376 lines
14 KiB
Plaintext
376 lines
14 KiB
Plaintext
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last_gizmo_id = 696969
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color_colliding = fcolor():set(1,0,0,1)
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color_not_colliding = fcolor():set(0,1,0,1)
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color_not_colliding_front = fcolor():set(0.25,1,0.75,1)
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color_contact = fcolor():set(1,1,0,1)
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color_side = fcolor():set(0.5,0.5,0.5,1)
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-- Generic Class for handling collisions with a bounding shape
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-- supposed to be subclassed into a useful shape (see aol_bbox)
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class "bshape_collider"
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function bshape_collider:__init(world_origin, local_origin, rotation)
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-- Coordinates of the origin in local space (relative to self.vertices)
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self.local_origin = local_origin or vector():set(0,0,0)
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-- Coordinates of the entire box's origin in world space (relative to game map)
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self.world_origin = world_origin or vector():set(0,0,0)
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self.rotation = rotation
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self.is_colliding = false
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-- Coordinates of bbox's vertices in local space
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self.vertices = {}
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-- Coordinates of bbox vertices in world space
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self.world_vertices = {}
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-- Pairs of vertices to perform raycasting between
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self.ray_pairs = {}
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-- Map of ray pair index to it's length
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self.ray_pair_i2length = {}
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end
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function bshape_collider:UpdateBBox()
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-- Get position of vertices in bounding box in world space
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for i, local_vertex in ipairs(self.vertices) do
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-- local space
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local position = vector():set(local_vertex.x, local_vertex.y, local_vertex.z)
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-- rotate with quaternion
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if self.rotation then
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position = self.rotation:rotate_vector(position)
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end
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-- world space
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position = position:add(self.world_origin)
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-- store vertices coordinates in world space of bbox
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self.world_vertices[i] = position
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end
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end
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function bshape_collider:UpdateLengths()
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for i, ray_pair in ipairs(self.ray_pairs) do
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local v1 = self.world_vertices[ray_pair[1]]
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local v2 = self.world_vertices[ray_pair[2]]
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local length = v1:distance_to(v2)
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self.ray_pair_i2length[i] = length
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end
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end
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function bshape_collider:CheckForCollisions()
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-- Check for collisions by ray casting between vertex pairs
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-- Pairs are specified in ray_pairs
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-- Ray cast in both directions in case the ray goes into the world (rays only register collisions when hitting onto a normal plane)
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local collision_found = false
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for i, ray_pair in ipairs(self.ray_pairs) do
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-- Exit early if there is no collision
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if not collision_found then
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local ray_length = self.ray_pair_i2length[i]
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local ray = demonized_geometry_ray.geometry_ray({
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ray_range=4,
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contact_range=ray_length,
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flags=(1+2)})
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local ray_direction = vec_sub(self.world_vertices[ray_pair[1]], self.world_vertices[ray_pair[2]])
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ray_direction = ray_direction:normalize()
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-- Perform raycasts
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local ray_result_rev = ray:get(vec_set(self.world_vertices[ray_pair[1]]), vec_set(ray_direction):invert())
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local ray_result = ray:get(vec_set(self.world_vertices[ray_pair[2]]), vec_set(ray_direction))
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if ray_result.in_contact or ray_result_rev.in_contact then
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collision_found = true
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end
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end
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end
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self.is_colliding = collision_found
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return collision_found
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end
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-- Setters
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function bshape_collider:SetLocalOrigin(new_pos)
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self.local_origin = vec_set(new_pos)
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-- update vertices of bbox in local space
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self:UpdateVertices()
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self:UpdateBBox()
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end
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function bshape_collider:SetWorldOrigin(new_pos)
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self.world_origin = vec_set(new_pos)
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end
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-- Functions to be completed by subclasses
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function bshape_collider:UpdateVertices()
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end
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-- Class for rendering bounding boxes with particles
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class "bshape_renderer"
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function bshape_renderer:__init()
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self.particles = {}
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self.gizmos = nil
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self.contact_gizmos = {}
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self.side_gizmos = nil
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--ray for testing distance to walls and drawing distance lines
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self.ray = demonized_geometry_ray.geometry_ray({ ray_range=1, contact_range=0.5, flags=(1+2)})
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end
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function bshape_renderer:DrawBShapeCollider(bshape_collider)
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if #bshape_collider.world_vertices >= 8 then
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self:DrawCube(bshape_collider)
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if bshape_collider.is_colliding == false then
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self:CheckCubeCollision(bshape_collider)
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else
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self:StopContactGizmos()
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self:StopSideGizmos()
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end
