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Arrow projectile with air drag applied to feathered tail.
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-- arrow test | |
-- http://www.iforce2d.net/b2dtut/sticky-projectiles | |
-- video: http://screencast.com/t/vcPLSJR6xkIq | |
require("mathlib") | |
local sWidth, sHeight = display.actualContentWidth, display.actualContentHeight | |
local centerX, centerY = sWidth/2, sHeight/2 | |
local arrows = display.newGroup() | |
-- original arrow image: http://content.screencast.com/users/HoraceBury/folders/Default/media/1d553487-b39f-440c-a89c-3d4e818cf20a/arrow.png?downloadOnly=true | |
-- if you don't have/can't get this image, comment out this line... | |
local outline = graphics.newOutline( 4, "arrow.png" ) | |
-- if you don't have the image, use this instead... | |
--outline = {157,0,223,13,153,24,0,12,156,0} | |
local launchPad = display.newCircle( 500, sHeight, 50 ) | |
local maxDamping = 10 | |
local multi = 10 | |
local x, y = nil, nil | |
local zero = {x=0,y=0} | |
local one = {x=1,y=0} | |
local dragConstant = .25 | |
local trim = 300 | |
--[[ -- This was some working out while trying to directly convert (yet again) then "sticky projectiles" code into Lua... (didn't work) | |
local dc = .5 -- dragConstant | |
local pointingDirection = math.rotateTo( one, 45, zero ) | |
local flightDirection = {x=12,y=0} -- arrow:getLinearVelocity() | |
local flightSpeed = math.normalise( flightDirection ) -- normalises flightDirection and returns the length | |
local dot = math.dotProduct( flightDirection, pointingDirection ) | |
local mass = math.polygonArea( outline ) * 0.1 -- area * density | |
local dragForceMagnitude = (1 - math.abs(dot)) * flightSpeed * flightSpeed * dc * mass | |
print(mass) | |
print(dot) | |
print( math.dotProduct( -10,10 , 10,0 ) ) | |
print(dragForceMagnitude) -- this is always wayyyyy too high | |
]]-- | |
-- apply drag to tail of each arrow | |
Runtime:addEventListener( "enterFrame", function() | |
for i=1, arrows.numChildren do | |
-- get the arrow | |
local arrow = arrows[i] | |
-- get direction the arrow is facing | |
x, y = arrow:localToContent( 1, 0 ) | |
local pointing = { x=x-arrow.x, y=y-arrow.y } | |
-- get direction of flight | |
x, y = arrow:getLinearVelocity() | |
local velocityVector = { x=x, y=y } | |
-- get the ballistic velocity | |
local velocity = math.lengthOf( x, y ) | |
-- get drag direction | |
local dragDirection = { x=-x, y=-y } | |
-- get angle between the two | |
local angle = math.angleOf( {x=0,y=0}, pointing, velocityVector ) | |
-- value of angle determines how much of the drag is applied (0 - 180) | |
local fraction = math.fractionOf( 180, math.abs(angle) ) | |
-- drag force | |
local dragForce = { x=dragConstant * dragDirection.x, y=dragConstant * dragDirection.y } | |
-- feathers location | |
x, y = arrow:localToContent( -100, 0 ) | |
local feathers = { x=x, y=y } | |
-- apply drag if it is above a certain amount (an arrow dropping to the ground should just flop down after nose diving) | |
if (velocity > trim) then | |
-- choose the version which you prefer... | |
-- drag is relative to the angle between the direction of travel and facing direction | |
--arrow:applyForce( fraction*dragForce.x, fraction*dragForce.y, feathers.x, feathers.y ) | |
-- drag is relative to speed | |
arrow:applyForce( dragForce.x, dragForce.y, feathers.x, feathers.y ) | |
end | |
end | |
end ) | |
-- tap to fire arrow - location and distance from launchPad will indicate direction and speed of flight | |
Runtime:addEventListener( "tap", function(e) | |
local angle = math.angleOf( launchPad, e ) | |
local arrow = display.newImage( arrows, "arrow.png" ) | |
arrow.x, arrow.y = e.x, e.y | |
