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vec2 api finalisation and testing, updating intersect to new api
This commit is contained in:
parent
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215
intersect.lua
215
intersect.lua
@ -38,7 +38,8 @@ end
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function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
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--get delta
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local delta = a_pos:pooled_copy():vsubi(b_pos)
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local delta = a_pos:pooled_copy()
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:vector_sub_inplace(b_pos)
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--squared threshold
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local rad = a_rad + b_rad
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local dist = delta:length_squared()
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@ -47,17 +48,19 @@ function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
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if dist == 0 then
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--singular case; just resolve vertically
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dist = 1
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delta:sset(0,1)
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delta:scalar_set(0, 1)
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else
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--get actual distance
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dist = math.sqrt(dist)
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end
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--allocate if needed
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if into == nil then
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into = vec2:zero()
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into = vec2(0)
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end
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--normalise, scale to separating distance
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res = into:vset(delta):sdivi(dist):smuli(rad - dist)
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res = into:set(delta)
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:scalar_div_inplace(dist)
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:scalar_mul_inplace(rad - dist)
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end
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delta:release()
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return res
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@ -69,41 +72,49 @@ end
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--get the nearest point on the line segment a from point b
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function intersect.nearest_point_on_line(a_start, a_end, b_pos, into)
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if into == nil then into = vec2:zero() end
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if into == nil then into = vec2(0) end
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--direction of segment
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local segment = a_end:pooled_copy():vsubi(a_start)
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local segment = a_end:pooled_copy()
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:vector_sub_inplace(a_start)
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--detect degenerate case
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local lensq = segment:length_squared()
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if lensq <= COLLIDE_EPS then
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into:vset(a_start)
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into:set(a_start)
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else
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--solve for factor along segment
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local point_to_start = b_pos:pooled_copy():vsubi(a_start)
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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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local factor = math.clamp01(point_to_start:dot(segment) / lensq)
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point_to_start:release()
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into:vset(segment):smuli(factor):vaddi(a_start)
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into:set(segment)
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:scalar_mul_inplace(factor)
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:vector_add_inplace(a_start)
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end
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segment:release()
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return into
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end
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--internal
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--vector from line seg to point
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--vector from line seg origin to point
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function intersect._line_to_point(a_start, a_end, b_pos, into)
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return intersect.nearest_point_on_line(a_start, a_end, b_pos, into):vsubi(b_pos)
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return intersect.nearest_point_on_line(a_start, a_end, b_pos, into)
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:vector_sub_inplace(b_pos)
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end
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--internal
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--line displacement vector from separation vector
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function intersect._line_displacement_to_sep(a_start, a_end, separation, total_rad)
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local distance = separation:normalisei_len()
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local distance = separation:normalise_len_inplace()
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local sep = distance - total_rad
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if sep <= 0 then
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if distance <= COLLIDE_EPS then
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--point intersecting the line; push out along normal
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separation:vset(a_end):vsubi(a_start):normalisei():rot90li()
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separation:set(a_end)
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:vector_sub_inplace(a_start)
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:normalise_inplace()
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:rot90l_inplace()
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else
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separation:smuli(-sep)
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separation:scalar_mul_inplace(-sep)
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end
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return separation
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end
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@ -127,28 +138,31 @@ end
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--collide 2 line segments
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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:vsub(a_start)
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local b_dir = b_end:vsub(b_start)
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local a_dir = a_end:pooled_copy():vector_sub_inplace(a_start)
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local b_dir = b_end:pooled_copy():vector_sub_inplace(b_start)
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--detect degenerate cases
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local a_degen = a_dir:length_squared() <= COLLIDE_EPS
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local b_degen = a_dir:length_squared() <= COLLIDE_EPS
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if a_degen and b_degen then
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--actually just circles
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vec2.release(a_dir, b_dir)
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return intersect.circle_circle_collide(a_start, a_rad, b_start, b_rad, into)
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elseif a_degen then
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-- a is just circle; annoying, need reversed msv
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local collided = intersect.line_circle_collide(b_start, b_end, b_rad, a_start, a_rad, into)
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if collided then
