mirror of
https://github.com/SashLilac/cambridge.git
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710 lines
18 KiB
Lua
710 lines
18 KiB
Lua
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--- Various geometric intersections
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-- @module intersect
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local modules = (...):gsub('%.[^%.]+$', '') .. "."
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local constants = require(modules .. "constants")
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local mat4 = require(modules .. "mat4")
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local vec3 = require(modules .. "vec3")
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local utils = require(modules .. "utils")
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local DBL_EPSILON = constants.DBL_EPSILON
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local sqrt = math.sqrt
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local abs = math.abs
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local min = math.min
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local max = math.max
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local intersect = {}
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-- https://blogs.msdn.microsoft.com/rezanour/2011/08/07/barycentric-coordinates-and-point-in-triangle-tests/
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-- point is a vec3
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-- triangle[1] is a vec3
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-- triangle[2] is a vec3
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-- triangle[3] is a vec3
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function intersect.point_triangle(point, triangle)
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local u = triangle[2] - triangle[1]
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local v = triangle[3] - triangle[1]
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local w = point - triangle[1]
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local vw = v:cross(w)
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local vu = v:cross(u)
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if vw:dot(vu) < 0 then
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return false
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end
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local uw = u:cross(w)
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local uv = u:cross(v)
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if uw:dot(uv) < 0 then
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return false
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end
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local d = uv:len()
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local r = vw:len() / d
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local t = uw:len() / d
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return r + t <= 1
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end
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-- point is a vec3
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-- aabb.min is a vec3
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-- aabb.max is a vec3
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function intersect.point_aabb(point, aabb)
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return
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aabb.min.x <= point.x and
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aabb.max.x >= point.x and
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aabb.min.y <= point.y and
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aabb.max.y >= point.y and
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aabb.min.z <= point.z and
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aabb.max.z >= point.z
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end
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-- point is a vec3
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-- frustum.left is a plane { a, b, c, d }
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-- frustum.right is a plane { a, b, c, d }
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-- frustum.bottom is a plane { a, b, c, d }
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-- frustum.top is a plane { a, b, c, d }
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-- frustum.near is a plane { a, b, c, d }
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-- frustum.far is a plane { a, b, c, d }
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function intersect.point_frustum(point, frustum)
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local x, y, z = point:unpack()
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local planes = {
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frustum.left,
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frustum.right,
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frustum.bottom,
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frustum.top,
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frustum.near,
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frustum.far or false
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}
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-- Skip the last test for infinite projections, it'll never fail.
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if not planes[6] then
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table.remove(planes)
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end
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local dot
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for i = 1, #planes do