arrow.rotation = angle | |
physics.addBody( arrow, "dynamic", { outline=outline, friction=1, density=1, bounce=.1, } ) | |
arrow.angularDamping = 1 | |
arrow:setLinearVelocity( (e.x-launchPad.x)*multi, (e.y-sHeight)*multi ) | |
end ) |
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settings = { | |
orientation = | |
{ | |
default = "landscapeLeft", | |
}, | |
iphone = | |
{ | |
plist= | |
{ | |
UIStatusBarHidden=true, | |
CFBundleIconFile = "Icon.png", | |
CFBundleIconFiles = { | |
"Icon.png", | |
"[email protected]", | |
"Icon-72.png", | |
}, | |
}, | |
} | |
} |
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application = | |
{ | |
content = | |
{ | |
width = 1024*3, | |
height = 768*3, | |
scale = "letterbox", | |
xAlign = "left", | |
yAlign = "top", | |
antialias = true, | |
imageSuffix = | |
{ | |
["-x2"] = 2, | |
["-x4"] = 4, | |
}, | |
} | |
} |
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-- arrow test | |
-- http://www.iforce2d.net/b2dtut/sticky-projectiles | |
display.setStatusBar( display.HiddenStatusBar ) | |
require("physics") | |
physics.start() | |
physics.setDrawMode("hybrid") | |
physics.setGravity( 0, 9.8 ) | |
local sWidth, sHeight = display.actualContentWidth, display.actualContentHeight | |
local centerX, centerY = sWidth/2, sHeight/2 | |
physics.addBody( display.newRect( centerX, 0, sWidth, 20 ), "static" ) | |
physics.addBody( display.newRect( centerX, sHeight, sWidth, 20 ), "static" ) | |
physics.addBody( display.newRect( 0, centerY, 20, sHeight ), "static" ) | |
physics.addBody( display.newRect( sWidth, centerY, 20, sHeight ), "static" ) | |
require("arrowlib") |
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-- mathlib.lua | |
--[[ | |
Maths extension library for use in Corona SDK by Matthew Webster. | |
All work derived from referenced sources. | |
Many of these functions are useful for trigonometry and geometry because they have developed for use within graphical user interfaces. | |
Much of these are useful when building physics games | |
twitter: @horacebury | |
blog: http://springboardpillow.blogspot.co.uk/2012/04/sample-code.html | |
code exchange: http://code.coronalabs.com/search/node/HoraceBury | |
github: https://gist.github.com/HoraceBury | |
]]-- | |
--[[ | |
References: | |
http://stackoverflow.com/questions/385305/efficient-maths-algorithm-to-calculate-intersections | |
http://stackoverflow.com/questions/4543506/algorithm-for-intersection-of-2-lines | |
http://community.topcoder.com/tc?module=Static&d1=tutorials&d2=geometry2#reflection | |
http://gmc.yoyogames.com/index.php?showtopic=433577 | |
http://local.wasp.uwa.edu.au/~pbourke/geometry/ | |
http://alienryderflex.com/polygon/ | |
http://alienryderflex.com/polygon_fill/ | |
http://www.amazon.com/dp/1558607323/?tag=stackoverfl08-20 | |
http://www.amazon.co.uk/s/ref=nb_sb_noss_1?url=search-alias%3Daps&field-keywords=Real-Time+Collision+Detection | |
http://en.wikipedia.org/wiki/Line-line_intersection | |
http://developer.coronalabs.com/forum/2010/11/17/math-helper-functions-distancebetween-and-anglebetween | |
http://www.mathsisfun.com/algebra/vectors-dot-product.html | |
http://www.mathsisfun.com/algebra/vector-calculator.html | |
http://lua-users.org/wiki/PointAndComplex | |
http://www.math.ntnu.no/~stacey/documents/Codea/Library/Vec3.lua | |
http://www.iforce2d.net/forums/viewtopic.php?f=4&t=79&sid=b9ecd62533361594e321de04b3929d4f | |
http://rosettacode.org/wiki/Dot_product#Lua | |
http://chipmunk-physics.net/forum/viewtopic.php?f=1&t=2215 | |
http://www.fundza.com/vectors/normalize/index.html | |
http://www.mathopenref.com/coordpolygonarea2.html | |
http://stackoverflow.com/questions/2705542/returning-the-nearest-multiple-value-of-a-number | |