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collided:smuli(-1)
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collided:scalar_mul_inplace(-1)
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end
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vec2.release(a_dir, b_dir)
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return collided
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elseif b_degen then
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--b is just circle
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vec2.release(a_dir, b_dir)
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return intersect.line_circle_collide(a_start, a_end, a_rad, b_start, b_rad, into)
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end
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--otherwise we're _actually_ 2 line segs :)
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if into == nil then into = vec2:zero() end
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if into == nil then into = vec2(0) end
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--first, check intersection
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@ -195,43 +209,50 @@ function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_ra
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end
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end
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end
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if intersected == "both" then
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--simply displace along A normal
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return into:vset(a_dir):normalisei():smuli(a_rad + b_rad):rot90li()
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else
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--dumb as a rock check-corners approach
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--todo: pool storage
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--todo calculus from http://geomalgorithms.com/a07-_distance.html
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local search_tab = {}
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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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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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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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end
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end
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--fix direction
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into:vset(best[1]):smuli(best[2])
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return intersect._line_displacement_to_sep(a_start, a_end, into, a_rad + b_rad)
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into:set(a_dir)
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vec2.release(a_dir, b_dir)
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return into
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:normalise_inplace()
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:scalar_mul_inplace(a_rad + b_rad)
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:rot90l_inplace()
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end
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return false
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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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--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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--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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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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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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end
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end
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--fix direction
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into:set(best[1])
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:scalar_mul_inplace(best[2])
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return intersect._line_displacement_to_sep(a_start, a_end, into, a_rad + b_rad)
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end
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------------------------------------------------------------------------------
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@ -239,7 +260,9 @@ end
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--return true on overlap, false otherwise
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function intersect.aabb_point_overlap(pos, hs, v)
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local delta = pos:pooled_copy():vsubi(v):absi()
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local delta = pos:pooled_copy()
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:vector_sub_inplace(v)
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:abs_inplace()
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local overlap = delta.x < hs.x and delta.y < hs.y
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delta:release()
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return overlap
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@ -249,21 +272,21 @@ end
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-- return msv to push point to closest edge of aabb
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function intersect.aabb_point_collide(pos, hs, v, into)
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--separation between centres
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local delta_c = v:pooled_copy():vsubi(pos)
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local delta_c = v:pooled_copy():vector_sub_inplace(pos)
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--absolute separation
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local delta_c_abs = delta_c:pooled_copy():absi()
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local delta_c_abs = delta_c:pooled_copy():abs_inplace()
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local res = false
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if delta_c_abs.x < hs.x and delta_c_abs.y < hs.y then
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res = (into or vec2:zero())
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res = (into or vec2(0))
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--separating offset in both directions
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:vset(hs)
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:vsubi(delta_c_abs)
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:set(hs)
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:vector_sub_inplace(delta_c_abs)
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--minimum separating distance
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:minori()
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:minor_inplace()
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--in the right direction
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:vmuli(delta_c:signi())
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:vector_mul_inplace(delta_c:sign_inplace())
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--from the aabb's point of view
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:smuli(-1)
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:inverse_inplace()
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end
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vec2.release(delta_c, delta_c_abs)
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return res
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@ -271,8 +294,10 @@ end
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--return true on overlap, false otherwise
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function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
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local delta = a_pos:pooled_copy():vsubi(b_pos):absi()
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local total_size = a_hs:pooled_copy():vaddi(b_hs)
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local delta = a_pos:pooled_copy()
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:vector_sub_inplace(b_pos)
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:abs_inplace()
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local total_size = a_hs:pooled_copy():vector_add_inplace(b_hs)
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local overlap = delta.x < total_size.x and delta.y < total_size.y
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vec2.release(delta, total_size)
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return overlap
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@ -281,20 +306,20 @@ end
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--discrete displacement
