batteries/intersect.lua

575 lines
17 KiB
Lua

--[[
geometric intersection routines
from simple point tests to shape vs shape tests
optimised pretty well in most places.
options for boolean or minimum separating vector results
continuous sweeps (where provided) also return the
time-domain position of first intersection
TODO: refactor vector storage to be pooled rather than fully local
so these functions can be reentrant
]]
local path = (...):gsub("intersect", "")
local vec2 = require(path .. "vec2")
--module storage
local intersect = {}
--epsilon for collisions
local COLLIDE_EPS = 1e-6
------------------------------------------------------------------------------
-- circles
function intersect.circle_point_overlap(pos, rad, v)
return pos:distance_squared(v) < rad * rad
end
function intersect.circle_circle_overlap(a_pos, a_rad, b_pos, b_rad)
local rad = a_rad + b_rad
return a_pos:distance_squared(b_pos) < rad * rad
end
local _ccc_delta = vec2:zero()
function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
--get delta
_ccc_delta:vset(a_pos):vsubi(b_pos)
--squared threshold
local rad = a_rad + b_rad
local dist = _ccc_delta:length_squared()
if dist < rad * rad then
if dist == 0 then
--singular case; just resolve vertically
dist = 1
_ccc_delta:sset(0,1)
else
--get actual distance
dist = math.sqrt(dist)
end
--allocate if needed
if into == nil then
into = vec2:zero()
end
--normalise, scale to separating distance
into:vset(_ccc_delta):sdivi(dist):smuli(rad - dist)
return into
end
return false
end
------------------------------------------------------------------------------
-- line segments
-- todo: separate double-sided, one-sided, and pull-through (along normal) collisions?
--get the nearest point on the line segment a from point b
function intersect.nearest_point_on_line(a_start, a_end, b_pos, into)
if into == nil then into = vec2:zero() end
--direction of segment
local segment = a_end:pooled_copy():vsubi(a_start)
--detect degenerate case
local lensq = segment:length_squared()
if lensq <= COLLIDE_EPS then
into:vset(a_start)
else
--solve for factor along segment
local point_to_start = b_pos:pooled_copy():vsubi(a_start)
local factor = math.clamp01(point_to_start:dot(segment) / lensq)
point_to_start:release()
into:vset(segment):smuli(factor):vaddi(a_start)
end
segment:release()
return into
end
--internal
--vector from line seg to point
function intersect._line_to_point(a_start, a_end, b_pos, into)
return intersect.nearest_point_on_line(a_start, a_end, b_pos, into):vsubi(b_pos)
end
--internal
--line displacement vector from separation vector
function intersect._line_displacement_to_sep(a_start, a_end, separation, total_rad)
local distance = separation:normalisei_len()
local sep = distance - total_rad
if sep <= 0 then
if distance <= COLLIDE_EPS then
--point intersecting the line; push out along normal
separation:vset(a_end):vsubi(a_start):normalisei():rot90li()
else
separation:smuli(-sep)
end
return separation
end
return false
end
--overlap a line segment with a circle
function intersect.line_circle_overlap(a_start, a_end, a_rad, b_pos, b_rad)
local nearest = intersect.nearest_point_on_line(a_start, a_end, b_pos, vec2:pooled())
local overlapped = intersect.circle_point_overlap(b_pos, a_rad + b_rad, nearest)
nearest:release()
return overlapped
end
--collide a line segment with a circle
function intersect.line_circle_collide(a_start, a_end, a_rad, b_pos, b_rad, into)
into = intersect._line_to_point(a_start, a_end, b_pos, into)
return intersect._line_displacement_to_sep(a_start, a_end, into, a_rad + b_rad)
end
--collide 2 line segments
function intersect.line_line_collide(a_start, a_end, a_rad, b_start, b_end, b_rad, into)
--segment directions from start points
local a_dir = a_end:vsub(a_start)
local b_dir = b_end:vsub(b_start)
--detect degenerate cases
local a_degen = a_dir:length_squared() <= COLLIDE_EPS
local b_degen = a_dir:length_squared() <= COLLIDE_EPS
if a_degen and b_degen then
--actually just circles
return intersect.circle_circle_collide(a_start, a_rad, b_start, b_rad, into)
elseif a_degen then
-- a is just circle; annoying, need reversed msv
local collided = intersect.line_circle_collide(b_start, b_end, b_rad, a_start, a_rad, into)
if collided then
collided:smuli(-1)
end
return collided
elseif b_degen then
--b is just circle
return intersect.line_circle_collide(a_start, a_end, a_rad, b_start, b_rad, into)
end
--otherwise we're _actually_ 2 line segs :)
if into == nil then into = vec2:zero() end
--first, check intersection
--(c to lua translation of paul bourke's
-- line intersection algorithm)
local dx1 = (a_end.x - a_start.x)
local dx2 = (b_end.x - b_start.x)
local dy1 = (a_end.y - a_start.y)
local dy2 = (b_end.y - b_start.y)
local dxab = (a_start.x - b_start.x)
local dyab = (a_start.y - b_start.y)
local denom = dy2 * dx1 - dx2 * dy1
local numera = dx2 * dyab - dy2 * dxab
local numerb = dx1 * dyab - dy1 * dxab
--check coincident lines
local intersected = "none"
if
math.abs(numera) < COLLIDE_EPS and
math.abs(numerb) < COLLIDE_EPS and
math.abs(denom) < COLLIDE_EPS
then
intersected = "both"
else
--check parallel, non-coincident lines
if math.abs(denom) < COLLIDE_EPS then
intersected = "none"
else
--get interpolants along segments
local mua = numera / denom
local mub = numerb / denom
--intersection outside segment bounds?
