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-- math lib demos | |
-- demonstrations of each function in the mathlib extension library | |
-- Please be aware that the composer is broken for this file in daily builds 2014.2196 and above. | |
display.setStatusBar( display.HiddenStatusBar ) | |
local composer = require( "composer" ) | |
require("mathlib") | |
local main = { scenes={}, functions={} } | |
main.list = { | |
{ label="math.lengthOf = function( ptA, ptB )", scene="lengthOf" }, | |
{ label="math.angleOf = function( centre, ptA, ptB )", scene="angleOf" }, | |
{ label="math.isPointInAngle = function( centre, first, second, point )", scene="isPointInAngle" }, | |
{ label="math.angleBetweenLines( lineA, lineB )", scene="angleBetweenLines" }, | |
{ label="math.getLineIntersection = function( lineA, lineB )", scene="getLineIntersection" }, | |
{ label="math.reflectPointAcrossLine = function( line, pt )", scene="reflectPointAcrossLine" }, | |
{ label="math.polygonArea = function( points )", scene="polygonArea" }, | |
{ label="math.isPolygonConcave = function( points )", scene="isPolygonConcave" }, | |
{ label="math.isPointInPolygon = function( points )", scene="isPointInPolygon" }, | |
{ label="math.getPolygonIntersection = function( subject, clip )", scene="getPolygonIntersection" }, | |
{ label="math.closestLineAndPoint = function( pt, points )", scene="closestLineAndPoint" }, | |
{ label="math.closestPolygonIntersection = function( a, b, polygon )", scene="closestPolygonIntersection" }, | |
{ label="math.bouncePointAgainstLine = function( line, pt )", scene="bouncePointAgainstLine" }, | |
{ label="math.bouncePointAgainstPolygon = function( points, pt )", scene="bouncePointAgainstPolygon" }, | |
} | |
--[[ Back button ]]-- | |
local back = display.newCircle( display.actualContentWidth-50, 50, 25 ) | |
function back:touch(e) | |
if (e.phase == "ended") then | |
composer.gotoScene( "menu", { effect="fade", time=500 } ) | |
end | |
return true | |
end | |
back:addEventListener( "touch", back ) | |
back:addEventListener( "tap", function(e) return true end ) | |
back.alpha = 0 | |
--[[ Supporting functions ]]-- | |
local function newDragSpot( parent, x, y, c, r, callback, label ) | |
local group = display.newGroup() | |
parent:insert( group ) | |
group.x, group.y = x, y | |
group.canDelete = false | |
group.spot = display.newCircle( group, 0, 0, r or 30 ) | |
group.spot.fill = c or {1,0,0} | |
if (label) then | |
display.newText{ parent=group, text=label, fontSize=20, x=0, y=0 } | |
end | |
function group:touch(e) | |
e.target.x, e.target.y = e.x, e.y | |
if (callback) then callback( e.target ) end | |
if (e.phase == "began") then | |
display.getCurrentStage():setFocus( e.target ) | |
e.target.hasFocus = true | |
return true | |
elseif (e.target.hasFocus) then | |
if (e.phase == "moved") then | |
else | |
e.target.hasFocus = false | |
display.getCurrentStage():setFocus( nil ) | |
end | |
return true | |
end | |
return false | |
end | |
group:addEventListener( "touch", group ) | |
function group:stopTouch() | |
group:removeEventListener( "touch", group ) | |
end | |
function group:tap(e) | |
if (group.canDelete) then | |
group:removeSelf() | |
callback() | |
end | |
return true | |
end | |
group:addEventListener("tap",group) | |
return group | |
end | |
main.functions.newDragSpot = newDragSpot | |
local function newLine( parent, ax, ay, bx, by, callback, labelA, labelB, radiusA, radiusB, colourA, colourB ) | |
local group = display.newGroup() | |
parent:insert( group ) | |
local a, b = nil, nil | |
local line = display.newLine( group, ax, ay, bx, by ) | |
line.strokeWidth = 4 | |
line.stroke = {0,0,1} | |
function group:update( ax, ay, bx, by ) | |
line:removeSelf() | |
line = display.newLine( group, ax, ay, bx, by ) | |
group:insert( 1, line ) | |
line.strokeWidth = 4 | |
line.stroke = {0,0,1} | |
a.x, a.y = ax, ay | |
b.x, b.y = bx, by | |
end | |
local function update( ax, ay, bx, by ) | |
group:update( ax, ay, bx, by ) | |
callback( group ) | |
end | |
a = main.functions.newDragSpot( group, ax, ay, colourA or {1,0,0}, radiusA or 30, function(e) update( a.x, a.y, b.x, b.y ) end, labelA ) | |
b = main.functions.newDragSpot( group, bx, by, colourB or {1,0,0}, radiusB or 30, function(e) update( a.x, a.y, b.x, b.y ) end, labelB ) | |
group.a, group.b = a, b | |
return group | |
end | |
main.functions.newLine = newLine | |
local function newPolygon( parent, callback, allowAdd, isClosed ) | |
local group = display.newGroup() | |
parent:insert( group ) | |
local background = display.newRect( group, display.actualContentWidth/2, display.actualContentHeight/2, display.actualContentWidth, display.actualContentHeight ) | |
background.fill = {0,0,0,0} | |
background.isHitTestable = true | |
local lines, spots = display.newGroup(), display.newGroup() | |
group:insert( lines ) | |
group:insert( spots ) | |
group.lines, group.spots = lines, spots | |
function group:update(target) | |
while (lines.numChildren > 0) do | |
lines[1]:removeSelf() | |
end | |
for i=2, spots.numChildren do | |
local line = display.newLine( lines, spots[i-1].x, spots[i-1].y, spots[i].x, spots[i].y ) | |
line.strokeWidth = 4 | |
line.stroke = {0,0,1} | |
end | |
if ((isClosed == nil or isClosed == true) and spots.numChildren > 1) then | |
local line = display.newLine( lines, spots[1].x, spots[1].y, spots[spots.numChildren].x, spots[spots.numChildren].y ) | |
line.strokeWidth = 4 | |
line.stroke = {0,0,1} | |
