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author | Indrajith K L | 2022-02-27 01:15:31 +0530 |
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committer | Indrajith K L | 2022-02-27 01:15:31 +0530 |
commit | 62ff5245c26c305e35a2903cc64a60cb20718e96 (patch) | |
tree | 9042f9917e77b584b0ceb421166221ef7777a5d1 /libs/windfield/mlib/mlib.lua | |
download | YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.gz YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.tar.bz2 YEAD-62ff5245c26c305e35a2903cc64a60cb20718e96.zip |
Initial Commit
* ECS - In-Progress
* GameStates - Skeleton Implemented
* Library Integrations - Completed
* Levels - In-Progress
Diffstat (limited to 'libs/windfield/mlib/mlib.lua')
-rw-r--r-- | libs/windfield/mlib/mlib.lua | 1152 |
1 files changed, 1152 insertions, 0 deletions
diff --git a/libs/windfield/mlib/mlib.lua b/libs/windfield/mlib/mlib.lua new file mode 100644 index 0000000..488fdb7 --- /dev/null +++ b/libs/windfield/mlib/mlib.lua @@ -0,0 +1,1152 @@ +--[[ License + A math library made in Lua + copyright (C) 2014 Davis Claiborne + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + Contact me at davisclaib@gmail.com +]] + +-- Local Utility Functions ---------------------- {{{ +local unpack = table.unpack or unpack + +-- Used to handle variable-argument functions and whether they are passed as func{ table } or func( unpack( table ) ) +local function checkInput( ... ) + local input = {} + if type( ... ) ~= 'table' then input = { ... } else input = ... end + return input +end + +-- Deals with floats / verify false false values. This can happen because of significant figures. +local function checkFuzzy( number1, number2 ) + return ( number1 - .00001 <= number2 and number2 <= number1 + .00001 ) +end + +-- Remove multiple occurrences from a table. +local function removeDuplicatePairs( tab ) + for index1 = #tab, 1, -1 do + local first = tab[index1] + for index2 = #tab, 1, -1 do + local second = tab[index2] + if index1 ~= index2 then + if type( first[1] ) == 'number' and type( second[1] ) == 'number' and type( first[2] ) == 'number' and type( second[2] ) == 'number' then + if checkFuzzy( first[1], second[1] ) and checkFuzzy( first[2], second[2] ) then + table.remove( tab, index1 ) + end + elseif first[1] == second[1] and first[2] == second[2] then + table.remove( tab, index1 ) + end + end + end + end + return tab +end + + +local function removeDuplicates4Points( tab ) + for index1 = #tab, 1, -1 do + local first = tab[index1] + for index2 = #tab, 1, -1 do + local second = tab[index2] + if index1 ~= index2 then + if type( first[1] ) ~= type( second[1] ) then return false end + if type( first[2] ) == 'number' and type( second[2] ) == 'number' and type( first[3] ) == 'number' and type( second[3] ) == 'number' then + if checkFuzzy( first[2], second[2] ) and checkFuzzy( first[3], second[3] ) then + table.remove( tab, index1 ) + end + elseif checkFuzzy( first[1], second[1] ) and checkFuzzy( first[2], second[2] ) and checkFuzzy( first[3], second[3] ) then + table.remove( tab, index1 ) + end + end + end + end + return tab +end + + +-- Add points to the table. +local function addPoints( tab, x, y ) + tab[#tab + 1] = x + tab[#tab + 1] = y +end + +-- Like removeDuplicatePairs but specifically for numbers in a flat table +local function removeDuplicatePointsFlat( tab ) + for i = #tab, 1 -2 do + for ii = #tab - 2, 3, -2 do + if i ~= ii then + local x1, y1 = tab[i], tab[i + 1] + local x2, y2 = tab[ii], tab[ii + 1] + if checkFuzzy( x1, x2 ) and checkFuzzy( y1, y2 ) then + table.remove( tab, ii ); table.remove( tab, ii + 1 ) + end + end + end + end + return tab +end + + +-- Check if input is actually a number +local function validateNumber( n ) + if type( n ) ~= 'number' then return false + elseif n ~= n then return false -- nan + elseif math.abs( n ) == math.huge then return false + else return true end +end + +local function cycle( tab, index ) return tab[( index - 1 ) % #tab + 1] end + +local function getGreatestPoint( points, offset ) + offset = offset or 1 + local start = 2 - offset + local greatest = points[start] + local least = points[start] + for i = 2, #points / 2 do + i = i * 2 - offset + if points[i] > greatest then + greatest = points[i] + end + if points[i] < least then + least = points[i] + end + end + return greatest, least +end + +local function isWithinBounds( min, num, max ) + return num >= min and num <= max +end + +local function distance2( x1, y1, x2, y2 ) -- Faster since it does not use math.sqrt + local dx, dy = x1 - x2, y1 - y2 + return dx * dx + dy * dy +end -- }}} + +-- Points -------------------------------------- {{{ +local function rotatePoint( x, y, rotation, ox, oy ) + ox, oy = ox or 0, oy or 0 + return ( x - ox ) * math.cos( rotation ) + ox - ( y - oy ) * math.sin( rotation ), ( x - ox ) * math.sin( rotation ) + ( y - oy ) * math.cos( rotation ) + oy +end + +local function scalePoint( x, y, scale, ox, oy ) + ox, oy = ox or 0, oy or 0 + return ( x - ox ) * scale + ox, ( y - oy ) * scale + oy +end +-- }}} + +-- Lines --------------------------------------- {{{ +-- Returns the length of a line. +local function getLength( x1, y1, x2, y2 ) + local dx, dy = x1 - x2, y1 - y2 + return math.sqrt( dx * dx + dy * dy ) +end + +-- Gives the midpoint of a line. +local function getMidpoint( x1, y1, x2, y2 ) + return ( x1 + x2 ) / 2, ( y1 + y2 ) / 2 +end + +-- Gives the slope of a line. +local function getSlope( x1, y1, x2, y2 ) + if checkFuzzy( x1, x2 ) then return false end -- Technically it's undefined, but this is easier to program. + return ( y1 - y2 ) / ( x1 - x2 ) +end + +-- Gives the perpendicular slope of a line. +-- x1, y1, x2, y2 +-- slope +local function getPerpendicularSlope( ... ) + local input = checkInput( ... ) + local slope + + if #input ~= 1 then + slope = getSlope( unpack( input ) ) + else + slope = unpack( input ) + end + + if not slope then return 0 -- Vertical lines become horizontal. + elseif checkFuzzy( slope, 0 ) then return false -- Horizontal lines become vertical. + else return -1 / slope end +end + +-- Gives the y-intercept of a line. +-- x1, y1, x2, y2 +-- x1, y1, slope +local function getYIntercept( x, y, ... ) + local input = checkInput( ... ) + local slope + + if #input == 1 then + slope = input[1] + else + slope = getSlope( x, y, unpack( input ) ) + end + + if not slope then return x, true end -- This way we have some information on the line. + return y - slope * x, false +end + +-- Gives the intersection of two lines. +-- slope1, slope2, x1, y1, x2, y2 +-- slope1, intercept1, slope2, intercept2 +-- x1, y1, x2, y2, x3, y3, x4, y4 +local function getLineLineIntersection( ... ) + local input = checkInput( ... ) + local x1, y1, x2, y2, x3, y3, x4, y4 + local slope1, intercept1 + local slope2, intercept2 + local x, y + + if #input == 4 then -- Given slope1, intercept1, slope2, intercept2. + slope1, intercept1, slope2, intercept2 = unpack( input ) + + -- Since these are lines, not segments, we can use arbitrary points, such as ( 1, y ), ( 2, y ) + y1 = slope1 and slope1 * 1 + intercept1 or 1 + y2 = slope1 and slope1 * 2 + intercept1 or 2 + y3 = slope2 and slope2 * 1 + intercept2 or 1 + y4 = slope2 and slope2 * 2 + intercept2 or 2 + x1 = slope1 and ( y1 - intercept1 ) / slope1 or intercept1 + x2 = slope1 and ( y2 - intercept1 ) / slope1 or intercept1 + x3 = slope2 and ( y3 - intercept2 ) / slope2 or intercept2 + x4 = slope2 and ( y4 - intercept2 ) / slope2 or intercept2 + elseif #input == 6 then -- Given slope1, intercept1, and 2 points on the other line. + slope1, intercept1 = input[1], input[2] + slope2 = getSlope( input[3], input[4], input[5], input[6] ) + intercept2 = getYIntercept( input[3], input[4], input[5], input[6] ) + + y1 = slope1 and slope1 * 1 + intercept1 or 1 + y2 = slope1 and slope1 * 2 + intercept1 or 2 + y3 = input[4] + y4 = input[6] + x1 = slope1 and ( y1 - intercept1 ) / slope1 or intercept1 + x2 = slope1 and ( y2 - intercept1 ) / slope1 or intercept1 + x3 = input[3] + x4 = input[5] + elseif #input == 8 then -- Given 2 points on line 1 and 2 points on line 2. + slope1 = getSlope( input[1], input[2], input[3], input[4] ) + intercept1 = getYIntercept( input[1], input[2], input[3], input[4] ) + slope2 = getSlope( input[5], input[6], input[7], input[8] ) + intercept2 = getYIntercept( input[5], input[6], input[7], input[8] ) + + x1, y1, x2, y2, x3, y3, x4, y4 = unpack( input ) + end + + if not slope1 and not slope2 then -- Both are vertical lines + if x1 == x3 then -- Have to have the same x positions to intersect + return true + else + return false + end + elseif not slope1 then -- First is vertical + x = x1 -- They have to meet at this x, since it is this line's only x + y = slope2 and slope2 * x + intercept2 or 1 + elseif not slope2 then -- Second is vertical + x = x3 -- Vice-Versa + y = slope1 * x + intercept1 + elseif checkFuzzy( slope1, slope2 ) then -- Parallel (not vertical) + if checkFuzzy( intercept1, intercept2 ) then -- Same intercept + return true + else + return false + end + else -- Regular lines + x = ( -intercept1 + intercept2 ) / ( slope1 - slope2 ) + y = slope1 * x + intercept1 + end + + return x, y +end + +-- Gives the closest point on a line to a point. +-- perpendicularX, perpendicularY, x1, y1, x2, y2 +-- perpendicularX, perpendicularY, slope, intercept +local function getClosestPoint( perpendicularX, perpendicularY, ... ) + local input = checkInput( ... ) + local x, y, x1, y1, x2, y2, slope, intercept + + if #input == 4 then -- Given perpendicularX, perpendicularY, x1, y1, x2, y2 + x1, y1, x2, y2 = unpack( input ) + slope = getSlope( x1, y1, x2, y2 ) + intercept = getYIntercept( x1, y1, x2, y2 ) + elseif #input == 2 then -- Given perpendicularX, perpendicularY, slope, intercept + slope, intercept = unpack( input ) + x1, y1 = 1, slope and slope * 1 + intercept or 1 -- Need x1 and y1 in case of vertical/horizontal lines. + end + + if not slope then -- Vertical line + x, y = x1, perpendicularY -- Closest point is always perpendicular. + elseif checkFuzzy( slope, 0 ) then -- Horizontal line + x, y = perpendicularX, y1 + else + local perpendicularSlope = getPerpendicularSlope( slope ) + local perpendicularIntercept = getYIntercept( perpendicularX, perpendicularY, perpendicularSlope ) + x, y = getLineLineIntersection( slope, intercept, perpendicularSlope, perpendicularIntercept ) + end + + return x, y +end + +-- Gives the intersection of a line and a line segment. +-- x1, y1, x2, y2, x3, y3, x4, y4 +-- x1, y1, x2, y2, slope, intercept +local function getLineSegmentIntersection( x1, y1, x2, y2, ... ) + local input = checkInput( ... ) + + local slope1, intercept1, x, y, lineX1, lineY1, lineX2, lineY2 + local slope2, intercept2 = getSlope( x1, y1, x2, y2 ), getYIntercept( x1, y1, x2, y2 ) + + if #input == 2 then -- Given slope, intercept + slope1, intercept1 = input[1], input[2] + lineX1, lineY1 = 1, slope1 and slope1 + intercept1 + lineX2, lineY2 = 2, slope1 and slope1 * 2 + intercept1 + else -- Given x3, y3, x4, y4 + lineX1, lineY1, lineX2, lineY2 = unpack( input ) + slope1 = getSlope( unpack( input ) ) + intercept1 = getYIntercept( unpack( input ) ) + end + + if not slope1 and not slope2 then -- Vertical lines + if checkFuzzy( x1, lineX1 ) then + return x1, y1, x2, y2 + else + return false + end + elseif not slope1 then -- slope1 is vertical + x, y = input[1], slope2 * input[1] + intercept2 + elseif not slope2 then -- slope2 is vertical + x, y = x1, slope1 * x1 + intercept1 + else + x, y = getLineLineIntersection( slope1, intercept1, slope2, intercept2 ) + end + + local length1, length2, distance + if x == true then -- Lines are collinear. + return x1, y1, x2, y2 + elseif x then -- There is an intersection + length1, length2 = getLength( x1, y1, x, y ), getLength( x2, y2, x, y ) + distance = getLength( x1, y1, x2, y2 ) + else -- Lines are parallel but not collinear. + if checkFuzzy( intercept1, intercept2 ) then + return x1, y1, x2, y2 + else + return false + end + end + + if length1 <= distance and length2 <= distance then return x, y else return false end +end + +-- Checks if a point is on a line. +-- Does not support the format using slope because vertical lines would be impossible to check. +local function checkLinePoint( x, y, x1, y1, x2, y2 ) + local m = getSlope( x1, y1, x2, y2 ) + local b = getYIntercept( x1, y1, m ) + + if not m then -- Vertical + return checkFuzzy( x, x1 ) + end + return checkFuzzy( y, m * x + b ) +end -- }}} + +-- Segment -------------------------------------- {{{ +-- Gives the perpendicular bisector of a line. +local function getPerpendicularBisector( x1, y1, x2, y2 ) + local slope = getSlope( x1, y1, x2, y2 ) + local midpointX, midpointY = getMidpoint( x1, y1, x2, y2 ) + return midpointX, midpointY, getPerpendicularSlope( slope ) +end + +-- Gives whether or not a point lies on a line segment. +local function checkSegmentPoint( px, py, x1, y1, x2, y2 ) + -- Explanation around 5:20: https://www.youtube.com/watch?v=A86COO8KC58 + local x = checkLinePoint( px, py, x1, y1, x2, y2 ) + if not x then return false end + + local lengthX = x2 - x1 + local lengthY = y2 - y1 + + if checkFuzzy( lengthX, 0 ) then -- Vertical line + if checkFuzzy( px, x1 ) then + local low, high + if y1 > y2 then low = y2; high = y1 + else low = y1; high = y2 end + + if py >= low and py <= high then return true + else return false end + else + return false + end + elseif checkFuzzy( lengthY, 0 ) then -- Horizontal line + if checkFuzzy( py, y1 ) then + local low, high + if x1 > x2 then low = x2; high = x1 + else low = x1; high = x2 end + + if px >= low and px <= high then return true + else return false end + else + return false + end + end + + local distanceToPointX = ( px - x1 ) + local distanceToPointY = ( py - y1 ) + local scaleX = distanceToPointX / lengthX + local scaleY = distanceToPointY / lengthY + + if ( scaleX >= 0 and scaleX <= 1 ) and ( scaleY >= 0 and scaleY <= 1 ) then -- Intersection + return true + end + return false +end + +-- Gives the point of intersection between two line segments. +local function getSegmentSegmentIntersection( x1, y1, x2, y2, x3, y3, x4, y4 ) + local slope1, intercept1 = getSlope( x1, y1, x2, y2 ), getYIntercept( x1, y1, x2, y2 ) + local slope2, intercept2 = getSlope( x3, y3, x4, y4 ), getYIntercept( x3, y3, x4, y4 ) + + if ( ( slope1 and slope2 ) and checkFuzzy( slope1, slope2 ) ) or ( not slope1 and not slope2 ) then -- Parallel lines + if checkFuzzy( intercept1, intercept2 ) then -- The same lines, possibly in different points. + local points = {} + if checkSegmentPoint( x1, y1, x3, y3, x4, y4 ) then addPoints( points, x1, y1 ) end + if checkSegmentPoint( x2, y2, x3, y3, x4, y4 ) then addPoints( points, x2, y2 ) end + if checkSegmentPoint( x3, y3, x1, y1, x2, y2 ) then addPoints( points, x3, y3 ) end + if checkSegmentPoint( x4, y4, x1, y1, x2, y2 ) then addPoints( points, x4, y4 ) end + + points = removeDuplicatePointsFlat( points ) + if #points == 0 