238 lines
5.7 KiB
Lua
238 lines
5.7 KiB
Lua
-- For luaJit compatibility.
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if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector3 = require( "vector3" )
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local BoundingBox = {}
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local metatable = {
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__index = BoundingBox,
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__tostring = function( b )
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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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function BoundingBox:new( min, max )
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local object = setmetatable( {}, metatable )
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object.min = Vector3:newT( min )
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object.max = Vector3:newT( max )
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return object
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end
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--- Expects format { { ... }, { ... } }
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function BoundingBox:newT( t )
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local object = setmetatable( {}, metatable )
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object.min = Vector3:newT( t[1] )
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object.max = Vector3:newT( 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:newV( min, max )
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local object = setmetatable( {}, metatable )
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object.min = min:clone()
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object.max = max:clone()
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return object
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end
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--- Expects format BoundingBox
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function BoundingBox:newB( b )
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local object = setmetatable( {}, metatable )
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object.min = b.min:clone()
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object.max = b.max:clone()
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return object
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end
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function BoundingBox:serialize()
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return table.concat( { "BoundingBox:new({", self.min.x, ",", self.min.y, ",", self.min.z, "},{", self.max.x, ",", self.max.y, ",", self.max.z, "})" } )
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end
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--- Expects format { ... }, { ... }
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function BoundingBox:set( min, max )
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self.min:setT( min )
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self.max:setT( max )
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end
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--- Expects format { { ... }, { ... } }
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function BoundingBox:setT( t )
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self.min:setT( t[1] )
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self.max:setT( t[2] )
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end
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--- Expects format { Vector3, Vector3 }
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function BoundingBox:setV( min, max )
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self.min:setV( min )
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self.max:setV( max )
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end
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--- Expects format BoundingBox
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function BoundingBox:setB( b )
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self.min:setV( b.min )
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self.max:setV( b.max )
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end
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function BoundingBox:arr()
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return { { self.min.x, self.min.y, self.min.z }, { self.max.x, self.max.y, self.max.z } }
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end
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function BoundingBox:unpack()
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return self.min, self.max
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end
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function BoundingBox:clone()
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return BoundingBox:newB( self )
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end
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function BoundingBox:scale( scalar )
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return BoundingBox:newV( self.min, self.max:scale( scalar ) )
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end
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function BoundingBox:getPoints()
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return {
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self.min:clone(), -- Down back left.
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Vector3:new( self.max.x, self.min.y, self.min.z ), -- Down back right.
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Vector3:new( self.min.x, self.min.y, self.max.z ), -- Down front left.
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Vector3:new( self.max.x, self.min.y, self.max.z ), -- Down front right.
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Vector3:new( self.min.x, self.max.y, self.min.z ), -- Up back left.
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Vector3:new( self.max.x, self.max.y, self.min.z ), -- Up back right.
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Vector3:new( self.min.x, self.max.y, self.max.z ), -- Up front left.
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self.max:clone(), -- Up front right.
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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: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: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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