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else
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self:DrawLegacy(bshape_collider)
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end
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end
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function bshape_renderer:DrawCube(bshape_collider)
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if self.gizmos == nil then
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self.gizmos = {
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self:AddCubeLine(bshape_collider, 1, 2, true, false),
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self:AddCubeLine(bshape_collider, 2, 4, false, false),
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self:AddCubeLine(bshape_collider, 3, 4, false, false),
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self:AddCubeLine(bshape_collider, 1, 3, false, false),
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self:AddCubeLine(bshape_collider, 5, 6, true, false),
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self:AddCubeLine(bshape_collider, 6, 8, false, false),
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self:AddCubeLine(bshape_collider, 7, 8, false, false),
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self:AddCubeLine(bshape_collider, 5, 7, false, false),
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self:AddCubeLine(bshape_collider, 1, 5, true, false),
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self:AddCubeLine(bshape_collider, 2, 6, true, false),
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self:AddCubeLine(bshape_collider, 3, 7, false, false),
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self:AddCubeLine(bshape_collider, 4, 8, false, false)
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}
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end
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if self.side_gizmos == nil then
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self.side_gizmos = {
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["front"] = {
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self:AddCubeLine(bshape_collider, 1, 6, false, true),
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self:AddCubeLine(bshape_collider, 2, 5, false, true)
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},
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["back"] = {
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self:AddCubeLine(bshape_collider, 3, 8, false, true),
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self:AddCubeLine(bshape_collider, 4, 7, false, true)
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},
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["left"] = {
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self:AddCubeLine(bshape_collider, 1, 7, false, true),
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self:AddCubeLine(bshape_collider, 3, 5, false, true)
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},
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["right"] = {
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self:AddCubeLine(bshape_collider, 2, 8, false, true),
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self:AddCubeLine(bshape_collider, 4, 6, false, true)
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},
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["top"] = {
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self:AddCubeLine(bshape_collider, 5, 8, false, true),
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self:AddCubeLine(bshape_collider, 6, 7, false, true)
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},
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["bottom"] = {
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self:AddCubeLine(bshape_collider, 1, 4, false, true),
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self:AddCubeLine(bshape_collider, 2, 3, false, true)
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}
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}
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self:StopSideGizmos()
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end
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for i, gizmo in ipairs(self.gizmos) do
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gizmo.line.visible = true
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gizmo.line.color = bshape_collider.is_colliding and aol_bshape.color_colliding
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or (gizmo.is_front and aol_bshape.color_not_colliding_front or aol_bshape.color_not_colliding)
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gizmo.line.point_a = bshape_collider.world_vertices[gizmo.vertex_1]
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gizmo.line.point_b = bshape_collider.world_vertices[gizmo.vertex_2]
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end
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end
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function bshape_renderer:CheckCubeCollision(bshape_collider)
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if bshape_collider == nil then
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return
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end
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local verts = bshape_collider.world_vertices
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local dir_front = vec_sub(verts[3], verts[1]):normalize():invert()
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local dir_back = vec_sub(verts[1], verts[3]):normalize():invert()
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local dir_left = vec_sub(verts[2], verts[1]):normalize():invert()
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local dir_right = vec_sub(verts[1], verts[2]):normalize():invert()
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local dir_top = vec_sub(verts[1], verts[5]):normalize():invert()
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local dir_bottom = vec_sub(verts[5], verts[1]):normalize():invert()
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self:CheckSideCollision(bshape_collider, dir_front, "front", 1, 2, 5, 6, 9)
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self:CheckSideCollision(bshape_collider, dir_back, "back", 3, 4, 7, 8, 10)
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self:CheckSideCollision(bshape_collider, dir_left, "left", 1, 3, 5, 7, 11)
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self:CheckSideCollision(bshape_collider, dir_right, "right", 2, 4, 6, 8, 12)
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self:CheckSideCollision(bshape_collider, dir_top, "top", 5, 6, 7, 8, 13)
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self:CheckSideCollision(bshape_collider, dir_bottom, "bottom", 1, 2, 3, 4, 14)
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end
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function bshape_renderer:CheckSideCollision(bshape_collider, direction, direction_name, vertex_1, vertex_2, vertex_3, vertex_4, vertex_5)
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local valid = bshape_collider and direction and direction_name and vertex_1 and vertex_2 and vertex_3 and vertex_4 and vertex_5
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if not valid then
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return
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end
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local verts = bshape_collider.world_vertices
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local center_pos = self:GetSideCenterPosition(bshape_collider, vertex_1, vertex_4)
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local result_1 = self:CheckRayCollision(bshape_collider, direction, direction_name, verts[vertex_1], vertex_1)
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local result_2 = self:CheckRayCollision(bshape_collider, direction, direction_name, verts[vertex_2], vertex_2)
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local result_3 = self:CheckRayCollision(bshape_collider, direction, direction_name, verts[vertex_3], vertex_3)
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local result_4 = self:CheckRayCollision(bshape_collider, direction, direction_name, verts[vertex_4], vertex_4)
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local result_5 = self:CheckRayCollision(bshape_collider, direction, direction_name, center_pos, vertex_5)
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local in_contact = result_1 or result_2 or result_3 or result_4 or result_5
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self.side_gizmos[direction_name][1].line.visible = in_contact
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self.side_gizmos[direction_name][1].line.point_a = verts[vertex_1]
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self.side_gizmos[direction_name][1].line.point_b = verts[vertex_4]
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self.side_gizmos[direction_name][2].line.visible = in_contact
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self.side_gizmos[direction_name][2].line.point_a = verts[vertex_2]
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self.side_gizmos[direction_name][2].line.point_b = verts[vertex_3]
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end