http://members.tripod.com/c_carleton/dotprod.html/ | |
http://www.1728.org/density.htm | |
http://www.wikihow.com/Find-the-Angle-Between-Two-Vectors | |
]]-- | |
--[[ | |
Deprecated functions (see revisions for code): | |
rad = convertDegreesToRadians( degrees ) | |
deg = convertRadiansToDegrees( radians ) | |
polygonFill( points, closed, perPixel, width, height, col ) | |
]]-- | |
--[[ | |
Multiplication & Fractions Functions: | |
]]-- | |
--[[ | |
Point Functions: | |
]]-- | |
--[[ | |
Angle Functions: | |
]]-- | |
--[[ | |
Line Functions: | |
]]-- | |
--[[ | |
Polygon Functions: | |
]]-- | |
--[[ | |
Point Functions: | |
]]-- | |
-- rounds up to the nearest multiple of the number | |
local function nearest( number, multiple ) | |
return math.round( (number / multiple) ) * multiple | |
end | |
math.nearest = nearest | |
-- Returns b represented as a fraction of a. | |
-- Eg: If a is 1000 and b is 900 the returned value is 0.9 | |
-- Often the returned value would be used in a multiplication of another value, usually a distance value. | |
local function fractionOf( a, b ) | |
return b / a | |
end | |
math.fractionOf = fractionOf | |
-- Returns b represented as a percentage of a. | |
-- Eg: If a is 1000 and b is 900 the returned value is 90 | |
-- Use: This is useful in determining how far something should be moved to complete a certain distance. | |
-- Often the returned value would be used in a division of another value, usually a distance value. | |
local function percentageOf( a, b ) | |
return fractionOf(a, b) * 100 | |
end | |
math.percentageOf = percentageOf | |
-- return a value clamped between a range | |
local function clamp( val, low, high ) | |
if (val < low) then return low end | |
if (val > high) then return high end | |
return val | |
end | |
math.clamp = clamp | |
-- rotates point around the centre by degrees | |
-- rounds the returned coordinates using math.round() if round == true | |
-- returns new coordinates object | |
local function rotateAboutPoint( point, degrees, centre ) | |
local pt = { x=point.x - centre.x, y=point.y - centre.y } | |
pt = math.rotateTo( pt, degrees ) | |
pt.x, pt.y = pt.x + centre.x, pt.y + centre.y | |
return pt | |
end | |
math.rotateAboutPoint = rotateAboutPoint | |
-- rotates a point around the (0,0) point by degrees | |
-- returns new point object | |
-- center: optional | |
local function rotateTo( point, degrees, center ) | |
if (center ~= nil) then | |
return rotateAboutPoint( point, degrees, center ) | |
else | |
local x, y = point.x, point.y | |
local theta = math.rad( degrees ) | |
local pt = { | |
x = x * math.cos(theta) - y * math.sin(theta), | |
y = x * math.sin(theta) + y * math.cos(theta) | |
} | |
return pt | |
end | |
end | |
math.rotateTo = rotateTo | |
--[[ Support values for angles ]]-- | |
local PI = (4*math.atan(1)) | |
local quickPI = 180 / PI | |
math.PI, math.quickPI = PI, quickPI | |
--[[ | |
Returns the angle. | |
Params: | |
a : Returns the angle of the point at a relative to (0,0) (east is the virtual base) | |
a, b Params: Returns the angle of b relative to a | |
a, b, c Params: Returns the angle found at a for between b and c | |
]]-- | |
local function angleOf( ... ) | |
local a, b, c = arg[1], arg[2], arg[3] | |
if (#arg == 1) then | |
-- angle of a relative to (0,0) | |
return math.atan2( a.y, a.x ) * quickPI -- 180 / PI -- math.pi | |
elseif (#arg == 2) then | |
-- angle of b relative to a | |
return math.atan2( b.y - a.y, b.x - a.x ) * quickPI -- 180 / PI -- math.pi | |
elseif (#arg == 3) then | |
-- angle between b and c found at a | |
local deg = angleOf( a, b ) - angleOf( a, c ) -- target - source | |
if (deg > 180) then | |
deg = deg - 360 | |
elseif (deg < -180) then | |
deg = deg + 360 | |
end | |
return deg | |
