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- -- Copied from comptuercraft gps api
- function trilaterate( A, B, C )
- local a2b = B.vPosition - A.vPosition
- local a2c = C.vPosition - A.vPosition
- if math.abs( a2b:normalize():dot( a2c:normalize() ) ) > 0.999 then
- return nil
- end
- local d = a2b:length()
- local ex = a2b:normalize( )
- local i = ex:dot( a2c )
- local ey = (a2c - (ex * i)):normalize()
- local j = ey:dot( a2c )
- local ez = ex:cross( ey )
- local r1 = A.nDistance
- local r2 = B.nDistance
- local r3 = C.nDistance
- local x = (r1*r1 - r2*r2 + d*d) / (2*d)
- local y = (r1*r1 - r3*r3 - x*x + (x-i)*(x-i) + j*j) / (2*j)
- local result = A.vPosition + (ex * x) + (ey * y)
- local zSquared = r1*r1 - x*x - y*y
- if zSquared > 0 then
- local z = math.sqrt( zSquared )
- local result1 = result + (ez * z)
- local result2 = result - (ez * z)
- local rounded1, rounded2 = result1:round( 0.01 ), result2:round( 0.01 )
- if rounded1.x ~= rounded2.x or rounded1.y ~= rounded2.y or rounded1.z ~= rounded2.z then
- return rounded1, rounded2
- else
- return rounded1
- end
- end
- return result:round( 0.01 )
- end
- function narrow( p1, p2, fix )
- local dist1 = math.abs( (p1 - fix.vPosition):length() - fix.nDistance )
- local dist2 = math.abs( (p2 - fix.vPosition):length() - fix.nDistance )
- if math.abs(dist1 - dist2) < 0.01 then
- return p1, p2
- elseif dist1 < dist2 then
- return p1:round( 0.01 )
- else
- return p2:round( 0.01 )
- end
- end
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