Merge branch 'feature/minmax-vector-ops-and-aabb-collisions'

This commit is contained in:
Max Cahill 2021-06-08 11:53:09 +10:00
commit 0bc9ccb17b
2 changed files with 135 additions and 12 deletions

View File

@ -242,12 +242,40 @@ function intersect.aabb_point_overlap(pos, hs, v)
return _apo_delta.x < hs.x and _apo_delta.y < hs.y return _apo_delta.x < hs.x and _apo_delta.y < hs.y
end end
-- discrete displacement
-- return msv to push point to closest edge of aabb
local _apo_delta_c = vec2:zero()
local _apo_delta_c_abs = vec2:zero()
function intersect.aabb_point_collide(pos, hs, v, into)
--separation between centres
_apo_delta_c
:vset(v)
:vsubi(pos)
--absolute separation
_apo_delta_c_abs
:vset(_apo_delta_c)
:absi()
if _apo_delta_c_abs.x < hs.x and _apo_delta_c_abs.y < hs.y then
return (into or vec2:zero())
--separating offset in both directions
:vset(hs)
:vsubi(_apo_delta_c_abs)
--minimum separating distance
:minori()
--in the right direction
:vmuli(_apo_delta_c:signi())
--from the aabb's point of view
:smuli(-1)
end
return false
end
--return true on overlap, false otherwise --return true on overlap, false otherwise
local _aao_abs_delta = vec2:zero() local _aao_abs_delta = vec2:zero()
local _aao_total_size = vec2:zero() local _aao_total_size = vec2:zero()
function intersect.aabb_aabb_overlap(pos, hs, opos, ohs) function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
_aao_abs_delta:vset(pos):vsubi(opos):absi() _aao_abs_delta:vset(a_pos):vsubi(b_pos):absi()
_aao_total_size:vset(hs):vaddi(ohs) _aao_total_size:vset(a_hs):vaddi(b_hs)
return _aao_abs_delta.x < _aao_total_size.x and _aao_abs_delta.y < _aao_total_size.y return _aao_abs_delta.x < _aao_total_size.x and _aao_abs_delta.y < _aao_total_size.y
end end
@ -257,11 +285,11 @@ local _aac_delta = vec2:zero()
local _aac_abs_delta = vec2:zero() local _aac_abs_delta = vec2:zero()
local _aac_size = vec2:zero() local _aac_size = vec2:zero()
local _aac_abs_amount = vec2:zero() local _aac_abs_amount = vec2:zero()
function intersect.aabb_aabb_collide(apos, ahs, bpos, bhs, into) function intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, b_hs, into)
if not into then into = vec2:zero() end if not into then into = vec2:zero() end
_aac_delta:vset(apos):vsubi(bpos) _aac_delta:vset(a_pos):vsubi(b_pos)
_aac_abs_delta:vset(_aac_delta):absi() _aac_abs_delta:vset(_aac_delta):absi()
_aac_size:vset(ahs):vaddi(bhs) _aac_size:vset(a_hs):vaddi(b_hs)
_aac_abs_amount:vset(_aac_size):vsubi(_aac_abs_delta) _aac_abs_amount:vset(_aac_size):vsubi(_aac_abs_delta)
if _aac_abs_amount.x > COLLIDE_EPS and _aac_abs_amount.y > COLLIDE_EPS then if _aac_abs_amount.x > COLLIDE_EPS and _aac_abs_amount.y > COLLIDE_EPS then
--actually collided --actually collided
@ -287,8 +315,8 @@ end
--return normal and fraction of dt encountered on collision, false otherwise --return normal and fraction of dt encountered on collision, false otherwise
--TODO: re-pool storage here --TODO: re-pool storage here
function intersect.aabb_aabb_collide_continuous( function intersect.aabb_aabb_collide_continuous(
a_startpos, a_endpos, ahs, a_startpos, a_endpos, a_hs,
b_startpos, b_endpos, bhs, b_startpos, b_endpos, b_hs,
into into
) )
if not into then into = vec2:zero() end if not into then into = vec2:zero() end
@ -301,11 +329,11 @@ function intersect.aabb_aabb_collide_continuous(
do do
local _self_half_delta = _self_delta_motion:smul(0.5) local _self_half_delta = _self_delta_motion:smul(0.5)
local _self_bounds_pos = _self_half_delta:vadd(a_endpos) local _self_bounds_pos = _self_half_delta:vadd(a_endpos)
local _self_bounds_hs = _self_half_delta:vadd(ahs) local _self_bounds_hs = _self_half_delta:vadd(a_hs)
local _other_half_delta = _other_delta_motion:smul(0.5) local _other_half_delta = _other_delta_motion:smul(0.5)
local _other_bounds_pos = _other_half_delta:vadd(b_endpos) local _other_bounds_pos = _other_half_delta:vadd(b_endpos)
local _other_bounds_hs = _other_half_delta:vadd(bhs) local _other_bounds_hs = _other_half_delta:vadd(b_hs)
if not body._overlap_raw( if not body._overlap_raw(
_self_bounds_pos, _self_bounds_hs, _self_bounds_pos, _self_bounds_hs,
@ -318,7 +346,7 @@ function intersect.aabb_aabb_collide_continuous(
--get ccd minkowski box --get ccd minkowski box
--this is a relative-space box --this is a relative-space box
local _relative_delta_motion = _self_delta_motion:vsub(_other_delta_motion) local _relative_delta_motion = _self_delta_motion:vsub(_other_delta_motion)
local _minkowski_halfsize = ahs:vadd(bhs) local _minkowski_halfsize = a_hs:vadd(b_hs)
local _minkowski_pos = b_startpos:vsub(a_startpos) local _minkowski_pos = b_startpos:vsub(a_startpos)
--if a line seg from our relative motion hits the minkowski box, we're in luck --if a line seg from our relative motion hits the minkowski box, we're in luck
@ -407,6 +435,46 @@ function intersect.aabb_aabb_collide_continuous(
return false return false
end end
-- helper function to clamp point to aabb
function intersect.aabb_point_clamp(pos, hs, v, into)
local v_min = pos:pooled_copy():vsubi(hs)
local v_max = pos:pooled_copy():vaddi(hs)
into = into or vec2:zero()
into:vset(v):clampi(v_min, v_max)
vec2.release(v_min, v_max)
return into
end
-- return true on overlap, false otherwise
function intersect.aabb_circle_overlap(a_pos, a_hs, b_pos, b_rad)
local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
local edge_distance_squared = clamped:distance_squared(b_pos)
clamped:release()
return edge_distance_squared < (b_rad * b_rad)
end
-- return msv on collision, false otherwise
function intersect.aabb_circle_collide(a_pos, a_hs, b_pos, b_rad, into)
local abs_delta = a_pos:pooled_copy():vsub(b_pos):absi()
--circle centre within aabb-like bounds, collide as an aabb
local like_aabb = abs_delta.x < a_hs.x or abs_delta.y < a_hs.y
--(clean up)
abs_delta:release()
--
local result
if like_aabb then
local pretend_hs = vec2:pooled():sset(b_rad)
result = intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, pretend_hs, into)
pretend_hs:release()
else
--outside aabb-like bounds so we need to collide with the nearest clamped corner point
local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
result = intersect.circle_circle_collide(clamped, 0, b_pos, b_rad, into)
clamped:release()
end
return result
end
--check if a point is in a polygon --check if a point is in a polygon
--point is the point to test --point is the point to test
--poly is a list of points in order --poly is a list of points in order

