batteries/intersect.lua

417 lines
12 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):sdiv(dist):smuli(rad - dist)
return into
end
return false
end
------------------------------------------------------------------------------
-- line segments
-- todo: separate double-sided, one-sided, and pull-through (along normal) collisions?
--vector from line seg to point
function intersect._line_to_point(a_start, a_end, b_pos, into)
if into == nil then into = vec2:zero() end
--direction of line
into:vset(a_end):vsub(a_start)
--detect degenerate case
if into:length_squared() <= COLLIDE_EPS then
return intersect.circle_circle_collide(a_start, a_rad, b_pos, b_rad)
end
--solve for factor along line
local dx = (b_pos.x - a_start.x) * (a_end.x - a_start.x)
local dy = (b_pos.y - a_start.y) * (a_end.y - a_start.y)
local u = (dx + dy) / into:length_squared()
--clamp onto segment
u = math.clamp01(u)
--get the displacement to the nearest point (invalidate direction)
into:smuli(u):vaddi(a_start):vsubi(b_pos)
return into
end
--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):vsub(a_start):normalisei():rot90li()
else
separation:smuli(-sep)
end
return separation
end
return false
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
--return true on overlap, false otherwise
local _aao_abs_delta = vec2:zero()
local _aao_total_size = vec2:zero()
function intersect.aabb_aabb_overlap(pos, hs, opos, ohs)
_aao_abs_delta:vset(pos):vsubi(opos):absi()
_aao_total_size:vset(hs):vaddi(ohs)
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(apos, ahs, bpos, bhs, into)
if not into then into = vec2:zero() end
_aac_delta:vset(apos):vsubi(bpos)
_aac_abs_delta:vset(_aac_delta):absi()
_aac_size:vset(ahs):vaddi(bhs)
_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, ahs,
b_startpos, b_endpos, bhs,
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(ahs)
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(bhs)
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 = ahs:vadd(bhs)
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
--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
return intersect