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geom2d.lua
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geom2d.lua
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local Geom2D = {}
local tau = 2*math.pi
local sin = math.sin
local cos = math.cos
local floor = math.floor
local ceil = math.ceil
-- Generate transforms for rotations
local d = defines.direction
-- x = x*t[1] + y*t[2]
-- y = x*t[3] + y*t[4]
local rotations = {
[d.north] = { 1, 0, 0, 1 }, -- No change
[d.northeast] = {-1, 0, 0, 1 }, -- Mirror on X axis.
}
-- Compute the rest of the rotations.
do
local t
for i = d.east, d.northwest do
t = rotations[i-2]
rotations[i] = { -t[3], -t[4], t[1], t[2] }
end
end
Geom2D.rotations = rotations
local Rect = {}
do
--local almost_one = 0.99999999999999
local almost_one = 1
Rect.__mt = { __index = Rect }
function Rect:clone(into)
--log(serpent.line(self))
if not into then
into = {}
end
for k, v in pairs(self) do
into[k] = v
end
setmetatable(into, self.__mt)
return into
end
function Rect.from_box(box, t)
local x1 = box.left_top.x
local x2 = box.right_bottom.x
local y1 = box.left_top.y
local y2 = box.right_bottom.y
local orientation = box.orientation or 0
local dir = nil
if t == nil then
t = { 1, 2, 3, 4, 5, 6, 7, 8, xmin = nil, xmax = nil, ymin = nil, ymax = nil, orientation = orientation }
setmetatable(t, Rect.__mt)
else
t.orientation = orientation
end
if orientation == 0.75 then
dir = d.west
elseif orientation == 0.50 then
dir = d.south
elseif orientation == 0.25 then
dir = d.east
elseif orientation == 0 then
dir = d.north
end
if dir ~= nil then
t[1], t[2] = x1, y1
t[3], t[4] = x2, y1
t[5], t[6] = x2, y2
t[7], t[8] = x1, y2
t.right = true
t.xmin, t.xmax = x1, x2
t.ymin, t.ymax = y1, y2
return t:rotate(dir)
else
t.right = false
end
local xo = (x1 + x2) / 2
local yo = (y1 + y2) / 2
x1, x2, y1, y2 = x1 - xo, x2 - xo, y1 - yo, y2 - yo
local theta = orientation * tau
local sin_theta = sin(theta)
local cos_theta = cos(theta)
local xmin, xmax, ymin, ymax
local function _r(i, x, y)
x, y = xo + x * cos_theta - y * sin_theta, yo + x * sin_theta + y * cos_theta
if i == 1 then
xmin, xmax = x, x
ymin, ymax = y, y
else
if xmin > x then
xmin = x
end
if ymin > y then
ymin = y
end
if xmax < x then
xmax = x
end
if ymax < y then
ymax = y
end
end
t[i], t[i + 1] = x, y
end
_r(1, x1, y1)
_r(3, x2, y1)
_r(5, x2, y2)
_r(7, x1, y2)
t.xmin, t.xmax = xmin, xmax
t.ymin, t.ymax = ymin, ymax
return t
end
function Rect:rotate(dir)
local xx, xy, yx, yy = table.unpack(rotations[dir])
local x, y
local xmin, ymin, xmax, ymax
for i = 1, 7, 2 do
x = self[i]
y = self[i+1]
x, y = x*xx + y*xy, x*yx + y*yy
if i == 1 then
xmin, xmax = x, x
ymin, ymax = y, y
else
if xmin > x then xmin = x end
if ymin > y then ymin = y end
if xmax < x then xmax = x end
if ymax < y then ymax = y end
end
self[i], self[i+1] = x, y
end
self.xmin, self.xmax = xmin, xmax
self.ymin, self.ymax = ymin, ymax
return self
end
function Rect:translate(x, y)
self.xmin = self.xmin + x