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--return msv on collision, false otherwise
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function intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, b_hs, into)
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if not into then into = vec2:zero() end
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local delta = a_pos:pooled_copy():vsubi(b_pos)
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local abs_delta = delta:pooled_copy():absi()
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local size = a_hs:pooled_copy():vaddi(b_hs)
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local abs_amount = size:pooled_copy():vsubi(abs_delta)
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if not into then into = vec2(0) end
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local delta = a_pos:pooled_copy():vector_sub_inplace(b_pos)
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local abs_delta = delta:pooled_copy():abs_inplace()
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local size = a_hs:pooled_copy():vector_add_inplace(b_hs)
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local abs_amount = size:pooled_copy():vector_sub_inplace(abs_delta)
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local res = false
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if abs_amount.x > COLLIDE_EPS and abs_amount.y > COLLIDE_EPS then
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--actually collided
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if abs_amount.x <= abs_amount.y then
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--x min
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res = into:sset(abs_amount.x * math.sign(delta.x), 0)
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res = into:scalar_set(abs_amount.x * math.sign(delta.x), 0)
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else
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--y min
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res = into:sset(0, abs_amount.y * math.sign(delta.y))
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res = into:scalar_set(0, abs_amount.y * math.sign(delta.y))
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end
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end
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return res
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@ -302,10 +327,10 @@ end
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-- helper function to clamp point to aabb
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function intersect.aabb_point_clamp(pos, hs, v, into)
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local v_min = pos:pooled_copy():vsubi(hs)
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local v_max = pos:pooled_copy():vaddi(hs)
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into = into or vec2:zero()
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into:vset(v):clampi(v_min, v_max)
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local v_min = pos:pooled_copy():vector_sub_inplace(hs)
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local v_max = pos:pooled_copy():vector_add_inplace(hs)
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into = into or vec2(0)
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into:set(v):clamp_inplace(v_min, v_max)
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vec2.release(v_min, v_max)
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return into
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end
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@ -320,7 +345,9 @@ end
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-- return msv on collision, false otherwise
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function intersect.aabb_circle_collide(a_pos, a_hs, b_pos, b_rad, into)
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local abs_delta = a_pos:pooled_copy():vsub(b_pos):absi()
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local abs_delta = a_pos:pooled_copy()
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:vector_sub_inplace(b_pos)
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:abs_inplace()
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--circle centre within aabb-like bounds, collide as an aabb
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local like_aabb = abs_delta.x < a_hs.x or abs_delta.y < a_hs.y
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--(clean up)
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@ -328,7 +355,7 @@ function intersect.aabb_circle_collide(a_pos, a_hs, b_pos, b_rad, into)
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--
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local result
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if like_aabb then
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local pretend_hs = vec2:pooled():sset()
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local pretend_hs = vec2:pooled(0, 0)
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result = intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, pretend_hs, into)
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pretend_hs:release()
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else
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@ -349,11 +376,17 @@ function intersect.point_in_poly(point, poly)
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for i, a in ipairs(poly) do
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local b = poly[i + 1] or poly[1]
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if a.y <= point.y then
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if b.y > point.y and vec2.winding_side(a, b, point) > 0 then
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if
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b.y > point.y
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and vec2.winding_side(a, b, point) > 0
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then
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wn = wn + 1
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end
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else
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if b.y <= point.y and vec2.winding_side(a, b, point) < 0 then
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if
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b.y <= point.y
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and vec2.winding_side(a, b, point) < 0
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then
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wn = wn - 1
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end
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end
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@ -371,11 +404,11 @@ end
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-- 0 is only b_pos moving to resolve
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-- 0.5 is balanced between both (default)
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--note: this wont work as-is for line segments, which have two separate position coordinates
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-- you will need to understand what is going on and move the second coordinate yourself
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-- you will need to understand what is going on and move the both coordinates yourself
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function intersect.resolve_msv(a_pos, b_pos, msv, balance)
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balance = balance or 0.5
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a_pos:fmai(msv, balance)
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b_pos:fmai(msv, -(1 - balance))
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a_pos:fused_multiply_add_inplace(msv, balance)
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b_pos:fused_multiply_add_inplace(msv, -(1 - balance))
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end
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-- gets a normalised balance factor from two mass inputs, and treats <=0 or infinite or nil masses as static bodies
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@ -405,10 +438,10 @@ function intersect.bounce_off(velocity, normal, conservation)
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--take a copy, we need it
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local old_vel = vec2.pooled_copy(velocity)
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--reject on the normal (keep velocity tangential to the normal)
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velocity:vreji(normal)
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velocity:vector_rejection_inplace(normal)
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--add back the complement of the difference;
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--basically "flip" the velocity in line with the normal.
