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Merge pull request #31 from Ragzouken/intersectionsRay
method to return all intersections, not just the first
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commit
afc917253c
44
polygon.lua
44
polygon.lua
@ -462,6 +462,50 @@ function Polygon:intersectsRay(x,y, dx,dy)
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return tmin ~= math.huge, tmin
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end
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function Polygon:intersectionsRay(x,y, dx,dy)
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--local p = vector(x,y)
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--local v = vector(dx,dy)
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local nx,ny = vector.perpendicular(dx,dy)
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local wx,xy,det
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local ts = {}
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local q1,q2 = nil, self.vertices[#self.vertices]
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for i = 1, #self.vertices do
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q1,q2 = q2,self.vertices[i]
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wx,wy = q2.x - q1.x, q2.y - q1.y
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det = vector.det(dx,dy, wx,wy)
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if det ~= 0 then
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-- there is an intersection point. check if it lies on both
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-- the ray and the segment.
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local rx,ry = q2.x - x, q2.y - y
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local l = vector.det(rx,ry, wx,wy) / det
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local m = vector.det(dx,dy, rx,ry) / det
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if m >= 0 and m <= 1 then
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-- we cannot jump out early here (i.e. when l > tmin) because
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-- the polygon might be concave
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table.insert(ts, l)
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end
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else
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-- lines parralel or incident. get distance of line to
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-- anchor point. if they are incident, check if an endpoint
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-- lies on the ray
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local dist = vector.dot(q1.x-x,q1.y-y, nx,ny)
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if dist == 0 then
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local l = vector.dot(dx,dy, q1.x-x,q1.y-y)
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local m = vector.dot(dx,dy, q2.x-x,q2.y-y)
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if l >= m then
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table.insert(ts, l)
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else
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table.insert(ts, m)
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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 ts
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end
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Polygon = common_local.class('Polygon', Polygon)
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newPolygon = function(...) return common_local.instance(Polygon, ...) end
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return Polygon
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32
shapes.lua
32
shapes.lua
@ -213,6 +213,14 @@ function ConvexPolygonShape:intersectsRay(x,y, dx,dy)
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return self._polygon:intersectsRay(x,y, dx,dy)
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end
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function ConcavePolygonShape:intersectionsRay(x,y, dx,dy)
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return self._polygon:intersectionsRay(x,y, dx,dy)
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end
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function ConvexPolygonShape:intersectionsRay(x,y, dx,dy)
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return self._polygon:intersectionsRay(x,y, dx,dy)
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end
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-- circle intersection if distance of ray/center is smaller
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-- than radius.
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-- with r(s) = p + d*s = (x,y) + (dx,dy) * s defining the ray and
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@ -240,13 +248,35 @@ function CircleShape:intersectsRay(x,y, dx,dy)
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return true, math_min(s1,s2)/(2*a)
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end
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function CircleShape:intersectionsRay(x,y, dx,dy)
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local pcx,pcy = x-self._center.x, y-self._center.y
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local a = vector.len2(dx,dy)
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local b = 2 * vector.dot(dx,dy, pcx,pcy)
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local c = vector.len2(pcx,pcy) - self._radius * self._radius
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local discr = b*b - 4*a*c
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if discr < 0 then return {} end
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discr = math_sqrt(discr)
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local s1, s2 = (discr-b)/(2*a), (-discr-b)/(2*a)
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return {math.min(s1, s2), math.max(s1, s2)}
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end
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-- point shape intersects ray if it lies on the ray
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function PointShape:intersectsRay(x,y,dx,dy)
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function PointShape:intersectsRay(x,y, dx,dy)
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local px,py = self._pos.x-x, self._pos.y-y
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local t = vector.dot(px,py, dx,dy) / vector.len2(dx,dy)
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return t >= 0, t
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end
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function PointShape:intersectionsRay(x,y, dx,dy)
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local px,py = self._pos.x-x, self._pos.y-y
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local t = vector.dot(px,py, dx,dy) / vector.len2(dx,dy)
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return {t}
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end
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--
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-- auxiliary
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--
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