self.xmax = self.xmax + x
self.ymin = self.ymin + y
self.ymax = self.ymax + y
for i = 1, 7, 2 do
self[i] = self[i] + x
self[i+1] = self[i+1] + y
end
return self
end
local function _extents(ax, ay, rect)
local n, px, py, dot, min, max
local divisor = ax*ax+ay*ay
for i = 1, 8, 2 do
n = (rect[i]*ax + rect[i+1]*ay) / divisor
dot = n*ax*ax + n*ay*ay
if i == 1 then
min, max = dot, dot
else
if min > dot then min = dot end
if max < dot then max = dot end
end
end
return min, max
end
local function _extents2(ax, ay, x, y)
local n, px, py, dot, min, max
local divisor = ax*ax+ay*ay
for xp = 0, 1 do
for yp = 0, 1 do
n = ((x+(xp*almost_one))*ax + (y+(yp*almost_one))*ay) / divisor
dot = n*ax*ax + n*ay*ay
if min == nil then
min, max = dot, dot
else
if min > dot then min = dot end
if max < dot then max = dot end
end
end
end
return min, max
end
function Rect:overlaps(other)
if not (self.xmax >= other.xmin and other.xmax >= self.xmin and self.ymax >= other.ymin and other.ymax >= self.ymin) then
return false
end
local function check_axis(ax, ay)
local amin, amax = _extents(ax, ay, self)
local bmin, bmax = _extents(ax, ay, other)
return (bmax >= amin and amax >= bmin)
end
return (
check_axis(self[3] - self[1], self[4] - self[2])
and check_axis(self[3] - self[5], self[4] - self[6])
and check_axis(other[3] - other[1], other[4] - other[2])
and check_axis(other[3] - other[5], other[4] - other[6])
)
end
function Rect:tiles(result, tile_name)
tile_name = tile_name or true
if not result then
result = {}
setmetatable(result, { __index = function(t, k) local v = {}; t[k] = v; return v end })
end
if self.right then
for x = floor(self.xmin), ceil(self.xmax - 1) do
for y = floor(self.ymin), ceil(self.ymax - 1) do
result[x][y] = tile_name
end
end
return result
end
local function check_axis(ax, ay, x, y)
local amin, amax = _extents(ax, ay, self)
local bmin, bmax = _extents2(ax, ay, x, y)
return (bmax >= amin and amax >= bmin)
end
-- {0, 0, 0, 1, 1, 1, 1, 0 }
--game.print(serpent.line(self))
for x = floor(self.xmin), ceil(self.xmax) do
for y = floor(self.ymin), ceil(self.ymax) do
if (
check_axis(self[3] - self[1], self[4] - self[2], x, y)
and check_axis(self[3] - self[5], self[4] - self[6], x, y)
and check_axis(0, almost_one, x, y)
and check_axis(-almost_one, 0, x, y)
) then
result[x][y] = tile_name
end
end
end
return result
end
end
Geom2D.Rect = Rect
local area_to_rectangle, is_overlapping_rectangle, get_overlapping_tiles
do
-- It's not shameless theft if I stole it from my own mod.
-- Adapted from math shown at:
-- https://www.gamedev.net/articles/programming/general-and-gameplay-programming/2d-rotated-rectangle-collision-r2604/
local tau = 2*math.pi
local sin = math.sin
local cos = math.cos
local floor = math.floor
local ceil = math.ceil
local almost_one = 1.0
function area_to_rectangle(box, t)
local x1 = box.left_top.x
local x2 = box.right_bottom.x
local y1 = box.left_top.y
local y2 = box.right_bottom.y
if not t then
-- No table to reuse, so create a new one.
