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-rw-r--r--examples/resources/lib/bounding_box.lua237
1 files changed, 237 insertions, 0 deletions
diff --git a/examples/resources/lib/bounding_box.lua b/examples/resources/lib/bounding_box.lua
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--- /dev/null
+++ b/examples/resources/lib/bounding_box.lua
@@ -0,0 +1,237 @@
+-- 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