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-rw-r--r--examples/resources/lib/bounding_box.lua72
1 files changed, 53 insertions, 19 deletions
diff --git a/examples/resources/lib/bounding_box.lua b/examples/resources/lib/bounding_box.lua
index 3cf6787..ad3b45a 100644
--- a/examples/resources/lib/bounding_box.lua
+++ b/examples/resources/lib/bounding_box.lua
@@ -3,7 +3,7 @@ if table.unpack == nil then
table.unpack = unpack
end
-local Vector3 = require( "vector3" )
+local Vector3 = Vector3 or require( "vector3" )
local BoundingBox = {}
local metatable = {
@@ -125,41 +125,35 @@ 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.
+ 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() )
+ return RL.CheckCollisionBoxes( self, b )
end
--- Assumes max is used as size.
function BoundingBox:checkCollisionSphere( center, radius )
- return RL.CheckCollisionBoxSphere( self:maxToPos(), center, radius )
+ return RL.CheckCollisionBoxSphere( self, 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
+ and point.x <= self.max.x
+ and point.y <= self.max.y
+ and point.z <= self.max.z
end
--- Assumes max is used as size.
function BoundingBox:getRayCollision( ray )
- return RL.GetRayCollisionBox( ray, self:maxToPos() )
+ return RL.GetRayCollisionBox( ray, self )
end
-- Max to position from size.
@@ -172,6 +166,36 @@ function BoundingBox:maxToSize()
return BoundingBox:newV( self.min, self.max - self.min )
end
+-- MAS stands for max as size. These functions handles max as size instead of position.
+
+function BoundingBox:checkCollisionBoxMASBox( b )
+ return RL.CheckCollisionBoxes( self:tempMaxToPos(), b )
+end
+
+function BoundingBox:checkCollisionBoxMAS( b )
+ return RL.CheckCollisionBoxes( self:tempMaxToPos(), b:tempMaxToPos() )
+end
+
+function BoundingBox:checkCollisionSphereMAS( center, radius )
+ return RL.CheckCollisionBoxSphere( self:tempMaxToPos(), center, radius )
+end
+
+function BoundingBox:checkCollisionPointMAS( 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
+
+function BoundingBox:getRayCollisionMAS( ray )
+ return RL.GetRayCollisionBox( ray, self:tempMaxToPos() )
+ -- return RL.GetRayCollisionBox( ray, self:maxToPos() )
+end
+
-- Temp pre generated objects to avoid "slow" table generation.
local TEMP_COUNT = 100
@@ -230,6 +254,16 @@ function BoundingBox:tempB( b )
return object
end
+-- Max to position from size.
+function BoundingBox:tempMaxToPos()
+ return BoundingBox:tempV( self.min, Vector3:tempT( RL.Vector3Add( self.min, self.max ) ) )
+end
+
+-- Max to size from position.
+function BoundingBox:tempMaxToSize()
+ return BoundingBox:tempV( self.min, Vector3:tempT( RL.Vector3Subtract( self.max, self.min ) ) )
+end
+
function BoundingBox:getTempId()
return curTemp
end