then return false end + return unpack( points ) + else + return false + end + end + + local x, y = getLineLineIntersection( x1, y1, x2, y2, x3, y3, x4, y4 ) + if x and checkSegmentPoint( x, y, x1, y1, x2, y2 ) and checkSegmentPoint( x, y, x3, y3, x4, y4 ) then + return x, y + end + return false +end -- }}} + +-- Math ----------------------------------------- {{{ +-- Get the root of a number (i.e. the 2nd (square) root of 4 is 2) +local function getRoot( number, root ) + return number ^ ( 1 / root ) +end + +-- Checks if a number is prime. +local function isPrime( number ) + if number < 2 then return false end + + for i = 2, math.sqrt( number ) do + if number % i == 0 then + return false + end + end + return true +end + +-- Rounds a number to the xth decimal place (round( 3.14159265359, 4 ) --> 3.1416) +local function round( number, place ) + local pow = 10 ^ ( place or 0 ) + return math.floor( number * pow + .5 ) / pow +end + +-- Gives the summation given a local function +local function getSummation( start, stop, func ) + local returnValues = {} + local sum = 0 + for i = start, stop do + local value = func( i, returnValues ) + returnValues[i] = value + sum = sum + value + end + return sum +end + +-- Gives the percent of change. +local function getPercentOfChange( old, new ) + if old == 0 and new == 0 then + return 0 + else + return ( new - old ) / math.abs( old ) + end +end + +-- Gives the percentage of a number. +local function getPercentage( percent, number ) + return percent * number +end + +-- Returns the quadratic roots of an equation. +local function getQuadraticRoots( a, b, c ) + local discriminant = b ^ 2 - ( 4 * a * c ) + if discriminant < 0 then return false end + discriminant = math.sqrt( discriminant ) + local denominator = ( 2 * a ) + return ( -b - discriminant ) / denominator, ( -b + discriminant ) / denominator +end + +-- Gives the angle between three points. +local function getAngle( x1, y1, x2, y2, x3, y3 ) + local a = getLength( x3, y3, x2, y2 ) + local b = getLength( x1, y1, x2, y2 ) + local c = getLength( x1, y1, x3, y3 ) + + return math.acos( ( a * a + b * b - c * c ) / ( 2 * a * b ) ) +end -- }}} + +-- Circle --------------------------------------- {{{ +-- Gives the area of the circle. +local function getCircleArea( radius ) + return math.pi * ( radius * radius ) +end + +-- Checks if a point is within the radius of a circle. +local function checkCirclePoint( x, y, circleX, circleY, radius ) + return getLength( circleX, circleY, x, y ) <= radius +end + +-- Checks if a point is on a circle. +local function isPointOnCircle( x, y, circleX, circleY, radius ) + return checkFuzzy( getLength( circleX, circleY, x, y ), radius ) +end + +-- Gives the circumference of a circle. +local function getCircumference( radius ) + return 2 * math.pi * radius +end + +-- Gives the intersection of a line and a circle. +local function getCircleLineIntersection( circleX, circleY, radius, x1, y1, x2, y2 ) + slope = getSlope( x1, y1, x2, y2 ) + intercept = getYIntercept( x1, y1, slope ) + + if slope then + local a = ( 1 + slope ^ 2 ) + local b = ( -2 * ( circleX ) + ( 2 * slope * intercept ) - ( 2 * circleY * slope ) ) + local c = ( circleX ^ 2 + intercept ^ 2 - 2 * ( circleY ) * ( intercept ) + circleY ^ 2 - radius ^ 2 ) + + x1, x2 = getQuadraticRoots( a, b, c ) + + if not x1 then return false end + + y1 = slope * x1 + intercept + y2 = slope * x2 + intercept + + if checkFuzzy( x1, x2 ) and checkFuzzy( y1, y2 ) then + return 'tangent', x1, y1 + else + return 'secant', x1, y1, x2, y2 + end + else -- Vertical Lines + local lengthToPoint1 = circleX - x1 + local remainingDistance = lengthToPoint1 - radius + local intercept = math.sqrt( -( lengthToPoint1 ^ 2 - radius ^ 2 ) ) + + if -( lengthToPoint1 ^ 2 - radius ^ 2 ) < 0 then return false end + + local bottomX, bottomY = x1, circleY - intercept + local topX, topY = x1, circleY + intercept + + if topY ~= bottomY then + return 'secant', topX, topY, bottomX, bottomY + else + return 'tangent', topX, topY + end + end +end + +-- Gives the type of intersection of a line segment. +local function getCircleSegmentIntersection( circleX, circleY, radius, x1, y1, x2, y2 ) + local Type, x3, y3, x4, y4 = getCircleLineIntersection( circleX, circleY, radius, x1, y1, x2, y2 ) + if not Type then return false end + + local slope, intercept = getSlope( x1, y1, x2, y2 ), getYIntercept( x1, y1, x2, y2 ) + + if isPointOnCircle( x1, y1, circleX, circleY, radius ) and isPointOnCircle( x2, y2, circleX, circleY, radius ) then -- Both points are on line-segment. + return 'chord', x1, y1, x2, y2 + end + + if slope then + if checkCirclePoint( x1, y1, circleX, circleY, radius ) and checkCirclePoint( x2, y2, circleX, circleY, radius ) then -- Line-segment is fully in circle. + return 'enclosed', x1, y1, x2, y2 + elseif x3 and x4 then + if checkSegmentPoint( x3, y3, x1, y1, x2, y2 ) and not checkSegmentPoint( x4, y4, x1, y1, x2, y2 ) then -- Only the first of the points is on the line-segment. + return 