end | |
-- wrong set of parameters | |
return nil | |
end | |
math.angleOf = angleOf | |
-- Brent Sorrentino | |
-- Returns the angle between the objects | |
local function angleBetween( srcObj, dstObj ) | |
local xDist = dstObj.x - srcObj.x | |
local yDist = dstObj.y - srcObj.y | |
local angleBetween = math.deg( math.atan( yDist / xDist ) ) | |
if ( srcObj.x < dstObj.x ) then | |
angleBetween = angleBetween + 90 | |
else | |
angleBetween = angleBetween - 90 | |
end | |
return angleBetween | |
end | |
math.angleBetween = angleBetween | |
--[[ | |
Calculate the angle between two lines. | |
Params: | |
lineA - The first line { a={x,y}, b={x,y} } | |
lineA - The first line { a={x,y}, b={x,y} } | |
]]-- | |
local function angleBetweenLines( lineA, lineB ) | |
local angle1 = math.atan2( lineA.a.y - lineA.b.y, lineA.a.x - lineA.b.x ) | |
local angle2 = math.atan2( lineB.a.y - lineB.b.y, lineB.a.x - lineB.b.x ) | |
return math.deg( angle1 - angle2 ) | |
end | |
math.angleBetweenLines = angleBetweenLines | |
-- returns the smallest angle between the two angles | |
-- ie: the difference between the two angles via the shortest distance | |
-- returned value is signed: clockwise is negative, anticlockwise is positve | |
-- returned value wraps at +/-180 | |
-- Example code to rotate a display object by touch: | |
--[[ | |
-- called in the "moved" phase of touch event handler | |
local a = mathlib.angleBetweenPoints( target, target.prevevent ) | |
local b = mathlib.angleBetweenPoints( target, event ) | |
local d = mathlib.smallestAngleDiff( a, b ) | |
target.prev = event | |
target.rotation = target.rotation - d | |
]]-- | |
local function smallestAngleDiff( target, source ) | |
local a = target - source | |
if (a > 180) then | |
a = a - 360 | |
elseif (a < -180) then | |
a = a + 360 | |
end | |
return a | |
end | |
math.smallestAngleDiff = smallestAngleDiff | |
-- Returns the angle in degrees between the first and second points, measured at the centre | |
-- Always a positive value | |
local function angleAt( centre, first, second ) | |
local a, b, c = centre, first, second | |
local ab = math.lengthOf( a, b ) | |
local bc = math.lengthOf( b, c ) | |
local ac = math.lengthOf( a, c ) | |
local angle = math.deg( math.acos( (ab*ab + ac*ac - bc*bc) / (2 * ab * ac) ) ) | |
return angle | |
end | |
math.angleAt = angleAt | |
-- Returns true if the point is within the angle at centre measured between first and second | |
local function isPointInAngle( centre, first, second, point ) | |
local range = math.angleAt( centre, first, second ) | |
local a = math.angleAt( centre, first, point ) | |
local b = math.angleAt( centre, second, point ) | |
-- print(range,a+b) | |
return math.round(range) >= math.round(a + b) | |
end | |
math.isPointInAngle = isPointInAngle | |
-- Forces to apply based on total force and desired angle | |
-- http://developer.anscamobile.com/code/virtual-dpadjoystick-template | |
local function forcesByAngle(totalForce, angle) | |
local forces = {} | |
local radians = -math.rad(angle) | |
forces.x = math.cos(radians) * totalForce | |
forces.y = math.sin(radians) * totalForce | |
return forces | |
end | |
math.forcesByAngle = forcesByAngle | |
-- returns the distance between points a and b | |
-- b is optional. assumes distance from 0,0 if b is nil | |
local function lengthOf( a, b ) | |
if (type(a) == "number") then | |
a = {x=a,y=b} | |
b = nil | |
end | |
if (b == nil) then | |
b = {x=0,y=0} | |
end | |
local width, height = b.x-a.x, b.y-a.y | |
return (width*width + height*height)^0.5 -- math.sqrt(width*width + height*height) | |
-- nothing wrong with math.sqrt, but I believe the ^.5 is faster | |
end | |
math.lengthOf = lengthOf | |
--[[ | |
Description: | |
