947 lines
25 KiB
Lua
947 lines
25 KiB
Lua
local bump = {
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_VERSION = 'bump-3dpd v0.2.0',
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_URL = 'https://github.com/oniietzschan/bump-3dpd',
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_DESCRIPTION = 'A 3D collision detection library for Lua.',
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_LICENSE = [[
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MIT LICENSE
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Copyright (c) 2014 Enrique García Cota
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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}
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------------------------------------------
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-- Auxiliary functions
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------------------------------------------
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local DELTA = 1e-10 -- floating-point margin of error
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local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
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local function sign(x)
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if x > 0 then return 1 end
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if x == 0 then return 0 end
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return -1
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end
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local function nearest(x, a, b)
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if abs(a - x) < abs(b - x) then return a else return b end
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end
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local function assertType(desiredType, value, name)
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if type(value) ~= desiredType then
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error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
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end
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end
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local function assertIsPositiveNumber(value, name)
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if type(value) ~= 'number' or value <= 0 then
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error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
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end
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end
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local function assertIsCube(x,y,z,w,h,d)
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assertType('number', x, 'x')
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assertType('number', y, 'y')
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assertType('number', z, 'z')
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assertIsPositiveNumber(w, 'w')
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assertIsPositiveNumber(h, 'h')
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assertIsPositiveNumber(d, 'd')
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end
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local defaultFilter = function()
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return 'slide'
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end
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------------------------------------------
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-- Cube functions
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------------------------------------------
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local function cube_getNearestCorner(x,y,z,w,h,d, px, py, pz)
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return nearest(px, x, x + w),
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nearest(py, y, y + h),
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nearest(pz, z, z + d)
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end
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-- This is a generalized implementation of the liang-barsky algorithm, which also returns
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-- the normals of the sides where the segment intersects.
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-- Returns nil if the segment never touches the cube
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-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
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local function cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1,x2,y2,z2, ti1,ti2)
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ti1, ti2 = ti1 or 0, ti2 or 1
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local dx = x2 - x1
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local dy = y2 - y1
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local dz = z2 - z1
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local nx, ny, nz
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local nx1, ny1, nz1, nx2, ny2, nz2 = 0,0,0,0,0,0
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local p, q, r
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for side = 1,6 do
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if side == 1 then -- Left
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nx,ny,nz,p,q = -1, 0, 0, -dx, x1 - x
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elseif side == 2 then -- Right
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nx,ny,nz,p,q = 1, 0, 0, dx, x + w - x1
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elseif side == 3 then -- Top
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nx,ny,nz,p,q = 0, -1, 0, -dy, y1 - y
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elseif side == 4 then -- Bottom
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nx,ny,nz,p,q = 0, 1, 0, dy, y + h - y1
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elseif side == 5 then -- Front
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nx,ny,nz,p,q = 0, 0, -1, -dz, z1 - z
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else -- Back
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nx,ny,nz,p,q = 0, 0, 1, dz, z + d - z1
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end
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if p == 0 then
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if q <= 0 then
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return nil
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end
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else
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r = q / p
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if p < 0 then
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if r > ti2 then
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return nil
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elseif r > ti1 then
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ti1, nx1,ny1,nz1 = r, nx,ny,nz
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end
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else -- p > 0
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if r < ti1 then
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return nil
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elseif r < ti2 then