'tangent', x3, y3 + elseif checkSegmentPoint( x4, y4, x1, y1, x2, y2 ) and not checkSegmentPoint( x3, y3, x1, y1, x2, y2 ) then -- Only the second of the points is on the line-segment. + return 'tangent', x4, y4 + else -- Neither of the points are on the circle (means that the segment is not on the circle, but "encasing" the circle) + if checkSegmentPoint( x3, y3, x1, y1, x2, y2 ) and checkSegmentPoint( x4, y4, x1, y1, x2, y2 ) then + return 'secant', x3, y3, x4, y4 + else + return false + end + end + elseif not x4 then -- Is a tangent. + if checkSegmentPoint( x3, y3, x1, y1, x2, y2 ) then + return 'tangent', x3, y3 + else -- Neither of the points are on the line-segment (means that the segment is not on the circle or "encasing" the circle). + local length = getLength( x1, y1, x2, y2 ) + local distance1 = getLength( x1, y1, x3, y3 ) + local distance2 = getLength( x2, y2, x3, y3 ) + + if length > distance1 or length > distance2 then + return false + elseif length < distance1 and length < distance2 then + return false + else + return 'tangent', x3, y3 + end + end + end + else + local lengthToPoint1 = circleX - x1 + local remainingDistance = lengthToPoint1 - radius + local intercept = math.sqrt( -( lengthToPoint1 ^ 2 - radius ^ 2 ) ) + + if -( lengthToPoint1 ^ 2 - radius ^ 2 ) < 0 then return false end + + local topX, topY = x1, circleY - intercept + local bottomX, bottomY = x1, circleY + intercept + + local length = getLength( x1, y1, x2, y2 ) + local distance1 = getLength( x1, y1, topX, topY ) + local distance2 = getLength( x2, y2, topX, topY ) + + if bottomY ~= topY then -- Not a tangent + if checkSegmentPoint( topX, topY, x1, y1, x2, y2 ) and checkSegmentPoint( bottomX, bottomY, x1, y1, x2, y2 ) then + return 'chord', topX, topY, bottomX, bottomY + elseif checkSegmentPoint( topX, topY, x1, y1, x2, y2 ) then + return 'tangent', topX, topY + elseif checkSegmentPoint( bottomX, bottomY, x1, y1, x2, y2 ) then + return 'tangent', bottomX, bottomY + else + return false + end + else -- Tangent + if checkSegmentPoint( topX, topY, x1, y1, x2, y2 ) then + return 'tangent', topX, topY + else + return false + end + end + end +end + +-- Checks if one circle intersects another circle. +local function getCircleCircleIntersection( circle1x, circle1y, radius1, circle2x, circle2y, radius2 ) + local length = getLength( circle1x, circle1y, circle2x, circle2y ) + if length > radius1 + radius2 then return false end -- If the distance is greater than the two radii, they can't intersect. + if checkFuzzy( length, 0 ) and checkFuzzy( radius1, radius2 ) then return 'equal' end + if checkFuzzy( circle1x, circle2x ) and checkFuzzy( circle1y, circle2y ) then return 'collinear' end + + local a = ( radius1 * radius1 - radius2 * radius2 + length * length ) / ( 2 * length ) + local h = math.sqrt( radius1 * radius1 - a * a ) + + local p2x = circle1x + a * ( circle2x - circle1x ) / length + local p2y = circle1y + a * ( circle2y - circle1y ) / length + local p3x = p2x + h * ( circle2y - circle1y ) / length + local p3y = p2y - h * ( circle2x - circle1x ) / length + local p4x = p2x - h * ( circle2y - circle1y ) / length + local p4y = p2y + h * ( circle2x - circle1x ) / length + + if not validateNumber( p3x ) or not validateNumber( p3y ) or not validateNumber( p4x ) or not validateNumber( p4y ) then + return 'inside' + end + + if checkFuzzy( length, radius1 + radius2 ) or checkFuzzy( length, math.abs( radius1 - radius2 ) ) then return 'tangent', p3x, p3y end + return 'intersection', p3x, p3y, p4x, p4y +end + +-- Checks if circle1 is entirely inside of circle2. +local function isCircleCompletelyInsideCircle( circle1x, circle1y, circle1radius, circle2x, circle2y, circle2radius ) + if not checkCirclePoint( circle1x, circle1y, circle2x, circle2y, circle2radius ) then return false end + local Type = getCircleCircleIntersection( circle2x, circle2y, circle2radius, circle1x, circle1y, circle1radius ) + if ( Type ~= 'tangent' and Type ~= 'collinear' and Type ~= 'inside' ) then return false end + return true +end + +-- Checks if a line-segment is entirely within a circle. +local function isSegmentCompletelyInsideCircle( circleX, circleY, circleRadius, x1, y1, x2, y2 ) + local Type = getCircleSegmentIntersection( circleX, circleY, circleRadius, x1, y1, x2, y2 ) + return Type == 'enclosed' +end -- }}} + +-- Polygon -------------------------------------- {{{ +-- Gives the signed area. +-- If the points are clockwise the number is negative, otherwise, it's positive. +local function getSignedPolygonArea( ... ) + local points = checkInput( ... ) + + -- Shoelace formula (https://en.wikipedia.org/wiki/Shoelace_formula). + points[#points + 1] = points[1] + points[#points + 1] = points[2] + + return ( .5 * getSummation( 1, #points / 2, + function( index ) + index = index * 2 - 1 -- Convert it to work properly. + return ( ( points[index] * cycle( points, index + 3 ) ) - ( cycle( points, index + 2 ) * points[index + 1] ) ) + end + ) ) +end + +-- Simply