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478 lines
14 KiB
Lua
478 lines
14 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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--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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--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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--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
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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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--reject on the normal
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velocity_a:vreji(normal)
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velocity_b:vreji(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 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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--clean up
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a_remaining:release()
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b_remaining:release()
|
|
end
|
|
|
|
return intersect
|