mirror of
https://github.com/kepler155c/opus
synced 2024-11-14 04:34:49 +00:00
307 lines
6.8 KiB
Lua
307 lines
6.8 KiB
Lua
local Util = require('util')
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local Point = { }
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Point.directions = {
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[ 0 ] = { xd = 1, zd = 0, yd = 0, heading = 0, direction = 'east' },
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[ 1 ] = { xd = 0, zd = 1, yd = 0, heading = 1, direction = 'south' },
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[ 2 ] = { xd = -1, zd = 0, yd = 0, heading = 2, direction = 'west' },
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[ 3 ] = { xd = 0, zd = -1, yd = 0, heading = 3, direction = 'north' },
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[ 4 ] = { xd = 0, zd = 0, yd = 1, heading = 4, direction = 'up' },
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[ 5 ] = { xd = 0, zd = 0, yd = -1, heading = 5, direction = 'down' },
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}
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Point.facings = {
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[ 0 ] = Point.directions[0],
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[ 1 ] = Point.directions[1],
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[ 2 ] = Point.directions[2],
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[ 3 ] = Point.directions[3],
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east = Point.directions[0],
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south = Point.directions[1],
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west = Point.directions[2],
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north = Point.directions[3],
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}
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Point.headings = {
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[ 0 ] = Point.directions[0],
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[ 1 ] = Point.directions[1],
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[ 2 ] = Point.directions[2],
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[ 3 ] = Point.directions[3],
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[ 4 ] = Point.directions[4],
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[ 5 ] = Point.directions[5],
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east = Point.directions[0],
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south = Point.directions[1],
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west = Point.directions[2],
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north = Point.directions[3],
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up = Point.directions[4],
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down = Point.directions[5],
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}
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Point.EAST = 0
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Point.SOUTH = 1
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Point.WEST = 2
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Point.NORTH = 3
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Point.UP = 4
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Point.DOWN = 5
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function Point.copy(pt)
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return { x = pt.x, y = pt.y, z = pt.z }
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end
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function Point.same(pta, ptb)
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return pta.x == ptb.x and
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pta.y == ptb.y and
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pta.z == ptb.z
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end
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function Point.above(pt)
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return { x = pt.x, y = pt.y + 1, z = pt.z, heading = pt.heading }
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end
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function Point.below(pt)
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return { x = pt.x, y = pt.y - 1, z = pt.z, heading = pt.heading }
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end
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function Point.subtract(a, b)
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a.x = a.x - b.x
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a.y = a.y - b.y
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a.z = a.z - b.z
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end
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-- Euclidian distance
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function Point.distance(a, b)
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return math.sqrt(
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math.pow(a.x - b.x, 2) +
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math.pow(a.y - b.y, 2) +
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math.pow(a.z - b.z, 2))
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end
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-- turtle distance (manhattan)
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function Point.turtleDistance(a, b)
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if a.y and b.y then
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return math.abs(a.x - b.x) +
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math.abs(a.y - b.y) +
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math.abs(a.z - b.z)
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else
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return math.abs(a.x - b.x) +
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math.abs(a.z - b.z)
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end
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end
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function Point.calculateTurns(ih, oh)
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if ih == oh then
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return 0
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end
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if (ih % 2) == (oh % 2) then
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return 2
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end
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return 1
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end
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function Point.calculateHeading(pta, ptb)
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local heading
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local xd, zd = pta.x - ptb.x, pta.z - ptb.z
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if (pta.heading % 2) == 0 and zd ~= 0 then
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heading = zd < 0 and 1 or 3
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elseif (pta.heading % 2) == 1 and xd ~= 0 then
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heading = xd < 0 and 0 or 2
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elseif pta.heading == 0 and xd > 0 then
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heading = 2
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elseif pta.heading == 2 and xd < 0 then
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heading = 0
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elseif pta.heading == 1 and zd > 0 then
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heading = 3
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elseif pta.heading == 3 and zd < 0 then
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heading = 1
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end
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return heading or pta.heading
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end
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-- Calculate distance to location including turns
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-- also returns the resulting heading
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function Point.calculateMoves(pta, ptb, distance)
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local heading = pta.heading
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local moves = distance or Point.turtleDistance(pta, ptb)
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if (pta.heading % 2) == 0 and pta.z ~= ptb.z then
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moves = moves + 1
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if ptb.heading and (ptb.heading % 2 == 1) then
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heading = ptb.heading
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elseif ptb.z > pta.z then
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heading = 1
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else
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heading = 3
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end
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elseif (pta.heading % 2) == 1 and pta.x ~= ptb.x then
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moves = moves + 1
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if ptb.heading and (ptb.heading % 2 == 0) then
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heading = ptb.heading
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elseif ptb.x > pta.x then
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heading = 0
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else
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heading = 2
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end
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end
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if ptb.heading then
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if heading ~= ptb.heading then
