More pooled storage for intersect.lua

This commit is contained in:
Max Cahill 2021-06-29 14:43:55 +10:00
parent 009beadc68
commit fe135c533b

View File

@ -9,8 +9,7 @@
continuous sweeps (where provided) also return the
time-domain position of first intersection
TODO: refactor vector storage to be pooled rather than fully local
so these functions can be reentrant
TODO: refactor vector storage to be pooled where needed
]]
local path = (...):gsub("intersect", "")
@ -35,18 +34,18 @@ function intersect.circle_circle_overlap(a_pos, a_rad, b_pos, b_rad)
return a_pos:distance_squared(b_pos) < rad * rad
end
local _ccc_delta = vec2:zero()
function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
--get delta
_ccc_delta:vset(a_pos):vsubi(b_pos)
local delta = a_pos:pooled_copy():vsubi(b_pos)
--squared threshold
local rad = a_rad + b_rad
local dist = _ccc_delta:length_squared()
local dist = delta:length_squared()
local res = false
if dist < rad * rad then
if dist == 0 then
--singular case; just resolve vertically
dist = 1
_ccc_delta:sset(0,1)
delta:sset(0,1)
else
--get actual distance
dist = math.sqrt(dist)
@ -56,10 +55,10 @@ function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
into = vec2:zero()
end
--normalise, scale to separating distance
into:vset(_ccc_delta):sdivi(dist):smuli(rad - dist)
return into
res = into:vset(delta):sdivi(dist):smuli(rad - dist)
end
return false
delta:release()
return res
end
------------------------------------------------------------------------------
@ -237,80 +236,66 @@ end
-- axis aligned bounding boxes
--return true on overlap, false otherwise
local _apo_delta = vec2:zero()
function intersect.aabb_point_overlap(pos, hs, v)
_apo_delta:vset(pos):vsubi(v):absi()
return _apo_delta.x < hs.x and _apo_delta.y < hs.y
local delta = pos:pooled_copy():vsubi(v):absi()
local overlap = delta.x < hs.x and delta.y < hs.y
delta:release()
return overlap
end
-- discrete displacement
-- return msv to push point to closest edge of aabb
local _apo_delta_c = vec2:zero()
local _apo_delta_c_abs = vec2:zero()
function intersect.aabb_point_collide(pos, hs, v, into)
--separation between centres
_apo_delta_c
:vset(v)
:vsubi(pos)
local delta_c = v:pooled_copy():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())
local delta_c_abs = delta_c:pooled_copy():absi()
local res = false
if delta_c_abs.x < hs.x and delta_c_abs.y < hs.y then
res = (into or vec2:zero())
--separating offset in both directions
:vset(hs)
:vsubi(_apo_delta_c_abs)
:vsubi(delta_c_abs)
--minimum separating distance
:minori()
--in the right direction
:vmuli(_apo_delta_c:signi())
:vmuli(delta_c:signi())
--from the aabb's point of view
:smuli(-1)
end
return false
vec2.release(delta_c, delta_c_abs)
return res
end
--return true on overlap, false otherwise
local _aao_abs_delta = vec2:zero()
local _aao_total_size = vec2:zero()
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
local delta = a_pos:pooled_copy():vsubi(b_pos):absi()
local total_size = a_hs:pooled_copy():vaddi(b_hs)
local overlap = delta.x < total_size.x and delta.y < total_size.y
vec2.release(delta, total_size)
return overlap
end
--discrete displacement
--return msv on collision, false otherwise
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(a_pos, a_hs, b_pos, b_hs, into)
if not into then into = vec2:zero() end
_aac_delta:vset(a_pos):vsubi(b_pos)
_aac_abs_delta:vset(_aac_delta):absi()
_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
local delta = a_pos:pooled_copy():vsubi(b_pos)
local abs_delta = delta:pooled_copy():absi()
local size = a_hs:pooled_copy():vaddi(b_hs)
local abs_amount = size:pooled_copy():vsubi(abs_delta)
local res = false
if abs_amount.x > COLLIDE_EPS and abs_amount.y > COLLIDE_EPS then
--actually collided
if _aac_abs_amount.x <= _aac_abs_amount.y then
if abs_amount.x <= abs_amount.y then
--x min
if _aac_delta.x < 0 then
return into:sset(-_aac_abs_amount.x, 0)
else
return into:sset(_aac_abs_amount.x, 0)
end
res = into:sset(abs_amount.x * math.sign(delta.x), 0)
else
--y min
if _aac_delta.y < 0 then
return into:sset(0, -_aac_abs_amount.y)
else
return into:sset(0, _aac_abs_amount.y)
end
res = into:sset(0, abs_amount.y * math.sign(delta.y))
end
end
return false
return res
end
--return normal and fraction of dt encountered on collision, false otherwise