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dot = planes[i].a * x + planes[i].b * y + planes[i].c * z + planes[i].d
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if dot <= 0 then
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return false
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end
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end
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return true
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end
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-- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
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-- ray.position is a vec3
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-- ray.direction is a vec3
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-- triangle[1] is a vec3
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-- triangle[2] is a vec3
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-- triangle[3] is a vec3
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-- backface_cull is a boolean (optional)
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function intersect.ray_triangle(ray, triangle, backface_cull)
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local e1 = triangle[2] - triangle[1]
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local e2 = triangle[3] - triangle[1]
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local h = ray.direction:cross(e2)
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local a = h:dot(e1)
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-- if a is negative, ray hits the backface
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if backface_cull and a < 0 then
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return false
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end
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-- if a is too close to 0, ray does not intersect triangle
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if abs(a) <= DBL_EPSILON then
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return false
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end
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local f = 1 / a
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local s = ray.position - triangle[1]
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local u = s:dot(h) * f
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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 false
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end
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local q = s:cross(e1)
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local v = ray.direction:dot(q) * f
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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 false
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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 t = q:dot(e2) * f
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-- return position of intersection and distance from ray origin
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if t >= DBL_EPSILON then
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return ray.position + ray.direction * t, t
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end
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-- ray does not intersect triangle
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return false
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end
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-- https://gamedev.stackexchange.com/questions/96459/fast-ray-sphere-collision-code
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-- ray.position is a vec3
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-- ray.direction is a vec3
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-- sphere.position is a vec3
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-- sphere.radius is a number
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function intersect.ray_sphere(ray, sphere)
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local offset = ray.position - sphere.position
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local b = offset:dot(ray.direction)
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local c = offset:dot(offset) - sphere.radius * sphere.radius
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-- ray's position outside sphere (c > 0)
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-- ray's direction pointing away from sphere (b > 0)
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if c > 0 and b > 0 then
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return false
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end
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local discr = b * b - c
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-- negative discriminant
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if discr < 0 then
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return false
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end
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-- Clamp t to 0
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local t = -b - sqrt(discr)
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t = t < 0 and 0 or t
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-- Return collision point and distance from ray origin
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return ray.position + ray.direction * t, t
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end
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-- http://gamedev.stackexchange.com/a/18459
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-- ray.position is a vec3
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-- ray.direction is a vec3
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-- aabb.min is a vec3