returns the area of the polygon. +local function getPolygonArea( ... ) + return math.abs( getSignedPolygonArea( ... ) ) +end + +-- Gives the height of a triangle, given the base. +-- base, x1, y1, x2, y2, x3, y3, x4, y4 +-- base, area +local function getTriangleHeight( base, ... ) + local input = checkInput( ... ) + local area + + if #input == 1 then area = input[1] -- Given area. + else area = getPolygonArea( input ) end -- Given coordinates. + + return ( 2 * area ) / base, area +end + +-- Gives the centroid of the polygon. +local function getCentroid( ... ) + local points = checkInput( ... ) + + points[#points + 1] = points[1] + points[#points + 1] = points[2] + + local area = getSignedPolygonArea( points ) -- Needs to be signed here in case points are counter-clockwise. + + -- This formula: https://en.wikipedia.org/wiki/Centroid#Centroid_of_polygon + local centroidX = ( 1 / ( 6 * area ) ) * ( getSummation( 1, #points / 2, + function( index ) + index = index * 2 - 1 -- Convert it to work properly. + return ( ( points[index] + cycle( points, index + 2 ) ) * ( ( points[index] * cycle( points, index + 3 ) ) - ( cycle( points, index + 2 ) * points[index + 1] ) ) ) + end + ) ) + + local centroidY = ( 1 / ( 6 * area ) ) * ( getSummation( 1, #points / 2, + function( index ) + index = index * 2 - 1 -- Convert it to work properly. + return ( ( points[index + 1] + cycle( points, index + 3 ) ) * ( ( points[index] * cycle( points, index + 3 ) ) - ( cycle( points, index + 2 ) * points[index + 1] ) ) ) + end + ) ) + + return centroidX, centroidY +end + +-- Returns whether or not a line intersects a polygon. +-- x1, y1, x2, y2, polygonPoints +local function getPolygonLineIntersection( x1, y1, x2, y2, ... ) + local input = checkInput( ... ) + local choices = {} + + local slope = getSlope( x1, y1, x2, y2 ) + local intercept = getYIntercept( x1, y1, slope ) + + local x3, y3, x4, y4 + if slope then + x3, x4 = 1, 2 + y3, y4 = slope * x3 + intercept, slope * x4 + intercept + else + x3, x4 = x1, x1 + y3, y4 = y1, y2 + end + + for i = 1, #input, 2 do + local x1, y1, x2, y2 = getLineSegmentIntersection( input[i], input[i + 1], cycle( input, i + 2 ), cycle( input, i + 3 ), x3, y3, x4, y4 ) + if x1 and not x2 then choices[#choices + 1] = { x1, y1 } + elseif x1 and x2 then choices[#choices + 1] = { x1, y1, x2, y2 } end + -- No need to check 2-point sets since they only intersect each poly line once. + end + + local final = removeDuplicatePairs( choices ) + return #final > 0 and final or false +end + +-- Returns if the line segment intersects the polygon. +-- x1, y1, x2, y2, polygonPoints +local function getPolygonSegmentIntersection( x1, y1, x2, y2, ... ) + local input = checkInput( ... ) + local choices = {} + + for i = 1, #input, 2 do + local x1, y1, x2, y2 = getSegmentSegmentIntersection( input[i], input[i + 1], cycle( input, i + 2 ), cycle( input, i + 3 ), x1, y1, x2, y2 ) + if x1 and not x2 then choices[#choices + 1] = { x1, y1 } + elseif x2 then choices[#choices + 1] = { x1, y1, x2, y2 } end + end + + local final = removeDuplicatePairs( choices ) + return #final > 0 and final or false +end + +-- Checks if the point lies INSIDE the polygon not on the polygon. +local function checkPolygonPoint( px, py, ... ) + local points = { unpack( checkInput( ... ) ) } -- Make a new table, as to not edit values of previous. + + local greatest, least = getGreatestPoint( points, 0 ) + if not isWithinBounds( least, py, greatest ) then return false end + greatest, least = getGreatestPoint( points ) + if not isWithinBounds( least, px, greatest ) then return false end + + local count = 0 + for i = 1, #points, 2 do + if checkFuzzy( points[i + 1], py ) then + points[i + 1] = py + .001 -- Handles vertices that lie on the point. + -- Not exactly mathematically correct, but a lot easier. + end + if points[i + 3] and checkFuzzy( points[i + 3], py ) then + points[i + 3] = py + .001 -- Do not need to worry about alternate case, since points[2] has already been done. + end + local x1, y1 = points[i], points[i + 1] + local x2, y2 = points[i + 2] or points[1], points[i + 3] or points[2] + + if getSegmentSegmentIntersection( px, py, greatest, py, x1, y1, x2, y2 ) then + count = count + 1 + end + end + + return count and count % 2 ~= 0 +end + +-- Returns if the line segment is fully or partially inside. +-- x1, y1, x2, y2, polygonPoints +local function isSegmentInsidePolygon( x1, y1, x2, y2, ... ) + local input = checkInput( ... ) + + local choices = getPolygonSegmentIntersection( x1, y1, x2, y2, input ) -- If it's partially enclosed that's all we need. + if choices then return true end + + if checkPolygonPoint( x1, y1, input ) or checkPolygonPoint( x2, y2, input ) then return true end + return false +end + +-- Returns whether two polygons intersect. +local function getPolygonPolygonIntersection( polygon1, polygon2 ) + local choices = {} + + for index1 = 1, #polygon1, 2 do + local intersections = getPolygonSegmentIntersection( polygon1[index1], polygon1[index1 + 1], cycle( polygon1, index1 + 2 ), cycle( polygon1, index1 + 3 ), polygon2 ) + if intersections then + for index2 = 1, #intersections do + choices[#choices + 1] = intersections[index2] + end + end + end + + for index1 = 1, #polygon2, 2 do + local intersections = getPolygonSegmentIntersection( polygon2[index1], polygon2[index1 + 1], cycle( polygon2, index1 + 2 ), cycle( polygon2, index1 + 3 ), polygon1 ) + if intersections then + for index2 = 1, #intersections do + choices[#choices + 1] = intersections[index2] + end + end + end + + choices = removeDuplicatePairs( choices ) + for i = #choices, 1, -1 do + if type( choices[i][1] ) == 'table' then -- Remove co-linear pairs. + table.remove( choices, i ) + end + end + + return #choices > 0 and choices +end + +-- Returns whether the circle intersects the polygon. +-- x, y, radius, polygonPoints +local function getPolygonCircleIntersection( x, y, radius, ... ) + local input = checkInput( ... ) + local choices = {} + + for i = 1, #input, 2 do + local Type, x1, y1, x2, y2 = getCircleSegmentIntersection( x, y, radius, input[i], input[i + 1], cycle( input, i + 2 ), cycle( input, i + 3 ) ) + if x2 then + choices[#choices + 1] = { Type, x1, y1, x2, y2 } + elseif x1 then choices[#choices + 1] = { Type, x1, y1 } end + end + + local final = removeDuplicates4Points( choices ) + + return #final > 0 and final +end + +-- Returns whether the circle is inside the polygon. +-- x, y, radius, polygonPoints +local function isCircleInsidePolygon( x, y, radius, ... ) + local input = checkInput( ... ) + return checkPolygonPoint( x, y, input ) +end + +-- Returns whether the polygon is inside the polygon. +local function isPolygonInsidePolygon( polygon1, polygon2 ) + local bool = false + for i = 1, #polygon2, 2 do + local result = false + result = isSegmentInsidePolygon( polygon2[i], polygon2[i + 1], cycle( polygon2, i + 2 ), cycle( polygon2, i + 3 ), polygon1 ) + if result then bool = true; break end + end + return bool +end + +-- Checks if a segment is completely inside a polygon +local function isSegmentCompletelyInsidePolygon( x1, y1, x2, y2, ... ) + local polygon = checkInput( ... ) + if not checkPolygonPoint( x1, y1, polygon ) + or not checkPolygonPoint( x2, y2, polygon ) + or getPolygonSegmentIntersection( x1, y1, x2, y2, polygon ) then + return false + end + return true +end + +-- Checks if a polygon is completely inside another polygon +local function isPolygonCompletelyInsidePolygon( polygon1, polygon2 ) + for i = 1, #polygon1, 2 do + local x1, y1 = polygon1[i], polygon1[i + 1] + local x2, y2 = polygon1[i + 2] or polygon1[1], polygon1[i + 3] or polygon1[2] + if not isSegmentCompletelyInsidePolygon( x1, y1, x2, y2, polygon2 ) then + return false + end + end + return true +end + +-------------- Circle w/ Polygons -------------- +-- Gets if a polygon is completely within a circle +-- circleX, circleY, circleRadius, polygonPoints +local function isPolygonCompletelyInsideCircle( circleX, circleY, circleRadius, ... ) + local input = checkInput( ... ) + local function isDistanceLess( px, py, x, y, circleRadius ) -- Faster, does not use math.sqrt + local distanceX, distanceY = px - x, py - y + return distanceX * distanceX + distanceY * distanceY < circleRadius * circleRadius -- Faster. For comparing distances only. + end + + for i = 1, #input, 2 do + if not checkCirclePoint( input[i], input[i + 1], circleX, circleY, circleRadius ) then return false end + end + return true +end + +-- Checks if a circle is completely within a polygon +-- circleX, circleY, circleRadius, polygonPoints +local function isCircleCompletelyInsidePolygon( circleX, circleY, circleRadius, ... ) + local input = checkInput( ... ) + if not checkPolygonPoint( circleX, circleY, ... ) then return false end + + local rad2 = circleRadius * circleRadius + + for i = 1, #input, 2 do + local x1, y1 = input[i], input[i + 1] + local x2, y2 = input[i + 2] or input[1], input[i + 3] or input[2] + if distance2( x1, y1, circleX, circleY ) <= rad2 then return false end + if getCircleSegmentIntersection( circleX, circleY, circleRadius, x1, y1, x2, y2 ) then return false end + end + return true +end -- }}} + +-- Statistics ----------------------------------- {{{ +-- Gets the average of a list of points +-- points +local function getMean( ... ) + local input = checkInput( ... ) + + mean = getSummation( 1, #input, + function( i, t ) + return input[i] + end + ) / #input + + return mean +end + +local function getMedian( ... ) + local input = checkInput( ... ) + + table.sort( input ) + + local median + if #input % 2 == 0 then -- If you have an even number of terms, you need to get the average of the middle 2. + median = getMean( input[#input / 2], input[#input / 2 + 1] ) + else + median = input[#input / 2 + .5] + end + + return median +end + +-- Gets the mode of a number. +local function getMode( ... ) + local input = checkInput( ... ) + + table.sort( input ) + local sorted = {} + for i = 1, #input do + local value = input[i] + sorted[value] = sorted[value] and sorted[value] + 1 or 1 + end + + local occurrences, least = 0, {} + for i, value in pairs( sorted ) do + if value > occurrences then + least = { i } + occurrences = value + elseif value == occurrences then + least[#least + 1] = i + end + end + + if #least >= 1 then return least, occurrences + else return false end +end + +-- Gets the range of the numbers. +local function getRange( ... ) + local input = checkInput( ... ) + local high, low = math.max( unpack( input ) ), math.min( unpack( input ) ) + return high - low +end + +-- Gets the variance of a set of numbers. +local function getVariance( ... ) + local input = checkInput( ... ) + local mean = getMean( ... ) + local sum = 0 + for i = 1, #input do + sum = sum + ( mean - input[i] ) * ( mean - input[i] ) + end + return sum / #input +end + +-- Gets the standard deviation of a set of numbers. +local function getStandardDeviation( ... ) + return math.sqrt( getVariance( ... ) ) +end + +-- Gets the central tendency of a set of numbers. +local function getCentralTendency( ... ) + local mode, occurrences = getMode( ... ) + return mode, occurrences, getMedian( ... ), getMean( ... ) +end + +-- Gets the variation ratio of a data set. +local function getVariationRatio( ... ) + local input = checkInput( ... ) + local numbers, times = getMode( ... ) + times = times * #numbers -- Account for bimodal data + return 1 - ( times / #input ) +end + +-- Gets the measures of dispersion of a data set. +local function getDispersion( ... ) + return getVariationRatio( ... ), getRange( ... ), getStandardDeviation( ... ) +end -- }}} + +return { + _VERSION = 'MLib 0.10.0', + _DESCRIPTION = 'A math and shape-intersection detection library for Lua', + _URL = 'https://github.com/davisdude/mlib', + point = { + rotate = rotatePoint, + scale = scalePoint, + }, + line = { + getLength = getLength, + getMidpoint = getMidpoint, + getSlope = getSlope, + getPerpendicularSlope = getPerpendicularSlope, + getYIntercept = getYIntercept, + getIntersection = getLineLineIntersection, + getClosestPoint = getClosestPoint, + getSegmentIntersection = getLineSegmentIntersection, + checkPoint = checkLinePoint, + + -- Aliases + getDistance = getLength, + getCircleIntersection = getCircleLineIntersection, + getPolygonIntersection = getPolygonLineIntersection, + getLineIntersection = getLineLineIntersection, + }, + segment = { + checkPoint = checkSegmentPoint, + getPerpendicularBisector = getPerpendicularBisector, + getIntersection = getSegmentSegmentIntersection, + + -- Aliases + getCircleIntersection = getCircleSegmentIntersection, + getPolygonIntersection = getPolygonSegmentIntersection, + getLineIntersection = getLineSegmentIntersection, + getSegmentIntersection = getSegmentSegmentIntersection, + isSegmentCompletelyInsideCircle = isSegmentCompletelyInsideCircle, + isSegmentCompletelyInsidePolygon = isSegmentCompletelyInsidePolygon, + }, + math = { + getRoot = getRoot, + isPrime = isPrime, + round = round, + getSummation = getSummation, + getPercentOfChange = getPercentOfChange, + getPercentage = getPercentage, + getQuadraticRoots = getQuadraticRoots, + getAngle = getAngle, + }, + circle = { + getArea = getCircleArea, + checkPoint = checkCirclePoint, + isPointOnCircle = isPointOnCircle, + getCircumference = getCircumference, + getLineIntersection = getCircleLineIntersection, + getSegmentIntersection = getCircleSegmentIntersection, + getCircleIntersection = getCircleCircleIntersection, + isCircleCompletelyInside = isCircleCompletelyInsideCircle, + isPolygonCompletelyInside = isPolygonCompletelyInsideCircle, + isSegmentCompletelyInside = isSegmentCompletelyInsideCircle, + + -- Aliases + getPolygonIntersection = getPolygonCircleIntersection, + isCircleInsidePolygon = isCircleInsidePolygon, + isCircleCompletelyInsidePolygon = isCircleCompletelyInsidePolygon, + }, + polygon = { + getSignedArea = getSignedPolygonArea, + getArea = getPolygonArea, + getTriangleHeight = getTriangleHeight, + getCentroid = getCentroid, + getLineIntersection = getPolygonLineIntersection, + getSegmentIntersection = getPolygonSegmentIntersection, + checkPoint = checkPolygonPoint, + isSegmentInside = isSegmentInsidePolygon, + getPolygonIntersection = getPolygonPolygonIntersection, + getCircleIntersection = getPolygonCircleIntersection, + isCircleInside = isCircleInsidePolygon, + isPolygonInside = isPolygonInsidePolygon, + isCircleCompletelyInside = isCircleCompletelyInsidePolygon, + isSegmentCompletelyInside = isSegmentCompletelyInsidePolygon, + isPolygonCompletelyInside = isPolygonCompletelyInsidePolygon, + + -- Aliases + isCircleCompletelyOver = isPolygonCompletelyInsideCircle, + }, + statistics = { + getMean = getMean, + getMedian = getMedian, + getMode = getMode, + getRange = getRange, + getVariance = getVariance, + getStandardDeviation = getStandardDeviation, + getCentralTendency = getCentralTendency, + getVariationRatio = getVariationRatio, + getDispersion = getDispersion, + }, +} |