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https://github.com/1bardesign/batteries.git
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547 lines
16 KiB
Lua
547 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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tests provided:
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overlap
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boolean "is overlapping"
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collide
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nil for no collision
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minimum separating vector on collision
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provided in the direction of the first object
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optional output parameters to avoid garbage generation
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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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local mathx = require(path .. "mathx")
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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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function intersect.circle_circle_collide(a_pos, a_rad, b_pos, b_rad, into)
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--get delta
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local delta = a_pos
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:pooled_copy()
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:vector_sub_inplace(b_pos)
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--squared threshold
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local rad = a_rad + b_rad
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local dist = delta:length_squared()
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local res = false
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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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delta:scalar_set(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(0)
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end
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--normalise, scale to separating distance
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res = into:set(delta)
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:scalar_div_inplace(dist)
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:scalar_mul_inplace(rad - dist)
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end
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delta:release()
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return res
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end
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function intersect.circle_point_collide(a_pos, a_rad, b, into)
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return intersect.circle_circle_collide(a_pos, a_rad, b, 0, into)
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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(0) end
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--direction of segment
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local segment = a_end:pooled_copy()
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:vector_sub_inplace(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:set(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()
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:vector_sub_inplace(a_start)
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local factor = mathx.clamp01(point_to_start:dot(segment) / lensq)
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point_to_start:release()
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into:set(segment)
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:scalar_mul_inplace(factor)
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:vector_add_inplace(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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--internal
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--vector from line seg origin 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)
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:vector_sub_inplace(b_pos)
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end
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--internal
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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:normalise_len_inplace()
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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:set(a_end)
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:vector_sub_inplace(a_start)
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:normalise_inplace()
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:rot90l_inplace()
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else
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separation:scalar_mul_inplace(-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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--overlap a line segment with a circle
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function intersect.line_circle_overlap(a_start, a_end, a_rad, b_pos, b_rad)
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local nearest = intersect.nearest_point_on_line(a_start, a_end, b_pos, vec2:pooled())
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local overlapped = intersect.circle_point_overlap(b_pos, a_rad + b_rad, nearest)
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nearest:release()
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return overlapped
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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
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:pooled_copy()
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:vector_sub_inplace(a_start)
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local b_dir = b_end
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:pooled_copy()
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:vector_sub_inplace(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 = b_dir:length_squared() <= COLLIDE_EPS
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if a_degen or b_degen then
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vec2.release(a_dir, b_dir)
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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
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return intersect.circle_line_collide(a_start, a_rad, b_start, b_end, b_rad, into)
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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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end
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--otherwise we're _actually_ 2 line segs :)
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if into == nil then into = vec2(0) 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
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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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end
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end
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end
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assert(intersected)
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if intersected == "both" then
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--simply displace along A normal
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into:set(a_dir)
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vec2.release(a_dir, b_dir)
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return into
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:normalise_inplace()
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:scalar_mul_inplace(a_rad + b_rad)
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:rot90l_inplace()
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end
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vec2.release(a_dir, b_dir)
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--dumb as a rock check-corners approach
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--todo: pool storage
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--todo proper 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 = nil
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local best_len = nil
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for _, v in ipairs(search_tab) do
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local len = v[1]:length_squared()
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if not best_len or len < best_len then
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best = v
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end
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end
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--fix direction
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into:set(best[1])
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:scalar_mul_inplace(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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------------------------------------------------------------------------------
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-- axis aligned bounding boxes
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--return true on overlap, false otherwise
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function intersect.aabb_point_overlap(pos, hs, v)
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local delta = pos
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:pooled_copy()
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:vector_sub_inplace(v)
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:abs_inplace()
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local overlap = delta.x < hs.x and delta.y < hs.y
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delta:release()
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return overlap
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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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function intersect.aabb_point_collide(pos, hs, v, into)
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--separation between centres
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local delta_c = v
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:pooled_copy()
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:vector_sub_inplace(pos)
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--absolute separation
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local delta_c_abs = delta_c
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:pooled_copy()
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:abs_inplace()
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local res = false
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if delta_c_abs.x < hs.x and delta_c_abs.y < hs.y then
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res = (into or vec2(0))
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--separating offset in both directions
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:set(hs)
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:vector_sub_inplace(delta_c_abs)
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--minimum separating distance
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:minor_inplace()
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--in the right direction
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:vector_mul_inplace(delta_c:sign_inplace())
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--from the aabb's point of view
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:inverse_inplace()
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end
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vec2.release(delta_c, delta_c_abs)
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return res
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end
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--return true on overlap, false otherwise
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function intersect.aabb_aabb_overlap(a_pos, a_hs, b_pos, b_hs)
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local delta = a_pos
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:pooled_copy()
