -- out our movement too much and we won't turn fast enough.
+ if dx + dy + dz < 2 then
+ i = i + 1
+ end
+
+ -- Step in whichever direction we're most off course in.
+ local sx, sy, sz -- Whether we've already stepped along each axis
+ if dx > dy then
+ if dx > dz then
+ sx = true
+ p.x = p.x + x_step
+ else
+ sz = true
+ p.z = p.z + z_step
+ end
+ elseif dy > dz then
+ sy = true
+ p.y = p.y + y_step
+ else
+ sz = true
+ p.z = p.z + z_step
+ end
+
+ if vector.distance(pos, p) > range then
+ return nil
+ end
+
+ -- Add other positions that we're significantly off on.
+ -- We can just use fixed integer keys here because the
+ -- table will be completely cleared before we reach this
+ -- code block again.
+ local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
+ -- Normalized axis deltas
+ local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
+ if not sx and dxn > 0.5 then
+ next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
+ end
+ if not sy and dyn > 0.5 then
+ next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
+ end
+ if not sz and dzn > 0.5 then
+ next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
+ end
+
+ return p
+ end, vector.round(pos)
end