Extends the point away from or towards the origin to the length of len. | |
Params: | |
max = | |
If param max is nil then the lenOrMin value is the distance to calculate the point's location | |
If param max is not nil then the lenOrMin value is the minimum clamping distance to extrude to | |
lenOrMin = the length or the minimum length to extrude the point's distance to | |
max = the maximum length to extrude to | |
Returns: | |
{x,y} = extruded point | |
]]-- | |
local function extrudeToLen( origin, point, lenOrMin, max ) | |
local length = lengthOf( origin, point ) | |
if (length == 0) then | |
return origin.x, origin.y | |
end | |
local len = lenOrMin | |
if (max ~= nil) then | |
if (length < lenOrMin) then | |
len = lenOrMin | |
elseif (length > max) then | |
len = max | |
else -- the point is within the min/max clamping range | |
return point.x, point.y | |
end | |
end | |
local factor = len / length | |
local x, y = (point.x - origin.x) * factor, (point.y - origin.y) * factor | |
return x + origin.x, y + origin.y, x, y | |
end | |
math.extrudeToLen = extrudeToLen | |
--[[ | |
Performs unit normalisation of a vector. | |
Description: | |
Unit normalising is basically converting the length of a line to be a fraction of 1.0 | |
This function modified the vector value passed in and returns the length as returned by lengthOf() | |
Note: | |
Can also be performed like this: | |
function Normalise(vector) | |
local x,y = x/(x^2 + y^2)^(1/2), y/(x^2 + y^2)^(1/2) | |
local unitVector = {x=x,y=y} | |
return unitVector | |
end | |
Ref: | |
http://www.fundza.com/vectors/normalize/index.html | |
]]-- | |
local function normalise( vector ) | |
local len = math.lengthOf( vector ) | |
vector.x = vector.x / len | |
vector.y = vector.y / len | |
return len | |
end | |
math.normalise = normalise | |
-- calculates the area of a polygon | |
-- will not calculate area for self-intersecting polygons (where vertices cross each other) | |
-- points: table of {x,y} points | |
-- ref: http://www.mathopenref.com/coordpolygonarea2.html | |
local function polygonArea( points ) | |
if (type(points[1]) == "number") then | |
points = math.tableToPoints( points ) | |
end | |
local count = #points | |
if (points.numChildren) then | |
count = points.numChildren | |
end | |
local area = 0 -- Accumulates area in the loop | |
local j = count -- The last vertex is the 'previous' one to the first | |
for i=1, count do | |
area = area + (points[j].x + points[i].x) * (points[j].y - points[i].y) | |
j = i -- j is previous vertex to i | |
end | |
return math.abs(area/2) | |
end | |
math.polygonArea = polygonArea | |
-- Returns true if the dot { x,y } is within the polygon defined by points table { {x,y},{x,y},{x,y},... } | |
local function pointInPolygon( points, dot ) | |
local i, j = #points, #points | |
local oddNodes = false | |
for i=1, #points do | |
if ((points[i].y < dot.y and points[j].y>=dot.y | |
or points[j].y< dot.y and points[i].y>=dot.y) and (points[i].x<=dot.x | |
or points[j].x<=dot.x)) then | |
if (points[i].x+(dot.y-points[i].y)/(points[j].y-points[i].y)*(points[j].x-points[i].x)<dot.x) then | |
oddNodes = not oddNodes | |
end | |
end | |
j = i | |
end | |
return oddNodes | |
end | |
math.pointInPolygon = pointInPolygon | |
-- Return true if the dot { x,y } is within any of the polygons in the list | |
local function isPointInPolygons( polygons, dot ) | |
for i=1, #polygons do | |
if (pointInPolygon( polygons[i], dot )) then | |
return true | |
end | |
end | |
return false | |
end | |
math.isPointInPolygons = isPointInPolygons | |
-- Returns true if the points in the polygon wind clockwise | |
-- Does not consider that the vertices may intersect (lines between points might cross over) | |