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-- aabb.max is a vec3
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function intersect.ray_aabb(ray, aabb)
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local dir = ray.direction:normalize()
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local dirfrac = vec3(
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1 / dir.x,
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1 / dir.y,
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1 / dir.z
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)
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local t1 = (aabb.min.x - ray.position.x) * dirfrac.x
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local t2 = (aabb.max.x - ray.position.x) * dirfrac.x
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local t3 = (aabb.min.y - ray.position.y) * dirfrac.y
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local t4 = (aabb.max.y - ray.position.y) * dirfrac.y
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local t5 = (aabb.min.z - ray.position.z) * dirfrac.z
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local t6 = (aabb.max.z - ray.position.z) * dirfrac.z
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local tmin = max(max(min(t1, t2), min(t3, t4)), min(t5, t6))
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local tmax = min(min(max(t1, t2), max(t3, t4)), max(t5, t6))
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-- ray is intersecting AABB, but whole AABB is behind us
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if tmax < 0 then
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return false
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end
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-- ray does not intersect AABB
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if tmin > tmax then
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return false
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end
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-- Return collision point and distance from ray origin
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return ray.position + ray.direction * tmin, tmin
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end
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-- http://stackoverflow.com/a/23976134/1190664
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-- ray.position is a vec3
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-- ray.direction is a vec3
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-- plane.position is a vec3
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-- plane.normal is a vec3
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function intersect.ray_plane(ray, plane)
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local denom = plane.normal:dot(ray.direction)
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-- ray does not intersect plane
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if abs(denom) < DBL_EPSILON then
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return false
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end
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-- distance of direction
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local d = plane.position - ray.position
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local t = d:dot(plane.normal) / denom
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if t < DBL_EPSILON then
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return false
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end
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-- Return collision point and distance from ray origin
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return ray.position + ray.direction * t, t
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end
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function intersect.ray_capsule(ray, capsule)
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local dist2, p1, p2 = intersect.closest_point_segment_segment(
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ray.position,
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ray.position + ray.direction * 1e10,
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capsule.a,
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capsule.b
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)
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if dist2 <= capsule.radius^2 then
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return p1
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end
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return false
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end
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-- https://web.archive.org/web/20120414063459/http://local.wasp.uwa.edu.au/~pbourke//geometry/lineline3d/
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-- a[1] is a vec3
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-- a[2] is a vec3
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-- b[1] is a vec3
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-- b[2] is a vec3
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-- e is a number
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function intersect.line_line(a, b, e)
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-- new points
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local p13 = a[1] - b[1]
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local p43 = b[2] - b[1]
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local p21 = a[2] - a[1]
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-- if lengths are negative or too close to 0, lines do not intersect
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if p43:len2() < DBL_EPSILON or p21:len2() < DBL_EPSILON then