end | |
callback( group ) | |
end | |
function group:tap(e) | |
local spot = main.functions.newDragSpot( spots, e.x, e.y, {1,0,0}, 30, function(e) group:update(e) end ) | |
spot.canDelete = true | |
group:update() | |
return true | |
end | |
if (allowAdd == nil or allowAdd == true) then | |
background:addEventListener("tap",group) | |
else | |
background.alpha = 0 | |
end | |
return group | |
end | |
main.functions.newPolygon = newPolygon | |
--[[ Menu ]]-- | |
local function menu() | |
local scene = composer.newScene("menu") | |
local function touch(e) | |
if (e.phase == "ended") then | |
composer.gotoScene( e.target.item.scene, { effect="fade", time=500 } ) | |
end | |
return true | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen) | |
for i=1, #main.list do | |
local button = display.newText{ parent=sceneGroup, x=20, y=i*30, text=main.list[i].label, fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.item = main.list[i] | |
button:addEventListener("touch",touch) | |
print(button.text) | |
end | |
end | |
function scene:show( event ) | |
local phase = event.phase | |
if (phase == "will") then | |
transition.to( back, { time=500, alpha=0 } ) | |
end | |
end | |
function scene:hide( event ) | |
local phase = event.phase | |
if (phase == "will") then | |
transition.to( back, { time=500, alpha=1 } ) | |
end | |
end | |
scene:addEventListener( "create", scene ) | |
scene:addEventListener( "show", scene ) | |
scene:addEventListener( "hide", scene ) | |
return scene | |
end | |
main.scenes.menu = menu | |
main.scenes.menu() | |
--[[ lengthOf ]]-- | |
local function lengthOf() | |
local scene = composer.newScene("lengthOf") | |
local line = nil | |
local label = nil | |
local function update( target ) | |
print(target.a, target.b) | |
local len = math.lengthOf( target ) | |
label.text = len | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.lengthOf( ptA, ptB )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
line = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.lengthOf = lengthOf | |
main.scenes.lengthOf() | |
--[[ angleOf( centre, ptA, ptB ) ]]-- | |
local function angleOf() | |
local scene = composer.newScene("angleOf") | |
local lineA, lineB = nil, nil | |
local labelA, labelB, labelC = nil, nil, nil | |
local function update( target ) | |
lineA:update( lineB.a.x, lineB.a.y, lineA.b.x, lineA.b.y ) | |
lineB:update( lineB.a.x, lineB.a.y, lineB.b.x, lineB.b.y ) | |
local a = math.angleOf( lineA.a ) | |
local b = math.angleOf( lineA.a, lineA.b ) | |
local c = math.angleOf( lineA.a, lineA.b, lineB.b ) | |
labelA.text = "Angle at A from (0,0): "..a | |
labelB.text = "Angle of B from A: "..b | |
labelC.text = "Angle between B and C at A: "..c | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.angleOf( centre, ptA, ptB )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
labelA = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
labelB = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=90, text="", fontSize=20 } | |
labelC = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=120, text="", fontSize=20 } | |
lineA = main.functions.newLine( sceneGroup, 100, 150, 400, 100, update, "A", "B" ) | |
lineB = main.functions.newLine( sceneGroup, 100, 150, 400, 200, update, "A", "C" ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.angleOf = angleOf | |
main.scenes.angleOf() | |
--[[ isPointInAngle( centre, first, second, point ) ]]-- | |
local function isPointInAngle() | |
local scene = composer.newScene("isPointInAngle") | |
local lineA, lineB = nil, nil | |
local point = nil | |
local label = nil | |
local function update( target ) | |
lineA:update( lineB.a.x, lineB.a.y, lineA.b.x, lineA.b.y ) | |
lineB:update( lineB.a.x, lineB.a.y, lineB.b.x, lineB.b.y ) | |
if (math.isPointInAngle( lineA.a, lineA.b, lineB.b, point )) then | |
label.text = "Point is in Angle" | |
label.fill = {0,1,0} | |
label.x = display.contentCenterX | |
else | |
label.text = "Point is NOT in Angle" | |
label.fill = {1,0,0} | |
label.x = display.contentCenterX | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.isPointInAngle( centre, first, second, point )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
lineA = main.functions.newLine( sceneGroup, 100, 150, 400, 100, update, "A", "B" ) | |
lineB = main.functions.newLine( sceneGroup, 100, 150, 400, 200, update, "A", "C" ) | |
point = main.functions.newDragSpot( sceneGroup, 250, 100, {0,1,0}, 30, update, "" ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.isPointInAngle = isPointInAngle | |
main.scenes.isPointInAngle() | |
--[[ angleBetweenLines ]]-- | |
local function angleBetweenLines() | |
local scene = composer.newScene("angleBetweenLines") | |
local lineA, lineB = nil, nil | |
local label = nil | |
local function update( target ) | |
local angle = math.angleBetweenLines( lineA, lineB ) | |
label.text = angle | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.angleBetweenLines( lineA, lineB )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
lineA = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update ) | |
lineB = main.functions.newLine( sceneGroup, 100, 200, 400, 200, update ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.angleBetweenLines = angleBetweenLines | |
main.scenes.angleBetweenLines() | |
--[[ math.getLineIntersection = function( a, b, c, d ) ]]-- | |
local function getLineIntersection() | |
local scene = composer.newScene("getLineIntersection") | |
local polygon = nil | |
