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optimised line line collision a little, could still use some more love :)
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@ -144,6 +144,12 @@ function intersect.line_circle_collide(a_start, a_end, a_rad, b_pos, b_rad, into
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end
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--collide 2 line segments
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local _line_line_search_tab = {
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{vec2(), 1},
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{vec2(), 1},
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{vec2(), -1},
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{vec2(), -1},
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}
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function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_rad, into)
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--segment directions from start points
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local a_dir = a_end
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@ -234,28 +240,35 @@ 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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--dumb as a rocks check-corners approach
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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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local search_tab = {}
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local search_tab = _line_line_search_tab
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for i = 1, 4 do
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search_tab[i][1]:sset(math.huge)
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end
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--only insert corners from the non-intersected line
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--since intersected line is potentially the apex
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if intersected ~= "a" then
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--a endpoints
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table.insert(search_tab, {intersect._line_to_point(b_start, b_end, a_start), 1})
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table.insert(search_tab, {intersect._line_to_point(b_start, b_end, a_end), 1})
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intersect._line_to_point(b_start, b_end, a_start, search_tab[1][1])
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intersect._line_to_point(b_start, b_end, a_end, search_tab[2][1])
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end
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if intersected ~= "b" then
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--b endpoints
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table.insert(search_tab, {intersect._line_to_point(a_start, a_end, b_start), -1})
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table.insert(search_tab, {intersect._line_to_point(a_start, a_end, b_end), -1})
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intersect._line_to_point(a_start, a_end, b_start, search_tab[3][1])
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intersect._line_to_point(a_start, a_end, b_end, search_tab[4][1])
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end
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local best = nil
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local best_len = nil
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for _, v in ipairs(search_tab) do
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local len = v[1]:length_squared()
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if not best_len or len < best_len then
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best = v
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local delta = v[1]
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if delta.x == math.huge then
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--skip
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else
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local len = delta:length_squared()
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if len < (best_len or math.huge) then
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best = v
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end
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end
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end
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