177 lines
3.8 KiB
Lua
177 lines
3.8 KiB
Lua
--[[
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This file is part of Ice Lua Components.
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Ice Lua Components is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Ice Lua Components is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Ice Lua Components. If not, see <http://www.gnu.org/licenses/>.
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]]
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function box_is_clear(x1,y1,z1,x2,y2,z2)
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local x,z,i
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x1 = math.floor(x1)
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y1 = math.floor(y1)
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z1 = math.floor(z1)
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x2 = math.floor(x2)
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y2 = math.floor(y2)
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z2 = math.floor(z2)
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for z=z1,z2 do
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for x=x1,x2 do
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local l = common.map_pillar_get(x, z)
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i = 1
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while true do
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if y2 < l[i+2] then break end
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if l[i] == 0 then return false end
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i = i + l[i]*4
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if y1 < l[i+3] then return false end
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end
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end
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end
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return true
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end
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function trace_map_box(x1,y1,z1, x2,y2,z2, bx1,by1,bz1, bx2,by2,bz2)
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-- delta
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local dx,dy,dz
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dx = x2-x1
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dy = y2-y1
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dz = z2-z1
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-- offsets
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local fx,fy,fz
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if dx < 0 then fx = bx1 else fx = bx2 end
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if dy < 0 then fy = by1 else fy = by2 end
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if dz < 0 then fz = bz1 else fz = bz2 end
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-- direction
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local gx,gy,gz
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if dx < 0 then gx = -1 else gx = 1 end
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if dy < 0 then gy = -1 else gy = 1 end
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if dz < 0 then gz = -1 else gz = 1 end
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dx = dx * gx
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dy = dy * gy
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dz = dz * gz
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-- combined box size
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local bcx,bcy,bcz
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bcx = (bx2-bx1)
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bcy = (by2-by1)
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bcz = (bz2-bz1)
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-- top left offset (note, incorrect name!)
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local tlx,tly,tlz
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if gx >= 0 then tlx = 0.99999 else tlx = 0 end
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if gy >= 0 then tly = 0.99999 else tly = 0 end
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if gz >= 0 then tlz = 0.99999 else tlz = 0 end
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-- apply offset
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x1 = x1 + fx
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y1 = y1 + fy
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z1 = z1 + fz
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bx1 = bx1 + fx
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by1 = by1 + fy
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bz1 = bz1 + fz
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bx2 = bx2 + fx
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by2 = by2 + fy
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bz2 = bz2 + fz
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-- cell
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local cx,cy,cz
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cx = math.floor(x1)
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cy = math.floor(y1)
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cz = math.floor(z1)
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-- sub deltas
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local sx, sy, sz
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sx = math.fmod(x1, 1.0)
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sy = math.fmod(y1, 1.0)
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sz = math.fmod(z1, 1.0)
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if gx >= 0 then sx = 1-sx end
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if gy >= 0 then sy = 1-sy end
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if gz >= 0 then sz = 1-sz end
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-- restricted x/y/z
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local rx,ry,rz
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rx = nil
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ry = nil
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rz = nil
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-- TODO: unset these when another boundary is crossed
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local i
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local iend = (
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math.abs(math.floor(x2+fx)-cx)
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+ math.abs(math.floor(y2+fy)-cy)
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+ math.abs(math.floor(z2+fz)-cz)
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)
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for i=1,iend do
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-- get the time it takes to hit the boundary
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local tx = sx/math.max(dx,0.00001)
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local ty = sy/math.max(dy,0.00001)
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local tz = sz/math.max(dz,0.00001)
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local t, d, ck
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if tx < ty and tx < tz then
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-- X first
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d = 0
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t = tx
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elseif ty < tx and ty < tz then
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-- Y first
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d = 1
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t = ty
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else
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-- Z first
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d = 2
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t = tz
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end
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sx = sx - t*dx
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sy = sy - t*dy
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sz = sz - t*dz
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x1 = rx or x1 + t*dx*gx
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y1 = ry or y1 + t*dy*gy
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z1 = rz or z1 + t*dz*gz
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if d == 0 then
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-- X first
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sx = 1.0
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ck = rx or box_is_clear(cx+gx,y1+by1,z1+bz1,cx+gx,y1+by2,z1+bz2)
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if not ck then rx = cx + tlx end
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if not rx then cx = cx + gx end
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elseif d == 1 then
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-- Y first
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sy = 1.0
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ck = ry or box_is_clear(x1+bx1,cy+gy,z1+bz1,x1+bx2,cy+gy,z1+bz2)
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if not ck then ry = cy + tly end
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if not ry then cy = cy + gy end
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else
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-- Z first
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sz = 1.0
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ck = rz or box_is_clear(x1+bx1,y1+by1,cz+gz,x1+bx2,y1+by2,cz+gz)
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if not ck then rz = cz + tlz end
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if not rz then cz = cz + gz end
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end
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--if not ck then return x1-bx1, y1-by1, z1-bz1 end
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end
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--
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if rx then rx = rx - fx end
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if ry then ry = ry - fy end
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if rz then rz = rz - fz end
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return rx or x2, ry or y2, rz or z2
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end
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