local lineA = nil | |
local dots = nil | |
local function update( target ) | |
local intersected = 0 | |
for i=1, polygon.spots.numChildren-1 do | |
local lineB = { a=polygon.spots[i], b=polygon.spots[i+1] } | |
local dointersect, x, y = math.getLineIntersection( lineA, lineB ) | |
if (dointersect) then | |
intersected = intersected + 1 | |
if (dots[intersected] == nil) then | |
display.newCircle( dots, 0, 0, 5 ) | |
end | |
local dot = dots[intersected] | |
dot.alpha = 1 | |
dot.x, dot.y = x, y | |
end | |
end | |
for i=intersected+1, dots.numChildren do | |
dots[i].alpha = 0 | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.getLineIntersection( lineA, lineB )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
lineA = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update ) | |
polygon = main.functions.newPolygon( sceneGroup, update, nil, false ) | |
dots = display.newGroup() | |
sceneGroup:insert( dots ) | |
polygon:tap( {x=100, y=200} ) | |
polygon:tap( {x=400, y=200} ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.getLineIntersection = getLineIntersection | |
main.scenes.getLineIntersection() | |
--[[ math.reflectPointAcrossLine = function( line, pt ) ]]-- | |
local function reflectPointAcrossLine() | |
local scene = composer.newScene("reflectPointAcrossLine") | |
local line = nil | |
local ptA, ptB = nil, nil | |
local function update( target ) | |
if (target == ptB) then | |
local pt = math.reflectPointAcrossLine( line, ptB ) | |
ptA.x, ptA.y = pt.x, pt.y | |
else | |
local pt = math.reflectPointAcrossLine( line, ptA ) | |
ptB.x, ptB.y = pt.x, pt.y | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.reflectPointAcrossLine( line, pt )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
line = main.functions.newLine( sceneGroup, 100, 200, 400, 200, update ) | |
ptA = main.functions.newDragSpot( sceneGroup, 250, 100, {0,1,0}, 30, update, "" ) | |
ptB = main.functions.newDragSpot( sceneGroup, 250, 300, {0,0,1}, 30, update, "" ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.reflectPointAcrossLine = reflectPointAcrossLine | |
main.scenes.reflectPointAcrossLine() | |
--[[ polygonArea( points ) ]]-- | |
local function polygonArea() | |
local scene = composer.newScene("polygonArea") | |
local polygon = nil | |
local label = nil | |
local function update( target ) | |
local a = math.polygonArea( polygon.spots ) | |
label.text = a | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.polygonArea( points )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.polygonArea = polygonArea | |
main.scenes.polygonArea() | |
--[[ isPolygonConcave( points ) ]]-- | |
local function isPolygonConcave() | |
local scene = composer.newScene("isPolygonConcave") | |
local polygon = nil | |
local label = nil | |
local function update( target ) | |
local a = math.isPolygonConcave( polygon.spots ) | |
if (a) then | |
label.text = "Concave" | |
else | |
label.text = "Convex" | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.isPolygonConcave( points )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.isPolygonConcave = isPolygonConcave | |
main.scenes.isPolygonConcave() | |
--[[ isPointInPolygon( points ) ]]-- | |
local function isPointInPolygon() | |
local scene = composer.newScene("isPointInPolygon") | |
local polygon = nil | |
local label = nil | |
local point = nil | |
local function update() | |
local a = math.isPointInPolygon( polygon.spots, point ) | |
if (a) then | |
label.text = "Inside" | |
else | |
label.text = "Outside" | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.isPointInPolygon( points )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
point = main.functions.newDragSpot( sceneGroup, display.actualContentWidth/2, display.actualContentHeight/2, {0,1,0}, 30, update ) | |
label = display.newText{ parent=sceneGroup, x=display.actualContentWidth/2, y=60, text="", fontSize=20 } | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.isPointInPolygon = isPointInPolygon | |
main.scenes.isPointInPolygon() | |
--[[ getPolygonIntersection( ... ) ]]-- | |
local function getPolygonIntersection() | |
local scene = composer.newScene("getPolygonIntersection") | |
local polygonA, polygonB = nil, nil | |
local overlay = nil | |
local intersect = nil | |
local dot = nil | |
local function update() | |
local intersect = math.getPolygonIntersection( polygonA.spots, polygonB.spots ) | |
while (overlay.numChildren > 0) do | |
overlay[1]:removeSelf() | |
end | |
if (#intersect > 3) then | |
-- get dimensions of polygon's bounding box | |
local centroid = math.getBoundingCentroid( intersect ) | |
-- adjust vertices of polygon to be centred around the centre of the polygon's bounding box | |
local polygon, bounds = math.centrePolygon( intersect ) | |
-- render polygon fill | |
display.newPolygon( overlay, bounds.x, bounds.y, math.pointsToTable( intersect ) ).fill = {0,1,0,.5} | |
-- render centroid point | |
display.newCircle( overlay, centroid.centroid.x, centroid.centroid.y, 5 ) | |
-- render white outline, line for line | |
for i=1, #polygon-1 do | |
local line = display.newLine( overlay, polygon[i].x+centroid.centroid.x, polygon[i].y+centroid.centroid.y, polygon[i+1].x+centroid.centroid.x, polygon[i+1].y+centroid.centroid.y ) | |
line.stroke = {1,1,1} | |
line.strokeWidth = 3 | |
end | |
local line = display.newLine( overlay, polygon[1].x+centroid.centroid.x, polygon[1].y+centroid.centroid.y, polygon[#polygon].x+centroid.centroid.x, polygon[#polygon].y+centroid.centroid.y ) | |
