Merge branch 'master' into turtlep/one_of_bugfix

This commit is contained in:
TurtleP 2023-03-27 17:09:11 -04:00
commit 57922d4890
2 changed files with 16 additions and 12 deletions

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