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g3d/collisions.lua
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486
g3d/collisions.lua
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-- written by groverbuger for g3d
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-- september 2021
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-- MIT license
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local vectors = require(g3d.path .. "/vectors")
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local fastSubtract = vectors.subtract
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local vectorAdd = vectors.add
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local vectorCrossProduct = vectors.crossProduct
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local vectorDotProduct = vectors.dotProduct
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local vectorNormalize = vectors.normalize
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local vectorMagnitude = vectors.magnitude
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----------------------------------------------------------------------------------------------------
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-- collision detection functions
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----------------------------------------------------------------------------------------------------
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--
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-- none of these functions are required for developing 3D games
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-- however these collision functions are very frequently used in 3D games
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--
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-- be warned! a lot of this code is butt-ugly
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-- using a table per vector would create a bazillion tables and lots of used memory
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-- so instead all vectors are all represented using three number variables each
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-- this approach ends up making the code look terrible, but collision functions need to be efficient
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local collisions = {}
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-- finds the closest point to the source point on the given line segment
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local function closestPointOnLineSegment(
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a_x,a_y,a_z, -- point one of line segment
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b_x,b_y,b_z, -- point two of line segment
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x,y,z -- source point
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)
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local ab_x, ab_y, ab_z = b_x - a_x, b_y - a_y, b_z - a_z
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local t = vectorDotProduct(x - a_x, y - a_y, z - a_z, ab_x, ab_y, ab_z) / (ab_x^2 + ab_y^2 + ab_z^2)
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t = math.min(1, math.max(0, t))
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return a_x + t*ab_x, a_y + t*ab_y, a_z + t*ab_z
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end
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-- model - ray intersection
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-- based off of triangle - ray collision from excessive's CPML library
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-- does a triangle - ray collision for every face in the model to find the shortest collision
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--
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-- sources:
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-- https://github.com/excessive/cpml/blob/master/modules/intersect.lua
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-- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/
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local tiny = 2.2204460492503131e-16 -- the smallest possible value for a double, "double epsilon"
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local function triangleRay(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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src_x, src_y, src_z,
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dir_x, dir_y, dir_z
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)
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-- cache these variables for efficiency
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local e11,e12,e13 = fastSubtract(tri_1_x,tri_1_y,tri_1_z, tri_0_x,tri_0_y,tri_0_z)
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local e21,e22,e23 = fastSubtract(tri_2_x,tri_2_y,tri_2_z, tri_0_x,tri_0_y,tri_0_z)
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local h1,h2,h3 = vectorCrossProduct(dir_x,dir_y,dir_z, e21,e22,e23)
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local a = vectorDotProduct(h1,h2,h3, e11,e12,e13)
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-- if a is too close to 0, ray does not intersect triangle
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if math.abs(a) <= tiny then
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return
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end
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local s1,s2,s3 = fastSubtract(src_x,src_y,src_z, tri_0_x,tri_0_y,tri_0_z)
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local u = vectorDotProduct(s1,s2,s3, h1,h2,h3) / a
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-- ray does not intersect triangle
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if u < 0 or u > 1 then
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return
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end
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local q1,q2,q3 = vectorCrossProduct(s1,s2,s3, e11,e12,e13)
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local v = vectorDotProduct(dir_x,dir_y,dir_z, q1,q2,q3) / a
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-- ray does not intersect triangle
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if v < 0 or u + v > 1 then
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return
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end
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-- at this stage we can compute t to find out where
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-- the intersection point is on the line
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local thisLength = vectorDotProduct(q1,q2,q3, e21,e22,e23) / a
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-- if hit this triangle and it's closer than any other hit triangle
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if thisLength >= tiny and (not finalLength or thisLength < finalLength) then
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--local norm_x, norm_y, norm_z = vectorCrossProduct(e11,e12,e13, e21,e22,e23)
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return thisLength, src_x + dir_x*thisLength, src_y + dir_y*thisLength, src_z + dir_z*thisLength, n_x,n_y,n_z
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end
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end
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-- detects a collision between a triangle and a sphere
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function triangleSphere(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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tri_n_x, tri_n_y, tri_n_z,
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src_x, src_y, src_z, radius
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)
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-- recalculate surface normal of this triangle
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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-- distance from src to a vertex on the triangle
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local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z)
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-- collision not possible, just return
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if dist < -radius or dist > radius then
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return
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end
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-- itx stands for intersection
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local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist
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-- determine whether itx is inside the triangle
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-- project it onto the triangle and return if this is the case
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local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z)
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local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z)
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local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z)
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if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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-- itx is outside triangle
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-- find points on all three line segments that are closest to itx
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-- if distance between itx and one of these three closest points is in range, there is an intersection
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local radiussq = radius * radius
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local smallestDist
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local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z)
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local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2
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if dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line1_x, line1_y, line1_z