line.stroke = {1,1,1} | |
line.strokeWidth = 3 | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.getPolygonIntersection( subject, clip )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygonA = main.functions.newPolygon( sceneGroup, update, false ) | |
polygonB = main.functions.newPolygon( sceneGroup, update, false ) | |
overlay = display.newGroup() | |
sceneGroup:insert( overlay ) | |
polygonA:tap( {x=display.actualContentWidth*.3, y=display.actualContentHeight*.3} ) | |
polygonA:tap( {x=display.actualContentWidth*.4, y=display.actualContentHeight*.3} ) | |
polygonA:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.4} ) | |
polygonA:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.5} ) | |
polygonA:tap( {x=display.actualContentWidth*.4, y=display.actualContentHeight*.6} ) | |
polygonA:tap( {x=display.actualContentWidth*.3, y=display.actualContentHeight*.6} ) | |
polygonA:tap( {x=display.actualContentWidth*.25, y=display.actualContentHeight*.5} ) | |
polygonA:tap( {x=display.actualContentWidth*.25, y=display.actualContentHeight*.4} ) | |
polygonB:tap( {x=display.actualContentWidth*.6, y=display.actualContentHeight*.3} ) | |
polygonB:tap( {x=display.actualContentWidth*.7, y=display.actualContentHeight*.3} ) | |
polygonB:tap( {x=display.actualContentWidth*.75, y=display.actualContentHeight*.4} ) | |
polygonB:tap( {x=display.actualContentWidth*.75, y=display.actualContentHeight*.5} ) | |
polygonB:tap( {x=display.actualContentWidth*.7, y=display.actualContentHeight*.6} ) | |
polygonB:tap( {x=display.actualContentWidth*.6, y=display.actualContentHeight*.6} ) | |
polygonB:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.5} ) | |
polygonB:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.4} ) | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.getPolygonIntersection = getPolygonIntersection | |
main.scenes.getPolygonIntersection() | |
--[[ closestLineAndPoint( points, pt ) ]]-- | |
local function closestLineAndPoint() | |
local scene = composer.newScene("closestLineAndPoint") | |
local polygon = nil | |
local line = nil | |
local function update() | |
if (line and polygon) then | |
local found = math.closestLineAndPoint( line.b, polygon.spots ) | |
for i=1, polygon.lines.numChildren or #polygon.lines do | |
local pt = found[1] | |
if (i == pt.index) then | |
polygon.lines[i].fill = {0,1,0} | |
else | |
polygon.lines[i].fill = {0,0,1} | |
end | |
line:update( pt.pt.x, pt.pt.y, line.b.x, line.b.y ) | |
end | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.closestLineAndPoint( pt, points )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
polygon:tap( {x=display.actualContentWidth*.35, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.15} ) | |
polygon:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.75, y=display.actualContentHeight*.45} ) | |
polygon:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.55} ) | |
polygon:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.75} ) | |
polygon:tap( {x=display.actualContentWidth*.35, y=display.actualContentHeight*.55} ) | |
polygon:tap( {x=display.actualContentWidth*.15, y=display.actualContentHeight*.45} ) | |
line = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update, nil, nil, 15, 30, {1,1,1}, {0,1,0} ) | |
line.a:stopTouch() | |
update() | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.closestLineAndPoint = closestLineAndPoint | |
main.scenes.closestLineAndPoint() | |
--[[ closestPolygonIntersection( a, b, polygon ) ]]-- | |
local function closestPolygonIntersection() | |
local scene = composer.newScene("closestPolygonIntersection") | |
local polygon = nil | |
local line = nil | |
local points = {} | |
local function update() | |
if (polygon and line) then | |
local found = math.polygonLineIntersection( polygon.spots, line.a, line.b, true ) | |
for i=1, #points do | |
local point = points[i] | |
point.isVisible = (i <= #found) | |
if (point.isVisible) then | |
point.x, point.y = found[i].x, found[i].y | |
end | |
end | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.closestPolygonIntersection( a, b, polygon )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
polygon:tap( {x=display.actualContentWidth*.35, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.15} ) | |
polygon:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.75, y=display.actualContentHeight*.45} ) | |
polygon:tap( {x=display.actualContentWidth*.55, y=display.actualContentHeight*.55} ) | |
polygon:tap( {x=display.actualContentWidth*.45, y=display.actualContentHeight*.75} ) | |
polygon:tap( {x=display.actualContentWidth*.35, y=display.actualContentHeight*.55} ) | |
polygon:tap( {x=display.actualContentWidth*.15, y=display.actualContentHeight*.45} ) | |
line = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update, nil, nil, 30, 30, {0,1,0}, {0,0,1} ) | |
for i=1, 10 do | |
local point = main.functions.newDragSpot( sceneGroup, 250, 200, {1,1,1}, 25-(2*i), nil, "" ) | |
point.alpha = 1-(i/10) | |
points[ #points+1 ] = point | |
end | |
update() | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.closestPolygonIntersection = closestPolygonIntersection | |
main.scenes.closestPolygonIntersection() | |
--[[ math.bouncePointAgainstLine = function( line, pt ) ]]-- | |
local function bouncePointAgainstLine() | |
local scene = composer.newScene("bouncePointAgainstLine") | |
local lineA, lineB = nil, nil | |
local reflect, bounce, inter, velocity = nil, nil, nil, nil | |
