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ComfyFactorio/utils/math/geometry.lua

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local Public = {}
function Public.snap_to_grid(point)
return { x = Public.ceil(point.x), y = Public.ceil(point.x) }
end
-- Given an area marked by integer coordinates, returns an array of all the half-integer positions bounded by that area. Useful for constructing tiles.
function Public.all_central_positions_within_area(area, offset)
local offsetx = offset.x or 0
local offsety = offset.y or 0
local xr1, xr2, yr1, yr2 =
offsetx + Math.ceil(area[1][1] - 0.5),
offsetx + Math.floor(area[2][1] + 0.5),
offsety + Math.ceil(area[1][2] - 0.5),
offsety + Math.floor(area[2][2] + 0.5)
local positions = {}
for y = yr1 + 0.5, yr2 - 0.5, 1 do
for x = xr1 + 0.5, xr2 - 0.5, 1 do
positions[#positions + 1] = { x = x, y = y }
end
end
return positions
end
-- *** *** --
--*** VECTORS ***--
-- *** *** --
function Public.vector_length(vec)
return Public.sqrt(vec.x * vec.x + vec.y * vec.y)
end
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function Public.vector_sum(...)
local result = { x = 0, y = 0 }
for _, vec in ipairs({ ... }) do
result.x = result.x + vec.x
result.y = result.y + vec.y
end
return result
end
function Public.vector_distance(vec1, vec2)
local vecx = vec2.x - vec1.x
local vecy = vec2.y - vec1.y
return Public.sqrt(vecx * vecx + vecy * vecy)
end
-- normalises vector to unit vector (length 1)
-- if vector length is 0, returns {x = 0, y = 1} vector
function Public.vector_norm(vec)
local vec_copy = { x = vec.x, y = vec.y }
local vec_length = Public.sqrt(vec_copy.x ^ 2 + vec_copy.y ^ 2)
if vec_length == 0 then
vec_copy.x = 0
vec_copy.y = 1
else
vec_copy.x = vec_copy.x / vec_length
vec_copy.y = vec_copy.y / vec_length
end
return { x = vec_copy.x, y = vec_copy.y }
end
-- Returns vector in random direction.
-- scalar: returned vector length. If nil, 1 will be chosen.
function Public.random_vector(scalar)
scalar = scalar or 1
local random_angle = Public.random_float_in_range(0, 2 * Public.pi)
return {
x = Public.cos(random_angle) * scalar,
y = Public.sin(random_angle) * scalar,
}
end
return Public