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velocity:fmai(old_vel:vsubi(velocity), -conservation)
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velocity:fused_multiply_add_inplace(old_vel:vector_sub_inplace(velocity), -conservation)
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--clean up
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old_vel:release()
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return velocity
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@ -419,18 +452,18 @@ function intersect.mutual_bounce(velocity_a, velocity_b, normal, conservation)
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--(default)
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conservation = conservation or 1
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--take copies, we need them
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local old_a_vel = vec2.pooled_copy(velocity_a)
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local old_b_vel = vec2.pooled_copy(velocity_b)
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local old_a_vel = velocity_a:pooled_copy()
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local old_b_vel = velocity_b:pooled_copy()
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--reject on the normal
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velocity_a:vreji(normal)
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velocity_b:vreji(normal)
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velocity_a:vector_rejection_inplace(normal)
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velocity_b:vector_rejection_inplace(normal)
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--calculate the amount remaining from the old velocity
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--(transfer ownership)
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local a_remaining = old_a_vel:vsubi(velocity_a)
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local b_remaining = old_b_vel:vsubi(velocity_b)
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--(transfer pool ownership)
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local a_remaining = old_a_vel:vector_sub_inplace(velocity_a)
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local b_remaining = old_b_vel:vector_sub_inplace(velocity_b)
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--transfer it to the other body
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velocity_a:fmai(b_remaining, conservation)
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velocity_b:fmai(a_remaining, conservation)
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velocity_a:fused_multiply_add_inplace(b_remaining, conservation)
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velocity_b:fused_multiply_add_inplace(a_remaining, conservation)
|
||||
--clean up
|
||||
vec2.release(a_remaining, b_remaining)
|
||||
end
|
||||
|
217
vec2.lua
217
vec2.lua
@ -43,7 +43,7 @@ function vec2:xy(x, y)
|
||||
end
|
||||
|
||||
function vec2:polar(length, angle)
|
||||
return vec2(length, 0):rotatei(angle)
|
||||
return vec2(length, 0):rotate_inplace(angle)
|
||||
end
|
||||
|
||||
function vec2:filled(v)
|
||||
@ -69,11 +69,17 @@ make_pooled(vec2, 128)
|
||||
|
||||
--get a pooled copy of an existing vector
|
||||
function vec2:pooled_copy()
|
||||
return vec2:pooled():vector_set(self)
|
||||
return vec2:pooled(self)
|
||||
end
|
||||
|
||||
--modify
|
||||