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end
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local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z)
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local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2
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if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line2_x, line2_y, line2_z
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end
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local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z)
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local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2
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if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then
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smallestDist = dist
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itx_x, itx_y, itx_z = line3_x, line3_y, line3_z
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end
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if smallestDist then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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end
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-- finds the closest point on the triangle from the source point given
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function trianglePoint(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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tri_n_x, tri_n_y, tri_n_z,
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src_x, src_y, src_z
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)
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-- recalculate surface normal of this triangle
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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-- distance from src to a vertex on the triangle
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local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z)
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-- itx stands for intersection
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local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist
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-- determine whether itx is inside the triangle
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-- project it onto the triangle and return if this is the case
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local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z)
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local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z)
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local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z)
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if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0
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and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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-- itx is outside triangle
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-- find points on all three line segments that are closest to itx
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-- if distance between itx and one of these three closest points is in range, there is an intersection
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local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z)
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local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2
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local smallestDist = dist
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itx_x, itx_y, itx_z = line1_x, line1_y, line1_z
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local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z)
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local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2
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if smallestDist and dist < smallestDist then
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smallestDist = dist
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itx_x, itx_y, itx_z = line2_x, line2_y, line2_z
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end
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local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z)
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local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2
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if smallestDist and dist < smallestDist then
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smallestDist = dist
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itx_x, itx_y, itx_z = line3_x, line3_y, line3_z
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end
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if smallestDist then
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n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z
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-- the sphere is inside the triangle, so the normal is zero
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-- instead, just return the triangle's normal
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if n_x == 0 and n_y == 0 and n_z == 0 then
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z
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end
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return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z
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end
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end
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-- finds the collision point between a triangle and a capsule
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-- capsules are defined with two points and a radius
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--
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-- sources:
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-- https://wickedengine.net/2020/04/26/capsule-collision-detection/
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local function triangleCapsule(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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tip_x, tip_y, tip_z,
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base_x, base_y, base_z,
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a_x, a_y, a_z,
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b_x, b_y, b_z,
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capn_x, capn_y, capn_z,
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radius
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)
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-- find the normal of this triangle
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-- tbd if necessary, this sometimes fixes weird edgecases
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local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z
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local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z
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local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z))
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local dotOfNormals = math.abs(vectorDotProduct(n_x, n_y, n_z, capn_x, capn_y, capn_z))
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-- default reference point to an arbitrary point on the triangle
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-- for when dotOfNormals is 0, because then the capsule is parallel to the triangle
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local ref_x, ref_y, ref_z = tri_0_x, tri_0_y, tri_0_z
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if dotOfNormals > 0 then
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-- capsule is not parallel to the triangle's plane
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-- find where the capsule's normal vector intersects the triangle's plane
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local t = vectorDotProduct(n_x, n_y, n_z, (tri_0_x - base_x) / dotOfNormals, (tri_0_y - base_y) / dotOfNormals, (tri_0_z - base_z) / dotOfNormals)
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local plane_itx_x, plane_itx_y, plane_itx_z = base_x + capn_x*t, base_y + capn_y*t, base_z + capn_z*t
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local _
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-- then clamp that plane intersect point onto the triangle itself
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-- this is the new reference point
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_, ref_x, ref_y, ref_z = trianglePoint(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
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plane_itx_x, plane_itx_y, plane_itx_z
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)
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end
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-- find the closest point on the capsule line to the reference point
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local c_x, c_y, c_z = closestPointOnLineSegment(a_x, a_y, a_z, b_x, b_y, b_z, ref_x, ref_y, ref_z)
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-- do a sphere cast from that closest point to the triangle and return the result
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return triangleSphere(
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tri_0_x, tri_0_y, tri_0_z,
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tri_1_x, tri_1_y, tri_1_z,
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tri_2_x, tri_2_y, tri_2_z,
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n_x, n_y, n_z,
|
||||
c_x, c_y, c_z, radius
|
||||
)
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- function appliers
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- these functions apply the collision test functions on the given list of triangles
|
||||
|
||||
-- runs a given intersection function on all of the triangles made up of a given vert table
|
||||
local function findClosest(self, verts, func, ...)
