561 lines
23 KiB
Lua
561 lines
23 KiB
Lua
-- written by groverbuger for g3d
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-- february 2021
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-- MIT license
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local vectors = require(G3D_PATH .. "/vectors")
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local fastSubtract = vectors.subtract
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local vectorAdd = vectors.add
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local vectorCrossProduct = vectors.crossProduct
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local vectorDotProduct = vectors.dotProduct
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local vectorNormalize = vectors.normalize
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local vectorMagnitude = vectors.magnitude
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----------------------------------------------------------------------------------------------------
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-- collision detection functions
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----------------------------------------------------------------------------------------------------
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--
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-- none of these functions are required for developing 3D games
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-- however these collision functions are very frequently used in 3D games
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--
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-- be warned! a lot of this code is butt-ugly
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-- using a table per vector would create a bazillion tables and lots of used memory
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-- so instead all vectors are all represented using three number variables each
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-- this approach ends up making the code look terrible, but collision functions need to be efficient
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local collisions = {}
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-- finds the closest point to the source point on the given line segment
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local function closestPointOnLineSegment(
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a_x,a_y,a_z, -- point one of line segment
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b_x,b_y,b_z, -- point two of line segment
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x,y,z -- source point
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)
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local ab_x, ab_y, ab_z = b_x - a_x, b_y - a_y, b_z - a_z
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local t = vectorDotProduct(x - a_x, y - a_y, z - a_z, ab_x, ab_y, ab_z) / (ab_x^2 + ab_y^2 + ab_z^2)
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t = math.min(1, math.max(0, t))
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return a_x + t*ab_x, a_y + t*ab_y, a_z + t*ab_z
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end
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-- model - ray intersection
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-- based off of triangle - ray collision from excessive's CPML library
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-- does a triangle - ray collision for every face in the model to find the shortest collision
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--
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-- sources:
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-- https://github.com/excessive/cpml/blob/master/modules/intersect.lua
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-- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
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local tiny = 2.2204460492503131e-16 -- the smallest possible value for a double, "double epsilon"
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local function triangleRay(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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src_x, src_y, src_z,
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dir_x, dir_y, dir_z
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)
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-- cache these variables for efficiency
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local e11,e12,e13 = fastSubtract(tri_1_x,tri_1_y,tri_1_z, tri_0_x,tri_0_y,tri_0_z)
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local e21,e22,e23 = fastSubtract(tri_2_x,tri_2_y,tri_2_z, tri_0_x,tri_0_y,tri_0_z)
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local h1,h2,h3 = vectorCrossProduct(dir_x,dir_y,dir_z, e21,e22,e23)
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local a = vectorDotProduct(h1,h2,h3, e11,e12,e13)
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-- if a is too close to 0, ray does not intersect triangle
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if math.abs(a) <= tiny then
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return
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end
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local s1,s2,s3 = fastSubtract(src_x,src_y,src_z, tri_0_x,tri_0_y,tri_0_z)
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local u = vectorDotProduct(s1,s2,s3, h1,h2,h3) / a
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-- ray does not intersect triangle
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if u < 0 or u > 1 then
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return
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end
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local q1,q2,q3 = vectorCrossProduct(s1,s2,s3, e11,e12,e13)
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local v = vectorDotProduct(dir_x,dir_y,dir_z, q1,q2,q3) / a
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-- ray does not intersect triangle
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if v < 0 or u + v > 1 then
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return
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end
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-- at this stage we can compute t to find out where
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-- the intersection point is on the line
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local thisLength = vectorDotProduct(q1,q2,q3, e21,e22,e23) / a
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-- if hit this triangle and it's closer than any other hit triangle
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if thisLength >= tiny and (not finalLength or thisLength < finalLength) then
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--local norm_x, norm_y, norm_z = vectorCrossProduct(e11,e12,e13, e21,e22,e23)
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return thisLength, src_x + dir_x*thisLength, src_y + dir_y*thisLength, src_z + dir_z*thisLength, n_x,n_y,n_z
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end
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end
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-- detects a collision between a triangle and a sphere
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function triangleSphere(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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tri_n_x, tri_n_y, tri_n_z,
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src_x, src_y, src_z, radius
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)
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-- recalculate surface normal of this triangle
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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-- distance from src to a vertex on the triangle
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local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z)
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-- collision not possible, just return
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if dist < -radius or dist > radius then
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return
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end
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-- itx stands for intersection
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local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist
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-- determine whether itx is inside the triangle
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-- project it onto the triangle and return if this is the case
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local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z)
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local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z)
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local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z)
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if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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-- itx is outside triangle
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-- find points on all three line segments that are closest to itx
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-- if distance between itx and one of these three closest points is in range, there is an intersection
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local radiussq = radius * radius
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local smallestDist
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local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z)