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return false
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end
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-- dot products
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local d1343 = p13:dot(p43)
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local d4321 = p43:dot(p21)
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local d1321 = p13:dot(p21)
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local d4343 = p43:dot(p43)
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local d2121 = p21:dot(p21)
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local denom = d2121 * d4343 - d4321 * d4321
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-- if denom is too close to 0, lines do not intersect
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if abs(denom) < DBL_EPSILON then
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return false
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end
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local numer = d1343 * d4321 - d1321 * d4343
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local mua = numer / denom
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local mub = (d1343 + d4321 * mua) / d4343
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-- return positions of intersection on each line
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local out1 = a[1] + p21 * mua
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local out2 = b[1] + p43 * mub
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local dist = out1:dist(out2)
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-- if distance of the shortest segment between lines is less than threshold
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if e and dist > e then
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return false
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end
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return { out1, out2 }, dist
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end
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-- a[1] is a vec3
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-- a[2] is a vec3
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-- b[1] is a vec3
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-- b[2] is a vec3
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-- e is a number
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function intersect.segment_segment(a, b, e)
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local c, d = intersect.line_line(a, b, e)
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if c and ((
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a[1].x <= c[1].x and
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a[1].y <= c[1].y and
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a[1].z <= c[1].z and
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c[1].x <= a[2].x and
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c[1].y <= a[2].y and
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c[1].z <= a[2].z
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) or (
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a[1].x >= c[1].x and
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a[1].y >= c[1].y and
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a[1].z >= c[1].z and
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c[1].x >= a[2].x and
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c[1].y >= a[2].y and
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c[1].z >= a[2].z
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)) and ((
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b[1].x <= c[2].x and
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b[1].y <= c[2].y and
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b[1].z <= c[2].z and
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c[2].x <= b[2].x and
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c[2].y <= b[2].y and
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c[2].z <= b[2].z
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) or (
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b[1].x >= c[2].x and
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b[1].y >= c[2].y and
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b[1].z >= c[2].z and
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c[2].x >= b[2].x and
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c[2].y >= b[2].y and
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c[2].z >= b[2].z
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)) then
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return c, d
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end
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-- segments do not intersect
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return false
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end
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-- a.min is a vec3
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-- a.max is a vec3
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-- b.min is a vec3
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-- b.max is a vec3
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function intersect.aabb_aabb(a, b)
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return
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a.min.x <= b.max.x and
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a.max.x >= b.min.x and
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a.min.y <= b.max.y and
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a.max.y >= b.min.y and
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a.min.z <= b.max.z and
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a.max.z >= b.min.z