local function update( target ) | |
local point = { x=lineB.b.x, y=lineB.b.y, velocity={ x=lineB.a.x-lineB.b.x, y=lineB.a.y-lineB.b.y } } | |
local success, a, b, c = math.bouncePointAgainstLine( lineA, point ) -- bounced point, reflected point, intersection | |
reflect.isVisible = not (c == nil) | |
bounce.isVisible = not (c == nil) | |
inter.isVisible = not (c == nil) | |
velocity.isVisible = not (c == nil) | |
if (c ~= nil) then | |
bounce.x, bounce.y = a.x, a.y | |
reflect.x, reflect.y = b.x, b.y | |
inter.x, inter.y = c.x, c.y | |
velocity.x, velocity.y = a.x+a.velocity.x, a.y+a.velocity.y | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.bouncePointAgainstLine( line, pt )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
lineA = main.functions.newLine( sceneGroup, 100, 100, 400, 100, update ) | |
lineB = main.functions.newLine( sceneGroup, 350, 200, 450, 300, update ) | |
lineB.a.spot.fill = {0,1,0} | |
lineB.b.spot.fill = {0,0,1} | |
reflect = main.functions.newDragSpot( sceneGroup, 250, 100, {0,0,1}, 20, update, "a" ) | |
bounce = main.functions.newDragSpot( sceneGroup, 200, 100, {0,1,0}, 20, update, "b" ) | |
inter = main.functions.newDragSpot( sceneGroup, 200, 100, {1,0,0}, 20, update, "c" ) | |
velocity = main.functions.newDragSpot( sceneGroup, 200, 100, {1,1,1}, 10, update, "d" ) | |
update() | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.bouncePointAgainstLine = bouncePointAgainstLine | |
main.scenes.bouncePointAgainstLine() | |
--[[ bouncePointAgainstPolygon( points, pt ) ]]-- | |
local function bouncePointAgainstPolygon() | |
local scene = composer.newScene("bouncePointAgainstPolygon") | |
local polygon = nil | |
local line = nil | |
local bounce = nil | |
local point = nil | |
local function update() | |
if (line and bounce and polygon) then | |
local velocity = { x=line.b.x-line.a.x, y=line.b.y-line.a.y } | |
local pt = { x=line.a.x, y=line.a.y, velocity=velocity } | |
local reflect, found = math.bouncePointAgainstPolygon( polygon.spots, pt ) | |
point.isVisible = (#found > 0) | |
if (#found > 0) then | |
while (bounce.numChildren > 0) do | |
bounce[1]:removeSelf() | |
end | |
for i=1, #found do | |
display.newCircle( bounce, found[1].x, found[1].y, 5 ) | |
end | |
local l = nil | |
if (#found == 1) then | |
l = display.newLine( bounce, found[1].x, found[1].y, reflect.x+reflect.velocity.x, reflect.y+reflect.velocity.y ) | |
elseif (#found > 1) then | |
l = display.newLine( bounce, found[1].x, found[1].y, found[2].x, found[2].y ) | |
for i=3, #found do | |
l:append( found[i].x, found[i].y ) | |
end | |
l:append( reflect.x+reflect.velocity.x, reflect.y+reflect.velocity.y ) | |
end | |
l.strokeWidth = 3 | |
point.x, point.y = reflect.x+reflect.velocity.x, reflect.y+reflect.velocity.y | |
-- bounce:update( found[1].x, found[1].y, reflect.x, reflect.y ) | |
end | |
end | |
end | |
function scene:create( event ) | |
local sceneGroup = self.view | |
-- Called when the scene is still off screen (but is about to come on screen). | |
local button = display.newText{ parent=sceneGroup, x=20, y=20, text="math.bouncePointAgainstPolygon( pt, points )", fontSize=20 } | |
button.x = 20 + button.width/2 | |
button.fill = {.5,.75,1} | |
polygon = main.functions.newPolygon( sceneGroup, update ) | |
polygon:tap( {x=display.actualContentWidth*.30, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.70, y=display.actualContentHeight*.35} ) | |
polygon:tap( {x=display.actualContentWidth*.70, y=display.actualContentHeight*.70} ) | |
polygon:tap( {x=display.actualContentWidth*.30, y=display.actualContentHeight*.70} ) | |
polygon:tap( {x=display.actualContentWidth*.05, y=display.actualContentHeight*.4} ) | |
polygon:tap( {x=display.actualContentWidth*.27, y=display.actualContentHeight*.6} ) | |
line = main.functions.newLine( sceneGroup, 100, 100, 400, 400, update, nil, nil, 30, 30, {0,1,0}, {0,0,1} ) | |
bounce = display.newGroup() | |
sceneGroup:insert( bounce ) | |
-- bounce = main.functions.newLine( sceneGroup, 100, 150, 400, 150, nil, nil, nil, 15, 15, {1,1,1}, {0,1,0} ) | |
-- bounce.a:stopTouch() | |
-- bounce.b:stopTouch() | |
point = main.functions.newDragSpot( sceneGroup, 250, 200, {0,1,1}, 15, nil, "B" ) | |
update() | |
end | |
scene:addEventListener( "create", scene ) | |
return scene | |
end | |
main.scenes.bouncePointAgainstPolygon = bouncePointAgainstPolygon | |
main.scenes.bouncePointAgainstPolygon() | |
--[[ Go to main menu ]]-- | |
back:touch{ phase="ended" } |
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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 | |
http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect | |
]]-- | |
--[[ | |
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: | |
]]-- | |
--[[ | |
Fractions | |
]]-- | |
-- 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 | |
--[[ | |
Angles | |
]]-- | |
-- 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.angleBetween( target, target.prevevent ) | |
local b = mathlib.angleBetween( 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 | |
--[[ | |
Lines and Vectors | |
]]-- | |
--[[ | |
Returns the length of a line. | |
Takes either: | |
- two parameters with the end location of a line as ( x, y ) and (0,0) as the start | |
- one parameter with the end location of a line as {x,y} and {x=0,y=0} as the start | |
- two parameters as the start and end of the line as {x,y} and {x,y} | |
- four parameters as the start and end of the line as ( x, y, x, y ) | |
