mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-10 02:31:48 +00:00
611 lines
13 KiB
Lua
611 lines
13 KiB
Lua
--[[
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2d vector type
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]]
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local path = (...):gsub("vec2", "")
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local class = require(path .. "class")
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local math = require(path .. "mathx") --shadow global math module
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local make_pooled = require(path .. "make_pooled")
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local vec2 = class({
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name = "vec2",
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})
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--stringification
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function vec2:__tostring()
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return ("(%.2f, %.2f)"):format(self.x, self.y)
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end
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--ctor
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function vec2:new(x, y)
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if type(x) == "number" then
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self:scalar_set(x, y)
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elseif type(x) == "table" then
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if type(x.type) == "function" and x:type() == "vec2" then
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self:vector_set(x)
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elseif x[1] then
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self:scalar_set(x[1], x[2])
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else
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self:scalar_set(x.x, x.y)
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end
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else
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self:scalar_set(0)
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end
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end
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--explicit ctors; mostly vestigial at this point
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function vec2:copy()
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return vec2(self.x, self.y)
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end
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function vec2:xy(x, y)
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return vec2(x, y)
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end
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function vec2:polar(length, angle)
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return vec2(length, 0):rotate_inplace(angle)
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end
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function vec2:filled(v)
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return vec2(v, v)
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end
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function vec2:zero()
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return vec2(0)
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end
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--unpack for multi-args
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function vec2:unpack()
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return self.x, self.y
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end
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--pack when a sequence is needed
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function vec2:pack()
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return {self:unpack()}
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end
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--shared pooled storage
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make_pooled(vec2, 128)
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--get a pooled copy of an existing vector
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function vec2:pooled_copy()
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return vec2:pooled(self)
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end
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--modify
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function vec2:vector_set(v)
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self.x = v.x
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self.y = v.y
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return self
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end
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function vec2:scalar_set(x, y)
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if not y then y = x end
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self.x = x
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self.y = y
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return self
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end
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function vec2:swap(v)
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local sx, sy = self.x, self.y
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self.x, self.y = v.x, v.y
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v.x, v.y = sx, sy
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return self
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end
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-----------------------------------------------------------
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--equality comparison
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-----------------------------------------------------------
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--threshold for equality in each dimension
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local EQUALS_EPSILON = 1e-9
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--true if a and b are functionally equivalent
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function vec2.equals(a, b)
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return (
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math.abs(a.x - b.x) <= EQUALS_EPSILON and
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math.abs(a.y - b.y) <= EQUALS_EPSILON
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)
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end
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--true if a and b are not functionally equivalent
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--(very slightly faster than `not vec2.equals(a, b)`)
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function vec2.nequals(a, b)
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return (
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math.abs(a.x - b.x) > EQUALS_EPSILON or
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math.abs(a.y - b.y) > EQUALS_EPSILON
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)
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end
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-----------------------------------------------------------
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--arithmetic
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-----------------------------------------------------------
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--vector
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function vec2:vector_add_inplace(v)
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self.x = self.x + v.x
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self.y = self.y + v.y
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return self
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end
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function vec2:vector_sub_inplace(v)
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self.x = self.x - v.x
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self.y = self.y - v.y
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return self
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end
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function vec2:vector_mul_inplace(v)
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self.x = self.x * v.x
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self.y = self.y * v.y
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return self
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end
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function vec2:vector_div_inplace(v)
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self.x = self.x / v.x
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self.y = self.y / v.y
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return self
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end
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--(a + (b * t))
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--useful for integrating physics and adding directional offsets
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function vec2:fused_multiply_add_inplace(v, t)
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self.x = self.x + (v.x * t)
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self.y = self.y + (v.y * t)
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return self
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end
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--scalar
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function vec2:scalar_add_inplace(x, y)
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if not y then y = x end
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self.x = self.x + x
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self.y = self.y + y
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return self
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end
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function vec2:scalar_sub_inplace(x, y)
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if not y then y = x end
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self.x = self.x - x
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self.y = self.y - y
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return self
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end
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function vec2:scalar_mul_inplace(x, y)
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if not y then y = x end
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self.x = self.x * x
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self.y = self.y * y
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return self
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end
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function vec2:scalar_div_inplace(x, y)
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if not y then y = x end
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self.x = self.x / x
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self.y = self.y / y
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return self
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end
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-----------------------------------------------------------
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-- geometric methods
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-----------------------------------------------------------
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function vec2:length_squared()
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return self.x * self.x + self.y * self.y
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end
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function vec2:length()
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return math.sqrt(self:length_squared())
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end
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function vec2:distance_squared(other)
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local dx = self.x - other.x
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local dy = self.y - other.y
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return dx * dx + dy * dy
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end