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ti2, nx2,ny2,nz2 = r,nx,ny,nz
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end
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end
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end
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end
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return ti1,ti2, nx1,ny1,nz1, nx2,ny2,nz2
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end
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-- Calculates the minkowsky difference between 2 cubes, which is another cube
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local function cube_getDiff(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
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return x2 - x1 - w1,
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y2 - y1 - h1,
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z2 - z1 - d1,
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w1 + w2,
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h1 + h2,
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d1 + d2
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end
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local function cube_containsPoint(x,y,z,w,h,d, px,py,pz)
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return px - x > DELTA
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and py - y > DELTA
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and pz - z > DELTA
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and x + w - px > DELTA
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and y + h - py > DELTA
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and z + d - pz > DELTA
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end
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local function cube_isIntersecting(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
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return x1 < x2 + w2 and x2 < x1 + w1 and
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y1 < y2 + h2 and y2 < y1 + h1 and
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z1 < z2 + d2 and z2 < z1 + d1
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end
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local function cube_getCubeDistance(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
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local dx = x1 - x2 + (w1 - w2)/2
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local dy = y1 - y2 + (h1 - h2)/2
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local dz = z1 - z2 + (d1 - d2)/2
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return (dx * dx) + (dy * dy) + (dz * dz)
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end
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local function cube_detectCollision(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2, goalX, goalY, goalZ)
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goalX = goalX or x1
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goalY = goalY or y1
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goalZ = goalZ or z1
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local dx = goalX - x1
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local dy = goalY - y1
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local dz = goalZ - z1
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local x,y,z,w,h,d = cube_getDiff(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
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local overlaps, ti, nx, ny, nz
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if cube_containsPoint(x,y,z,w,h,d, 0,0,0) then -- item was intersecting other
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local px, py, pz = cube_getNearestCorner(x,y,z,w,h,d, 0,0,0)
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-- Volume of intersection:
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local wi = min(w1, abs(px))
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local hi = min(h1, abs(py))
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local di = min(d1, abs(pz))
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ti = wi * hi * di * -1 -- ti is the negative volume of intersection
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overlaps = true
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else
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local ti1,ti2,nx1,ny1,nz1 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, 0,0,0,dx,dy,dz, -math.huge, math.huge)
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-- item tunnels into other
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if ti1
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and ti1 < 1
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and (abs(ti1 - ti2) >= DELTA) -- special case for cube going through another cube's corner
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and (0 < ti1 + DELTA
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or 0 == ti1 and ti2 > 0)
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then
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ti, nx, ny, nz = ti1, nx1, ny1, nz1
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overlaps = false
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end
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end
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if not ti then
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return
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end
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local tx, ty, tz
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if overlaps then
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if dx == 0 and dy == 0 and dz == 0 then
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-- intersecting and not moving - use minimum displacement vector
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local px, py, pz = cube_getNearestCorner(x,y,z,w,h,d, 0,0,0)
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if abs(px) <= abs(py) and abs(px) <= abs(pz) then
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-- X axis has minimum displacement
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py, pz = 0, 0
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elseif abs(py) <= abs(pz) then
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-- Y axis has minimum displacement
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px, pz = 0, 0
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else
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-- Z axis has minimum displacement
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px, py = 0, 0
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end
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nx, ny, nz = sign(px), sign(py), sign(pz)
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tx = x1 + px
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ty = y1 + py
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tz = z1 + pz
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else
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-- intersecting and moving - move in the opposite direction
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local ti1, _
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ti1,_,nx,ny,nz = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, 0,0,0,dx,dy,dz, -math.huge, 1)