local function isPolygonClockwise( pointList ) | |
local area = 0 | |
if (type(pointList[1]) == "number") then | |
pointList = math.pointsToTable( pointList ) | |
print("#pointList",#pointList) | |
end | |
for i = 1, #pointList-1 do | |
local pointStart = { x=pointList[i].x - pointList[1].x, y=pointList[i].y - pointList[1].y } | |
local pointEnd = { x=pointList[i + 1].x - pointList[1].x, y=pointList[i + 1].y - pointList[1].y } | |
area = area + (pointStart.x * -pointEnd.y) - (pointEnd.x * -pointStart.y) | |
end | |
return (area < 0) | |
end | |
math.isPolygonClockwise = isPolyClockwise | |
-- returns true if the middle point is concave when viewed as part of a polygon | |
-- a, b, c are {x,y} points | |
local function isPointConcave(a,b,c) | |
local small = smallestAngleDiff( math.angleOf(b,a), math.angleOf(b,c) ) | |
if (small < 0) then | |
return false | |
else | |
return true | |
end | |
end | |
math.isPointConcave = isPointConcave | |
-- returns true if the polygon is concave | |
-- assumes points are {x,y} tables | |
-- returns nil if there are not enough points ( < 3 ) | |
-- can accept a display group | |
local function isPolygonConcave( points ) | |
local count = points.numChildren | |
if (count == nil) then | |
count = #points | |
end | |
if (count < 3) then | |
return nil | |
end | |
local isConcave = true | |
for i=1, count do | |
if (i == 1) then | |
isConcave = isPointConcave( points[count],points[1],points[2] ) | |
elseif (i == count) then | |
isConcave = isPointConcave( points[count-1],points[count],points[1] ) | |
else | |
isConcave = isPointConcave( points[i-1], points[i], points[i+1] ) | |
end | |
if (not isConcave) then | |
return false | |
end | |
end | |
return true | |
end | |
math.isPolygonConcave = isPolygonConcave | |
-- returns list of points where a polygon intersects with the line a,b | |
-- assumes polygon is standard display format: { x,y,x,y,x,y,x,y, ... } | |
-- returns collection of intersection points with the polygon line's index {x,y,lineIndex} | |
-- sort: true to sort the points into order from a to b | |
local function polygonLineIntersection( polygon, a, b, sort ) | |
local points = {} | |
for i=1, #polygon-3, 2 do | |
local success, pt = math.doLinesIntersect( a, b, { x=polygon[i], y=polygon[i+1] }, { x=polygon[i+2], y=polygon[i+3] } ) | |
if (success) then | |
pt.lineIndex = i | |
points[ #points+1 ] = pt | |
end | |
end | |
if (sort) then | |
table.sort( points, function(a,b) return math.lengthOf(e,a) > math.lengthOf(e,b) end ) | |
end | |
return points | |
end | |
math.polygonLineIntersection = polygonLineIntersection | |
--[[ | |
Products | |
]]-- | |
--[[ | |
Calculates the dot product of two lines. | |
This function implements the simple form of the dot product calculation: a · b = ax × bx + ay × by | |
The lines can be provided in 3 forms: | |
Parameters: | |
a: {x,y} | |
b: {x,y} | |
Example: | |
print( dotProduct( {x=10,y=10}, {x=-10,y=10} ) ) | |
Parameters: | |
a: {a,b} | |
b: {a,b} | |
Example: | |
print( dotProduct( | |
{ a={x=10,y=10}, b={x=101,y=5} }, | |
{ a={x=10,y=-10}, b={x=51,y=10} } | |
)) | |
Params: | |
lenA: Length A | |
lenB: Length B | |
deg: Angle between points A and B in degrees | |
Example: | |
print( dotProduct( 23, 10, 90 ) ) | |
Ref: | |
http://www.mathsisfun.com/algebra/vectors-dot-product.html | |
http://members.tripod.com/c_carleton/dotprod.html/ | |
http://www.mathsisfun.com/algebra/vector-calculator.html | |
]]-- | |
local function dotProduct( ... ) | |
local ax, ax, bx, by | |
if (#arg == 2 and arg[1].a == nil) then | |
-- two vectors - get the vectors | |
ax, ay = arg[1].x, arg[1].y | |
bx, by = arg[2].x, arg[2].y | |
elseif (#arg == 2 and a.x == nil) then | |
-- two lines - calculate the vectors | |
ax = arg[1].b.x - arg[1].a.x | |
