Files
reilua-enhanced/examples/resources/lib/bounding_box.lua
2024-07-19 22:57:31 +03:00

238 lines
5.7 KiB
Lua

-- For luaJit compatibility.
if table.unpack == nil then
table.unpack = unpack
end
local Vector3 = require( "vector3" )
local BoundingBox = {}
local metatable = {
__index = BoundingBox,
__tostring = function( b )
return "{{"..tostring( b.min.x )..", "..tostring( b.min.y )..", "..tostring( b.min.z ).."}, {"
..tostring( b.max.x )..", "..tostring( b.max.y )..", "..tostring( b.max.z ).."}}"
end,
-- __add = function( v1, v2 )
-- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
-- end,
-- __sub = function( v1, v2 )
-- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
-- end,
-- __mul = function( v1, v2 )
-- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
-- end,
-- __div = function( v1, v2 )
-- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
-- end,
-- __mod = function( v, value )
-- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
-- end,
-- __pow = function( v, value )
-- return Vector2:new( v.x ^ value, v.y ^ value )
-- end,
-- __unm = function( v )
-- return Vector2:new( -v.x, -v.y )
-- end,
__eq = function( b1, b2 )
return b1.min == b2.min and b1.max == b2.max
end,
}
--- Expects format { ... }, { ... }
function BoundingBox:new( min, max )
local object = setmetatable( {}, metatable )
object.min = Vector3:newT( min )
object.max = Vector3:newT( max )
return object
end
--- Expects format { { ... }, { ... } }
function BoundingBox:newT( t )
local object = setmetatable( {}, metatable )
object.min = Vector3:newT( t[1] )
object.max = Vector3:newT( t[2] )
return object
end
--- Expects format { Vector3, Vector3 }
function BoundingBox:newV( min, max )
local object = setmetatable( {}, metatable )
object.min = min:clone()
object.max = max:clone()
return object
end
--- Expects format BoundingBox
function BoundingBox:newB( b )
local object = setmetatable( {}, metatable )
object.min = b.min:clone()
object.max = b.max:clone()
return object
end
function BoundingBox:serialize()
return table.concat( { "BoundingBox:new({", self.min.x, ",", self.min.y, ",", self.min.z, "},{", self.max.x, ",", self.max.y, ",", self.max.z, "})" } )
end
--- Expects format { ... }, { ... }
function BoundingBox:set( min, max )
self.min:setT( min )
self.max:setT( max )
end
--- Expects format { { ... }, { ... } }
function BoundingBox:setT( t )
self.min:setT( t[1] )
self.max:setT( t[2] )
end
--- Expects format { Vector3, Vector3 }
function BoundingBox:setV( min, max )
self.min:setV( min )
self.max:setV( max )
end
--- Expects format BoundingBox
function BoundingBox:setB( b )
self.min:setV( b.min )
self.max:setV( b.max )
end
function BoundingBox:arr()
return { { self.min.x, self.min.y, self.min.z }, { self.max.x, self.max.y, self.max.z } }
end
function BoundingBox:unpack()
return self.min, self.max
end
function BoundingBox:clone()
return BoundingBox:newB( self )
end
function BoundingBox:scale( scalar )
return BoundingBox:newV( self.min, self.max:scale( scalar ) )
end
function BoundingBox:getPoints()
return {
self.min:clone(), -- Down back left.
Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right.
Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left.
Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right.
Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left.
Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right.
Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left.
self.max:clone(), -- Up front right.
}
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionBox( b )
return RL.CheckCollisionBoxes( self:maxToPos(), b:maxToPos() )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionSphere( center, radius )
return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
end
-- Assumes max is used as size.
function BoundingBox:checkCollisionPoint( point )
local max = self.min + self.max
return self.min.x <= point.x
and self.min.y <= point.y
and self.min.z <= point.z
and point.x <= max.x
and point.y <= max.y
and point.z <= max.z
end
-- Assumes max is used as size.
function BoundingBox:getRayCollision( ray )
return RL.GetRayCollisionBox( ray, self:maxToPos() )
end
-- Max to position from size.
function BoundingBox:maxToPos()
return BoundingBox:newV( self.min, self.min + self.max )
end
-- Max to size from position.
function BoundingBox:maxToSize()
return BoundingBox:newV( self.min, self.max - self.min )
end
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, BoundingBox:new( { 0, 0, 0 }, { 0, 0, 0 } ) )
end
--- Expects format { ... }, { ... }
function BoundingBox:temp( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( min )
object.max = Vector3:tempT( max )
return object
end
--- Expects format { { ... }, { ... } }
function BoundingBox:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempT( t[1] )
object.max = Vector3:tempT( t[2] )
return object
end
--- Expects format { Vector3, Vector3 }
function BoundingBox:tempV( min, max )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( min )
object.max = Vector3:tempV( max )
return object
end
--- Expects format BoundingBox
function BoundingBox:tempB( b )
local object = tempPool[ curTemp ]
curTemp = curTemp < TEMP_COUNT and curTemp + 1 or 1
object.min = Vector3:tempV( b.min )
object.max = Vector3:tempV( b.max )
return object
end
function BoundingBox:getTempId()
return curTemp
end
return BoundingBox