170 lines
3.9 KiB
Go
170 lines
3.9 KiB
Go
package govector
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import (
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"math"
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)
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func Intersection(p1, p2 Point2d, v1, v2 Vector2d) (bool, Point2d) {
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t := p2.Sub(p1).Cross(v2) / v1.Cross(v2)
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s := p2.Sub(p1).Cross(v1) / v1.Cross(v2)
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if t > 0 && t < 1 && s > 0 && s < 1 {
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return true, p1.Add(v1.Scale(t))
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}
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return false, Point2d{0, 0}
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}
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func RectRectIntersection(r1 AABB2d, r2 AABB2d) bool {
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return (r1.A.X < r2.B.X && r1.B.X > r2.A.X &&
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r1.A.Y < r2.B.Y && r1.B.Y > r2.A.Y)
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}
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func RectIntersection(r AABB2d, p Point2d, v Vector2d) (bool, bool, Point2d) {
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collision := false
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inside := false
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start_inside := PointInRect(p, r)
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end_inside := PointInRect(p.Add(v), r)
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if start_inside && end_inside {
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inside = true
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return collision, inside, p
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} else {
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wall_left, col1 := Intersection(p, r.A, v, Vector2d{X: 0, Y: r.B.Y - r.A.Y})
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if wall_left {
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return wall_left, inside, col1
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}
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wall_top, col2 := Intersection(p, r.A, v, Vector2d{X: r.B.X - r.A.X, Y: 0})
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if wall_top {
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return wall_top, inside, col2
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}
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wall_right, col3 := Intersection(p, r.B, v, Vector2d{X: 0, Y: -r.B.Y + r.A.Y})
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if wall_right {
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return wall_right, inside, col3
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}
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wall_bottom, col4 := Intersection(p, r.B, v, Vector2d{X: -r.B.X + r.A.X, Y: 0})
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if wall_bottom {
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return wall_bottom, inside, col4
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}
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return false, false, p
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}
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}
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func ProjectPolygon(axis Vector2d, p Polygon2d) (min float32, max float32) {
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min = axis.Dot(p.Origin.Add(p.Points[0]).ToVector())
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max = min
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for _, point := range p.Points {
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d := axis.Dot(p.Origin.Add(point).ToVector())
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if d < min {
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min = d
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} else {
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if d > max {
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max = d
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}
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}
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}
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return min, max
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}
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func PolygonIntersection(r Polygon2d, p Point2d, v Vector2d) (bool, Point2d) {
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// TODO - need to test point in polygon for start and end to detect wholly
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// inside situations
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intersection := false
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i_point := Point2d{}
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distance_sq := float32(math.MaxFloat32)
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for point, _ := range r.Points {
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if point == len(r.Points) {
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break
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}
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edgePt, edgeVec := r.Edge(point)
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i, pt := Intersection(p, edgePt, v, edgeVec)
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if i {
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intersection = true
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d_sq := pt.Sub(p).MagSquared()
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if d_sq < distance_sq {
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i_point = pt
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distance_sq = d_sq
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}
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}
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}
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return intersection, i_point
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}
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func PointInPolygon(p Point2d, py Polygon2d) bool {
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// Is p inside py?
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return false
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}
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func IntervalDistance(p1min, p1max, p2min, p2max float32) float32 {
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if p1min < p2min {
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return p2min - p1max
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} else {
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return p1min - p2max
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}
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}
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// returns intersect, will intersect, translation.Scale(minimum_interval_distance)
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func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d) (bool, bool, Vector2d) {
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// p1 is moving v1, p2 is stationary
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intersect := true
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will_intersect := true
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translation := Vector2d{}
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edges := []Vector2d{}
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minimum_interval_distance := float32(math.MaxFloat32)
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for point, _ := range p1.Points {
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_, edgeVec := p1.Edge(point)
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edges = append(edges, edgeVec)
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}
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for point, _ := range p2.Points {
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_, edgeVec := p2.Edge(point)
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edges = append(edges, edgeVec)
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}
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for _, edgeVec := range edges {
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axis := Vector2d{-edgeVec.Y, edgeVec.X}.Normalize()
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p1min, p1max := ProjectPolygon(axis, p1)
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p2min, p2max := ProjectPolygon(axis, p2)
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dist := IntervalDistance(p1min, p1max, p2min, p2max)
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if dist > 0 {
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intersect = false
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}
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// Now check where it WILL be
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v_projection := axis.Dot(v1)
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if v_projection > 0 {
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p1max += v_projection
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} else {
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p1min += v_projection
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}
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// Look again
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dist = IntervalDistance(p1min, p1max, p2min, p2max)
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if dist > 0 {
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will_intersect = false
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}
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if !intersect && !will_intersect {
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break
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}
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interval_distance := float32(math.Abs(float64(dist)))
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if interval_distance < minimum_interval_distance {
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minimum_interval_distance = interval_distance
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translation = axis
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if p1.Origin.Sub(p2.Origin).Dot(axis) < 0 {
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translation = translation.Scale(-1)
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}
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}
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}
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return intersect, will_intersect, translation.Scale(minimum_interval_distance)
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}
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