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if not ti1 then
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return
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end
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tx = x1 + dx * ti1
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ty = y1 + dy * ti1
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tz = z1 + dz * ti1
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end
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else -- tunnel
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tx = x1 + dx * ti
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ty = y1 + dy * ti
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tz = z1 + dz * ti
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end
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return {
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overlaps = overlaps,
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ti = ti,
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move = {x = dx, y = dy, z = dz},
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normal = {x = nx, y = ny, z = nz},
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touch = {x = tx, y = ty, z = tz},
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itemCube = {x = x1, y = y1, z = z1, w = w1, h = h1, d = d1},
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otherCube = {x = x2, y = y2, z = z2, w = w2, h = h2, d = d2},
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}
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end
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------------------------------------------
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-- Grid functions
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------------------------------------------
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local function grid_toWorld(cellSize, cx, cy, cz)
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return (cx - 1) * cellSize,
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(cy - 1) * cellSize,
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(cz - 1) * cellSize
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end
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local function grid_toCell(cellSize, x, y, z)
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return floor(x / cellSize) + 1,
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floor(y / cellSize) + 1,
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floor(z / cellSize) + 1
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end
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-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
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-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
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-- It has been modified to include both cells when the ray "touches a grid corner",
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-- and with a different exit condition
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local function grid_traverse_initStep(cellSize, ct, t1, t2)
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local v = t2 - t1
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if v > 0 then
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return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
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elseif v < 0 then
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return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
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else
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return 0, math.huge, math.huge
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end
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end
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local function grid_traverse(cellSize, x1,y1,z1,x2,y2,z2, f)
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local cx1, cy1, cz1 = grid_toCell(cellSize, x1, y1, z1)
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local cx2, cy2, cz2 = grid_toCell(cellSize, x2, y2, z2)
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local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
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local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
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local stepZ, dz, tz = grid_traverse_initStep(cellSize, cz1, z1, z2)
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local cx, cy, cz = cx1, cy1, cz1
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f(cx, cy, cz)
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-- The default implementation had an infinite loop problem when
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-- approaching the last cell in some occassions. We finish iterating
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-- when we are *next* to the last cell
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while abs(cx - cx2) + abs(cy - cy2) + abs(cz - cz2) > 1 do
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if tx < ty and tx < tz then -- tx is smallest
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tx = tx + dx
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cx = cx + stepX
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f(cx, cy, cz)
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elseif ty < tz then -- ty is smallest
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-- Addition: include both cells when going through corners
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if tx == ty then
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f(cx + stepX, cy, cz)
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end
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ty = ty + dy
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cy = cy + stepY
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f(cx, cy, cz)
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else -- tz is smallest
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-- Addition: include both cells when going through corners
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if tx == tz then
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f(cx + stepX, cy, cz)
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end
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if ty == tz then
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f(cx, cy + stepY, cz)
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end
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tz = tz + dz
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cz = cz + stepZ
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f(cx, cy, cz)
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end
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end
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-- If we have not arrived to the last cell, use it
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if cx ~= cx2 or cy ~= cy2 or cz ~= cz2 then
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f(cx2, cy2, cz2)
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end
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end
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local function grid_toCellCube(cellSize, x,y,z,w,h,d)
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local cx,cy,cz = grid_toCell(cellSize, x, y, z)
