mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-22 14:14:36 +00:00
More pooled storage for intersect.lua
This commit is contained in:
parent
009beadc68
commit
fe135c533b
@ -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)
|
||||
res = into:sset(0, abs_amount.y * math.sign(delta.y))
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
return res
|
||||
end
|
||||
|
||||
--return normal and fraction of dt encountered on collision, false otherwise
|
||||
|
Loading…
Reference in New Issue
Block a user