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:vector_sub_inplace(b_pos)
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:abs_inplace()
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local total_size = a_hs
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:pooled_copy()
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:vector_add_inplace(b_hs)
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local overlap = delta.x < total_size.x and delta.y < total_size.y
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vec2.release(delta, total_size)
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return overlap
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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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function intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, b_hs, into)
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local delta = a_pos
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:pooled_copy()
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:vector_sub_inplace(b_pos)
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local abs_delta = delta
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:pooled_copy()
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:abs_inplace()
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local size = a_hs
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:pooled_copy()
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:vector_add_inplace(b_hs)
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local abs_amount = size
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:pooled_copy()
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:vector_sub_inplace(abs_delta)
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local res = false
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if abs_amount.x > COLLIDE_EPS and abs_amount.y > COLLIDE_EPS then
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if not into then into = vec2(0) end
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--actually collided
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if abs_amount.x <= abs_amount.y then
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--x min
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res = into:scalar_set(abs_amount.x * mathx.sign(delta.x), 0)
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else
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--y min
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res = into:scalar_set(0, abs_amount.y * mathx.sign(delta.y))
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end
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end
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return res
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end
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-- helper function to clamp point to aabb
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function intersect.aabb_point_clamp(pos, hs, v, into)
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local v_min = pos
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:pooled_copy()
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:vector_sub_inplace(hs)
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local v_max = pos
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:pooled_copy()
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:vector_add_inplace(hs)
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into = into or vec2(0)
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into:set(v)
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:clamp_inplace(v_min, v_max)
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vec2.release(v_min, v_max)
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return into
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end
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-- return true on overlap, false otherwise
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function intersect.aabb_circle_overlap(a_pos, a_hs, b_pos, b_rad)
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local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
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local edge_distance_squared = clamped:distance_squared(b_pos)
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clamped:release()
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return edge_distance_squared < (b_rad * b_rad)
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end
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-- return msv on collision, false otherwise
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function intersect.aabb_circle_collide(a_pos, a_hs, b_pos, b_rad, into)
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local abs_delta = a_pos
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:pooled_copy()
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:vector_sub_inplace(b_pos)
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:abs_inplace()
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--circle centre within aabb-like bounds, collide as an aabb
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local like_aabb = abs_delta.x < a_hs.x or abs_delta.y < a_hs.y
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--(clean up)
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abs_delta:release()
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--
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local result
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if like_aabb then
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local pretend_hs = vec2:pooled(0, 0)
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result = intersect.aabb_aabb_collide(a_pos, a_hs, b_pos, pretend_hs, into)
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pretend_hs:release()
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else
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--outside aabb-like bounds so we need to collide with the nearest clamped corner point
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local clamped = intersect.aabb_point_clamp(a_pos, a_hs, b_pos, vec2:pooled())
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result = intersect.circle_circle_collide(clamped, 0, b_pos, b_rad, into)
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clamped:release()
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end
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return result
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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
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b.y > point.y
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and vec2.winding_side(a, b, point) > 0
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then
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wn = wn + 1
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end
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else
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if
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b.y <= point.y
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and vec2.winding_side(a, b, point) < 0
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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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--reversed versions
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--it's annoying to need to flip the order of operands depending on what
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--shapes you're working with
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--so these functions provide the
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--todo: ensure this is all of them
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--(helper for reversing only if there's actually a vector, preserving false)
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function intersect.reverse_msv(result)
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if result then
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result:inverse_inplace()
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end
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return result
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end
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function intersect.point_circle_overlap(a, b_pos, b_rad)
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return intersect.circle_point_overlap(b_pos, b_rad, a)
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end
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function intersect.point_circle_collide(a, b_pos, b_rad, into)
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return intersect.reverse_msv(intersect.circle_circle_collide(b_pos, b_rad, a, 0, into))
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end
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function intersect.point_aabb_overlap(a, b_pos, b_hs)
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return intersect.aabb_point_overlap(b_pos, b_hs, a)
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end
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function intersect.point_aabb_collide(a, b_pos, b_hs, into)
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return intersect.reverse_msv(intersect.aabb_point_collide(b_pos, b_hs, a, into))
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end
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function intersect.circle_aabb_overlap(a, a_rad, b_pos, b_hs)
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return intersect.aabb_circle_overlap(b_pos, b_hs, a, a_rad)
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end
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function intersect.circle_aabb_collide(a, a_rad, b_pos, b_hs, into)
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return intersect.reverse_msv(intersect.aabb_circle_collide(b_pos, b_hs, a, a_rad, into))
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end
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function intersect.circle_line_collide(a, a_rad, b_start, b_end, b_rad, into)
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return intersect.reverse_msv(intersect.line_circle_collide(b_start, b_end, b_rad, a, a_rad, into))
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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 both coordinates 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:fused_multiply_add_inplace(msv, balance)
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b_pos:fused_multiply_add_inplace(msv, -(1 - balance))
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end
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-- gets a normalised balance factor from two mass inputs, and treats <=0 or infinite or nil masses as static bodies
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-- returns false if we're colliding two static bodies, as that's invalid
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function intersect.balance_from_mass(a_mass, b_mass)
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--static cases
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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 = velocity:pooled_copy()
|
|
--heading into the normal
|
|
if old_vel:dot(normal) < 0 then
|
|
--reject on the normal (keep velocity tangential to the normal)
|
|
velocity:vector_rejection_inplace(normal)
|
|
--add back the complement of the difference;
|
|
--basically "flip" the velocity in line with the normal.
|
|
velocity:fused_multiply_add_inplace(old_vel:vector_sub_inplace(velocity), -conservation)
|
|
end
|
|
--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 = velocity_a:pooled_copy()
|
|
local old_b_vel = velocity_b:pooled_copy()
|
|
--reject on the normal
|
|
velocity_a:vector_rejection_inplace(normal)
|
|
velocity_b:vector_rejection_inplace(normal)
|
|
--calculate the amount remaining from the old velocity
|
|
--(transfer pool ownership)
|
|
local a_remaining = old_a_vel:vector_sub_inplace(velocity_a)
|
|
local b_remaining = old_b_vel:vector_sub_inplace(velocity_b)
|
|
--transfer it to the other body
|
|
velocity_a:fused_multiply_add_inplace(b_remaining, conservation)
|
|
velocity_b:fused_multiply_add_inplace(a_remaining, conservation)
|
|
--clean up
|
|
vec2.release(a_remaining, b_remaining)
|
|
end
|
|
|
|
return intersect
|