|
||||
function vec2:vector_set(v)
|
||||
self.x = v.x
|
||||
self.y = v.y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:scalar_set(x, y)
|
||||
if not y then y = x end
|
||||
self.x = x
|
||||
@ -81,16 +87,10 @@ function vec2:scalar_set(x, y)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:vector_set(v)
|
||||
self.x = v.x
|
||||
self.y = v.y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:swap(v)
|
||||
local sx, sy = self.x, self.y
|
||||
self:vector_set(v)
|
||||
v:scalar_set(sx, sy)
|
||||
self.x, self.y = v.x, v.y
|
||||
v.x, v.y = sx, sy
|
||||
return self
|
||||
end
|
||||
|
||||
@ -123,59 +123,53 @@ end
|
||||
-----------------------------------------------------------
|
||||
|
||||
--vector
|
||||
function vec2:vector_add(v)
|
||||
function vec2:vector_add_inplace(v)
|
||||
self.x = self.x + v.x
|
||||
self.y = self.y + v.y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:vector_sub(v)
|
||||
function vec2:vector_sub_inplace(v)
|
||||
self.x = self.x - v.x
|
||||
self.y = self.y - v.y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:vector_mul(v)
|
||||
function vec2:vector_mul_inplace(v)
|
||||
self.x = self.x * v.x
|
||||
self.y = self.y * v.y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:vector_div(v)
|
||||
function vec2:vector_div_inplace(v)
|
||||
self.x = self.x / v.x
|
||||
self.y = self.y / v.y
|
||||
return self
|
||||
end
|
||||
|
||||
--alias; we're a vector library so arithmetic defaults to vector
|
||||
vec2.add = vec2.vector_add
|
||||
vec2.sub = vec2.vector_sub
|
||||
vec2.mul = vec2.vector_mul
|
||||
vec2.div = vec2.vector_div
|
||||
|
||||
--scalar
|
||||
function vec2:scalar_add(x, y)
|
||||
function vec2:scalar_add_inplace(x, y)
|
||||
if not y then y = x end
|
||||
self.x = self.x + x
|
||||
self.y = self.y + y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:scalar_sub(x, y)
|
||||
function vec2:scalar_sub_inplace(x, y)
|
||||
if not y then y = x end
|
||||
self.x = self.x - x
|
||||
self.y = self.y - y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:scalar_mul(x, y)
|
||||
function vec2:scalar_mul_inplace(x, y)
|
||||
if not y then y = x end
|
||||
self.x = self.x * x
|
||||
self.y = self.y * y
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:scalar_div(x, y)
|
||||
function vec2:scalar_div_inplace(x, y)
|
||||
if not y then y = x end
|
||||
self.x = self.x / x
|
||||
self.y = self.y / y
|
||||
@ -184,7 +178,7 @@ end
|
||||
|
||||
--(a + (b * t))
|
||||
--useful for integrating physics and adding directional offsets
|
||||
function vec2:fused_multiply_add(v, t)
|
||||
function vec2:fused_multiply_add_inplace(v, t)
|
||||
self.x = self.x + (v.x * t)
|
||||
self.y = self.y + (v.y * t)
|
||||
return self
|
||||
@ -212,31 +206,31 @@ function vec2:distance(other)
|
||||
return math.sqrt(self:distance_squared(other))
|
||||
end
|
||||
|
||||
function vec2:normalise_both()
|
||||
function vec2:normalise_both_inplace()
|
||||
local len = self:length()
|
||||
if len == 0 then
|
||||
return self, 0
|
||||
end
|
||||
return self:scalar_div(len), len
|
||||
return self:scalar_div_inplace(len), len
|
||||
end
|
||||
|
||||
function vec2:normalise()
|
||||
local v, len = self:normalise_both()
|
||||
function vec2:normalise_inplace()
|
||||
local v, len = self:normalise_both_inplace()
|
||||
return v
|
||||
end
|
||||
|
||||
function vec2:normalise_len()
|
||||
local v, len = self:normalise_both()
|
||||
function vec2:normalise_len_inplace()
|
||||