Returns: | |
The length of the line. | |
]]-- | |
local function lengthOf( ... ) | |
local a, b | |
if (#arg == 4) then | |
-- four parameters spelling out x, y, x, y | |
a = { x=arg[1], y=arg[2] } | |
b = { x=arg[3], y=arg[4] } | |
elseif (#arg == 2 and type(arg[1]) == "number") then | |
-- two parameters spelling out x and y of one end | |
a = { x=arg[1], y=arg[2] } | |
b = { x=0, y=0 } | |
elseif (#arg == 1 and arg[1].a ~= nil and arg[1].b ~= nil) then | |
-- one parameter containing a and b as the ends of the line | |
a = arg[1].a | |
b = arg[1].b | |
elseif (#arg == 1 and arg[1].x ~= nil) then | |
-- one parameter as the x,y end | |
a = arg[1] | |
b = { x=0, y=0 } | |
else | |
-- two parameters as {x,y} for each end | |
a = arg[1] | |
b = arg[2] | |
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 | |
-- 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. | |
Parameters: | |
line: Line with ends {a,b} each end in the form {x,y} | |
point: {x,y} point to be reflected | |
Parameters: | |
a, b: Line ends of form {x,y} | |
point: Point to reflect across the a-b line, also form of {x,y} | |
Returns: | |
{x,y} point on other side of the line, as if reflected in a mirror. | |
]]-- | |
local function reflectPointAcrossLine( ... ) | |
local north, south, point | |
if (#arg == 2) then -- line and point | |
north = arg[1].a | |
south = arg[1].b | |
point = arg[2] | |
elseif (#arg == 3) then -- line end a, line end b, point | |
north = arg[1] | |
south = arg[2] | |
point = arg[3] | |
elseif (#arg == 6) then -- line a x, line a y, line b x, line b y, pt x, pt y | |
north = { x=arg[1], y=arg[2] } | |
south = { x=arg[3], y=arg[4] } | |
point = { x=arg[5], y=arg[6] } | |
else | |
return nil | |
end | |
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.reflectPointAcrossLine = reflectPointAcrossLine | |
--[[ | |
Bounces a point against a line. The point must have a velocity property of form {x,y} | |
If the line between pt and pt+pt.velocity does not intersect with the line parameter only nil is returned | |
Two points are returned. First, the point where pt would be if it's velocity property were applied is reflected across the line. | |
Second, using a line at a right angle drawn out from the intersection point the pt location is reflected. | |
Parameters: | |
line: The line to bounce the point against, of form { a={x,y}, b={x,y} } | |
pt: The point to bounce against the line, of form {x,y} | |
Returns: | |
Bounced velocity point using the line | |
Reflected pt using the line at the intersection's right angle | |
]]-- | |
local function bouncePointAgainstLine( line, pt ) | |
local nextPt = { x=pt.x+pt.velocity.x, y=pt.y+pt.velocity.y } | |
local lineB = { a=pt, b=nextPt } | |
local success, inter = math.doLinesIntersect( line.a, line.b, lineB.a, lineB.b ) | |
if (not success) then | |
return nil, nil -- the velocity of pt does not cause it to make contact with the line | |
end | |
local len = math.lengthOf( pt, inter ) | |
local bounce = math.reflectPointAcrossLine( line, nextPt ) | |
local x, y = math.extrudeToLen( inter, bounce, len ) | |
return bounce, {x=x,y=y} | |
end | |
math.bouncePointAgainstLine = bouncePointAgainstLine | |
--[[ | |
Shows that the lines intersect. | |
Parameters: | |
a, b: Lines with a and b ends, each end with x,y coords. | |
a, b, c, d: Line ends for a-b and c-d, each end having x,y coords. | |
ax, ay, bx, by, cx, cy, dx, dy: Full points of two lines | |
Returns: | |
true, x, y: If the lines intersect | |
false: If the lines do not intersect | |
Ref: | |
http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect | |
]]-- | |
local function getLineIntersection( ... ) -- , *i_x, *i_y) | |
local p0_x, p0_y, p1_x, p1_y, p2_x, p2_y, p3_x, p3_y | |
-- separate parameters | |
if (#arg == 2) then | |
p0_x, p0_y, p1_x, p1_y = arg[1].a.x, arg[1].a.y, arg[1].b.x, arg[1].b.y | |
p2_x, p2_y, p3_x, p3_y = arg[2].a.x, arg[2].a.y, arg[2].b.x, arg[2].b.y | |
elseif (#arg == 4) then | |
p0_x, p0_y, p1_x, p1_y = arg[1].x, arg[1].y, arg[2].x, arg[2].y | |
p2_x, p2_y, p3_x, p3_y = arg[3].x, arg[3].y, arg[4].x, arg[4].y | |
elseif (#arg == 8) then | |
p0_x, p0_y, p1_x, p1_y, p2_x, p2_y, p3_x, p3_y = unpack( arg ) | |
end | |
local i_x, i_y -- output | |
local s1_x, s1_y, s2_x, s2_y | |
s1_x = p1_x - p0_x | |
s1_y = p1_y - p0_y | |
s2_x = p3_x - p2_x | |
s2_y = p3_y - p2_y | |
local s, t | |
s = (-s1_y * (p0_x - p2_x) + s1_x * (p0_y - p2_y)) / (-s2_x * s1_y + s1_x * s2_y) | |
t = ( s2_x * (p0_y - p2_y) - s2_y * (p0_x - p2_x)) / (-s2_x * s1_y + s1_x * s2_y) | |
if (s >= 0 and s <= 1 and t >= 0 and t <= 1) then | |
-- Collision detected | |
i_x = p0_x + (t * s1_x) | |
i_y = p0_y + (t * s1_y) | |
return true, i_x, i_y | |
end | |
return false -- ; // No collision | |
end | |
math.getLineIntersection = getLineIntersection | |
-- 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 ~= false) 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 | |
--[[ | |
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 | |
--[[ | |
Polygons | |
]]-- | |
--[[ | |
Calculates the area of a polygon. | |
Will not calculate area for self-intersecting polygons (where vertices cross each other) | |
Parameters: | |
points: table of {x,y} points or list of {x,y,x,y...} coords | |
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 | |
--[[ | |
Calculates the area of a table of polygons and also returns the sum of the areas. | |
Overlapping intersecting areas are not accounted for. | |