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moves = moves + Point.calculateTurns(heading, ptb.heading)
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heading = ptb.heading
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end
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end
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return moves, heading
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end
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-- given a set of points, find the one taking the least moves
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function Point.closest(reference, pts)
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if #pts == 1 then
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return pts[1]
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end
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local lm, lpt = math.huge
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for _,pt in pairs(pts) do
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local distance = Point.turtleDistance(reference, pt)
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if distance < lm then
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local m = Point.calculateMoves(reference, pt, distance)
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if m < lm then
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lpt = pt
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lm = m
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end
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end
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end
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return lpt
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end
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function Point.eachClosest(spt, ipts, fn)
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local pts = Util.shallowCopy(ipts)
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while #pts > 0 do
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local pt = Point.closest(spt, pts)
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local r = fn(pt)
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if r then
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return r
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end
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Util.removeByValue(pts, pt)
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end
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end
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function Point.adjacentPoints(pt)
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local pts = { }
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for i = 0, 5 do
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local hi = Point.headings[i]
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table.insert(pts, { x = pt.x + hi.xd, y = pt.y + hi.yd, z = pt.z + hi.zd })
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end
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return pts
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end
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-- get the point nearest A that is in the direction of B
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function Point.nearestTo(pta, ptb)
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local heading
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if pta.x < ptb.x then
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heading = 0
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elseif pta.z < ptb.z then
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heading = 1
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elseif pta.x > ptb.x then
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heading = 2
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elseif pta.z > ptb.z then
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heading = 3
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elseif pta.y < ptb.y then
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heading = 4
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elseif pta.y > ptb.y then
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heading = 5
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end
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if heading then
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return {
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x = pta.x + Point.headings[heading].xd,
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y = pta.y + Point.headings[heading].yd,
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z = pta.z + Point.headings[heading].zd,
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}
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end
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return pta -- error ?
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end
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function Point.rotate(pt, facing)
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local x, z = pt.x, pt.z
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if facing == 1 then
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pt.x = z
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pt.z = -x
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elseif facing == 2 then
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pt.x = -x
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pt.z = -z
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elseif facing == 3 then
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pt.x = -z
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pt.z = x
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end
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end
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function Point.makeBox(pt1, pt2)
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return {
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x = pt1.x,
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y = pt1.y,
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z = pt1.z,
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ex = pt2.x,
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ey = pt2.y,
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ez = pt2.z,
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}
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end
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-- expand box to include point
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function Point.expandBox(box, pt)
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if pt.x < box.x then
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box.x = pt.x
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elseif pt.x > box.ex then
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box.ex = pt.x
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end
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if pt.y < box.y then
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box.y = pt.y
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elseif pt.y > box.ey then
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box.ey = pt.y
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end
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if pt.z < box.z then
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box.z = pt.z
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elseif pt.z > box.ez then
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box.ez = pt.z
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end
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end
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function Point.normalizeBox(box)
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return {
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x = math.min(box.x, box.ex),
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y = math.min(box.y, box.ey),
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z = math.min(box.z, box.ez),
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ex = math.max(box.x, box.ex),
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ey = math.max(box.y, box.ey),
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ez = math.max(box.z, box.ez),
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}
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end
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function Point.inBox(pt, box)
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return pt.x >= box.x and
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pt.y >= box.y and
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pt.z >= box.z and
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pt.x <= box.ex and
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pt.y <= box.ey and
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pt.z <= box.ez
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end
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function Point.closestPointInBox(pt, box)
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local cpt = {
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x = math.abs(pt.x - box.x) < math.abs(pt.x - box.ex) and box.x or box.ex,
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y = math.abs(pt.y - box.y) < math.abs(pt.y - box.ey) and box.y or box.ey,
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z = math.abs(pt.z - box.z) < math.abs(pt.z - box.ez) and box.z or box.ez,
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}
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cpt.x = pt.x > box.x and pt.x < box.ex and pt.x or cpt.x
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cpt.y = pt.y > box.y and pt.y < box.ey and pt.y or cpt.y
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cpt.z = pt.z > box.z and pt.z < box.ez and pt.z or cpt.z
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return cpt
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end
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return Point
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