local v, len = self:normalise_both_inplace()
|
||||
return len
|
||||
end
|
||||
|
||||
function vec2:inverse()
|
||||
return self:scalar_mul(-1)
|
||||
function vec2:inverse_inplace()
|
||||
return self:scalar_mul_inplace(-1)
|
||||
end
|
||||
|
||||
-- angle/direction specific
|
||||
|
||||
function vec2:rotate(angle)
|
||||
function vec2:rotate_inplace(angle)
|
||||
local s = math.sin(angle)
|
||||
local c = math.cos(angle)
|
||||
local ox = self.x
|
||||
@ -246,15 +240,15 @@ function vec2:rotate(angle)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:rotate_around(angle, pivot)
|
||||
self:vector_sub(pivot)
|
||||
self:rotate(angle)
|
||||
self:vector_add(pivot)
|
||||
function vec2:rotate_around_inplace(angle, pivot)
|
||||
self:vector_sub_inplace(pivot)
|
||||
self:rotate_inplace(angle)
|
||||
self:vector_add_inplace(pivot)
|
||||
return self
|
||||
end
|
||||
|
||||
--fast quarter/half rotations
|
||||
function vec2:rot90r()
|
||||
function vec2:rot90r_inplace()
|
||||
local ox = self.x
|
||||
local oy = self.y
|
||||
self.x = -oy
|
||||
@ -262,7 +256,7 @@ function vec2:rot90r()
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:rot90l()
|
||||
function vec2:rot90l_inplace()
|
||||
local ox = self.x
|
||||
local oy = self.y
|
||||
self.x = oy
|
||||
@ -270,7 +264,7 @@ function vec2:rot90l()
|
||||
return self
|
||||
end
|
||||
|
||||
vec2.rot180 = vec2.inverse --alias
|
||||
vec2.rot180_inplace = vec2.inverse_inplace --alias
|
||||
|
||||
--get the angle of this vector relative to (1, 0)
|
||||
function vec2:angle()
|
||||
@ -284,27 +278,27 @@ end
|
||||
|
||||
--lerp towards the direction of a provided vector
|
||||
--(length unchanged)
|
||||
function vec2:lerp_direction(v, t)
|
||||
return self:rotate(self:angle_difference(v) * t)
|
||||
function vec2:lerp_direction_inplace(v, t)
|
||||
return self:rotate_inplace(self:angle_difference(v) * t)
|
||||
end
|
||||
|
||||
-----------------------------------------------------------
|
||||
-- per-component clamping ops
|
||||
-----------------------------------------------------------
|
||||
|
||||
function vec2:min(v)
|
||||
function vec2:min_inplace(v)
|
||||
self.x = math.min(self.x, v.x)
|
||||
self.y = math.min(self.y, v.y)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:max(v)
|
||||
function vec2:max_inplace(v)
|
||||
self.x = math.max(self.x, v.x)
|
||||
self.y = math.max(self.y, v.y)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:clamp(min, max)
|
||||
function vec2:clamp_inplace(min, max)
|
||||
self.x = math.clamp(self.x, min.x, max.x)
|
||||
self.y = math.clamp(self.y, min.y, max.y)
|
||||
return self
|
||||
@ -314,7 +308,7 @@ end
|
||||
-- absolute value
|
||||
-----------------------------------------------------------
|
||||
|
||||
function vec2:abs()
|
||||
function vec2:abs_inplace()
|
||||
self.x = math.abs(self.x)
|
||||
self.y = math.abs(self.y)
|
||||
return self
|
||||
@ -324,7 +318,7 @@ end
|
||||
-- sign
|
||||
-----------------------------------------------------------
|
||||
|
||||
function vec2:sign()
|
||||
function vec2:sign_inplace()
|
||||
self.x = math.sign(self.x)
|
||||
self.y = math.sign(self.y)
|
||||
return self
|
||||
@ -334,19 +328,19 @@ end
|
||||
-- truncation/rounding
|
||||
-----------------------------------------------------------
|
||||
|
||||
function vec2:floor()
|
||||
function vec2:floor_inplace()
|
||||
self.x = math.floor(self.x)
|
||||
self.y = math.floor(self.y)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:ceil()