local outside_a = mua < 0 or mua > 1
local outside_b = mub < 0 or mub > 1
if outside_a and outside_b then
intersected = "none"
elseif outside_a then
intersected = "b"
elseif outside_b then
intersected = "a"
else
intersected = "both"
--collision point =
--[[vec2:xy(
a_start.x + mua * dx1,
a_start.y + mua * dy1,
)]]
end
end
end
if intersected == "both" then
--simply displace along A normal
return into:vset(a_dir):normalisei():smuli(a_rad + b_rad):rot90li()
else
--dumb as a rock check-corners approach
--todo: pool storage
--todo calculus from http://geomalgorithms.com/a07-_distance.html
local search_tab = {}
--only insert corners from the non-intersected line
--since intersected line is potentially the apex
if intersected ~= "a" then
--a endpoints
table.insert(search_tab, {intersect._line_to_point(b_start, b_end, a_start), 1})
table.insert(search_tab, {intersect._line_to_point(b_start, b_end, a_end), 1})
end
if intersected ~= "b" then
--b endpoints
table.insert(search_tab, {intersect._line_to_point(a_start, a_end, b_start), -1})
table.insert(search_tab, {intersect._line_to_point(a_start, a_end, b_end), -1})
end
local best = table.find_best(search_tab, function(v)
return -(v[1]:length_squared())
end)
--fix direction
into:vset(best[1]):smuli(best[2])
return intersect._line_displacement_to_sep(a_start, a_end, into, a_rad + b_rad)
end
return false
end
------------------------------------------------------------------------------
-- axis aligned bounding boxes
--return true on overlap, false otherwise
local _apo_delta = vec2:zero()
function intersect.aabb_point_overlap(pos, hs, v)
_apo_delta:vset(pos):vsubi(v):absi()
return _apo_delta.x < hs.x and _apo_delta.y < hs.y
end
-- discrete displacement
-- return msv to push point to closest edge of aabb
local _apo_delta_c = vec2:zero()
local _apo_delta_c_abs = vec2:zero()
function intersect.aabb_point_collide(pos, hs, v, into)
--separation between centres
_apo_delta_c
:vset(v)
:vsubi(pos)
--absolute separation
_apo_delta_c_abs
:vset(_apo_delta_c)
:absi()
if _apo_delta_c_abs.x < hs.x and _apo_delta_c_abs.y < hs.y then
return (into or vec2:zero())
--separating offset in both directions
:vset(hs)
:vsubi(_apo_delta_c_abs)
--minimum separating distance
:minori()
--in the right direction
:vmuli(_apo_delta_c:signi())
--from the aabb's point of view
:smuli(-1)
end
return false
end
--return true on overlap, false otherwise
local _aao_abs_delta = vec2:zero()
local _aao_total_size = vec2:zero()
function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
_aao_abs_delta:vset(a_pos):vsubi(b_pos):absi()
_aao_total_size:vset(a_hs):vaddi(b_hs)
return _aao_abs_delta.x < _aao_total_size.x and _aao_abs_delta.y < _aao_total_size.y
end
--discrete displacement
--return msv on collision, false otherwise
local _aac_delta = vec2:zero()
local _aac_abs_delta = vec2:zero()
local _aac_size = vec2:zero()
local _aac_abs_amount = vec2:zero()
function intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, b_hs, into)
if not into then into = vec2:zero() end
_aac_delta:vset(a_pos):vsubi(b_pos)
_aac_abs_delta:vset(_aac_delta):absi()
_aac_size:vset(a_hs):vaddi(b_hs)
_aac_abs_amount:vset(_aac_size):vsubi(_aac_abs_delta)