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function vec2:distance(other)
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return math.sqrt(self:distance_squared(other))
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end
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function vec2:normalise_both_inplace()
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local len = self:length()
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if len == 0 then
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return self, 0
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end
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return self:scalar_div_inplace(len), len
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end
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function vec2:normalise_inplace()
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local v, len = self:normalise_both_inplace()
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return v
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end
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function vec2:normalise_len_inplace()
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local v, len = self:normalise_both_inplace()
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return len
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end
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function vec2:inverse_inplace()
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return self:scalar_mul_inplace(-1)
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end
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-- angle/direction specific
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function vec2:rotate_inplace(angle)
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local s = math.sin(angle)
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local c = math.cos(angle)
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local ox = self.x
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local oy = self.y
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self.x = c * ox - s * oy
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self.y = s * ox + c * oy
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return self
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end
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function vec2:rotate_around_inplace(angle, pivot)
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self:vector_sub_inplace(pivot)
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self:rotate_inplace(angle)
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self:vector_add_inplace(pivot)
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return self
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end
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--fast quarter/half rotations
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function vec2:rot90r_inplace()
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local ox = self.x
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local oy = self.y
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self.x = -oy
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self.y = ox
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return self
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end
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function vec2:rot90l_inplace()
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local ox = self.x
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local oy = self.y
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self.x = oy
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self.y = -ox
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return self
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end
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vec2.rot180_inplace = vec2.inverse_inplace --alias
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--get the angle of this vector relative to (1, 0)
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function vec2:angle()
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return math.atan2(self.y, self.x)
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end
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--get the normalised difference in angle between two vectors
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function vec2:angle_difference(v)
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return math.angle_difference(self:angle(), v:angle())
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end
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--lerp towards the direction of a provided vector
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--(length unchanged)
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function vec2:lerp_direction_inplace(v, t)
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return self:rotate_inplace(self:angle_difference(v) * t)
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end
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-----------------------------------------------------------
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-- per-component clamping ops
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-----------------------------------------------------------
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function vec2:min_inplace(v)
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self.x = math.min(self.x, v.x)
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self.y = math.min(self.y, v.y)
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return self
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end
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function vec2:max_inplace(v)
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self.x = math.max(self.x, v.x)
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self.y = math.max(self.y, v.y)
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return self
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end
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function vec2:clamp_inplace(min, max)
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self.x = math.clamp(self.x, min.x, max.x)
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self.y = math.clamp(self.y, min.y, max.y)
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return self
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end
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-----------------------------------------------------------
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-- absolute value
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-----------------------------------------------------------
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function vec2:abs_inplace()
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self.x = math.abs(self.x)
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self.y = math.abs(self.y)
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return self
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end
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-----------------------------------------------------------
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-- sign
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-----------------------------------------------------------
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function vec2:sign_inplace()
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self.x = math.sign(self.x)
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self.y = math.sign(self.y)
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return self
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end
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-----------------------------------------------------------
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-- truncation/rounding
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-----------------------------------------------------------
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function vec2:floor_inplace()
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self.x = math.floor(self.x)
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self.y = math.floor(self.y)
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return self
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end
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function vec2:ceil_inplace()
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self.x = math.ceil(self.x)
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self.y = math.ceil(self.y)
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return self
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end
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function vec2:round_inplace()
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self.x = math.round(self.x)
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self.y = math.round(self.y)
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return self
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end
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-----------------------------------------------------------
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-- interpolation
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-----------------------------------------------------------
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function vec2:lerp_inplace(other, amount)
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self.x = math.lerp(self.x, other.x, amount)
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self.y = math.lerp(self.y, other.y, amount)
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return self
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end
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function vec2:lerp_eps_inplace(other, amount, eps)
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self.x = math.lerp_eps(self.x, other.x, amount, eps)
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self.y = math.lerp_eps(self.y, other.y, amount, eps)
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return self
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end
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-----------------------------------------------------------
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-- vector products and projections
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-----------------------------------------------------------
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function vec2:dot(other)
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return self.x * other.x + self.y * other.y
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end
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--"fake", but useful - also called the wedge product apparently
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function vec2:cross(other)
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return self.x * other.y - self.y * other.x
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end
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function vec2:scalar_projection(other)
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local len = other:length()
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if len == 0 then
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return 0
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end
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return self:dot(other) / len
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end
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function vec2:vector_projection_inplace(other)
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local div = other:dot(other)
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if div == 0 then
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return self:scalar_set(0)
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end
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local fac = self:dot(other) / div
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return self:vector_set(other):scalar_mul_inplace(fac)
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end
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function vec2:vector_rejection_inplace(other)
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local tx, ty = self.x, self.y
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self:vector_projection_inplace(other)
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self:scalar_set(tx - self.x, ty - self.y)
