145 lines
4.4 KiB
Plaintext
145 lines
4.4 KiB
Plaintext
-- 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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end
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function bshape_renderer:DrawBShapeCollider(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:Stop()
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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 |