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local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2
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if dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line1_x, line1_y, line1_z
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end
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local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z)
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local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2
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if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line2_x, line2_y, line2_z
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end
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local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z)
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local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2
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if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line3_x, line3_y, line3_z
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end
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if smallestDist then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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end
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-- finds the closest point on the triangle from the source point given
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function trianglePoint(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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tri_n_x, tri_n_y, tri_n_z,
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src_x, src_y, src_z
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)
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-- recalculate surface normal of this triangle
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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-- distance from src to a vertex on the triangle
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local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z)
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-- itx stands for intersection
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local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist
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-- determine whether itx is inside the triangle
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-- project it onto the triangle and return if this is the case
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local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z)
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local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z)
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local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z)
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if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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-- itx is outside triangle
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-- find points on all three line segments that are closest to itx
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-- if distance between itx and one of these three closest points is in range, there is an intersection
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local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z)
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local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2
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local smallestDist = dist
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itx_x, itx_y, itx_z = line1_x, line1_y, line1_z
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local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z)
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local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2
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if smallestDist and dist < smallestDist then
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smallestDist = dist
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itx_x, itx_y, itx_z = line2_x, line2_y, line2_z
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end
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local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z)
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local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2
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if smallestDist and dist < smallestDist then
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smallestDist = dist
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itx_x, itx_y, itx_z = line3_x, line3_y, line3_z
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end
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if smallestDist then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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end
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-- finds the collision point between a triangle and a capsule
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-- capsules are defined with two points and a radius
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function triangleCapsule(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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tip_x, tip_y, tip_z,
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base_x, base_y, base_z,
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a_x, a_y, a_z,
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b_x, b_y, b_z,
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capn_x, capn_y, capn_z,
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radius
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)
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-- find the normal of this triangle
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-- tbd if necessary, this sometimes fixes weird edgecases
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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local dotOfNormals = math.abs(vectorDotProduct(n_x, n_y, n_z, capn_x, capn_y, capn_z))
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-- default reference point to an arbitrary point on the triangle
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-- for when dotOfNormals is 0, because then the capsule is parallel to the triangle
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local ref_x, ref_y, ref_z = tri_0_x, tri_0_y, tri_0_z
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if dotOfNormals > 0 then
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-- capsule is not parallel to the triangle's plane
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-- find where the capsule's normal vector intersects the triangle's plane
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local t = vectorDotProduct(n_x, n_y, n_z, (tri_0_x - base_x) / dotOfNormals, (tri_0_y - base_y) / dotOfNormals, (tri_0_z - base_z) / dotOfNormals)
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local plane_itx_x, plane_itx_y, plane_itx_z = base_x + capn_x*t, base_y + capn_y*t, base_z + capn_z*t
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local _
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-- then clamp that plane intersect point onto the triangle itself
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-- this is the new reference point
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_, ref_x, ref_y, ref_z = trianglePoint(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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plane_itx_x, plane_itx_y, plane_itx_z
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)
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end
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-- find the closest point on the capsule line to the reference point
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local c_x, c_y, c_z = closestPointOnLineSegment(a_x, a_y, a_z, b_x, b_y, b_z, ref_x, ref_y, ref_z)
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-- do a sphere cast from that closest point to the triangle and return the result
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return triangleSphere(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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c_x, c_y, c_z, radius
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)
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end
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-- finds whether or not a triangle is inside an AABB
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local function triangleAABB(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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min_x, min_y, min_z,
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max_x, max_y, max_z
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)
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-- get the closest point from the centerpoint on the triangle
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local len,x,y,z,nx,ny,nz = trianglePoint(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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(min_x+max_x)*0.5, (min_y+max_y)*0.5, (min_z+max_z)*0.5
|
|
)
|
|
|
|
-- if the point is not inside the AABB, return nothing
|
|
if not (x >= min_x and x <= max_x) then return end
|
|
if not (y >= min_y and y <= max_y) then return end
|
|
if not (z >= min_z and z <= max_z) then return end
|
|
|
|
-- the point is inside the AABB, return the collision data
|
|
return len, x,y,z, nx,ny,nz
|
|
end
|
|
|
|
-- runs a given intersection function on all of the triangles made up of a given vert table
|
|
local function findClosest(self, verts, func, ...)
