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06ca04bde7
When the distance between the circle's center and the closest point on the aabb is less than the circle radius, returns true.
518 lines
16 KiB
Lua
518 lines
16 KiB
Lua
--[[
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geometric intersection routines
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from simple point tests to shape vs shape tests
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optimised pretty well in most places.
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options for boolean or minimum separating vector results
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continuous sweeps (where provided) also return the
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time-domain position of first intersection
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TODO: refactor vector storage to be pooled rather than fully local
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so these functions can be reentrant
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]]
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local path = (...):gsub("intersect", "")
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local vec2 = require(path .. "vec2")
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--module storage
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local intersect = {}
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--epsilon for collisions
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local COLLIDE_EPS = 1e-6
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------------------------------------------------------------------------------
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-- circles
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function intersect.circle_point_overlap(pos, rad, v)
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return pos:distance_squared(v) < rad * rad
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end
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function intersect.circle_circle_overlap(a_pos, a_rad, b_pos, b_rad)
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local rad = a_rad + b_rad
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return a_pos:distance_squared(b_pos) < rad * rad
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end
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local _ccc_delta = vec2:zero()
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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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_ccc_delta:vset(a_pos):vsubi(b_pos)
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--squared threshold
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local rad = a_rad + b_rad
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local dist = _ccc_delta:length_squared()
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if dist < rad * rad then
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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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_ccc_delta:sset(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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end
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--normalise, scale to separating distance
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into:vset(_ccc_delta):sdivi(dist):smuli(rad - dist)
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return into
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end
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return false
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end
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------------------------------------------------------------------------------
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-- line segments
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-- todo: separate double-sided, one-sided, and pull-through (along normal) collisions?
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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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--direction of segment
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local segment = a_end:pooled_copy():vsubi(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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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 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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end
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segment:release()
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return into
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end
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--vector from line seg 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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end
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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 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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else
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separation:smuli(-sep)
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end
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return separation
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end
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return false
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end
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--collide a line segment with a circle
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function intersect.line_circle_collide(a_start, a_end, a_rad, b_pos, b_rad, into)
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into = intersect._line_to_point(a_start, a_end, b_pos, into)
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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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--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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--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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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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end
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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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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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--first, check intersection
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--(c to lua translation of paul bourke's
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-- line intersection algorithm)
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local dx1 = (a_end.x - a_start.x)
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local dx2 = (b_end.x - b_start.x)
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local dy1 = (a_end.y - a_start.y)
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local dy2 = (b_end.y - b_start.y)
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local dxab = (a_start.x - b_start.x)
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local dyab = (a_start.y - b_start.y)
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local denom = dy2 * dx1 - dx2 * dy1
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local numera = dx2 * dyab - dy2 * dxab
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local numerb = dx1 * dyab - dy1 * dxab
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--check coincident lines
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local intersected = "none"
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if
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math.abs(numera) < COLLIDE_EPS and
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math.abs(numerb) < COLLIDE_EPS and
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math.abs(denom) < COLLIDE_EPS
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then
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intersected = "both"
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else
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--check parallel, non-coincident lines
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if math.abs(denom) < COLLIDE_EPS then
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intersected = "none"
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else
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--get interpolants along segments
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local mua = numera / denom
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local mub = numerb / denom
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--intersection outside segment bounds?
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local outside_a = mua < 0 or mua > 1
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local outside_b = mub < 0 or mub > 1
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if outside_a and outside_b then
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intersected = "none"
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elseif outside_a then
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intersected = "b"
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elseif outside_b then
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intersected = "a"
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else
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intersected = "both"
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--collision point =
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--[[vec2:xy(
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a_start.x + mua * dx1,
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a_start.y + mua * dy1,
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)]]
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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 = table.find_best(search_tab, function(v)
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return -(v[1]:length_squared())
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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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end
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return false
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end
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------------------------------------------------------------------------------
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-- axis aligned bounding boxes