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function bshape_renderer:GetSideCenterPosition(bshape_collider, vertex_1, vertex_2)
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if bshape_collider == nil or vertex_1 == nil or vertex_2 == nil then
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return
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end
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local pos1 = bshape_collider.world_vertices[vertex_1]
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local pos2 = bshape_collider.world_vertices[vertex_2]
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local add = vector():set(pos1):add(pos2)
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local div = vector():set(add):div(vector():set(2,2,2))
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return div
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end
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function bshape_renderer:CheckRayCollision(bshape_collider, direction, direction_name, position, vertex)
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local valid = bshape_collider and direction and direction_name and position and vertex
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if not valid then
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return
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end
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local gizmo_name = direction_name .. "_" .. vertex
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local ray_result = self.ray:get(vec_set(position), vec_set(direction))
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if ray_result.distance < 0.5 then
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if self.contact_gizmos[gizmo_name] == nil then
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self.contact_gizmos[gizmo_name] = self:AddLine(position, ray_result.position, aol_bshape.color_contact)
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end
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self.contact_gizmos[gizmo_name].visible = true
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self.contact_gizmos[gizmo_name].point_a = position
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self.contact_gizmos[gizmo_name].point_b = ray_result.position
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return true
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else
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if self.contact_gizmos[gizmo_name] ~= nil then
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self.contact_gizmos[gizmo_name].visible = false
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end
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return false
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end
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end
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function bshape_renderer:DrawLegacy(bshape_collider)
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for i, position in ipairs(bshape_collider.world_vertices) do
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if self.particles[i] == nil then
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self.particles[i] = particles_object("_samples_particles_\\place_indicator")
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end
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local particle = self.particles[i]
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if not particle:playing() then
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particle:play()
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end
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-- Move particles to origin if bbox collides with something
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if bshape_collider.is_colliding then
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particle:move_to(bshape_collider.world_origin, VEC_Z)
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-- Move particles to vertices of bbox if there is no collision
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else
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particle:move_to(position, VEC_Z)
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end
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end
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end
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function bshape_renderer:AddCubeLine(bshape_collider, vertex_1, vertex_2, is_front, is_side)
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if bshape_collider == nil or vertex_1 == nil or vertex_2 == nil or is_front == nil or is_side == nil then
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return
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end
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local pos1 = bshape_collider.world_vertices[vertex_1]
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local pos2 = bshape_collider.world_vertices[vertex_2]
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local color = aol_bshape.color_not_colliding
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if is_front then
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color = aol_bshape.color_not_colliding_front
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elseif is_side then
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color = aol_bshape.color_side
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end
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local line = self:AddLine(pos1, pos2, color)
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return {
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line = line,
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vertex_1 = vertex_1,
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vertex_2 = vertex_2,
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is_front = is_front
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}
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end
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function bshape_renderer:AddLine(position_1, position_2, color)
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if position_1 == nil or position_2 == nil or color == nil then
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return
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end
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aol_bshape.last_gizmo_id = aol_bshape.last_gizmo_id + 1
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local line = debug_render.add_object(aol_bshape.last_gizmo_id, DBG_ScriptObject.line):cast_dbg_line()
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line.visible = true
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line.color = color
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line.point_a = position_1
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line.point_b = position_2
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return line
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end
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function bshape_renderer:Stop()
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self:StopParticles()
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self:StopGizmos()
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self:StopContactGizmos()
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self:StopSideGizmos()
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end
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function bshape_renderer:StopParticles()
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for i, particle in ipairs(self.particles) do
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if particle then
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particle:stop_deffered()
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end
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end
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end
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function bshape_renderer:StopGizmos()
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for i, gizmo in ipairs(self.gizmos) do
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gizmo.line.visible = false
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end
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end
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function bshape_renderer:StopContactGizmos()
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for key, gizmo in pairs(self.contact_gizmos) do
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gizmo.visible = false
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end
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end
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function bshape_renderer:StopSideGizmos()
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for side_name, side in pairs(self.side_gizmos) do
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for i, gizmo in ipairs(side) do
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gizmo.line.visible = false
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end
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end
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end
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-- MCM Options
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