Parameters: | |
polygons: table of polygons - see polygonArea() | |
Returns: | |
Table of { polygon, area } tables, sum of areas. | |
]]-- | |
local function polygonAreas( polygons ) | |
local tbl = {} | |
local sum = 0 | |
for i=1, #tbl do | |
local polygon = polygons[i] | |
local entry = { polygon=polygon, area=polygonArea( polygon ) } | |
tbl[ #tbl+1 ] = entry | |
sum = sum + entry.area | |
end | |
return tbl, sum | |
end | |
math.polygonAreas = polygonAreas | |
--[[ | |
Returns true if the dot {x,y} is within the polygon defined by points table { {x,y},{x,y},{x,y},... } | |
Accepts coordinates list {x,y,x,y,...} or points {x,y} table or display group. | |
Parameters: | |
points: table of points or list of coordinates of polygon | |
dot: point to check for being inside or outside the bounds of the polygon | |
Return: | |
true if the dot is inside the polygon | |
]]-- | |
local function isPointInPolygon( points, dot ) | |
local count = points.numChildren | |
if (count == nil) then | |
points = math.ensurePointsTable( points ) | |
count = #points | |
end | |
local i, j = count, count | |
local oddNodes = false | |
for i=1, count 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.isPointInPolygon = isPointInPolygon | |
--[[ | |
Return true if the dot { x,y } is within any of the polygons in the list. | |
Parameters: | |
polygons: table of polygons | |
dot: point to check for being inside the polygons | |
Return: | |
true if the point is inside any of the polygons, the polygon containing the point | |
]]-- | |
local function isPointInPolygons( polygons, dot ) | |
for i=1, #polygons do | |
if (isPointInPolygon( polygons[i], dot )) then | |
return true, polygons[i] | |
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 point has less than 180 degrees between the neighbouring points. | |
Parameters: | |
point: the {x,y} point to check the angle at | |
b: the {x,y} point preceding the angle point | |
c: the {x,y} point following the angle point | |
Returns: | |
true if the point's angle is less than 180 degrees. | |
]]-- | |
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. | |
Returns nil if there are not enough points ( < 3 ) | |
Can accept a display group. | |
Parameters: | |
points: table of {x,y} points or list of {x,y,x,y,...} coords | |
Returns: | |
true if the polygon is not convex. | |
]]-- | |
local function isPolygonConcave( points ) | |
-- is points a display group? | |
local count = points.numChildren | |
if (count == nil) then | |
-- points is not a display group... | |
-- ensure table of points | |
points = math.ensurePointsTable( points ) | |
count = #points | |
end | |
-- cannot check if input is not a polygon | |
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 and #points > 1) then | |
table.sort( points, function(f,g) return math.lengthOf(a,f) < math.lengthOf(a,g) end ) | |
end | |
return points | |
end | |
math.polygonLineIntersection = polygonLineIntersection | |
--[[ | |
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 avgMidPoint( ... ) | |
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/c, y/c | |
end | |
math.avgMidPoint = avgMidPoint | |
--[[ | |
Calculates the middle of a polygon's bounding box - as if drawing a square around the polygon and finding the middle. | |
Also calculates the width and height of the bounding box. | |
Parameters: | |
Polygon coordinates as a table of points, display group or list of coordinates. | |
Returns: | |
Centroid (centre) x, y | |
Bounding box width, height | |
Notes: | |
Does not centre the polygon. To do this use: math.centrePolygon | |
]]-- | |
local function getBoundingCentroid( pts ) | |
pts = math.ensurePointsTable( pts ) | |
local xMin, xMax, yMin, yMax = 100000000, -100000000, 100000000, -100000000 | |
for i=1, #pts do | |
local pt = pts[i] | |
if (pt.x < xMin) then xMin = pt.x end | |
if (pt.x > xMax) then xMax = pt.x end | |
if (pt.y < yMin) then yMin = pt.y end | |
if (pt.y > yMax) then yMax = pt.y end | |
end | |
local width, height = xMax-xMin, yMax-yMin | |
local cx, cy = xMin+(width/2), yMin+(height/2) | |
local output = { | |
centroid = { x=cx, y=cy }, | |
width = width, | |
height = height, | |
bounding = { xMin=xMin, xMax=xMax, yMin=yMin, yMax=yMax }, | |
} | |
return output | |
end | |
math.getBoundingCentroid = getBoundingCentroid | |
--[[ | |
Produces an adjusted polygon so that the vertices are centred on the bounding centroid (square bounding box middle.) | |
Parameters: | |
List of coordinates, display group or table of points of the polygon. | |
Returns: | |
Table of points for the adjusted polygon. | |
x, y of the centre of the polygon. | |
Notes: | |
Centres the polygon around the provided point or calculated midpoint. To avoid this use: math.getBoundingCentroid | |
]]-- | |
local function centerPoly( pts, cx, cy ) | |
pts = math.ensurePointsTable( pts ) | |
local output = {} | |
local x, y | |
local minx, maxx, miny, maxy = 100000000, -100000000, 100000000, -100000000 | |
-- get dimensions | |
for i=1, #pts do | |
x, y = pts[i].x, pts[i].y | |
if (x < minx) then minx = x end | |
if (x > maxx) then maxx = x end | |
if (y < miny) then miny = y end | |
if (y > maxy) then maxy = y end | |
end | |
-- get bounds | |
local width, height = maxx-minx, maxy-miny | |
-- get centre | |
if (cx and cy) then | |
x, y = cx, cy | |
else | |
x, y = minx+(width/2), miny+(height/2) | |
end | |
-- centre the polygon around the midpoint | |