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local cx2 = ceil((x + w) / cellSize)
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local cy2 = ceil((y + h) / cellSize)
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local cz2 = ceil((z + d) / cellSize)
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return cx,
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cy,
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cz,
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cx2 - cx + 1,
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cy2 - cy + 1,
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cz2 - cz + 1
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end
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------------------------------------------
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-- Responses
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------------------------------------------
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local touch = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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return col.touch.x, col.touch.y, col.touch.z, {}, 0
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end
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local cross = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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return goalX, goalY, goalZ, cols, len
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end
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local slide = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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goalX = goalX or x
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goalY = goalY or y
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goalZ = goalZ or z
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local tch, move = col.touch, col.move
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if move.x ~= 0 or move.y ~= 0 or move.z ~= 0 then
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if col.normal.x ~= 0 then
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goalX = tch.x
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end
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if col.normal.y ~= 0 then
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goalY = tch.y
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end
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if col.normal.z ~= 0 then
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goalZ = tch.z
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end
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end
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col.slide = {x = goalX, y = goalY, z = goalZ}
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x, y, z = tch.x, tch.y, tch.z
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local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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return goalX, goalY, goalZ, cols, len
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end
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local bounce = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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goalX = goalX or x
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goalY = goalY or y
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goalZ = goalZ or z
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local tch, move = col.touch, col.move
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local tx, ty, tz = tch.x, tch.y, tch.z
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local bx, by, bz = tx, ty, tz
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if move.x ~= 0 or move.y ~= 0 or move.z ~= 0 then
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local bnx = goalX - tx
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local bny = goalY - ty
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local bnz = goalZ - tz
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if col.normal.x ~= 0 then
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bnx = -bnx
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end
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if col.normal.y ~= 0 then
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bny = -bny
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end
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if col.normal.z ~= 0 then
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bnz = -bnz
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end
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bx = tx + bnx
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by = ty + bny
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bz = tz + bnz
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end
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col.bounce = {x = bx, y = by, z = bz}
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x, y, z = tch.x, tch.y, tch.z
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goalX, goalY, goalZ = bx, by, bz
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local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
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return goalX, goalY, goalZ, cols, len
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end
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------------------------------------------
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-- World
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------------------------------------------
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local World = {}
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local World_mt = {__index = World}
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-- Private functions and methods
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|
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local function sortByWeight(a,b)
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return a.weight < b.weight
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end
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local function sortByTiAndDistance(a,b)
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if a.ti == b.ti then
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local ir, ar, br = a.itemCube, a.otherCube, b.otherCube
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local ad = cube_getCubeDistance(ir.x,ir.y,ir.z,ir.w,ir.h,ir.d, ar.x,ar.y,ar.z,ar.w,ar.h,ar.d)
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local bd = cube_getCubeDistance(ir.x,ir.y,ir.z,ir.w,ir.h,ir.d, br.x,br.y,br.z,br.w,br.h,br.d)
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return ad < bd
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end
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return a.ti < b.ti
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end
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local function addItemToCell(self, item, cx, cy, cz)
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self.cells[cz] = self.cells[cz] or {}
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self.cells[cz][cy] = self.cells[cz][cy] or setmetatable({}, {__mode = 'v'})
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if self.cells[cz][cy][cx] == nil then
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self.cells[cz][cy][cx] = {