|
||||
function vec2:ceil_inplace()
|
||||
self.x = math.ceil(self.x)
|
||||
self.y = math.ceil(self.y)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:round()
|
||||
function vec2:round_inplace()
|
||||
self.x = math.round(self.x)
|
||||
self.y = math.round(self.y)
|
||||
return self
|
||||
@ -356,13 +350,13 @@ end
|
||||
-- interpolation
|
||||
-----------------------------------------------------------
|
||||
|
||||
function vec2:lerp(other, amount)
|
||||
function vec2:lerp_inplace(other, amount)
|
||||
self.x = math.lerp(self.x, other.x, amount)
|
||||
self.y = math.lerp(self.y, other.y, amount)
|
||||
return self
|
||||
end
|
||||
|
||||
function vec2:lerp_eps(other, amount, eps)
|
||||
function vec2:lerp_eps_inplace(other, amount, eps)
|
||||
self.x = math.lerp_eps(self.x, other.x, amount, eps)
|
||||
self.y = math.lerp_eps(self.y, other.y, amount, eps)
|
||||
return self
|
||||
@ -389,18 +383,18 @@ function vec2:scalar_projection(other)
|
||||
return self:dot(other) / len
|
||||
end
|
||||
|
||||
function vec2:vector_projection(other)
|
||||
function vec2:vector_projection_inplace(other)
|
||||
local div = other:dot(other)
|
||||
if div == 0 then
|
||||
return self:scalar_set(0)
|
||||
end
|
||||
local fac = self:dot(other) / div
|
||||
return self:vector_set(other):scalar_muli(fac)
|
||||
return self:vector_set(other):scalar_mul_inplace(fac)
|
||||
end
|
||||
|
||||
function vec2:vector_rejection(o)
|
||||
function vec2:vector_rejection_inplace(other)
|
||||
local tx, ty = self.x, self.y
|
||||
self:vector_proji(other)
|
||||
self:vector_projection_inplace(other)
|
||||
self:scalar_set(tx - self.x, ty - self.y)
|
||||
return self
|
||||
end
|
||||
@ -422,14 +416,14 @@ end
|
||||
-----------------------------------------------------------
|
||||
|
||||
--"physical" friction
|
||||
local _v_friction = vec2() --avoid alloc
|
||||
function vec2:apply_friction(mu, dt)
|
||||
_v_friction:vector_set(self):scalar_muli(mu * dt)
|
||||
if _v_friction:length_squared() > self:length_squared() then
|
||||
function vec2:apply_friction_inplace(mu, dt)
|
||||
local friction = self:pooled_copy():scalar_mul_inplace(mu * dt)
|
||||
if friction:length_squared() > self:length_squared() then
|
||||
self:scalar_set(0, 0)
|
||||
else
|
||||
self:vector_subi(_v_friction)
|
||||
self:vector_sub_inplace(friction)
|
||||
end
|
||||
friction:release()
|
||||
return self
|
||||
end
|
||||
|
||||
@ -444,7 +438,7 @@ local function _friction_1d(v, mu, dt)
|
||||
end
|
||||
|
||||
--"gamey" friction in both dimensions
|
||||
function vec2:apply_friction_xy(mu_x, mu_y, dt)
|
||||
function vec2:apply_friction_xy_inplace(mu_x, mu_y, dt)
|
||||
self.x = _friction_1d(self.x, mu_x, dt)
|
||||
self.y = _friction_1d(self.y, mu_y, dt)
|
||||
return self
|
||||
@ -460,7 +454,7 @@ function vec2:maxcomp()
|
||||
end
|
||||
|
||||
-- mask out min component, with preference to keep x
|
||||
function vec2:major()
|
||||
function vec2:major_inplace()
|
||||
if self.x > self.y then
|
||||
self.y = 0
|
||||
else
|
||||
@ -469,7 +463,7 @@ function vec2:major()
|
||||
return self
|
||||
end
|
||||
-- mask out max component, with preference to keep x
|
||||
function vec2:minor()
|
||||
function vec2:minor_inplace()
|
||||
if self.x < self.y then
|
||||
self.y = 0
|
||||
else
|
||||
@ -478,24 +472,99 @@ function vec2:minor()
|
||||
return self
|
||||
end
|
||||
|
||||
--garbage generating functions that return a new vector rather than modifying self
