[added] nearest_point_on_line

This commit is contained in:
Max Cahill 2020-04-16 17:17:53 +10:00
parent d445c170e1
commit f6a2c9834f

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@ -65,24 +65,29 @@ end
-- line segments -- line segments
-- todo: separate double-sided, one-sided, and pull-through (along normal) collisions? -- todo: separate double-sided, one-sided, and pull-through (along normal) collisions?
--get the nearest point on the line segment a from point b
function intersect.nearest_point_on_line(a_start, a_end, b_pos, into)
if into == nil then into = vec2:zero() end
--direction of segment
local segment = a_end:pooled_copy():vsubi(a_start)
--detect degenerate case
local lensq = segment:length_squared()
if lensq <= COLLIDE_EPS then
into:vset(a_start)
else
--solve for factor along segment
local point_to_start = b_pos:pooled_copy():vsubi(a_start)
local factor = math.clamp01(point_to_start:dot(segment) / lensq)
point_to_start:release()
into:vset(segment):smuli(factor):vaddi(a_start)
end
segment:release()
return into
end
--vector from line seg to point --vector from line seg to point
function intersect._line_to_point(a_start, a_end, b_pos, into) function intersect._line_to_point(a_start, a_end, b_pos, into)
if into == nil then into = vec2:zero() end return intersect.nearest_point_on_line(a_start, a_end, b_pos, into):vsubi(b_pos)
--direction of line
into:vset(a_end):vsub(a_start)
--detect degenerate case
if into:length_squared() <= COLLIDE_EPS then
return intersect.circle_circle_collide(a_start, a_rad, b_pos, b_rad)
end
--solve for factor along line
local dx = (b_pos.x - a_start.x) * (a_end.x - a_start.x)
local dy = (b_pos.y - a_start.y) * (a_end.y - a_start.y)
local u = (dx + dy) / into:length_squared()
--clamp onto segment
u = math.clamp01(u)
--get the displacement to the nearest point (invalidate direction)
into:smuli(u):vaddi(a_start):vsubi(b_pos)
return into
end end
--line displacement vector from separation vector --line displacement vector from separation vector