|
||||
-- declare the variables that will be returned by the function
|
||||
local finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z
|
||||
|
||||
-- cache references to this model's properties for efficiency
|
||||
local translation_x, translation_y, translation_z, scale_x, scale_y, scale_z = 0, 0, 0, 1, 1, 1
|
||||
if self then
|
||||
if self.translation then
|
||||
translation_x = self.translation[1]
|
||||
translation_y = self.translation[2]
|
||||
translation_z = self.translation[3]
|
||||
end
|
||||
if self.scale then
|
||||
scale_x = self.scale[1]
|
||||
scale_y = self.scale[2]
|
||||
scale_z = self.scale[3]
|
||||
end
|
||||
end
|
||||
|
||||
for v=1, #verts, 3 do
|
||||
-- apply the function given with the arguments given
|
||||
-- also supply the points of the current triangle
|
||||
local n_x, n_y, n_z = vectorNormalize(
|
||||
verts[v][6]*scale_x,
|
||||
verts[v][7]*scale_x,
|
||||
verts[v][8]*scale_x
|
||||
)
|
||||
|
||||
local length, wx,wy,wz, nx,ny,nz = func(
|
||||
verts[v][1]*scale_x + translation_x,
|
||||
verts[v][2]*scale_y + translation_y,
|
||||
verts[v][3]*scale_z + translation_z,
|
||||
verts[v+1][1]*scale_x + translation_x,
|
||||
verts[v+1][2]*scale_y + translation_y,
|
||||
verts[v+1][3]*scale_z + translation_z,
|
||||
verts[v+2][1]*scale_x + translation_x,
|
||||
verts[v+2][2]*scale_y + translation_y,
|
||||
verts[v+2][3]*scale_z + translation_z,
|
||||
n_x,
|
||||
n_y,
|
||||
n_z,
|
||||
...
|
||||
)
|
||||
|
||||
-- if something was hit
|
||||
-- and either the finalLength is not yet defined or the new length is closer
|
||||
-- then update the collision information
|
||||
if length and (not finalLength or length < finalLength) then
|
||||
finalLength = length
|
||||
where_x = wx
|
||||
where_y = wy
|
||||
where_z = wz
|
||||
norm_x = nx
|
||||
norm_y = ny
|
||||
norm_z = nz
|
||||
end
|
||||
end
|
||||
|
||||
-- normalize the normal vector before it is returned
|
||||
if finalLength then
|
||||
norm_x, norm_y, norm_z = vectorNormalize(norm_x, norm_y, norm_z)
|
||||
end
|
||||
|
||||
-- return all the information in a standardized way
|
||||
return finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z
|
||||
end
|
||||
|
||||
-- runs a given intersection function on all of the triangles made up of a given vert table
|
||||
local function findAny(self, verts, func, ...)