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end
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-- aabb.position is a vec3
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-- aabb.extent is a vec3 (half-size)
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-- obb.position is a vec3
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-- obb.extent is a vec3 (half-size)
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-- obb.rotation is a mat4
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function intersect.aabb_obb(aabb, obb)
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local a = aabb.extent
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local b = obb.extent
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local T = obb.position - aabb.position
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local rot = mat4():transpose(obb.rotation)
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local B = {}
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local t
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for i = 1, 3 do
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B[i] = {}
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for j = 1, 3 do
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assert((i - 1) * 4 + j < 16 and (i - 1) * 4 + j > 0)
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B[i][j] = abs(rot[(i - 1) * 4 + j]) + 1e-6
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end
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end
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t = abs(T.x)
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if not (t <= (b.x + a.x * B[1][1] + b.y * B[1][2] + b.z * B[1][3])) then return false end
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t = abs(T.x * B[1][1] + T.y * B[2][1] + T.z * B[3][1])
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if not (t <= (b.x + a.x * B[1][1] + a.y * B[2][1] + a.z * B[3][1])) then return false end
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t = abs(T.y)
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if not (t <= (a.y + b.x * B[2][1] + b.y * B[2][2] + b.z * B[2][3])) then return false end
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t = abs(T.z)
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if not (t <= (a.z + b.x * B[3][1] + b.y * B[3][2] + b.z * B[3][3])) then return false end
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t = abs(T.x * B[1][2] + T.y * B[2][2] + T.z * B[3][2])
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if not (t <= (b.y + a.x * B[1][2] + a.y * B[2][2] + a.z * B[3][2])) then return false end
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t = abs(T.x * B[1][3] + T.y * B[2][3] + T.z * B[3][3])
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if not (t <= (b.z + a.x * B[1][3] + a.y * B[2][3] + a.z * B[3][3])) then return false end
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t = abs(T.z * B[2][1] - T.y * B[3][1])
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if not (t <= (a.y * B[3][1] + a.z * B[2][1] + b.y * B[1][3] + b.z * B[1][2])) then return false end
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t = abs(T.z * B[2][2] - T.y * B[3][2])
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if not (t <= (a.y * B[3][2] + a.z * B[2][2] + b.x * B[1][3] + b.z * B[1][1])) then return false end
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t = abs(T.z * B[2][3] - T.y * B[3][3])
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if not (t <= (a.y * B[3][3] + a.z * B[2][3] + b.x * B[1][2] + b.y * B[1][1])) then return false end
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t = abs(T.x * B[3][1] - T.z * B[1][1])
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if not (t <= (a.x * B[3][1] + a.z * B[1][1] + b.y * B[2][3] + b.z * B[2][2])) then return false end
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t = abs(T.x * B[3][2] - T.z * B[1][2])
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if not (t <= (a.x * B[3][2] + a.z * B[1][2] + b.x * B[2][3] + b.z * B[2][1])) then return false end
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t = abs(T.x * B[3][3] - T.z * B[1][3])
|
||
|
if not (t <= (a.x * B[3][3] + a.z * B[1][3] + b.x * B[2][2] + b.y * B[2][1])) then return false end
|
||
|
t = abs(T.y * B[1][1] - T.x * B[2][1])
|
||
|
if not (t <= (a.x * B[2][1] + a.y * B[1][1] + b.y * B[3][3] + b.z * B[3][2])) then return false end
|
||
|
t = abs(T.y * B[1][2] - T.x * B[2][2])
|
||
|
if not (t <= (a.x * B[2][2] + a.y * B[1][2] + b.x * B[3][3] + b.z * B[3][1])) then return false end
|
||
|
t = abs(T.y * B[1][3] - T.x * B[2][3])
|
||
|
if not (t <= (a.x * B[2][3] + a.y * B[1][3] + b.x * B[3][2] + b.y * B[3][1])) then return false end
|
||
|
|
||
|
-- https://gamedev.stackexchange.com/questions/24078/which-side-was-hit
|
||
|
-- Minkowski Sum
|
||
|
local wy = (aabb.extent * 2 + obb.extent * 2) * (aabb.position.y - obb.position.y)
|
||
|
local hx = (aabb.extent * 2 + obb.extent * 2) * (aabb.position.x - obb.position.x)
|
||
|
|
||
|
if wy.x > hx.x and wy.y > hx.y and wy.z > hx.z then
|
||
|
if wy.x > -hx.x and wy.y > -hx.y and wy.z > -hx.z then
|
||
|
return vec3(obb.rotation * { 0, -1, 0, 1 })
|
||
|
else
|
||
|
return vec3(obb.rotation * { -1, 0, 0, 1 })
|
||
|
end
|
||
|
else
|
||
|
if wy.x > -hx.x and wy.y > -hx.y and wy.z > -hx.z then
|
||
|
return vec3(obb.rotation * { 1, 0, 0, 1 })
|
||
|
else
|
||
|
return vec3(obb.rotation * { 0, 1, 0, 1 })
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- http://stackoverflow.com/a/4579069/1190664
|
||
|
-- aabb.min is a vec3
|
||
|
-- aabb.max is a vec3
|
||
|
-- sphere.position is a vec3
|
||
|
-- sphere.radius is a number
|
||
|
local axes = { "x", "y", "z" }
|
||
|
function intersect.aabb_sphere(aabb, sphere)
|
||
|
local dist2 = sphere.radius ^ 2
|
||
|
|
||
|