|
|
-- declare the variables that will be returned by the function
|
|
local finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z
|
|
|
|
-- cache references to this model's properties for efficiency
|
|
local translation_x = self.translation[1]
|
|
local translation_y = self.translation[2]
|
|
local translation_z = self.translation[3]
|
|
local scale_x = self.scale[1]
|
|
local scale_y = self.scale[2]
|
|
local scale_z = self.scale[3]
|
|
|
|
for v=1, #verts, 3 do
|
|
-- apply the function given with the arguments given
|
|
-- also supply the points of the current triangle
|
|
local n_x, n_y, n_z = vectorNormalize(
|
|
verts[v][6]*scale_x,
|
|
verts[v][7]*scale_x,
|
|
verts[v][8]*scale_x
|
|
)
|
|
|
|
local length, wx,wy,wz, nx,ny,nz = func(
|
|
verts[v][1]*scale_x + translation_x,
|
|
verts[v][2]*scale_y + translation_y,
|
|
verts[v][3]*scale_z + translation_z,
|
|
verts[v+1][1]*scale_x + translation_x,
|
|
verts[v+1][2]*scale_y + translation_y,
|
|
verts[v+1][3]*scale_z + translation_z,
|
|
verts[v+2][1]*scale_x + translation_x,
|
|
verts[v+2][2]*scale_y + translation_y,
|
|
verts[v+2][3]*scale_z + translation_z,
|
|
n_x,
|
|
n_y,
|
|
n_z,
|
|
...
|
|
)
|
|
|
|
-- if something was hit
|
|
-- and either the finalLength is not yet defined or the new length is closer
|
|
-- then update the collision information
|
|
if length and (not finalLength or length < finalLength) then
|
|
finalLength = length
|
|
where_x = wx
|
|
where_y = wy
|
|
where_z = wz
|
|
norm_x = nx
|
|
norm_y = ny
|
|
norm_z = nz
|
|
end
|
|
end
|
|
|
|
-- normalize the normal vector before it is returned
|
|
if finalLength then
|
|
norm_x, norm_y, norm_z = vectorNormalize(norm_x, norm_y, norm_z)
|
|
end
|
|
|
|
-- return all the information in a standardized way
|
|
return finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z
|
|
end
|
|
|
|
function collisions:rayIntersection(src_x, src_y, src_z, dir_x, dir_y, dir_z)
|
|
return findClosest(self, self.verts, triangleRay, src_x, src_y, src_z, dir_x, dir_y, dir_z)
|
|
end
|
|
|
|
function collisions:sphereIntersection(src_x, src_y, src_z, radius)
|
|
return findClosest(self, self.verts, triangleSphere, src_x, src_y, src_z, radius)
|
|
end
|
|
|
|
function collisions:closestPoint(src_x, src_y, src_z)
|
|
return findClosest(self, self.verts, trianglePoint, src_x, src_y, src_z)
|
|
end
|
|
|
|
function collisions:capsuleIntersection(tip_x, tip_y, tip_z, base_x, base_y, base_z, radius)
|
|
-- the normal vector coming out the tip of the capsule
|
|
local norm_x, norm_y, norm_z = vectorNormalize(tip_x - base_x, tip_y - base_y, tip_z - base_z)
|
|
|
|
-- the base and tip, inset by the radius
|
|
-- these two coordinates are the actual extent of the capsule sphere line
|
|
local a_x, a_y, a_z = base_x + norm_x*radius, base_y + norm_y*radius, base_z + norm_z*radius
|
|
local b_x, b_y, b_z = tip_x - norm_x*radius, tip_y - norm_y*radius, tip_z - norm_z*radius
|
|
|
|
return findClosest(
|
|
self,
|
|
self.verts,
|
|
triangleCapsule,
|
|
tip_x, tip_y, tip_z,
|
|
base_x, base_y, base_z,
|
|
a_x, a_y, a_z,
|
|
b_x, b_y, b_z,
|
|
norm_x, norm_y, norm_z,
|
|
radius
|
|
)
|
|
end
|
|
|
|
----------------------------------------------------------------------------------------------------
|
|
-- AABB functions
|
|
----------------------------------------------------------------------------------------------------
|
|
-- generate an axis-aligned bounding box
|
|
-- very useful for less precise collisions, like hitboxes
|
|
--
|
|
-- translation, and scale are not included here because they are computed on the fly instead
|
|
-- rotation is never included because AABBs are axis-aligned
|
|
function collisions:generateAABB()
|
|
local aabb = {
|
|
min = {
|
|
math.huge,
|
|
math.huge,
|
|
math.huge,
|
|
},
|
|
max = {
|
|
-1*math.huge,
|
|
-1*math.huge,
|
|
-1*math.huge
|
|
}
|
|
}
|
|
|
|
for _,vert in ipairs(self.verts) do