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itemCount = 0,
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x = cx,
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y = cy,
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z = cz,
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items = setmetatable({}, {__mode = 'k'})
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}
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end
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local cell = self.cells[cz][cy][cx]
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self.nonEmptyCells[cell] = true
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if not cell.items[item] then
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cell.items[item] = true
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cell.itemCount = cell.itemCount + 1
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end
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end
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local function removeItemFromCell(self, item, cx, cy, cz)
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if not self.cells[cz]
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or not self.cells[cz][cy]
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or not self.cells[cz][cy][cx]
|
|
or not self.cells[cz][cy][cx].items[item]
|
|
then
|
|
return false
|
|
end
|
|
|
|
local cell = self.cells[cz][cy][cx]
|
|
cell.items[item] = nil
|
|
|
|
cell.itemCount = cell.itemCount - 1
|
|
if cell.itemCount == 0 then
|
|
self.nonEmptyCells[cell] = nil
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
local function getDictItemsInCellCube(self, cx,cy,cz, cw,ch,cd)
|
|
local items_dict = {}
|
|
|
|
for z = cz, cz + cd - 1 do
|
|
local plane = self.cells[z]
|
|
if plane then
|
|
for y = cy, cy + ch - 1 do
|
|
local row = plane[y]
|
|
if row then
|
|
for x = cx, cx + cw - 1 do
|
|
local cell = row[x]
|
|
if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
|
|
for item,_ in pairs(cell.items) do
|
|
items_dict[item] = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return items_dict
|
|
end
|
|
|
|
local function getCellsTouchedBySegment(self, x1,y1,z1,x2,y2,z2)
|
|
local cells, cellsLen, visited = {}, 0, {}
|
|
|
|
grid_traverse(self.cellSize, x1,y1,z1,x2,y2,z2, function(cx, cy, cz)
|
|
local plane = self.cells[cz]
|
|
if not plane then
|
|
return
|
|
end
|
|
|
|
local row = plane[cy]
|
|
if not row then
|
|
return
|
|
end
|
|
|
|
local cell = row[cx]
|
|
if not cell or visited[cell] then
|
|
return
|
|
end
|
|
|
|
visited[cell] = true
|
|
cellsLen = cellsLen + 1
|
|
cells[cellsLen] = cell
|
|
end)
|
|
|
|
return cells, cellsLen
|
|
end
|
|
|
|
local function getInfoAboutItemsTouchedBySegment(self, x1,y1,z1, x2,y2,z2, filter)
|
|
local cells, len = getCellsTouchedBySegment(self, x1,y1,z1,x2,y2,z2)
|
|
local cell, cube, x,y,z,w,h,d, ti1, ti2, tii0,tii1
|
|
local visited, itemInfo, itemInfoLen = {}, {}, 0
|
|
|
|
for i = 1, len do
|
|
cell = cells[i]
|
|
for item in pairs(cell.items) do
|
|
if not visited[item] then
|
|
visited[item] = true
|
|
if (not filter or filter(item)) then
|
|
cube = self.cubes[item]
|
|
x, y, z, w, h, d = cube.x, cube.y, cube.z, cube.w, cube.h, cube.d
|
|
|
|
ti1, ti2 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1, x2,y2,z2, 0, 1)
|
|
if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
|
|
-- the sorting is according to the t of an infinite line, not the segment
|
|
tii0, tii1 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1, x2,y2,z2, -math.huge, math.huge)
|
|
itemInfoLen = itemInfoLen + 1
|
|
itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0, tii1)}
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
table.sort(itemInfo, sortByWeight)
|
|
|
|
return itemInfo, itemInfoLen
|
|
end
|
|
|
|
local function getResponseByName(self, name)
|
|
local response = self.responses[name]
|
|
if not response then
|
|
error(('Unknown collision type: %s (%s)'):format(name, type(name)))
|
|
end
|
|
|
|
return response
|
|
end
|
|
|
|
|
|
-- Misc Public Methods
|
|
|
|
function World:addResponse(name, response)
|
|
self.responses[name] = response
|
|
end
|
|
|
|
function World:projectMove(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
|
|
local cols, len = {}, 0
|
|
|
|
filter = filter or defaultFilter
|
|
|
|
local visited = {[item] = true}
|
|
local visitedFilter = function(itm, other)
|
|
if visited[other] then
|
|
return false
|
|
end
|
|
return filter(itm, other)
|
|
end
|
|
|
|
local projected_cols, projected_len = self:project(item, x,y,z,w,h,d, goalX,goalY,goalZ, visitedFilter)
|
|
|
|
while projected_len > 0 do
|
|
local col = projected_cols[1]
|
|
len = len + 1
|
|
cols[len] = col
|
|
|
|
visited[col.other] = true
|
|
|
|
local response = getResponseByName(self, col.type)
|
|
|
|
goalX, goalY, goalZ, projected_cols, projected_len = response(
|
|
self,
|
|
col,
|
|
x, y, z, w, h, d,
|
|
goalX, goalY, goalZ,
|
|
visitedFilter
|
|
)
|
|
end
|
|
|
|
return goalX, goalY, goalZ, cols, len
|
|
end
|
|
|
|
function World:project(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
|
|
assertIsCube(x, y, z, w, h, d)
|
|
|
|
goalX = goalX or x
|
|
goalY = goalY or y
|
|
goalZ = goalZ or z
|
|
filter = filter or defaultFilter
|
|
|
|
local collisions, len = {}, 0
|
|
|
|
local visited = {}
|
|
if item ~= nil then
|
|
visited[item] = true
|
|
end
|
|
|
|
-- This could probably be done with less cells using a polygon raster over the cells instead of a
|
|
-- bounding cube of the whole movement. Conditional to building a queryPolygon method
|
|
local tx = min(goalX, x)
|
|
local ty = min(goalY, y)
|
|
local tz = min(goalZ, z)
|
|
local tx2 = max(goalX + w, x + w)
|
|
local ty2 = max(goalY + h, y + h)
|
|
local tz2 = max(goalZ + d, z + d)
|
|
local tw = tx2 - tx
|
|
local th = ty2 - ty
|
|
local td = tz2 - tz
|
|
|
|
local cx,cy,cz,cw,ch,cd = grid_toCellCube(self.cellSize, tx,ty,tz, tw,th,td)
|
|
|
|
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz,cw,ch,cd)
|
|
|
|
for other,_ in pairs(dictItemsInCellCube) do
|
|
if not visited[other] then
|
|
visited[other] = true
|
|
|
|
local responseName = filter(item, other)
|
|
if responseName then
|
|
local ox,oy,oz,ow,oh,od = self:getCube(other)
|
|
local col = cube_detectCollision(x,y,z,w,h,d, ox,oy,oz,ow,oh,od, goalX, goalY, goalZ)
|
|
|
|
if col then
|
|
col.other = other
|
|
col.item = item
|
|
col.type = responseName
|
|
|
|
len = len + 1
|
|
collisions[len] = col
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
table.sort(collisions, sortByTiAndDistance)
|
|
|
|
return collisions, len
|
|
end
|
|
|
|
function World:countCells()
|
|
local count = 0
|
|
|
|
for _, plane in pairs(self.cells) do
|
|
for _, row in pairs(plane) do
|
|
for _,_ in pairs(row) do
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
return count
|
|
end
|
|
|
|
function World:hasItem(item)
|
|
return not not self.cubes[item]
|
|
end
|
|
|
|
function World:getItems()
|
|
local items, len = {}, 0
|
|
for item,_ in pairs(self.cubes) do
|
|
len = len + 1
|
|
items[len] = item
|
|
end
|
|
return items, len
|
|
end
|
|
|
|
function World:countItems()
|
|
local len = 0
|
|
for _ in pairs(self.cubes) do len = len + 1 end
|
|
return len
|
|
end
|
|
|
|
function World:getCube(item)
|
|
local cube = self.cubes[item]
|
|
if not cube then
|
|
error('Item ' .. tostring(item) .. ' must be added to the world before getting its cube. Use world:add(item, x,y,z,w,h,d) to add it first.')
