Cleanup vectors
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c42ea6c005
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@ -1,8 +1,8 @@
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local vec = vector.new
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local ItemStack = ItemStack
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local loadstring = loadstring
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local reg_items = core.registered_items
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local translate = core.get_translated_string
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local vec_new, vec_add, vec_mul = vector.new, vector.add, vector.multiply
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local sort, concat, insert = table.sort, table.concat, table.insert
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local min, floor, ceil = math.min, math.floor, math.ceil
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local fmt, find, match, gmatch, sub, split, lower, upper =
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@ -376,7 +376,7 @@ local function spawn_item(player, stack)
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local dir = player:get_look_dir()
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local ppos = player:get_pos()
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ppos.y = ppos.y + player:get_properties().eye_height
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local look_at = vec_add(ppos, vec_mul(dir, 1))
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local look_at = ppos + dir
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core.add_item(look_at, stack)
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end
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@ -473,9 +473,9 @@ local function safe_teleport(player, pos)
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play_sound(name, "i3_teleport", 0.8)
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local vel = player:get_velocity()
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player:add_velocity(vec_mul(vel, -1))
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player:add_velocity(-vel)
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local p = vec_new(pos)
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local p = vec(pos)
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p.y += 0.25
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player:set_pos(p)
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@ -780,12 +780,8 @@ local _ = {
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random = math.random,
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-- Vectors
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vec_new = vector.new,
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vec_add = vector.add,
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vec_sub = vector.subtract,
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vec_mul = vector.multiply,
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vec = vector.new,
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vec_round = vector.round,
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vec_eq = vector.equals,
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}
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function i3.get(...)
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@ -1,7 +1,7 @@
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local set_fs = i3.set_fs
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IMPORT("min", "max", "vec_round")
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IMPORT("reg_items", "reg_aliases")
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IMPORT("min", "max", "vec_eq", "vec_round")
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IMPORT("S", "random", "translate", "ItemStack")
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IMPORT("sort", "copy", "insert", "remove", "indexof")
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IMPORT("fmt", "find", "match", "sub", "lower", "split", "toupper")
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@ -180,7 +180,7 @@ local function inv_fields(player, data, fields)
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local pos = player:get_pos()
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for _, v in ipairs(data.waypoints) do
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if vec_eq(vec_round(pos), vec_round(str_to_pos(v.pos))) then
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if vec_round(pos) == vec_round(str_to_pos(v.pos)) then
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play_sound(name, "i3_cannot", 0.8)
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return msg(name, S"You already have set a waypoint at this position")
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end
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@ -7,8 +7,8 @@ local PNG, styles, fs_elements, colors = i3.files.styles()
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local sprintf = string.format
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local VoxelArea, VoxelManip = VoxelArea, VoxelManip
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IMPORT("vec", "vec_round")
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IMPORT("find", "match", "sub", "upper")
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IMPORT("vec_new", "vec_sub", "vec_round")
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IMPORT("clr", "ESC", "msg", "check_privs")
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IMPORT("compression_active", "compressible")
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IMPORT("min", "max", "floor", "ceil", "round")
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@ -240,8 +240,8 @@ local function get_isometric_view(fs, pos, X, Y, t, cubes, depth, high)
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local max_depth = -7
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local height = base_depth and (base_height - 1) or depth
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local pos1 = vec_new(pos.x - width, pos.y + depth, pos.z - width)
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local pos2 = vec_new(pos.x + width, pos.y + height, pos.z + width)
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local pos1 = vec(pos.x - width, pos.y + depth, pos.z - width)
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local pos2 = vec(pos.x + width, pos.y + height, pos.z + width)
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local vm = VoxelManip(pos1, pos2)
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local emin, emax = vm:get_emerged_area()
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@ -255,7 +255,7 @@ local function get_isometric_view(fs, pos, X, Y, t, cubes, depth, high)
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if img then
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local p = area:position(idx)
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p = vec_sub(p, pos)
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p -= pos
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local size = 0.25
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local x = 2 + (size / 2 * (p.z - p.x))
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