|
|
aabb.min[1] = math.min(aabb.min[1], vert[1])
|
|
aabb.min[2] = math.min(aabb.min[2], vert[2])
|
|
aabb.min[3] = math.min(aabb.min[3], vert[3])
|
|
aabb.max[1] = math.max(aabb.max[1], vert[1])
|
|
aabb.max[2] = math.max(aabb.max[2], vert[2])
|
|
aabb.max[3] = math.max(aabb.max[3], vert[3])
|
|
end
|
|
|
|
self.aabb = aabb
|
|
return aabb
|
|
end
|
|
|
|
-- check if two models have intersecting AABBs
|
|
-- other argument is another model
|
|
--
|
|
-- sources:
|
|
-- https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection
|
|
function collisions:isIntersectionAABB(other)
|
|
-- cache these references
|
|
local a_min = self.aabb.min
|
|
local a_max = self.aabb.max
|
|
local b_min = other.aabb.min
|
|
local b_max = other.aabb.max
|
|
|
|
-- make shorter variable names for translation
|
|
local a_1 = self.translation[1]
|
|
local a_2 = self.translation[2]
|
|
local a_3 = self.translation[3]
|
|
local b_1 = other.translation[1]
|
|
local b_2 = other.translation[2]
|
|
local b_3 = other.translation[3]
|
|
|
|
-- do the calculation
|
|
local x = a_min[1]*self.scale[1] + a_1 <= b_max[1]*other.scale[1] + b_1 and a_max[1]*self.scale[1] + a_1 >= b_min[1]*other.scale[1] + b_1
|
|
local y = a_min[2]*self.scale[2] + a_2 <= b_max[2]*other.scale[2] + b_2 and a_max[2]*self.scale[2] + a_2 >= b_min[2]*other.scale[2] + b_2
|
|
local z = a_min[3]*self.scale[3] + a_3 <= b_max[3]*other.scale[3] + b_3 and a_max[3]*self.scale[3] + a_3 >= b_min[3]*other.scale[3] + b_3
|
|
return x and y and z
|
|
end
|
|
|
|
-- check if a given point is inside the model's AABB
|
|
function collisions:isPointInsideAABB(x,y,z)
|
|
local min = self.aabb.min
|
|
local max = self.aabb.max
|
|
|
|
local in_x = x >= min[1]*self.scale[1] + self.translation[1] and x <= max[1]*self.scale[1] + self.translation[1]
|
|
local in_y = y >= min[2]*self.scale[2] + self.translation[2] and y <= max[2]*self.scale[2] + self.translation[2]
|
|
local in_z = z >= min[3]*self.scale[3] + self.translation[3] and z <= max[3]*self.scale[3] + self.translation[3]
|
|
|
|
return in_x and in_y and in_z
|
|
end
|
|
|
|
-- returns the distance from the point given to the origin of the model
|
|
function collisions:getDistanceFrom(x,y,z)
|
|
return math.sqrt((x - self.translation[1])^2 + (y - self.translation[2])^2 + (z - self.translation[3])^2)
|
|
end
|
|
|
|
-- AABB - ray intersection
|
|
-- based off of ray - AABB intersection from excessive's CPML library
|
|
--
|
|
-- sources:
|
|
-- https://github.com/excessive/cpml/blob/master/modules/intersect.lua
|
|
-- http://gamedev.stackexchange.com/a/18459
|
|
function collisions:rayIntersectionAABB(src_1, src_2, src_3, dir_1, dir_2, dir_3)
|
|
local dir_1, dir_2, dir_3 = vectorNormalize(dir_1, dir_2, dir_3)
|
|
|
|
local t1 = (self.aabb.min[1]*self.scale[1] + self.translation[1] - src_1) / dir_1
|
|
local t2 = (self.aabb.max[1]*self.scale[1] + self.translation[1] - src_1) / dir_1
|
|
local t3 = (self.aabb.min[2]*self.scale[2] + self.translation[2] - src_2) / dir_2
|
|
local t4 = (self.aabb.max[2]*self.scale[2] + self.translation[2] - src_2) / dir_2
|
|
local t5 = (self.aabb.min[3]*self.scale[3] + self.translation[3] - src_3) / dir_3
|
|
local t6 = (self.aabb.max[3]*self.scale[3] + self.translation[3] - src_3) / dir_3
|
|
|
|
local min = math.min
|
|
local max = math.max
|
|
local tmin = max(max(min(t1, t2), min(t3, t4)), min(t5, t6))
|
|
local tmax = min(min(max(t1, t2), max(t3, t4)), max(t5, t6))
|
|
|
|
-- ray is intersecting AABB, but whole AABB is behind us
|
|
if tmax < 0 then
|
|
return false
|
|
end
|
|
|
|
-- ray does not intersect AABB
|
|
if tmin > tmax then
|
|
return false
|
|
end
|
|
|
|
-- return distance and the collision coordinates
|
|
local where_1 = src_1 + dir_1 * tmin
|
|
local where_2 = src_2 + dir_2 * tmin
|
|
local where_3 = src_3 + dir_3 * tmin
|
|
return tmin, where_1, where_2, where_3
|
|
end
|
|
|
|
return collisions
|