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--return true on overlap, false otherwise
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local _apo_delta = vec2:zero()
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function intersect.aabb_point_overlap(pos, hs, v)
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_apo_delta:vset(pos):vsubi(v):absi()
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return _apo_delta.x < hs.x and _apo_delta.y < hs.y
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end
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-- discrete displacement
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-- return msv to push point to closest edge of aabb
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local _apo_delta_c = vec2:zero()
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local _apo_delta_c_abs = vec2:zero()
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local _apo_normal = vec2:zero()
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function intersect.aabb_point_collide(pos, hs, v, into)
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_apo_delta_c:vset(v):vsubi(pos)
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_apo_delta_c_abs:vset(_apo_delta_c):absi()
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if _apo_delta_c_abs.x < hs.x and _apo_delta_c_abs.y < hs.y then
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into = into or vec2:zero()
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-- ahh get the point outta here
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_apo_normal:vset(hs):vsubi(_apo_delta_c_abs):minori()
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_apo_delta_c:vmuli(_apo_normal):normalisei():smuli(_apo_normal:length())
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-- nudge it a bit
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into:vset(_apo_delta_c):vaddi(_apo_delta_c:normalisei():smuli(COLLIDE_EPS))
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return into
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end
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return false
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end
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--return true on overlap, false otherwise
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local _aao_abs_delta = vec2:zero()
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local _aao_total_size = vec2:zero()
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function intersect.aabb_aabb_overlap(pos, hs, opos, ohs)
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_aao_abs_delta:vset(pos):vsubi(opos):absi()
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_aao_total_size:vset(hs):vaddi(ohs)
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return _aao_abs_delta.x < _aao_total_size.x and _aao_abs_delta.y < _aao_total_size.y
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end
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--discrete displacement
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--return msv on collision, false otherwise
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local _aac_delta = vec2:zero()
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local _aac_abs_delta = vec2:zero()
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local _aac_size = vec2:zero()
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local _aac_abs_amount = vec2:zero()
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function intersect.aabb_aabb_collide(apos, ahs, bpos, bhs, into)
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if not into then into = vec2:zero() end
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_aac_delta:vset(apos):vsubi(bpos)
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_aac_abs_delta:vset(_aac_delta):absi()
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_aac_size:vset(ahs):vaddi(bhs)
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_aac_abs_amount:vset(_aac_size):vsubi(_aac_abs_delta)
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if _aac_abs_amount.x > COLLIDE_EPS and _aac_abs_amount.y > COLLIDE_EPS then
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--actually collided
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if _aac_abs_amount.x <= _aac_abs_amount.y then
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--x min
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if _aac_delta.x < 0 then
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return into:sset(-_aac_abs_amount.x, 0)
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else
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return into:sset(_aac_abs_amount.x, 0)
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end
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else
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--y min
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if _aac_delta.y < 0 then
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return into:sset(0, -_aac_abs_amount.y)
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else
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return into:sset(0, _aac_abs_amount.y)
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end
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end
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end
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return false
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end
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--return normal and fraction of dt encountered on collision, false otherwise
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--TODO: re-pool storage here
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function intersect.aabb_aabb_collide_continuous(
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a_startpos, a_endpos, ahs,
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b_startpos, b_endpos, bhs,
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into
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)
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if not into then into = vec2:zero() end
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--compute delta motion
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local _self_delta_motion = a_endpos:vsub(a_startpos)
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local _other_delta_motion = b_endpos:vsub(b_startpos)
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--cheap "is this even possible" early-out
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do
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local _self_half_delta = _self_delta_motion:smul(0.5)
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local _self_bounds_pos = _self_half_delta:vadd(a_endpos)
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local _self_bounds_hs = _self_half_delta:vadd(ahs)
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local _other_half_delta = _other_delta_motion:smul(0.5)
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local _other_bounds_pos = _other_half_delta:vadd(b_endpos)
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local _other_bounds_hs = _other_half_delta:vadd(bhs)
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if not body._overlap_raw(
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_self_bounds_pos, _self_bounds_hs,
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_other_bounds_pos, _other_bounds_hs
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) then
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return false
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end
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end
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--get ccd minkowski box
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--this is a relative-space box
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local _relative_delta_motion = _self_delta_motion:vsub(_other_delta_motion)
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local _minkowski_halfsize = ahs:vadd(bhs)
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local _minkowski_pos = b_startpos:vsub(a_startpos)
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--if a line seg from our relative motion hits the minkowski box, we're in luck
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--slab raycast is speedy
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--alias
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local _rmx = _relative_delta_motion.x
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local _rmy = _relative_delta_motion.y
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local _inv_x = math.huge
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if _rmx ~= 0 then _inv_x = 1 / _rmx end
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local _inv_y = math.huge
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if _rmy ~= 0 then _inv_y = 1 / _rmy end
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local _minkowski_tl = _minkowski_pos:vsub(_minkowski_halfsize)
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local _minkowski_br = _minkowski_pos:vadd(_minkowski_halfsize)
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--clip x
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--get edge t along line
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local tx1 = (_minkowski_tl.x) * _inv_x
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local tx2 = (_minkowski_br.x) * _inv_x
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--clip to existing clip space
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local txmin = math.min(tx1, tx2)
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local txmax = math.max(tx1, tx2)
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--clip y
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--get edge t along line
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local ty1 = (_minkowski_tl.y) * _inv_y
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local ty2 = (_minkowski_br.y) * _inv_y
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--clip to existing clip space
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local tymin = math.min(ty1, ty2)
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local tymax = math.max(ty1, ty2)
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--clip space
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local tmin = math.max(0, txmin, tymin)
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local tmax = math.min(1, txmax, tymax)
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--still some unclipped? collision!