for i=1, #pts do | |
output[#output+1] = {x=pts[i].x-x,y=pts[i].y-y} | |
end | |
return output, { x=x, y=y, width=width, height=height, minx=minx, miny=miny, maxx=maxx, maxy=maxy } | |
end | |
math.centrePolygon = centerPoly | |
--[[ | |
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 | |
--[[ | |
Description: | |
Takes two polygons of the form {{x,y},{x,y},...} and determines if they intersect. | |
Accepts parameters as display groups, tables of points {x,y} or lists of coords {x,y,x,y,...} | |
Parameters: | |
subjectPolygon: first polygon to intersect with the second | |
clipPolygon: second polygon to intersect with the first | |
Returns: | |
Polygon of points of intersection between the two input polygons. | |
True if the two do intersect, false if they are not touching. | |
Example: | |
subjectPolygon = {{x=50, y=150}, {x=200, y=50}, {x=350, y=150}, {x=350, y=300}, {x=250, y=300}, {x=200, y=250}, {x=150, y=350}, {x=100, y=250}, {x=100, y=200}} | |
clipPolygon = {{x=100, y=100}, {x=300, y=100}, {x=300, y=300}, {x=100, y=300}} | |
outputList, intersects = clip(subjectPolygon, clipPolygon) | |
Ref: | |
http://rosettacode.org/wiki/Sutherland-Hodgman_polygon_clipping#Lua | |
]]-- | |
local function getPolygonIntersection( subjectPolygon, clipPolygon ) | |
local subjectPolygon = math.copyToPointsTable( subjectPolygon ) | |
local clipPolygon = math.copyToPointsTable( clipPolygon ) | |
local function inside(p, cp1, cp2) | |
return (cp2.x-cp1.x)*(p.y-cp1.y) > (cp2.y-cp1.y)*(p.x-cp1.x) | |
end | |
local function intersection(cp1, cp2, s, e) | |
local dcx, dcy = cp1.x-cp2.x, cp1.y-cp2.y | |
local dpx, dpy = s.x-e.x, s.y-e.y | |
local n1 = cp1.x*cp2.y - cp1.y*cp2.x | |
local n2 = s.x*e.y - s.y*e.x | |
local n3 = 1 / (dcx*dpy - dcy*dpx) | |
local x = (n1*dpx - n2*dcx) * n3 | |
local y = (n1*dpy - n2*dcy) * n3 | |
return {x=x, y=y} | |
end | |
local outputList = subjectPolygon | |
local cp1 = clipPolygon[#clipPolygon] | |
for _, cp2 in ipairs(clipPolygon) do -- WP clipEdge is cp1,cp2 here | |
local inputList = outputList | |
outputList = {} | |
local s = inputList[#inputList] | |
for _, e in ipairs(inputList) do | |
if inside(e, cp1, cp2) then | |
if not inside(s, cp1, cp2) then | |
outputList[#outputList+1] = intersection(cp1, cp2, s, e) | |
end | |
outputList[#outputList+1] = e | |
elseif inside(s, cp1, cp2) then | |
outputList[#outputList+1] = intersection(cp1, cp2, s, e) | |
end | |
s = e | |
end | |
cp1 = cp2 | |
end | |
return outputList, #outputList > 0 | |
end | |
math.getPolygonIntersection = getPolygonIntersection | |
--[[ | |
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 | |
--[[ | |
Point Collections | |
]]-- | |
-- 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 | |
-- ensures that a list of coordinates is converted to a table of {x,y} points | |
-- returns a table of {x,y} points and the number of points, whether a display group or not | |
local function ensurePointsTable( tbl ) | |
if (type(tbl[1]) == "number") then | |
-- list contains {x,y,x,y,...} coordinates - convert to table of {x,y} | |
tbl = tableToPoints( tbl ) | |
return tbl, #tbl | |
else | |
-- table is already in {x,y} point format... | |
-- check for display group | |
local count = tbl.numChildren | |
if (count == nil) then | |
count = #tbl | |
end | |
return tbl, count | |
end | |
end | |
math.ensurePointsTable = ensurePointsTable | |
-- copies the points from a list of coords, table of points or display group into a new table of {x,y} points | |
local function copyToPointsTable( points ) | |
local tbl = {} | |
local count = points.numChildren | |
if (count == nil) then | |
count = #points | |
end | |
local isCoords = (type(points[1]) == "number") | |
local step = 1 | |
if (isCoords) then | |
step = 2 | |
end | |
for i=1, count, step do | |
if (isCoords) then | |
tbl[#tbl+1] = {x=points[i],y=points[i+1]} | |
else | |
tbl[#tbl+1] = {x=points[i].x,y=points[i].y} | |
end | |
end | |
return tbl | |
end | |
math.copyToPointsTable = copyToPointsTable | |
--[[ | |
Removes points in found in sequence at the same location. | |
Eg: two points both at {x=10,y=21} will be deduped to just one point. | |
Parameters: | |
points: The list of points - can be list of coords but will convert to points on return. | |
maxdist: If nil the points are directly compared. If provided, points will be deduped if they are closer than this distance. | |
Returns: | |
List of points where no two points exist at the same location. | |
Comments: | |
Requires the table.lua library file: https://gist.github.com/HoraceBury/9307117 | |
]]-- | |
local function dedupePoints( points, maxdist ) | |
-- ensure points list not coords | |
points = math.ensurePointsTable( points ) | |
-- create output list and copy first point | |
local pts = {} | |
pts[1] = points[1] | |
-- compare points from second to last against previous | |
for i=2, #points do | |
if (maxdist) then | |
if (math.lengthOf( pts[#pts], points[i] ) > maxdist) then | |
pts[#pts+1] = points[i] | |
end | |
else | |
if (not table.compare( pts[#pts], points[i] )) then | |
pts[#pts+1] = points[i] | |
end | |
end | |
end | |
-- compare first and last points | |
if (maxdist) then | |
if (math.lengthOf( pts[1], pts[#pts] ) <= maxdist) then | |
pts[#pts] = nil | |
end | |
else | |
if (table.compare( pts[1], pts[#pts] )) then | |
pts[#pts] = nil | |
end | |
end | |
return pts | |
end | |
math.dedupePoints = dedupePoints |
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