t = {1, 2, 3, 4, 5, 6, 7, 8, xmin=nil, xmax=nil, ymin=nil, ymax=nil, orientation=(box.orientation or 0)}
end
if (not box.orientation) or (box.orientation == 0) then
t[1], t[2] = x1, y1
t[3], t[4] = x2, y1
t[5], t[6] = x2, y2
t[7], t[8] = x1, y2
t.xmin, t.xmax = x1, x2
t.ymin, t.ymax = y1, y2
return t
end
local xo = (x1 + x2) / 2
local yo = (y1 + y2) / 2
x1, x2, y1, y2 = x1 - xo, x2 - xo, y1 - yo, y2 - yo
local theta = box.orientation * tau
local sin_theta = sin(theta)
local cos_theta = cos(theta)
local xmin, xmax, ymin, ymax
local function _r(i, x, y)
x, y = xo + x*cos_theta - y*sin_theta, yo + x*sin_theta + y*cos_theta
if i == 1 then
xmin, xmax = x, x
ymin, ymax = y, y
else
if xmin > x then xmin = x end
if ymin > y then ymin = y end
if xmax < x then xmax = x end
if ymax < y then ymax = y end
end
t[i], t[i+1] = x, y
end
_r(1, x1, y1)
_r(3, x2, y1)
_r(5, x2, y2)
_r(7, x1, y2)
t.xmin, t.xmax = xmin, xmax
t.ymin, t.ymax = ymin, ymax
return t
end
local function _extents(ax, ay, rect)
local n, px, py, dot, min, max
local divisor = ax*ax+ay*ay
for i = 1, 8, 2 do
--x, y = unpack(rect[i])
n = (rect[i]*ax + rect[i+1]*ay) / divisor
--px = n*ax
--py = n*ay
--dot = px*ax + py*ay
dot = n*ax*ax + n*ay*ay
if i == 1 then
min, max = dot, dot
else
if min > dot then min = dot end
if max < dot then max = dot end
end
end
return min, max
end
local function _extents2(ax, ay, x, y)
local n, px, py, dot, min, max
local divisor = ax*ax+ay*ay
for xp = 0, 1 do
for yp = 0, 1 do
n = ((x+(xp*almost_one))*ax + (y+(yp*almost_one))*ay) / divisor
dot = n*ax*ax + n*ay*ay
if min == nil then
min, max = dot, dot
else
if min > dot then min = dot end
if max < dot then max = dot end
end
end
end
--
--n = (x*ax + y*ay) / divisor
--min = n*ax*ax + n*ay*ay
--n = ((x+almost_one)*ax + (y+almost_one*ay)) / divisor
--max = n*ax*ax + n*ay*ay
--
--if max < min then
-- return max, min
--else
-- return min, max
--end
return min, max
end
function is_overlapping_rectangle(a, b)
if not (a.xmax >= b.xmin and b.xmax >= a.xmin and a.ymax >= b.ymin and b.ymax >= a.ymin) then
return false
end
local function check_axis(ax, ay)
local amin, amax = _extents(ax, ay, a)
local bmin, bmax = _extents(ax, ay, b)
return (bmax >= amin and amax >= bmin)
end
return (
check_axis(a[3] - a[1], a[4] - a[2])
and check_axis(a[3] - a[5], a[4] - a[6])
and check_axis(b[3] - b[1], b[4] - b[2])
and check_axis(b[3] - b[5], b[4] - b[6])
)
end
function get_overlapping_tiles(rect, result, tile)
tile = tile or true
if not result then
result = {}
setmetatable(result, { __index = function(t, k) local v = {}; t[k] = v; return v end })
end
if not box.orientation or box.orientation == 0 then
for x = floor(box.left_top.x), ceil(box.right_bottom.x - 1) do
for y = floor(box.left_top.y), ceil(box.right_bottom.y - 1) do
result[x][y] = tile
end
end
return result
end
local rect = area_to_rectangle(box) -- Convert to box
local function check_axis(ax, ay, x, y)
local amin, amax = _extents(ax, ay, rect)
local bmin, bmax = _extents2(ax, ay, x, y)
return (bmax >= amin and amax >= bmin)
end
-- {0, 0, 0, 1, 1, 1, 1, 0 }
for x = floor(rect.xmin), ceil(rect.xmax) do
for y = floor(rect.ymin), ceil(rect.ymax) do
if (
check_axis(rect[3] - rect[1], rect[4] - rect[2], x, y)
and check_axis(rect[3] - rect[5], rect[4] - rect[6], x, y)
and check_axis(0, almost_one, x, y)
and check_axis(-almost_one, 0, x, y)
) then
result[x][y] = tile
end
end
end
return result
end
end
Geom2D.get_overlapping_tiles = get_overlapping_tiles
Geom2D.is_overlapping_rectangle = is_overlapping_rectangle
Geom2D.area_to_rectangle = area_to_rectangle
return Geom2D