|
||||
for _, v in ipairs({
|
||||
--vector_ free alias; we're a vector library, so semantics should default to vector
|
||||
vec2.add_inplace = vec2.vector_add_inplace
|
||||
vec2.sub_inplace = vec2.vector_sub_inplace
|
||||
vec2.mul_inplace = vec2.vector_mul_inplace
|
||||
vec2.div_inplace = vec2.vector_div_inplace
|
||||
vec2.set = vec2.vector_set
|
||||
|
||||
--garbage generating functions that return a new vector rather than modifying self
|
||||
for _, inplace_name in ipairs({
|
||||
"vector_add_inplace",
|
||||
"vector_sub_inplace",
|
||||
"vector_mul_inplace",
|
||||
"vector_div_inplace",
|
||||
"scalar_add_inplace",
|
||||
"scalar_sub_inplace",
|
||||
"scalar_mul_inplace",
|
||||
"scalar_div_inplace",
|
||||
"fused_multiply_add_inplace",
|
||||
"normalise_both_inplace",
|
||||
"normalise_inplace",
|
||||
"normalise_len_inplace",
|
||||
"inverse_inplace",
|
||||
"rotate_inplace",
|
||||
"rotate_around_inplace",
|
||||
"rot90r_inplace",
|
||||
"rot90l_inplace",
|
||||
"lerp_direction_inplace",
|
||||
"min_inplace",
|
||||
"max_inplace",
|
||||
"clamp_inplace",
|
||||
"abs_inplace",
|
||||
"sign_inplace",
|
||||
"floor_inplace",
|
||||
"ceil_inplace",
|
||||
"round_inplace",
|
||||
"lerp_inplace",
|
||||
"lerp_eps_inplace",
|
||||
"vector_projection_inplace",
|
||||
"vector_rejection_inplace",
|
||||
"apply_friction_inplace",
|
||||
"apply_friction_xy_inplace",
|
||||
"major_inplace",
|
||||
"minor_inplace",
|
||||
}) do
|
||||
vec2[name] = function(self, ...)
|
||||
local garbage_name = inplace_name:gsub("_inplace", "")
|
||||
vec2[garbage_name] = function(self, ...)
|
||||
self = self:copy()
|
||||
self[v](self, ...)
|
||||
return self[inplace_name](self, ...)
|
||||
end
|
||||
end
|
||||
|
||||
--"hungarian" shorthand aliases
|
||||
--"hungarian" shorthand aliases for compatibility and short names
|
||||
--
|
||||
--i do encourage using the longer versions above as it makes code easier
|
||||
--to understand when you come back, but i also appreciate wanting short code
|
||||
for _, v in ipairs({
|
||||
{"saddi", "scalar_add"},
|
||||
{"sadd", "scalar_add_copy"},
|
||||
|
||||
{"sset", "scalar_set"},
|
||||
{"vset", "vector_set"},
|
||||
{"sadd", "scalar_add"},
|
||||
{"ssub", "scalar_sub"},
|
||||
{"smul", "scalar_mul"},
|
||||
{"sdiv", "scalar_div"},
|
||||
{"vadd", "vector_add"},
|
||||
{"vsub", "vector_sub"},
|
||||
{"vmul", "vector_mul"},
|
||||
{"vdiv", "vector_div"},
|
||||
--(no plain addi etc, imo it's worth differentiating vaddi vs saddi)
|
||||
{"fma", "fused_multiply_add"},
|
||||
{"vproj", "vector_projection"},
|
||||
{"vrej", "vector_rejection"},
|
||||
--just for the _inplace -> i shorthand, mostly for backwards compatibility
|
||||
{"min", "min"},
|
||||
{"max", "max"},
|
||||
{"clamp", "clamp"},
|
||||
{"abs", "abs"},
|
||||
{"sign", "sign"},
|
||||
{"floor", "floor"},
|
||||
{"ceil", "ceil"},
|
||||
{"round", "round"},
|
||||
{"lerp", "lerp"},
|
||||
{"rotate", "rotate"},
|
||||
{"normalise", "normalise"},
|
||||
}) do
|
||||
local shorthand, original = v[1], v[2]
|
||||
vec2[shorthand] = vec2[original]
|
||||
if vec2[shorthand] == nil then
|
||||
vec2[shorthand] = vec2[original]
|
||||
end
|
||||
--and inplace version
|
||||
shorthand = shorthand .. "i"
|
||||
original = original .. "_inplace"
|
||||
if vec2[shorthand] == nil then
|
||||
vec2[shorthand] = vec2[original]
|
||||
end
|
||||
end
|
||||
|
||||
return vec2
|
||||
|
Loading…
Reference in New Issue
Block a user