ay = arg[1].b.y - arg[1].a.y | |
bx = arg[2].b.x - arg[2].a.x | |
by = arg[2].b.y - arg[2].a.y | |
elseif (#arg == 3 and type(arg[1]) == "number") then | |
-- two lengths and an angle: lenA * lenB * math.cos( deg ) | |
return arg[1] * arg[2] * math.cos( arg[3] ) | |
elseif (#arg == 4 and type(arg[1]) == "number") then | |
-- two lines, params are (x,y,x,y) - get the vectors | |
ax, ay = arg[1], arg[2] | |
bx, by = arg[3], arg[4] | |
end | |
-- multiply the x's, multiply the y's, then add | |
local dot = ax * bx + ay * by | |
return dot | |
end | |
math.dotProduct = dotProduct | |
--[[ | |
Description: | |
Calculates the cross product of a vector. | |
Ref: | |
http://www.math.ntnu.no/~stacey/documents/Codea/Library/Vec3.lua | |
]]-- | |
local function crossProduct( a, b ) | |
local x, y, z | |
x = a.y * (b.z or 0) - (a.z or 0) * b.y | |
y = (a.z or 0) * b.x - a.x * (b.z or 0) | |
z = a.x * b.y - a.y * b.x | |
return { x=x, y=y, z=z } | |
end | |
math.crossProduct = crossProduct | |
--[[ | |
Description: | |
Perform the cross product on two vectors. In 2D this produces a scalar. | |
Params: | |
a: {x,y} | |
b: {x,y} | |
Ref: | |
http://www.iforce2d.net/forums/viewtopic.php?f=4&t=79&sid=b9ecd62533361594e321de04b3929d4f | |
]]-- | |
local function b2CrossVectVect( a, b ) | |
return a.x * b.y - a.y * b.x; | |
end | |
math.b2CrossVectVect = b2CrossVectVect | |
--[[ | |
Description: | |
Perform the cross product on a vector and a scalar. In 2D this produces a vector. | |
Params: | |
a: {x,y} | |
b: float | |
Ref: | |
http://www.iforce2d.net/forums/viewtopic.php?f=4&t=79&sid=b9ecd62533361594e321de04b3929d4f | |
]]-- | |
local function b2CrossVectFloat( a, s ) | |
return { x = s * a.y, y = -s * a.x } | |
end | |
math.b2CrossVectFloat = b2CrossVectFloat | |
--[[ | |
Description: | |
Perform the cross product on a scalar and a vector. In 2D this produces a vector. | |
Params: | |
a: float | |
b: {x,y} | |
Ref: | |
http://www.iforce2d.net/forums/viewtopic.php?f=4&t=79&sid=b9ecd62533361594e321de04b3929d4f | |
]]-- | |
local function b2CrossFloatVect( s, a ) | |
return { x = -s * a.y, y = s * a.x } | |
end | |
math.b2CrossFloatVect = b2CrossFloatVect | |
--[[ | |
Polygons | |
]]-- | |
--[[ | |
Description: | |
Calculates the average of all the x's and all the y's and returns the average centre of all points. | |
Works with a display group or table proceeding { {x,y}, {x,y}, ... } | |
Params: | |
pts = list of {x,y} points to get the average middle point from | |
Returns: | |
{x,y} = average centre location of all the points | |
]]-- | |
local function midPoint( ... ) | |
local pts = arg | |
local x, y, c = 0, 0, #pts | |
if (pts.numChildren and pts.numChildren > 0) then c = pts.numChildren end | |
for i=1, c do | |
x = x + pts[i].x | |
y = y + pts[i].y | |
end | |
return { x=x/c, y=y/c } | |
end | |
math.midPoint = midPoint | |
--[[ | |
Description: | |
Calculates the average of all the x's and all the y's and returns the average centre of all points. | |
Works with a table proceeding {x,y,x,y,...} as used with display.newLine or physics.addBody | |
Params: | |
pts = table of x,y values in sequence | |
Returns: | |
x, y = average centre location of all points | |
]]-- | |
local function midPointOfShape( pts ) | |
local x, y, c, t = 0, 0, #pts, #pts/2 | |
for i=1, c-1, 2 do | |
x = x + pts[i] | |
y = y + pts[i+1] | |
end | |
return x/t, y/t | |
end | |
math.midPointOfShape = midPointOfShape | |
-- returns true when the point is on the right of the line formed by the north/south points | |
local function isOnRight( north, south, point ) | |
local a, b, c = north, south, point | |
local factor = (b.x - a.x)*(c.y - a.y) - (b.y - a.y)*(c.x - a.x) | |
return factor > 0, factor | |
