154 lines
5.1 KiB
Lua
154 lines
5.1 KiB
Lua
--can't be copyright claimed by myself, luckily... well actually knowing the legal system I probably could sue myself.
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Unique_id = {
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generated = {},
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}
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function math.clamp(val, lower, upper)
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if lower > upper then lower, upper = upper, lower end
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return math.max(lower, math.min(upper, val))
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end
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function Unique_id.generate()
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local genned_ids = Unique_id.generated
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local id = string.sub(tostring(math.random()), 3)
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while genned_ids[id] do
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id = string.sub(tostring(math.random()), 3)
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end
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genned_ids[id] = true
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return id
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end
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function math.rand_sign(b)
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b = b or .5
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local int = 1
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if math.random() > b then int=-1 end
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return int
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end
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--for table vectors that aren't vector objects
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---@diagnostic disable-next-line: lowercase-global
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function tolerance_check(a,b,tolerance)
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return math.abs(a-b) > tolerance
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end
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function vector.equals_tolerance(v, vb, tolerance)
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tolerance = tolerance or 0
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return (
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tolerance_check(v.x, vb.x, tolerance) and
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tolerance_check(v.y, vb.y, tolerance) and
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tolerance_check(v.z, vb.z, tolerance)
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)
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end
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--copy everything
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function table.deep_copy(tbl, copy_metatable, indexed_tables)
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if not indexed_tables then indexed_tables = {} end
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local new_table = {}
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local metat = getmetatable(tbl)
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if metat then
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if copy_metatable then
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setmetatable(new_table, table.deep_copy(metat, true))
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else
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setmetatable(new_table, metat)
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end
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end
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for i, v in pairs(tbl) do
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if type(v) == "table" then
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if not indexed_tables[v] then
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indexed_tables[v] = true
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new_table[i] = table.deep_copy(v, copy_metatable)
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end
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else
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new_table[i] = v
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end
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end
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return new_table
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end
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--replace elements in tbl with elements in replacement, but preserve the rest
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function table.fill(tbl, replacement, preserve_reference, indexed_tables)
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if not indexed_tables then indexed_tables = {} end --store tables to prevent circular referencing
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local new_table = tbl
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if not preserve_reference then
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new_table = table.deep_copy(tbl)
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end
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for i, v in pairs(replacement) do
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if new_table[i] then
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if type(v) == "table" and type(replacement[i]) == "table" then
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if not indexed_tables[v] then
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indexed_tables[v] = true
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new_table[i] = table.fill(tbl[i], replacement[i], false, indexed_tables)
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end
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elseif type(replacement[i]) == "table" then
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new_table[i] = table.deep_copy(replacement[i])
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else
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new_table[i] = replacement[i]
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end
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else
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new_table[i] = replacement[i]
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end
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end
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return new_table
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end
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--fill "holes" in the tables.
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function table.fill_in(tbl, replacement, preserve_reference, indexed_tables)
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if not indexed_tables then indexed_tables = {} end --store tables to prevent circular referencing
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local new_table = tbl
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if not preserve_reference then
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new_table = table.deep_copy(tbl)
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end
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for i, v in pairs(replacement) do
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if new_table[i]==nil then
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if type(v)=="table" then
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new_table[i] = table.deep_copy(v)
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else
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new_table[i] = v
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end
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else
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if (type(new_table[i]) == "table") and (type(v) == "table") then
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table.fill_in(new_table[i], v, true, indexed_tables)
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end
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end
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end
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return new_table
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end
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--for class based OOP, ensure values containing a table in btbl are tables in a_tbl- instantiate, but do not fill.
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function table.instantiate_struct(tbl, btbl, indexed_tables)
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if not indexed_tables then indexed_tables = {} end --store tables to prevent circular referencing
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for i, v in pairs(btbl) do
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if type(v) == "table" and not indexed_tables[v] then
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indexed_tables[v] = true
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if not tbl[i] then
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tbl[i] = table.instantiate_struct({}, v, indexed_tables)
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elseif type(tbl[i]) == "table" then
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tbl[i] = table.instantiate_struct(tbl[i], v, indexed_tables)
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end
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end
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end
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return tbl
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end
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function table.shallow_copy(t)
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local new_table = {}
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for i, v in pairs(t) do
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new_table[i] = v
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end
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return new_table
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end
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--for the following code and functions only:
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--for license see the link on the next line.
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--https://github.com/3dreamengine/3DreamEngine
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function Point_to_hud(pos, fov, aspect)
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local n = .1 --near
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local f = 1000 --far
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--wherever you are
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--I WILL FOLLOWWWW YOU
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local scale = math.tan(fov * math.pi / 360)
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local r = scale * n * aspect
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local t = scale * n
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--optimized matrix multiplication by removing constants
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--looks like a mess, but its only the opengl projection multiplied by the camera
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local a1 = n / r
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--local a6 = n / t * m
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local a6 = n / t
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local fn1 = 1 / (f - n)
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local a11 = -(f + n) * fn1
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local x = (pos.x/pos.z)*a1
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local y = (pos.y/pos.z)*a6
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local z = (pos.z/pos.z)*a11
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return vector.new((x / 2)+.5, (-y / 2)+.5, z)
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end |