|
|
end
|
|
|
|
return cube.x, cube.y, cube.z, cube.w, cube.h, cube.d
|
|
end
|
|
|
|
function World:toWorld(cx, cy, cz)
|
|
return grid_toWorld(self.cellSize, cx, cy, cz)
|
|
end
|
|
|
|
function World:toCell(x,y,z)
|
|
return grid_toCell(self.cellSize, x, y, z)
|
|
end
|
|
|
|
|
|
-- Query methods
|
|
|
|
function World:queryCube(x,y,z,w,h,d, filter)
|
|
assertIsCube(x,y,z,w,h,d)
|
|
|
|
local cx,cy,cz,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
|
|
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz,cw,ch,cd)
|
|
|
|
local items, len = {}, 0
|
|
|
|
local cube
|
|
for item,_ in pairs(dictItemsInCellCube) do
|
|
cube = self.cubes[item]
|
|
if (not filter or filter(item))
|
|
and cube_isIntersecting(x,y,z,w,h,d, cube.x, cube.y, cube.z, cube.w, cube.h, cube.d)
|
|
then
|
|
len = len + 1
|
|
items[len] = item
|
|
end
|
|
end
|
|
|
|
return items, len
|
|
end
|
|
|
|
function World:queryPoint(x,y,z, filter)
|
|
local cx,cy,cz = self:toCell(x,y,z)
|
|
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz, 1,1,1)
|
|
|
|
local items, len = {}, 0
|
|
|
|
local cube
|
|
for item,_ in pairs(dictItemsInCellCube) do
|
|
cube = self.cubes[item]
|
|
if (not filter or filter(item))
|
|
and cube_containsPoint(cube.x, cube.y, cube.z, cube.w, cube.h, cube.d, x, y, z)
|
|
then
|
|
len = len + 1
|
|
items[len] = item
|
|
end
|
|
end
|
|
|
|
return items, len
|
|
end
|
|
|
|
function World:querySegment(x1, y1, z1, x2, y2, z2, filter)
|
|
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, z1, x2, y2, z2, filter)
|
|
local items = {}
|
|
for i = 1, len do
|
|
items[i] = itemInfo[i].item
|
|
end
|
|
|
|
return items, len
|
|
end
|
|
|
|
-- function World:querySegmentWithCoords(x1, y1, z1, x2, y2, z2, filter)
|
|
-- local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, z1, x2, y2, z2, filter)
|
|
-- local dx, dy, dz = x2 - x1, y2 - y1, z2 - z1
|
|
-- local info, ti1, ti2
|
|
-- for i=1, len do
|
|
-- info = itemInfo[i]
|
|
-- ti1 = info.ti1
|
|
-- ti2 = info.ti2
|
|
|
|
-- info.weight = nil
|
|
-- info.x1 = x1 + dx * ti1
|
|
-- info.y1 = y1 + dy * ti1
|
|
-- info.x2 = x1 + dx * ti2
|
|
-- info.y2 = y1 + dy * ti2
|
|
-- end
|
|
-- return itemInfo, len
|
|
-- end
|
|
|
|
|
|
--- Main methods
|
|
|
|
function World:add(item, x,y,z,w,h,d)
|
|
local cube = self.cubes[item]
|
|
if cube then
|
|
error('Item ' .. tostring(item) .. ' added to the world twice.')
