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mirror of https://github.com/kepler155c/opus synced 2024-11-15 05:04:50 +00:00
opus/sys/apis/point.lua
kepler155c@gmail.com f8bcf90a6b bit of everything
2017-07-23 22:37:07 -04:00

208 lines
4.6 KiB
Lua

local Point = { }
function Point.copy(pt)
return { x = pt.x, y = pt.y, z = pt.z }
end
function Point.same(pta, ptb)
return pta.x == ptb.x and
pta.y == ptb.y and
pta.z == ptb.z
end
function Point.subtract(a, b)
a.x = a.x - b.x
a.y = a.y - b.y
a.z = a.z - b.z
end
-- Euclidian distance
function Point.pythagoreanDistance(a, b)
return math.sqrt(
math.pow(a.x - b.x, 2) +
math.pow(a.y - b.y, 2) +
math.pow(a.z - b.z, 2))
end
-- turtle distance (manhattan)
function Point.turtleDistance(a, b)
if a.y and b.y then
return math.abs(a.x - b.x) +
math.abs(a.y - b.y) +
math.abs(a.z - b.z)
else
return math.abs(a.x - b.x) +
math.abs(a.z - b.z)
end
end
function Point.calculateTurns(ih, oh)
if ih == oh then
return 0
end
if (ih % 2) == (oh % 2) then
return 2
end
return 1
end
function Point.calculateHeading(pta, ptb)
local heading
if (pta.heading % 2) == 0 and pta.z ~= ptb.z then
if ptb.z > pta.z then
heading = 1
else
heading = 3
end
elseif (pta.heading % 2) == 1 and pta.x ~= ptb.x then
if ptb.x > pta.x then
heading = 0
else
heading = 2
end
elseif pta.heading == 0 and pta.x > ptb.x then
heading = 2
elseif pta.heading == 2 and pta.x < ptb.x then
heading = 0
elseif pta.heading == 1 and pta.z > ptb.z then
heading = 3
elseif pta.heading == 3 and pta.z < ptb.z then
heading = 1
end
return heading or pta.heading
end
-- Calculate distance to location including turns
-- also returns the resulting heading
function Point.calculateMoves(pta, ptb, distance)
local heading = pta.heading
local moves = distance or Point.turtleDistance(pta, ptb)
if (pta.heading % 2) == 0 and pta.z ~= ptb.z then
moves = moves + 1
if ptb.heading and (ptb.heading % 2 == 1) then
heading = ptb.heading
elseif ptb.z > pta.z then
heading = 1
else
heading = 3
end
elseif (pta.heading % 2) == 1 and pta.x ~= ptb.x then
moves = moves + 1
if ptb.heading and (ptb.heading % 2 == 0) then
heading = ptb.heading
elseif ptb.x > pta.x then
heading = 0
else
heading = 2
end
end
if ptb.heading then
if heading ~= ptb.heading then
moves = moves + Point.calculateTurns(heading, ptb.heading)
heading = ptb.heading
end
end
return moves, heading
end
-- given a set of points, find the one taking the least moves
function Point.closest(reference, pts)
local lpt, lm -- lowest
for _,pt in pairs(pts) do
local m = Point.calculateMoves(reference, pt)
if not lm or m < lm then
lpt = pt
lm = m
end
end
return lpt
end
-- find the closest block
-- * favor same plane
-- * going backwards only if the dest is above or below
function Point.closest2(reference, pts)
local lpt, lm -- lowest
for _,pt in pairs(pts) do
local m = Point.turtleDistance(reference, pt)
local h = Point.calculateHeading(reference, pt)
local t = Point.calculateTurns(reference.heading, h)
if pt.y ~= reference.y then -- try and stay on same plane
m = m + .01
end
if t ~= 2 or pt.y == reference.y then
m = m + t
if t > 0 then
m = m + .01
end
end
if not lm or m < lm then
lpt = pt
lm = m
end
end
return lpt
end
function Point.adjacentPoints(pt)
local pts = { }
for _, hi in pairs(turtle.getHeadings()) do
table.insert(pts, { x = pt.x + hi.xd, y = pt.y + hi.yd, z = pt.z + hi.zd })
end
return pts
end
return Point
--[[
function Point.toBox(pt, width, length, height)
return { ax = pt.x,
ay = pt.y,
az = pt.z,
bx = pt.x + width - 1,
by = pt.y + height - 1,
bz = pt.z + length - 1
}
end
function Point.inBox(pt, box)
return pt.x >= box.ax and
pt.z >= box.az and
pt.x <= box.bx and
pt.z <= box.bz
end
Box = { }
function Box.contain(boundingBox, containedBox)
local shiftX = boundingBox.ax - containedBox.ax
if shiftX > 0 then
containedBox.ax = containedBox.ax + shiftX
containedBox.bx = containedBox.bx + shiftX
end
local shiftZ = boundingBox.az - containedBox.az
if shiftZ > 0 then
containedBox.az = containedBox.az + shiftZ
containedBox.bz = containedBox.bz + shiftZ
end
shiftX = boundingBox.bx - containedBox.bx
if shiftX < 0 then
containedBox.ax = containedBox.ax + shiftX
containedBox.bx = containedBox.bx + shiftX
end
shiftZ = boundingBox.bz - containedBox.bz
if shiftZ < 0 then
containedBox.az = containedBox.az + shiftZ
containedBox.bz = containedBox.bz + shiftZ
end
end
--]]