if _aac_abs_amount.x > COLLIDE_EPS and _aac_abs_amount.y > COLLIDE_EPS then
--actually collided
if _aac_abs_amount.x <= _aac_abs_amount.y then
--x min
if _aac_delta.x < 0 then
return into:sset(-_aac_abs_amount.x, 0)
else
return into:sset(_aac_abs_amount.x, 0)
end
else
--y min
if _aac_delta.y < 0 then
return into:sset(0, -_aac_abs_amount.y)
else
return into:sset(0, _aac_abs_amount.y)
end
end
end
return false
end
--return normal and fraction of dt encountered on collision, false otherwise
--TODO: re-pool storage here
function intersect.aabb_aabb_collide_continuous(
a_startpos, a_endpos, a_hs,
b_startpos, b_endpos, b_hs,
into
)
if not into then into = vec2:zero() end
--compute delta motion
local _self_delta_motion = a_endpos:vsub(a_startpos)
local _other_delta_motion = b_endpos:vsub(b_startpos)
--cheap "is this even possible" early-out
do
local _self_half_delta = _self_delta_motion:smul(0.5)
local _self_bounds_pos = _self_half_delta:vadd(a_endpos)
local _self_bounds_hs = _self_half_delta:vadd(a_hs)
local _other_half_delta = _other_delta_motion:smul(0.5)
local _other_bounds_pos = _other_half_delta:vadd(b_endpos)
local _other_bounds_hs = _other_half_delta:vadd(b_hs)
if not body._overlap_raw(
_self_bounds_pos, _self_bounds_hs,
_other_bounds_pos, _other_bounds_hs
) then
return false
end
end
--get ccd minkowski box
--this is a relative-space box
local _relative_delta_motion = _self_delta_motion:vsub(_other_delta_motion)
local _minkowski_halfsize = a_hs:vadd(b_hs)
local _minkowski_pos = b_startpos:vsub(a_startpos)
--if a line seg from our relative motion hits the minkowski box, we're in luck
--slab raycast is speedy
--alias
local _rmx = _relative_delta_motion.x
local _rmy = _relative_delta_motion.y
local _inv_x = math.huge
if _rmx ~= 0 then _inv_x = 1 / _rmx end
local _inv_y = math.huge
if _rmy ~= 0 then _inv_y = 1 / _rmy end
local _minkowski_tl = _minkowski_pos:vsub(_minkowski_halfsize)
local _minkowski_br = _minkowski_pos:vadd(_minkowski_halfsize)
--clip x
--get edge t along line
local tx1 = (_minkowski_tl.x) * _inv_x
local tx2 = (_minkowski_br.x) * _inv_x
--clip to existing clip space
local txmin = math.min(tx1, tx2)
local txmax = math.max(tx1, tx2)
--clip y
--get edge t along line
local ty1 = (_minkowski_tl.y) * _inv_y
local ty2 = (_minkowski_br.y) * _inv_y
--clip to existing clip space
local tymin = math.min(ty1, ty2)
local tymax = math.max(ty1, ty2)
--clip space
local tmin = math.max(0, txmin, tymin)
local tmax = math.min(1, txmax, tymax)
--still some unclipped? collision!
if tmin <= tmax then
--"was colliding at start"
if tmin == 0 then
--todo: maybe collide at old pos, not new pos
local msv = self:collide(other, into)
if msv then
return msv, tmin
else
return false
end
end
--delta before colliding
local _self_collide_pre = _self_delta_motion:smul(tmin)
--delta after colliding (to be discarded or projected or whatever)
local _self_collide_post = _self_delta_motion:smul(1.0 - tmin)
--get the collision normal
--(whichever boundary crossed _last_ -> normal)
local _self_collide_normal = vec2:zero()
if txmin > tymin then
_self_collide_normal.x = -math.sign(_self_delta_motion.x)
else
_self_collide_normal.y = -math.sign(_self_delta_motion.y)
end
--travelling away from normal?