|
||||
-- cache references to this model's properties for efficiency
|
||||
local translation_x, translation_y, translation_z, scale_x, scale_y, scale_z = 0, 0, 0, 1, 1, 1
|
||||
if self then
|
||||
if self.translation then
|
||||
translation_x = self.translation[1]
|
||||
translation_y = self.translation[2]
|
||||
translation_z = self.translation[3]
|
||||
end
|
||||
if self.scale then
|
||||
scale_x = self.scale[1]
|
||||
scale_y = self.scale[2]
|
||||
scale_z = self.scale[3]
|
||||
end
|
||||
end
|
||||
|
||||
for v=1, #verts, 3 do
|
||||
-- apply the function given with the arguments given
|
||||
-- also supply the points of the current triangle
|
||||
local n_x, n_y, n_z = vectorNormalize(
|
||||
verts[v][6]*scale_x,
|
||||
verts[v][7]*scale_x,
|
||||
verts[v][8]*scale_x
|
||||
)
|
||||
|
||||
local length = func(
|
||||
verts[v][1]*scale_x + translation_x,
|
||||
verts[v][2]*scale_y + translation_y,
|
||||
verts[v][3]*scale_z + translation_z,
|
||||
verts[v+1][1]*scale_x + translation_x,
|
||||
verts[v+1][2]*scale_y + translation_y,
|
||||
verts[v+1][3]*scale_z + translation_z,
|
||||
verts[v+2][1]*scale_x + translation_x,
|
||||
verts[v+2][2]*scale_y + translation_y,
|
||||
verts[v+2][3]*scale_z + translation_z,
|
||||
n_x,
|
||||
n_y,
|
||||
n_z,
|
||||
...
|
||||
)
|
||||
|
||||
-- if something was hit
|
||||
-- and either the finalLength is not yet defined or the new length is closer
|
||||
-- then update the collision information
|
||||
if length then return true end
|
||||
end
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------------------
|
||||
-- collision functions that apply on lists of vertices
|
||||
----------------------------------------------------------------------------------------------------
|
||||
|
||||
function collisions.rayIntersection(verts, transform, src_x, src_y, src_z, dir_x, dir_y, dir_z)
|
||||
return findClosest(transform, verts, triangleRay, src_x, src_y, src_z, dir_x, dir_y, dir_z)
|
||||
end
|
||||
|
||||
function collisions.isPointInside(verts, transform, x, y, z)
|
||||
return findAny(transform, verts, triangleRay, x, y, z, 0, 0, 1)
|
||||
end
|
||||
|
||||
function collisions.sphereIntersection(verts, transform, src_x, src_y, src_z, radius)
|
||||
return findClosest(transform, verts, triangleSphere, src_x, src_y, src_z, radius)
|
||||
end
|
||||
|
||||
function collisions.closestPoint(verts, transform, src_x, src_y, src_z)
|
||||
return findClosest(transform, verts, trianglePoint, src_x, src_y, src_z)
|
||||
end
|
||||
|
||||
function collisions.capsuleIntersection(verts, transform, tip_x, tip_y, tip_z, base_x, base_y, base_z, radius)
|
||||
-- the normal vector coming out the tip of the capsule
|
||||
local norm_x, norm_y, norm_z = vectorNormalize(tip_x - base_x, tip_y - base_y, tip_z - base_z)
|
||||
|
||||
-- the base and tip, inset by the radius
|
||||
-- these two coordinates are the actual extent of the capsule sphere line
|
||||
local a_x, a_y, a_z = base_x + norm_x*radius, base_y + norm_y*radius, base_z + norm_z*radius
|
||||
local b_x, b_y, b_z = tip_x - norm_x*radius, tip_y - norm_y*radius, tip_z - norm_z*radius
|
||||
|
||||
return findClosest(
|
||||
transform,
|
||||
verts,
|
||||
triangleCapsule,
|
||||
tip_x, tip_y, tip_z,
|
||||
base_x, base_y, base_z,
|
||||
a_x, a_y, a_z,
|
||||
b_x, b_y, b_z,
|
||||
norm_x, norm_y, norm_z,
|
||||
radius
|
||||
)
|
||||
end
|
||||
|
||||
return collisions
|
||||
Loading…
Add table
Add a link
Reference in a new issue