Reworked aabb vs point and circle methods

This commit is contained in:
Max Cahill 2021-06-08 11:51:18 +10:00
parent 99c496df24
commit a92a0c0351

View File

@ -236,16 +236,26 @@ end
-- return msv to push point to closest edge of aabb
local _apo_delta_c = vec2:zero()
local _apo_delta_c_abs = vec2:zero()
local _apo_normal = vec2:zero()
function intersect.aabb_point_collide(pos, hs, v, into)
_apo_delta_c:vset(v):vsubi(pos)
_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
into = into or vec2:zero()
-- ahh get the point outta here
_apo_normal:vset(hs):saddi(COLLIDE_EPS):vsubi(_apo_delta_c_abs):minori()
into:vset(_apo_delta_c):vmuli(_apo_normal):normalisei():smuli(_apo_normal:length())
return 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
@ -253,9 +263,9 @@ end
--return true on overlap, false otherwise
local _aao_abs_delta = vec2:zero()
local _aao_total_size = vec2:zero()
function intersect.aabb_aabb_overlap(pos, hs, opos, ohs)
_aao_abs_delta:vset(pos):vsubi(opos):absi()
_aao_total_size:vset(hs):vaddi(ohs)
function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
_aao_abs_delta:vset(a_pos):vsubi(b_pos):absi()
_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
end
@ -265,11 +275,11 @@ local _aac_delta = vec2:zero()
local _aac_abs_delta = vec2:zero()
local _aac_size = 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
_aac_delta:vset(apos):vsubi(bpos)
_aac_delta:vset(a_pos):vsubi(b_pos)
_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)
if _aac_abs_amount.x > COLLIDE_EPS and _aac_abs_amount.y > COLLIDE_EPS then
--actually collided
@ -295,8 +305,8 @@ end
--return normal and fraction of dt encountered on collision, false otherwise
--TODO: re-pool storage here
function intersect.aabb_aabb_collide_continuous(
a_startpos, a_endpos, ahs,
b_startpos, b_endpos, bhs,
a_startpos, a_endpos, a_hs,
b_startpos, b_endpos, b_hs,
into
)
if not into then into = vec2:zero() end
@ -309,11 +319,11 @@ function intersect.aabb_aabb_collide_continuous(
do
local _self_half_delta = _self_delta_motion:smul(0.5)
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_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(
_self_bounds_pos, _self_bounds_hs,
@ -326,7 +336,7 @@ function intersect.aabb_aabb_collide_continuous(
--get ccd minkowski box
--this is a relative-space box
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)
--if a line seg from our relative motion hits the minkowski box, we're in luck
@ -416,55 +426,43 @@ function intersect.aabb_aabb_collide_continuous(
end
-- helper function to clamp point to aabb
local _v_min = vec2:zero()
local _v_max = vec2:zero()
local _v_clamp = vec2:zero()
local function aabb_clamp(pos, hs, v)
_v_min:sset(pos.x-hs.x, pos.y-hs.y)
_v_max:sset(pos.x+hs.x, pos.y+hs.y)
_v_clamp:vset(v):clampi(_v_min,_v_max)
return _v_clamp.x, _v_clamp.y
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
local _a_b_closest = vec2:zero()
local _a_b_delta = vec2:zero() -- Delta vec for minimum distance between aabb and circle
function intersect.aabb_circle_overlap(apos, ahs, bpos, brad)
_a_b_closest:sset(aabb_clamp(apos, ahs, bpos))
_a_b_delta:vset(bpos):vsubi(_a_b_closest)
return _a_b_delta:dot(_a_b_delta) < (brad*brad) + COLLIDE_EPS -- Pythag theorem
-- 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
-- Discrete
-- return msv on collision, false otherwise
local _new_bpos = vec2:zero() -- Intermediate circle pos
local _ap_bp_delta = vec2:zero() -- Vec from closest points
local _aabb_closest = vec2:zero() -- Closest point on aabb to circle
local _circle_closest = vec2:zero() -- Closest point on circle to aabb
function intersect.aabb_circle_collide(apos, ahs, bpos, brad, into)
-- Get msv
if intersect.aabb_circle_overlap(apos, ahs, bpos, brad) then
into = into or vec2:zero()
--if intersect.aabb_point_overlap(apos, ahs, bpos) then -- circle center in aabb
intersect.aabb_point_collide(apos, ahs, bpos, into) -- separate center out
--end
_new_bpos:vset(bpos):vaddi(into) -- Add msv to bpos
-- Closest point on aabb to new bpos
_aabb_closest:sset(aabb_clamp(apos, ahs, _new_bpos))
-- Closest point on circle to closest point on aabb
_ap_bp_delta:vset(_aabb_closest):vsubi(_new_bpos)
print(_ap_bp_delta)
_circle_closest:vset(_new_bpos):vaddi(_ap_bp_delta:normalisei():smuli(brad))
-- Delta between closest points
_ap_bp_delta:vset(_aabb_closest):vsubi(_circle_closest)
into:vaddi(_ap_bp_delta):vaddi(_ap_bp_delta:normalisei():smuli(COLLIDE_EPS))
return into
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 false -- no overlap
return result
end
--check if a point is in a polygon