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Merge branch 'master' into turtlep/one_of_bugfix
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commit
57922d4890
@ -91,10 +91,10 @@ function intersect.nearest_point_on_line(a_start, a_end, b_pos, into)
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local point_to_start = b_pos:pooled_copy()
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local point_to_start = b_pos:pooled_copy()
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:vector_sub_inplace(a_start)
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:vector_sub_inplace(a_start)
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local factor = mathx.clamp01(point_to_start:dot(segment) / lensq)
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local factor = mathx.clamp01(point_to_start:dot(segment) / lensq)
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point_to_start:release()
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into:set(segment)
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into:set(segment)
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:scalar_mul_inplace(factor)
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:scalar_mul_inplace(factor)
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:vector_add_inplace(a_start)
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:vector_add_inplace(a_start)
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point_to_start:release()
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end
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end
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segment:release()
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segment:release()
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return into
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return into
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@ -137,8 +137,10 @@ end
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--collide a line segment with a circle
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--collide a line segment with a circle
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function intersect.line_circle_collide(a_start, a_end, a_rad, b_pos, b_rad, into)
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function intersect.line_circle_collide(a_start, a_end, a_rad, b_pos, b_rad, into)
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into = intersect._line_to_point(a_start, a_end, b_pos, into)
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local nearest = intersect.nearest_point_on_line(a_start, a_end, b_pos, vec2:pooled())
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return intersect._line_displacement_to_sep(a_start, a_end, into, a_rad + b_rad)
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into = intersect.circle_circle_collide(nearest, a_rad, b_pos, b_rad, into)
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nearest:release()
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return into
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end
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end
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--collide 2 line segments
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--collide 2 line segments
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@ -165,6 +167,8 @@ function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_ra
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elseif b_degen then
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elseif b_degen then
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--b is just circle
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--b is just circle
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return intersect.line_circle_collide(a_start, a_end, a_rad, b_start, b_rad, into)
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return intersect.line_circle_collide(a_start, a_end, a_rad, b_start, b_rad, into)
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else
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error("should be unreachable")
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end
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end
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end
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end
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--otherwise we're _actually_ 2 line segs :)
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--otherwise we're _actually_ 2 line segs :)
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@ -188,14 +192,14 @@ function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_ra
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--check coincident lines
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--check coincident lines
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local intersected
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local intersected
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if
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if
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math.abs(numera) < COLLIDE_EPS and
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math.abs(numera) == 0 and
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math.abs(numerb) < COLLIDE_EPS and
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math.abs(numerb) == 0 and
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math.abs(denom) < COLLIDE_EPS
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math.abs(denom) == 0
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then
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then
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intersected = "both"
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intersected = "both"
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else
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else
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--check parallel, non-coincident lines
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--check parallel, non-coincident lines
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if math.abs(denom) < COLLIDE_EPS then
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if math.abs(denom) == 0 then
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intersected = "none"
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intersected = "none"
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else
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else
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--get interpolants along segments
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--get interpolants along segments
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@ -229,7 +233,7 @@ function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_ra
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vec2.release(a_dir, b_dir)
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vec2.release(a_dir, b_dir)
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--dumb as a rock check-corners approach
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--dumb as a rocks check-corners approach
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--todo: pool storage
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--todo: pool storage
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--todo proper calculus from http://geomalgorithms.com/a07-_distance.html
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--todo proper calculus from http://geomalgorithms.com/a07-_distance.html
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local search_tab = {}
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local search_tab = {}
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