View File

@ -92,10 +92,13 @@ function vec2:pooled_copy()
end end
--release a vector to the pool --release a vector to the pool
function vec2:release() function vec2:release(...)
if vec2.pool_size() < _vec2_pool_limit then if vec2.pool_size() < _vec2_pool_limit then
table.insert(_vec2_pool, self) table.insert(_vec2_pool, self)
end end
if ... then
vec2.release(...)
end
end end
--unpack for multi-args --unpack for multi-args
@ -448,6 +451,20 @@ function vec2:abs()
return self:copy():absi() return self:copy():absi()
end end
-----------------------------------------------------------
-- sign
-----------------------------------------------------------
function vec2:signi()
self.x = math.sign(self.x)
self.y = math.sign(self.y)
return self
end
function vec2:sign()
return self:copy():signi()
end
----------------------------------------------------------- -----------------------------------------------------------
-- truncation/rounding -- truncation/rounding
----------------------------------------------------------- -----------------------------------------------------------
@ -599,4 +616,42 @@ function vec2:apply_friction_xy(mu_x, mu_y, dt)
return self return self
end end
--minimum/maximum components
function vec2:mincomp()
return math.min(self.x, self.y)
end
function vec2:maxcomp()
return math.max(self.x, self.y)
end
-- mask out min component, with preference to keep x
function vec2:majori()
if self.x > self.y then
self.y = 0
else
self.x = 0
end
return self
end
-- mask out max component, with preference to keep x
function vec2:minori()
if self.x < self.y then
self.y = 0
else
self.x = 0
end
return self
end
--garbage generating versions
function vec2:major(axis)
return self:copy():majori(axis)
end
function vec2:minor(axis)
return self:copy():minori(axis)
end
return vec2 return vec2