if _self_collide_normal:dot(_self_delta_motion) >= 0 then
return false
end
--just "slide" projection for now
_self_collide_post:vreji(_self_collide_normal)
--combine
local _final_delta = _self_collide_pre:vadd(_self_collide_post)
--construct the target position
local _target_pos = a_startpos:vadd(_final_delta)
--return delta to target pos
local msv = _target_pos:vsub(a_endpos)
if math.abs(msv.x) > COLLIDE_EPS or math.abs(msv.y) > COLLIDE_EPS then
into:vset(msv)
return into, tmin
end
end
return false
end
-- helper function to clamp point to aabb
function intersect.aabb_point_clamp(pos, hs, v, into)
local v_min = pos:pooled_copy():vsubi(hs)
local v_max = pos:pooled_copy():vaddi(hs)
into = into or vec2:zero()
into:vset(v):clampi(v_min, v_max)
vec2.release(v_min, v_max)
return into
end
-- return true on overlap, false otherwise
function intersect.aabb_circle_overlap(a_pos, a_hs, b_pos, b_rad)
local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
local edge_distance_squared = clamped:distance_squared(b_pos)
clamped:release()
return edge_distance_squared < (b_rad * b_rad)
end
-- return msv on collision, false otherwise
function intersect.aabb_circle_collide(a_pos, a_hs, b_pos, b_rad, into)
local abs_delta = a_pos:pooled_copy():vsub(b_pos):absi()
--circle centre within aabb-like bounds, collide as an aabb
local like_aabb = abs_delta.x < a_hs.x or abs_delta.y < a_hs.y
--(clean up)
abs_delta:release()
--
local result
if like_aabb then
local pretend_hs = vec2:pooled():sset(b_rad)
result = intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, pretend_hs, into)
pretend_hs:release()
else
--outside aabb-like bounds so we need to collide with the nearest clamped corner point
local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
result = intersect.circle_circle_collide(clamped, 0, b_pos, b_rad, into)
clamped:release()
end
return result
end
--check if a point is in a polygon
--point is the point to test
--poly is a list of points in order
--based on winding number, so re-intersecting areas are counted as solid rather than inverting
function intersect.point_in_poly(point, poly)
local wn = 0
for i, a in ipairs(poly) do
local b = poly[i + 1] or poly[1]
if a.y <= point.y then
if b.y > point.y and vec2.winding_side(a, b, point) > 0 then
wn = wn + 1
end
else
if b.y <= point.y and vec2.winding_side(a, b, point) < 0 then
wn = wn - 1
end
end
end
return wn ~= 0
end
--resolution helpers
--resolve a collision between two bodies, given a (minimum) separating vector
-- from a's frame of reference, like the result of any of the _collide functions
--requires the two positions of the bodies, the msv, and a balance factor
--balance should be between 1 and 0;
-- 1 is only a_pos moving to resolve
-- 0 is only b_pos moving to resolve
-- 0.5 is balanced between both (default)
--note: this wont work as-is for line segments, which have two separate position coordinates
-- you will need to understand what is going on and move the second coordinate yourself
function intersect.resolve_msv(a_pos, b_pos, msv, balance)
balance = balance or 0.5
a_pos:fmai(msv, balance)
b_pos:fmai(msv, -(1 - balance))
end
-- gets a normalised balance factor from two mass inputs, and treats <=0 or infinite or nil masses as static bodies
-- returns false if we're colliding two static bodies, as that's invalid
function intersect.balance_from_mass(a_mass, b_mass)
--static cases
local a_static = a_mass <= 0 or a_mass == math.huge or not a_mass
local b_static = b_mass <= 0 or b_mass == math.huge or not a_mass
if a_static and b_static then
return false --colliding two static bodies
elseif a_static then
return 0.0
elseif b_static then
return 1.0
end
--get balance factor
local total = a_mass + b_mass
return a_mass / total
end
--bounce a velocity off of a normal (modifying velocity)
--essentially flips the part of the velocity in the direction of the normal
function intersect.bounce_off(velocity, normal, conservation)
--(default)
conservation = conservation or 1
--take a copy, we need it
local old_vel = vec2.pooled_copy(velocity)
--reject on the normal (keep velocity tangential to the normal)
velocity:vreji(normal)
--add back the complement of the difference;
--basically "flip" the velocity in line with the normal.
velocity:fmai(old_vel:vsubi(velocity), -conservation)
--clean up
old_vel:release()
return velocity
end
--mutual bounce; two similar bodies bounce off each other, transferring energy
function intersect.mutual_bounce(velocity_a, velocity_b, normal, conservation)
--(default)
conservation = conservation or 1
--take copies, we need them
local old_a_vel = vec2.pooled_copy(velocity_a)
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)
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)
--clean up
a_remaining:release()
b_remaining:release()
end
return intersect