end | |
math.isOnRight = isOnRight | |
-- reflect point across line from north to south | |
local function reflect( north, south, point ) | |
local x1, y1, x2, y2 = north.x, north.y, south.x, south.y | |
local x3, y3 = point.x, point.y | |
local x4, y4 = 0, 0 -- reflected point | |
local dx, dy, t, d | |
dx = y2 - y1 | |
dy = x1 - x2 | |
t = dx * (x3 - x1) + dy * (y3 - y1) | |
t = t / (dx * dx + dy * dy) | |
x = x3 - 2 * dx * t | |
y = y3 - 2 * dy * t | |
return { x=x, y=y } | |
end | |
math.reflect = reflect | |
-- This is based off an explanation and expanded math presented by Paul Bourke: | |
-- It takes two lines as inputs and returns true if they intersect, false if they don't. | |
-- If they do, ptIntersection returns the point where the two lines intersect. | |
-- params a, b = first line | |
-- params c, d = second line | |
-- param ptIntersection: The point where both lines intersect (if they do) | |
-- http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ | |
-- http://paulbourke.net/geometry/pointlineplane/ | |
local function doLinesIntersect( a, b, c, d ) | |
-- parameter conversion | |
local L1 = {X1=a.x,Y1=a.y,X2=b.x,Y2=b.y} | |
local L2 = {X1=c.x,Y1=c.y,X2=d.x,Y2=d.y} | |
-- Denominator for ua and ub are the same, so store this calculation | |
local d = (L2.Y2 - L2.Y1) * (L1.X2 - L1.X1) - (L2.X2 - L2.X1) * (L1.Y2 - L1.Y1) | |
-- Make sure there is not a division by zero - this also indicates that the lines are parallel. | |
-- If n_a and n_b were both equal to zero the lines would be on top of each | |
-- other (coincidental). This check is not done because it is not | |
-- necessary for this implementation (the parallel check accounts for this). | |
if (d == 0) then | |
return false | |
end | |
-- n_a and n_b are calculated as seperate values for readability | |
local n_a = (L2.X2 - L2.X1) * (L1.Y1 - L2.Y1) - (L2.Y2 - L2.Y1) * (L1.X1 - L2.X1) | |
local n_b = (L1.X2 - L1.X1) * (L1.Y1 - L2.Y1) - (L1.Y2 - L1.Y1) * (L1.X1 - L2.X1) | |
-- Calculate the intermediate fractional point that the lines potentially intersect. | |
local ua = n_a / d | |
local ub = n_b / d | |
-- The fractional point will be between 0 and 1 inclusive if the lines | |
-- intersect. If the fractional calculation is larger than 1 or smaller | |
-- than 0 the lines would need to be longer to intersect. | |
if (ua >= 0 and ua <= 1 and ub >= 0 and ub <= 1) then | |
local x = L1.X1 + (ua * (L1.X2 - L1.X1)) | |
local y = L1.Y1 + (ua * (L1.Y2 - L1.Y1)) | |
return true, {x=x, y=y} | |
end | |
return false | |
end | |
math.doLinesIntersect = doLinesIntersect | |
-- returns the closest point on the line between A and B from point P | |
local function GetClosestPoint( A, B, P, segmentClamp ) | |
local AP = { x=P.x - A.x, y=P.y - A.y } | |
local AB = { x=B.x - A.x, y=B.y - A.y } | |
local ab2 = AB.x*AB.x + AB.y*AB.y | |
local ap_ab = AP.x*AB.x + AP.y*AB.y | |
local t = ap_ab / ab2 | |
if (segmentClamp or true) then | |
if (t < 0.0) then | |
t = 0.0 | |
elseif (t > 1.0) then | |
t = 1.0 | |
end | |
end | |
local Closest = { x=A.x + AB.x * t, y=A.y + AB.y * t } | |
return Closest | |
end | |
math.GetClosestPoint = GetClosestPoint | |
-- converts a table of {x,y,x,y,...} to points {x,y} | |
local function tableToPoints( tbl ) | |
local pts = {} | |
for i=1, #tbl-1, 2 do | |
pts[#pts+1] = { x=tbl[i], y=tbl[i+1] } | |
end | |
return pts | |
end | |
math.tableToPoints = tableToPoints | |
-- converts a list of points {x,y} to a table of coords {x,y,x,y,...} | |
local function pointsToTable( pts ) | |
local tbl = {} | |
for i=1, #pts do | |
tbl[#tbl+1] = pts[i].x | |
tbl[#tbl+1] = pts[i].y | |
end | |
return tbl | |
end | |
math.pointsToTable = pointsToTable |
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