|
|
end
|
|
assertIsCube(x,y,z,w,h,d)
|
|
|
|
self.cubes[item] = {x=x,y=y,z=z,w=w,h=h,d=d}
|
|
|
|
local cl,ct,cs,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
|
|
for cz = cs, cs + cd - 1 do
|
|
for cy = ct, ct + ch - 1 do
|
|
for cx = cl, cl + cw - 1 do
|
|
addItemToCell(self, item, cx, cy, cz)
|
|
end
|
|
end
|
|
end
|
|
|
|
return item
|
|
end
|
|
|
|
function World:remove(item)
|
|
local x,y,z,w,h,d = self:getCube(item)
|
|
|
|
self.cubes[item] = nil
|
|
local cl,ct,cs,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
|
|
for cz = cs, cs + cd - 1 do
|
|
for cy = ct, ct + ch - 1 do
|
|
for cx = cl, cl + cw - 1 do
|
|
removeItemFromCell(self, item, cx, cy, cz)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function World:update(item, x2,y2,z2,w2,h2,d2)
|
|
local x1,y1,z1, w1,h1,d1 = self:getCube(item)
|
|
w2 = w2 or w1
|
|
h2 = h2 or h1
|
|
d2 = d2 or d1
|
|
assertIsCube(x2,y2,z2,w2,h2,d2)
|
|
|
|
if x1 == x2 and y1 == y2 and z1 == z2 and w1 == w2 and h1 == h2 and d1 == d2 then
|
|
return
|
|
end
|
|
|
|
local cl1,ct1,cs1,cw1,ch1,cd1 = grid_toCellCube(self.cellSize, x1,y1,z1, w1,h1,d1)
|
|
local cl2,ct2,cs2,cw2,ch2,cd2 = grid_toCellCube(self.cellSize, x2,y2,z2, w2,h2,d2)
|
|
|
|
if cl1 ~= cl2 or ct1 ~= ct2 or cs1 ~= cs2 or cw1 ~= cw2 or ch1 ~= ch2 or cd1 ~= cd2 then
|
|
local cr1 = cl1 + cw1 - 1
|
|
local cr2 = cl2 + cw2 - 1
|
|
local cb1 = ct1 + ch1 - 1
|
|
local cb2 = ct2 + ch2 - 1
|
|
local css1 = cs1 + cd1 - 1
|
|
local css2 = cs2 + cd2 - 1
|
|
local cyOut, czOut
|
|
|
|
for cz = cs1, css1 do
|
|
czOut = cz < cs2 or cz > css2
|
|
for cy = ct1, cb1 do
|
|
cyOut = cy < ct2 or cy > cb2
|
|
for cx = cl1, cr1 do
|
|
if czOut or cyOut or cx < cl2 or cx > cr2 then
|
|
removeItemFromCell(self, item, cx, cy, cz)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
for cz = cs2, css2 do
|
|
czOut = cz < cs1 or cz > css1
|
|
for cy = ct2, cb2 do
|
|
cyOut = cy < ct1 or cy > cb1
|
|
for cx = cl2, cr2 do
|
|
if czOut or cyOut or cx < cl1 or cx > cr1 then
|
|
addItemToCell(self, item, cx, cy, cz)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local cube = self.cubes[item]
|
|
cube.x, cube.y, cube.z, cube.w, cube.h, cube.d = x2, y2, z2, w2, h2, d2
|
|
end
|
|
|
|
function World:move(item, goalX, goalY, goalZ, filter)
|
|
local actualX, actualY, actualZ, cols, len = self:check(item, goalX, goalY, goalZ, filter)
|
|
|
|
self:update(item, actualX, actualY, actualZ)
|
|
|
|
return actualX, actualY, actualZ, cols, len
|
|
end
|
|
|
|
function World:check(item, goalX, goalY, goalZ, filter)
|
|
local x,y,z,w,h,d = self:getCube(item)
|
|
|
|
return self:projectMove(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
|
|
end
|
|
|
|
|
|
-- Public library functions
|
|
|
|
bump.newWorld = function(cellSize)
|
|
cellSize = cellSize or 64
|
|
assertIsPositiveNumber(cellSize, 'cellSize')
|
|
local world = setmetatable({
|
|
cellSize = cellSize,
|
|
cubes = {},
|
|
cells = {},
|
|
nonEmptyCells = {},
|
|
responses = {},
|
|
}, World_mt)
|
|
|
|
world:addResponse('touch', touch)
|
|
world:addResponse('cross', cross)
|
|
world:addResponse('slide', slide)
|
|
world:addResponse('bounce', bounce)
|
|
|
|
return world
|
|
end
|
|
|
|
bump.cube = {
|
|
getNearestCorner = cube_getNearestCorner,
|
|
getSegmentIntersectionIndices = cube_getSegmentIntersectionIndices,
|
|
getDiff = cube_getDiff,
|
|
containsPoint = cube_containsPoint,
|
|
isIntersecting = cube_isIntersecting,
|
|
getCubeDistance = cube_getCubeDistance,
|
|
detectCollision = cube_detectCollision
|
|
}
|
|
|
|
bump.responses = {
|
|
touch = touch,
|
|
cross = cross,
|
|
slide = slide,
|
|
bounce = bounce
|
|
}
|
|
|
|
return bump
|