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if tmin <= tmax then
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--"was colliding at start"
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if tmin == 0 then
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--todo: maybe collide at old pos, not new pos
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local msv = self:collide(other, into)
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if msv then
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return msv, tmin
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else
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return false
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end
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end
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--delta before colliding
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local _self_collide_pre = _self_delta_motion:smul(tmin)
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--delta after colliding (to be discarded or projected or whatever)
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local _self_collide_post = _self_delta_motion:smul(1.0 - tmin)
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--get the collision normal
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--(whichever boundary crossed _last_ -> normal)
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local _self_collide_normal = vec2:zero()
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if txmin > tymin then
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_self_collide_normal.x = -math.sign(_self_delta_motion.x)
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else
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_self_collide_normal.y = -math.sign(_self_delta_motion.y)
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end
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--travelling away from normal?
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if _self_collide_normal:dot(_self_delta_motion) >= 0 then
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return false
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end
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--just "slide" projection for now
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_self_collide_post:vreji(_self_collide_normal)
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--combine
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local _final_delta = _self_collide_pre:vadd(_self_collide_post)
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--construct the target position
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local _target_pos = a_startpos:vadd(_final_delta)
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--return delta to target pos
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local msv = _target_pos:vsub(a_endpos)
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if math.abs(msv.x) > COLLIDE_EPS or math.abs(msv.y) > COLLIDE_EPS then
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into:vset(msv)
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return into, tmin
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end
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end
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return false
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end
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-- helper function to clamp point to aabb
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local _v_min = vec2:zero()
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local _v_max = vec2:zero()
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local _v_clamp = vec2:zero()
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local function aabb_clamp(pos, hs, v)
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_v_min:sset(pos.x-hs.x, pos.y-hs.y)
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_v_max:sset(pos.x+hs.x, pos.y+hs.y)
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_v_clamp:vset(v):clampi(_v_min,_v_max)
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return _v_clamp.x, _v_clamp.y
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end
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-- return true on overlap, false otherwise
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local _a_b_closest = vec2:zero()
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local _a_b_delta = vec2:zero() -- Delta vec for minimum distance between aabb and circle
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function intersect.aabb_circle_overlap(apos, ahs, bpos, brad)
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_a_b_closest:sset(aabb_clamp(apos, ahs, bpos))
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_a_b_delta:vset(bpos):vsubi(_a_b_closest)
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return _a_b_delta:dot(_a_b_delta) < (brad*brad) + COLLIDE_EPS -- Pythag theorem
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end
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--check if a point is in a polygon
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--point is the point to test
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--poly is a list of points in order
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--based on winding number, so re-intersecting areas are counted as solid rather than inverting
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function intersect.point_in_poly(point, poly)
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local wn = 0
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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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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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wn = wn - 1
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end
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end
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end
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return wn ~= 0
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end
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--resolution helpers
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--resolve a collision between two bodies, given a (minimum) separating vector
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-- from a's frame of reference, like the result of any of the _collide functions
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--requires the two positions of the bodies, the msv, and a balance factor
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--balance should be between 1 and 0;
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-- 1 is only a_pos moving to resolve
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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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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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end
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--bounce a velocity off of a normal (modifying velocity)
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--essentially flips the part of the velocity in the direction of the normal
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function intersect.bounce_off(velocity, normal, conservation)
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--(default)
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conservation = conservation or 1
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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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--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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|
--clean up
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old_vel:release()
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return velocity
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end
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|
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--mutual bounce; two similar bodies bounce off each other, transferring energy
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function intersect.mutual_bounce(velocity_a, velocity_b, normal, conservation)
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--(default)
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conservation = conservation or 1
|
|
--take copies, we need them
|
|
local old_a_vel = vec2.pooled_copy(velocity_a)
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|
local old_b_vel = vec2.pooled_copy(velocity_b)
|
|
--reject on the normal
|
|
velocity_a:vreji(normal)
|
|
velocity_b:vreji(normal)
|
|
--calculate the amount remaining from the old velocity
|
|
--(transfer ownership)
|
|
local a_remaining = old_a_vel:vsubi(velocity_a)
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|
local b_remaining = old_b_vel:vsubi(velocity_b)
|
|
--transfer it to the other body
|
|
velocity_a:fmai(b_remaining, conservation)
|
|
velocity_b:fmai(a_remaining, conservation)
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|
--clean up
|
|
a_remaining:release()
|
|
b_remaining:release()
|
|
end
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|
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return intersect
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