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return self
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end
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--get the winding side of p, relative to the line a-b
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-- (this is based on the signed area of the triangle a-b-p)
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-- return value:
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-- >0 when p left of line
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-- =0 when p on line
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-- <0 when p right of line
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function vec2.winding_side(a, b, p)
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return (b.x - a.x) * (p.y - a.y)
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- (p.x - a.x) * (b.y - a.y)
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end
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-----------------------------------------------------------
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-- vector extension methods for special purposes
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-- (any common vector ops worth naming)
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-----------------------------------------------------------
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--"physical" friction
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function vec2:apply_friction_inplace(mu, dt)
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local friction = self:pooled_copy():scalar_mul_inplace(mu * dt)
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if friction:length_squared() > self:length_squared() then
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self:scalar_set(0, 0)
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else
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self:vector_sub_inplace(friction)
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end
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friction:release()
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return self
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end
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--"gamey" friction in one dimension
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local function _friction_1d(v, mu, dt)
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local friction = mu * v * dt
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if math.abs(friction) > math.abs(v) then
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return 0
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else
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return v - friction
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end
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end
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--"gamey" friction in both dimensions
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function vec2:apply_friction_xy_inplace(mu_x, mu_y, dt)
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self.x = _friction_1d(self.x, mu_x, dt)
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self.y = _friction_1d(self.y, mu_y, dt)
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return self
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end
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--minimum/maximum components
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function vec2:mincomp()
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return math.min(self.x, self.y)
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end
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function vec2:maxcomp()
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return math.max(self.x, self.y)
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end
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-- meta functions for mathmatical operations
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function vec2.__add(a, b)
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return a:vector_add(b)
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end
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function vec2.__sub(a, b)
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return a:vector_sub(b)
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end
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function vec2.__mul(a, b)
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if type(a) == "number" then
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return b:scalar_mul(a)
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elseif type(b) == "number" then
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return a:scalar_mul(b)
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else
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return a:vector_mul(b)
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end
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end
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function vec2.__div(a, b)
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if type(b) == "number" then
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return a:scalar_div(b)
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else
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return a:vector_div(b)
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end
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end
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-- mask out min component, with preference to keep x
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function vec2:major_inplace()
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if self.x > self.y then
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self.y = 0
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else
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self.x = 0
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end
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return self
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end
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-- mask out max component, with preference to keep x
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function vec2:minor_inplace()
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if self.x < self.y then
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self.y = 0
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else
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self.x = 0
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end
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return self
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end
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--vector_ free alias; we're a vector library, so semantics should default to vector
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vec2.add_inplace = vec2.vector_add_inplace
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vec2.sub_inplace = vec2.vector_sub_inplace
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vec2.mul_inplace = vec2.vector_mul_inplace
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vec2.div_inplace = vec2.vector_div_inplace
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vec2.set = vec2.vector_set
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--american spelling alias
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vec2.normalize_both_inplace = vec2.normalise_both_inplace
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vec2.normalize_inplace = vec2.normalise_inplace
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vec2.normalize_len_inplace = vec2.normalise_len_inplace
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--garbage generating functions that return a new vector rather than modifying self
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for _, inplace_name in ipairs({
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"vector_add_inplace",
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"vector_sub_inplace",
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"vector_mul_inplace",
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"vector_div_inplace",
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"fused_multiply_add_inplace",
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"add_inplace",
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"sub_inplace",
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"mul_inplace",
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"div_inplace",
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"scalar_add_inplace",
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"scalar_sub_inplace",
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"scalar_mul_inplace",
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"scalar_div_inplace",
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"normalise_both_inplace",
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"normalise_inplace",
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"normalise_len_inplace",
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"normalize_both_inplace",
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"normalize_inplace",
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"normalize_len_inplace",
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"inverse_inplace",
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"rotate_inplace",
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"rotate_around_inplace",
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"rot90r_inplace",
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"rot90l_inplace",
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"lerp_direction_inplace",
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"min_inplace",
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"max_inplace",
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"clamp_inplace",
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"abs_inplace",
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"sign_inplace",
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"floor_inplace",
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"ceil_inplace",
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"round_inplace",
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"lerp_inplace",
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"lerp_eps_inplace",
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"vector_projection_inplace",
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"vector_rejection_inplace",
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"apply_friction_inplace",
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"apply_friction_xy_inplace",
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"major_inplace",
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"minor_inplace",
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}) do
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local garbage_name = inplace_name:gsub("_inplace", "")
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vec2[garbage_name] = function(self, ...)
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self = self:copy()
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return self[inplace_name](self, ...)
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end
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end
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--"hungarian" shorthand aliases for compatibility and short names
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--
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--i do encourage using the longer versions above as it makes code easier
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--to understand when you come back, but i also appreciate wanting short code
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for _, v in ipairs({
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{"sset", "scalar_set"},
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{"sadd", "scalar_add"},
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{"ssub", "scalar_sub"},
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{"smul", "scalar_mul"},
|
|
{"sdiv", "scalar_div"},
|
|
{"vset", "vector_set"},
|
|
{"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"},
|
|
{"normalize", "normalize"},
|
|
}) do
|
|
local shorthand, original = v[1], v[2]
|
|
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
|