mirror of
https://github.com/DrBeef/Raze.git
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1febaae767
- Pass original module name (dot=dirsep) to module via our require() - geom.lua: fix some operations using the vector type constructor - geom.lua: provide constructor for ivec3, useable like vec3 git-svn-id: https://svn.eduke32.com/eduke32@3894 1a8010ca-5511-0410-912e-c29ae57300e0
208 lines
5.8 KiB
Lua
208 lines
5.8 KiB
Lua
-- Geometry module for Lunatic.
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local require = require
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local ffi = require("ffi")
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local math = require("math")
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local abs = math.abs
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local sqrt = math.sqrt
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local type = type
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local error = error
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module(...)
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-- The integer 3-vector can be useful for calculations expecting integer
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-- values, e.g. geom.ivec3(x, y, z) is a reasonable way to round a vec3. It can
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-- also be used as the RHS to the vec2/vec3 arithmetic methods.
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-- NOTE: We must have a typedef with that exact name, because for Lunatic
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-- (i.e. not stand-alone), the type was already declared in defs_common.lua.
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ffi.cdef "typedef struct { int32_t x, y, z; } vec3_t;"
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local ivec3_t = ffi.typeof("vec3_t")
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local dvec2_t = ffi.typeof("struct { double x, y; }")
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local dvec3_t = ffi.typeof("struct { double x, y, z; }")
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local vec2_mt = {
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__add = function(a, b) return dvec2_t(a.x+b.x, a.y+b.y) end,
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__sub = function(a, b) return dvec2_t(a.x-b.x, a.y-b.y) end,
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__unm = function(a) return dvec2_t(-a.x, -a.y) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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return dvec2_t(a*b.x, a*b.y)
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end
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if (type(b)~="number") then
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error("number expected in vec2 multiplication", 2)
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end
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return dvec2_t(a.x*b, a.y*b)
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end,
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__div = function(a,b)
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if (type(b)~="number") then
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error("number expected in vec2 division", 2)
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end
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return dvec2_t(a.x/b, a.y/b)
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end,
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__tostring = function(a) return "vec2("..a.x..", "..a.y..")" end,
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__index = {
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lensq = function(a) return a.x*a.x + a.y*a.y end,
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mhlen = function(a) return abs(a.x)+abs(a.y) end,
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},
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}
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local arshift = require("bit").arshift
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-- The vec3 metatable is shared between the integer- and double-based 3-vector
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-- types. However, some operations are slightly different.
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local vec3_mt = {
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-- Arithmetic operations. Note that they always return a dvec3.
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__add = function(a, b) return dvec3_t(a.x+b.x, a.y+b.y, a.z+b.z) end,
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__sub = function(a, b) return dvec3_t(a.x-b.x, a.y-b.y, a.z-b.z) end,
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__unm = function(a) return dvec3_t(-a.x, -a.y, -a.z) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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return dvec3_t(a*b.x, a*b.y, a*b.z)
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end
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if (type(b)~="number") then
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error("number expected in vec3 multiplication", 2)
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end
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return dvec3_t(a.x*b, a.y*b, a.z*b)
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end,
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__div = function(a,b)
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if (type(b)~="number") then
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error("number expected in vec3 division", 2)
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end
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return dvec3_t(a.x/b, a.y/b, a.z/b)
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end,
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-- '^' is the "translate upwards" operator, returns same-typed vector.
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__pow = function(v, zofs)
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return v:_ctor(v.x, v.y, v.z-zofs)
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end,
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-- XXX: Rewrite using _serialize internal API instead.
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__tostring = function(a)
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return (a:_isi() and "i" or "").."vec3("..a.x..", "..a.y..", "..a.z..")"
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end,
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__index = {
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-- Euclidean 3D length.
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len = function(a) return sqrt(a.x*a.x + a.y*a.y + a.z*a.z) end,
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-- Euclidean 3D squared length.
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lensq = function(a) return a.x*a.x + a.y*a.y + a.z*a.z end,
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-- Euclidean 2D length.
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len2 = function(a) return sqrt(a.x*a.x + a.y*a.y) end,
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-- Euclidean 2D squared length.
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len2sq = function(a) return a.x*a.x + a.y*a.y end,
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-- Manhattan-distance 3D length:
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mhlen = function(a) return abs(a.x)+abs(a.y)+abs(a.z) end,
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toivec3 = function(v) return ivec3_t(v.x, v.y, v.z) end,
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-- BUILD-coordinate (z scaled by 16) <-> uniform conversions.
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touniform = function(v)
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return v:_isi()
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and v:_ctor(v.x, v.y, arshift(v.z, 4))
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or v:_ctor(v.x, v.y, v.z/16)
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end,
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tobuild = function(v) return v:_ctor(v.x, v.y, 16*v.z) end,
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-- PRIVATE methods --
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-- Get the type constructor for this vector.
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_ctor = function(v, ...)
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return v:_isi() and ivec3_t(...) or dvec3_t(...)
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end,
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-- Is <v> integer vec3? INTERNAL.
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_isi = function(v)
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return ffi.istype(ivec3_t, v)
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end,
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},
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}
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ffi.metatype(dvec2_t, vec2_mt)
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ffi.metatype(dvec3_t, vec3_mt)
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ffi.metatype(ivec3_t, vec3_mt)
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-- VEC2 user data constructor.
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-- * vec2([x [, y]]), assuming that x and y are numbers. Vacant positions are
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-- assumed to be 0.
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-- * vec2(<compound>), <compound> can be anything indexable with "x" and "y"
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function vec2(...)
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local x, y = ...
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if (type(x)=="number" or x==nil) then
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return dvec2_t(...)
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else
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return dvec2_t(x.x, x.y)
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end
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end
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-- VEC3 user data constructor.
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-- Analogous to VEC2.
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function vec3(...)
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local x, y, z = ...
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if (type(x)=="number" or x==nil) then
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return dvec3_t(...)
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else
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return dvec3_t(x.x, x.y, x.z)
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end
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end
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-- IVEC3 user data constructor.
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function ivec3(...)
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local x, y, z = ...
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if (type(x)=="number" or x==nil) then
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return ivec3_t(...)
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else
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return ivec3_t(x.x, x.y, x.z)
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end
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end
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-- Two-element vector cross product.
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-- Anti-commutative, distributive.
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local function cross2(v, w)
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return v.y*w.x - v.x*w.y
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end
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-- Finds the intersection point of two lines given by
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-- point a and vector v
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-- and
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-- point b and vector w
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--
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-- Returns:
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-- if <TODO>, nil
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-- if retpoint_p evaluates to a non-true value, coefficients cv and cw such that <TODO>
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-- else, the intersection point
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function intersect(a,v, b,w, retpoint_p)
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local vxw = cross2(v,w)
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if (vxw ~= 0) then
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local btoa = vec2(a) - vec2(b)
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local cv, cw = cross2(w, btoa)/vxw, cross2(v, btoa)/vxw
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if (retpoint_p) then
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return vec2(a) + cv*vec2(v)
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else
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return cv, cw
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end
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end
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-- return nil if v and w parallel (or either of them is a point), or if
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-- they contain NaNs
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end
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