for _, axis in ipairs(axes) do
|
||
|
local pos = sphere.position[axis]
|
||
|
local amin = aabb.min[axis]
|
||
|
local amax = aabb.max[axis]
|
||
|
|
||
|
if pos < amin then
|
||
|
dist2 = dist2 - (pos - amin) ^ 2
|
||
|
elseif pos > amax then
|
||
|
dist2 = dist2 - (pos - amax) ^ 2
|
||
|
end
|
||
|
end
|
||
|
|
||
|
return dist2 > 0
|
||
|
end
|
||
|
|
||
|
-- aabb.min is a vec3
|
||
|
-- aabb.max is a vec3
|
||
|
-- frustum.left is a plane { a, b, c, d }
|
||
|
-- frustum.right is a plane { a, b, c, d }
|
||
|
-- frustum.bottom is a plane { a, b, c, d }
|
||
|
-- frustum.top is a plane { a, b, c, d }
|
||
|
-- frustum.near is a plane { a, b, c, d }
|
||
|
-- frustum.far is a plane { a, b, c, d }
|
||
|
function intersect.aabb_frustum(aabb, frustum)
|
||
|
-- Indexed for the 'index trick' later
|
||
|
local box = {
|
||
|
aabb.min,
|
||
|
aabb.max
|
||
|
}
|
||
|
|
||
|
-- We have 6 planes defining the frustum, 5 if infinite.
|
||
|
local planes = {
|
||
|
frustum.left,
|
||
|
frustum.right,
|
||
|
frustum.bottom,
|
||
|
frustum.top,
|
||
|
frustum.near,
|
||
|
frustum.far or false
|
||
|
}
|
||
|
|
||
|
-- Skip the last test for infinite projections, it'll never fail.
|
||
|
if not planes[6] then
|
||
|
table.remove(planes)
|
||
|
end
|
||
|
|
||
|
for i = 1, #planes do
|
||
|
-- This is the current plane
|
||
|
local p = planes[i]
|
||
|
|
||
|
-- p-vertex selection (with the index trick)
|
||
|
-- According to the plane normal we can know the
|
||
|
-- indices of the positive vertex
|
||
|
local px = p.a > 0.0 and 2 or 1
|
||
|
local py = p.b > 0.0 and 2 or 1
|
||
|
local pz = p.c > 0.0 and 2 or 1
|
||
|
|
||
|
-- project p-vertex on plane normal
|
||
|
-- (How far is p-vertex from the origin)
|
||
|
local dot = (p.a * box[px].x) + (p.b * box[py].y) + (p.c * box[pz].z)
|
||
|
|
||
|
-- Doesn't intersect if it is behind the plane
|
||
|
if dot < -p.d then
|
||
|
return false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
return true
|
||
|
end
|
||
|
|
||
|
-- outer.min is a vec3
|
||
|
-- outer.max is a vec3
|
||
|
-- inner.min is a vec3
|
||
|
-- inner.max is a vec3
|
||
|
function intersect.encapsulate_aabb(outer, inner)
|
||
|
return
|
||
|
outer.min.x <= inner.min.x and
|
||
|
outer.max.x >= inner.max.x and
|
||
|
outer.min.y <= inner.min.y and
|
||
|
outer.max.y >= inner.max.y and
|
||
|
outer.min.z <= inner.min.z and
|
||
|
outer.max.z >= inner.max.z
|
||
|
end
|
||
|
|
||
|
-- a.position is a vec3
|
||
|
-- a.radius is a number
|
||
|
-- b.position is a vec3
|
||
|
-- b.radius is a number
|
||
|
function intersect.circle_circle(a, b)
|
||
|
return a.position:dist(b.position) <= a.radius + b.radius
|
||
|
end
|
||
|
|
||
|
-- a.position is a vec3
|
||
|
-- a.radius is a number
|
||
|
-- b.position is a vec3
|
||
|
-- b.radius is a number
|
||
|
function intersect.sphere_sphere(a, b)
|
||
|
return intersect.circle_circle(a, b)
|
||
|
end
|
||
|
|
||
|
-- http://realtimecollisiondetection.net/blog/?p=103
|
||
|
-- sphere.position is a vec3
|
||
|
-- sphere.radius is a number
|
||
|
-- triangle[1] is a vec3
|
||
|
-- triangle[2] is a vec3
|
||
|
-- triangle[3] is a vec3
|
||
|
function intersect.sphere_triangle(sphere, triangle)
|
||
|
-- Sphere is centered at origin
|
||
|
local A = triangle[1] - sphere.position
|
||
|
local B = triangle[2] - sphere.position
|
||
|
local C = triangle[3] - sphere.position
|
||
|
|
||
|
-- Compute normal of triangle plane
|
||
|
local V = (B - A):cross(C - A)
|
||
|
|
||
|
-- Test if sphere lies outside triangle plane
|
||
|
local rr = sphere.radius * sphere.radius
|
||
|
local d = A:dot(V)
|
||
|
local e = V:dot(V)
|
||
|
local s1 = d * d > rr * e
|
||
|
|
||
|
-- Test if sphere lies outside triangle vertices
|
||
|
local aa = A:dot(A)
|
||
|
local ab = A:dot(B)
|
||
|
local ac = A:dot(C)
|
||
|
local bb = B:dot(B)
|
||
|
local bc = B:dot(C)
|
||
|
local cc = C:dot(C)
|
||
|
|
||
|
local s2 = (aa > rr) and (ab > aa) and (ac > aa)
|
||
|
local s3 = (bb > rr) and (ab > bb) and (bc > bb)
|
||
|
local s4 = (cc > rr) and (ac > cc) and (bc > cc)
|
||
|
|
||
|
-- Test is sphere lies outside triangle edges
|
||
|
local AB = B - A
|
||
|
local BC = C - B
|
||
|
local CA = A - C
|
||
|
|
||
|
local d1 = ab - aa
|
||
|
local d2 = bc - bb
|
||
|
local d3 = ac - cc
|
||
|
|
||
|
local e1 = AB:dot(AB)
|
||
|
local e2 = BC:dot(BC)
|
||
|
local e3 = CA:dot(CA)
|
||
|
|
||
|
local Q1 = A * e1 - AB * d1
|
||
|
local Q2 = B * e2 - BC * d2
|
||
|
local Q3 = C * e3 - CA * d3
|
||
|
|
||
|
local QC = C * e1 - Q1
|
||
|
local QA = A * e2 - Q2
|
||
|
local QB = B * e3 - Q3
|
||
|
|
||
|
local s5 = (Q1:dot(Q1) > rr * e1 * e1) and (Q1:dot(QC) > 0)
|
||
|
local s6 = (Q2:dot(Q2) > rr * e2 * e2) and (Q2:dot(QA) > 0)
|
||
|
local s7 = (Q3:dot(Q3) > rr * e3 * e3) and (Q3:dot(QB) > 0)
|
||
|
|
||
|
-- Return whether or not any of the tests passed
|
||
|
return s1 or s2 or s3 or s4 or s5 or s6 or s7
|
||
|
end
|
||
|
|
||
|
-- sphere.position is a vec3
|
||
|
-- sphere.radius is a number
|
||
|
-- frustum.left is a plane { a, b, c, d }
|
||
|
-- frustum.right is a plane { a, b, c, d }
|
||
|
-- frustum.bottom is a plane { a, b, c, d }
|
||
|
-- frustum.top is a plane { a, b, c, d }
|
||
|
-- frustum.near is a plane { a, b, c, d }
|
||
|
-- frustum.far is a plane { a, b, c, d }
|
||
|
function intersect.sphere_frustum(sphere, frustum)
|
||
|
local x, y, z = sphere.position:unpack()
|
||
|
local planes = {
|
||
|
frustum.left,
|
||
|
frustum.right,
|
||
|
frustum.bottom,
|
||
|
frustum.top,
|
||
|
frustum.near
|
||
|
}
|
||
|
|
||
|
if frustum.far then
|
||
|
table.insert(planes, frustum.far, 5)
|
||
|
end
|
||
|
|
||
|
local dot
|
||
|
for i = 1, #planes do
|
||
|
dot = planes[i].a * x + planes[i].b * y + planes[i].c * z + planes[i].d
|
||
|
|
||
|
if dot <= -sphere.radius then
|
||
|
return false
|
||
|
end
|
||
|
end
|
||
|
|
||
|
-- dot + radius is the distance of the object from the near plane.
