GetRayBoxCells.
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@@ -3,7 +3,7 @@ if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector3 = Vector3 or require( "vector3" )
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local Vector3 = require( "vector3" )
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local BoundingBox = {}
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local metatable = {
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@@ -12,6 +12,30 @@ local metatable = {
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return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
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..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
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end,
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-- __add = function( v1, v2 )
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-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
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-- end,
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-- __sub = function( v1, v2 )
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-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
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-- end,
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-- __mul = function( v1, v2 )
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-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
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-- end,
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-- __div = function( v1, v2 )
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-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
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-- end,
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-- __mod = function( v, value )
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-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
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-- end,
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-- __pow = function( v, value )
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-- return Vector2:new( v.x ^ value, v.y ^ value )
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-- end,
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-- __unm = function( v )
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-- return Vector2:new( -v.x, -v.y )
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-- end,
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__eq = function( b1, b2 )
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return b1.min == b2.min and b1.max == b2.max
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end,
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}
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--- Expects format { ... }, { ... }
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@@ -111,26 +135,103 @@ function BoundingBox:getPoints()
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}
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionBox( b )
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return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionSphere( center, radius )
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return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
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end
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-- Assumes max is used as size.
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function BoundingBox:checkCollisionPoint( point )
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local max = self.min + self.max
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return self.min.x <= point.x
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and self.min.y <= point.y
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and self.min.z <= point.z
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and point.x <= max.x
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and point.y <= max.y
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and point.z <= max.z
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end
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-- Assumes max is used as size.
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function BoundingBox:getRayCollision( ray )
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return RL.GetRayCollisionBox( ray, self:maxToPos() )
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end
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-- Max to position from size.
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function BoundingBox:maxToPos()
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return BoundingBox:new( self.min, self.min + self.max )
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return BoundingBox:newV( self.min, self.min + self.max )
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end
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-- Max to size from position.
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function BoundingBox:maxToSize()
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return BoundingBox:new( self.min, self.max - self.min )
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return BoundingBox:newV( self.min, self.max - self.min )
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end
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-- Temp pre generated objects to avoid "slow" table generation.
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local TEMP_COUNT = 100
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local tempPool = {}
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local curTemp = 1
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for _ = 1, TEMP_COUNT do
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table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
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end
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--- Expects format { ... }, { ... }
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function BoundingBox:temp( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( min )
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object.max = Vector3:tempT( max )
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return object
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end
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--- Expects format { { ... }, { ... } }
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function BoundingBox:tempT( t )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempT( t[1] )
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object.max = Vector3:tempT( t[2] )
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return object
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end
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--- Expects format { Vector3, Vector3 }
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function BoundingBox:tempV( min, max )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( min )
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object.max = Vector3:tempV( max )
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return object
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end
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--- Expects format BoundingBox
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function BoundingBox:tempB( b )
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local object = tempPool[ curTemp ]
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curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
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object.min = Vector3:tempV( b.min )
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object.max = Vector3:tempV( b.max )
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return object
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end
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function BoundingBox:getTempId()
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return curTemp
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end
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return BoundingBox
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