|
||
|
-- make sure that the near plane is the last test!
|
||
|
return dot + sphere.radius
|
||
|
end
|
||
|
|
||
|
function intersect.capsule_capsule(c1, c2)
|
||
|
local dist2, p1, p2 = intersect.closest_point_segment_segment(c1.a, c1.b, c2.a, c2.b)
|
||
|
local radius = c1.radius + c2.radius
|
||
|
|
||
|
if dist2 <= radius * radius then
|
||
|
return p1, p2
|
||
|
end
|
||
|
|
||
|
return false
|
||
|
end
|
||
|
|
||
|
function intersect.closest_point_segment_segment(p1, p2, p3, p4)
|
||
|
local s -- Distance of intersection along segment 1
|
||
|
local t -- Distance of intersection along segment 2
|
||
|
local c1 -- Collision point on segment 1
|
||
|
local c2 -- Collision point on segment 2
|
||
|
|
||
|
local d1 = p2 - p1 -- Direction of segment 1
|
||
|
local d2 = p4 - p3 -- Direction of segment 2
|
||
|
local r = p1 - p3
|
||
|
local a = d1:dot(d1)
|
||
|
local e = d2:dot(d2)
|
||
|
local f = d2:dot(r)
|
||
|
|
||
|
-- Check if both segments degenerate into points
|
||
|
if a <= DBL_EPSILON and e <= DBL_EPSILON then
|
||
|
s = 0
|
||
|
t = 0
|
||
|
c1 = p1
|
||
|
c2 = p3
|
||
|
return (c1 - c2):dot(c1 - c2), s, t, c1, c2
|
||
|
end
|
||
|
|
||
|
-- Check if segment 1 degenerates into a point
|
||
|
if a <= DBL_EPSILON then
|
||
|
s = 0
|
||
|
t = utils.clamp(f / e, 0, 1)
|
||
|
else
|
||
|
local c = d1:dot(r)
|
||
|
|
||
|
-- Check is segment 2 degenerates into a point
|
||
|
if e <= DBL_EPSILON then
|
||
|
t = 0
|
||
|
s = utils.clamp(-c / a, 0, 1)
|
||
|
else
|
||
|
local b = d1:dot(d2)
|
||
|
local denom = a * e - b * b
|
||
|
|
||
|
if abs(denom) > 0 then
|
||
|
s = utils.clamp((b * f - c * e) / denom, 0, 1)
|
||
|
else
|
||
|
s = 0
|
||
|
end
|
||
|
|
||
|
t = (b * s + f) / e
|
||
|
|
||
|
if t < 0 then
|
||
|
t = 0
|
||
|
s = utils.clamp(-c / a, 0, 1)
|
||
|
elseif t > 1 then
|
||
|
t = 1
|
||
|
s = utils.clamp((b - c) / a, 0, 1)
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
c1 = p1 + d1 * s
|
||
|
c2 = p3 + d2 * t
|
||
|
|
||
|
return (c1 - c2):dot(c1 - c2), c1, c2, s, t
|
||
|
end
|
||
|
|
||
|
return intersect
|