established geometry definitions for damageable object types; fixed rotations; removed unnecessary classes

This commit is contained in:
Jason_DiDonato@yahoo.com 2021-02-03 19:39:32 -05:00
parent fe386bd79b
commit e41e7e7cfa
11 changed files with 413 additions and 1257 deletions

View file

@ -7,6 +7,7 @@ import net.psforever.objects.ce._
import net.psforever.objects.definition.{ComplexDeployableDefinition, SimpleDeployableDefinition}
import net.psforever.objects.definition.converter.SmallDeployableConverter
import net.psforever.objects.equipment.JammableUnit
import net.psforever.objects.geometry.Geometry3D
import net.psforever.objects.serverobject.affinity.FactionAffinity
import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
import net.psforever.objects.serverobject.damage.{Damageable, DamageableEntity}
@ -118,11 +119,11 @@ class ExplosiveDeployableControl(mine: ExplosiveDeployable) extends Actor with D
* `false`, otherwise
*/
def CanDetonate(obj: Vitality with FactionAffinity, damage: Int, data: DamageInteraction): Boolean = {
if (damage == 0 && data.cause.source.SympatheticExplosion) {
!mine.Destroyed && (if (damage == 0 && data.cause.source.SympatheticExplosion) {
Damageable.CanDamageOrJammer(mine, damage = 1, data)
} else {
Damageable.CanDamageOrJammer(mine, damage, data)
}
})
}
}
@ -169,7 +170,7 @@ object ExplosiveDeployableControl {
val zone = target.Zone
zone.Activity ! Zone.HotSpot.Activity(cause)
zone.LocalEvents ! LocalServiceMessage(zone.id, LocalAction.Detonate(target.GUID, target))
Zone.causeExplosion(zone, target, Some(cause))
Zone.causeExplosion(zone, target, Some(cause), ExplosiveDeployableControl.detectionForExplosiveSource(target))
}
/**
@ -196,4 +197,48 @@ object ExplosiveDeployableControl {
)
}
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* For explosives, the source of the explosion is always typically constant.
* @see `detectsTarget`
* @see `ObjectDefinition.Geometry`
* @see `Vector3.relativeUp`
* @param obj a game entity that explodes
* @return a function that resolves a potential target as detected
*/
def detectionForExplosiveSource(obj: PlanetSideGameObject): (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean = {
val up = Vector3.relativeUp(obj.Orientation) //check relativeUp; rotate as little as necessary!
val g1 = obj.Definition.Geometry(obj)
detectTarget(g1, up)
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* For explosives, targets in the damage radius in the direction of the blast (above the explosive) are valid targets.
* Targets that are ~0.5916f units in the opposite direction of the blast (below the explosive) are also selected.
* @see `ObjectDefinition.Geometry`
* @see `PrimitiveGeometry.pointOnOutside`
* @see `Vector3.DistanceSquared`
* @see `Vector3.neg`
* @see `Vector3.relativeUp`
* @see `Vector3.ScalarProjection`
* @see `Vector3.Unit`
* @param g1 a cached geometric representation that should belong to `obj1`
* @param up a cached vector in the direction of "above `obj1`'s geometric representation"
* @param obj1 a game entity that explodes
* @param obj2 a game entity that suffers the explosion
* @param maxDistance the square of the maximum distance permissible between game entities
* before they are no longer considered "near"
* @return `true`, if the target entities are near enough to each other;
* `false`, otherwise
*/
def detectTarget(g1: Geometry3D, up: Vector3)(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float) : Boolean = {
val g2 = obj2.Definition.Geometry(obj2)
val dir = g2.center.asVector3 - g1.center.asVector3
val scalar = Vector3.ScalarProjection(dir, up)
val point1 = g1.pointOnOutside(dir).asVector3
val point2 = g2.pointOnOutside(Vector3.neg(dir)).asVector3
(scalar >= 0 || Vector3.MagnitudeSquared(up * scalar) < 0.35f) && Vector3.DistanceSquared(point1, point2) <= maxDistance
}
}

View file

@ -7,6 +7,7 @@ import net.psforever.objects.ce.{DeployableCategory, DeployedItem}
import net.psforever.objects.definition._
import net.psforever.objects.definition.converter._
import net.psforever.objects.equipment._
import net.psforever.objects.geometry.GeometryForm
import net.psforever.objects.inventory.InventoryTile
import net.psforever.objects.serverobject.aura.Aura
import net.psforever.objects.serverobject.doors.DoorDefinition
@ -5602,6 +5603,11 @@ object GlobalDefinitions {
* Initialize `VehicleDefinition` globals.
*/
private def init_vehicles(): Unit = {
val atvForm = GeometryForm.representByCylinder(radius = 1.1797f, height = 1.1875f) _
val delivererForm = GeometryForm.representByCylinder(radius = 2.46095f, height = 2.40626f) _ //TODO hexahedron
val apcForm = GeometryForm.representByCylinder(radius = 4.6211f, height = 3.90626f) _ //TODO hexahedron
val liberatorForm = GeometryForm.representByCylinder(radius = 3.74615f, height = 2.51563f) _
fury.Name = "fury"
fury.MaxHealth = 650
fury.Damageable = true
@ -5632,6 +5638,7 @@ object GlobalDefinitions {
fury.DrownAtMaxDepth = true
fury.MaxDepth = 1.3f
fury.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
fury.Geometry = atvForm
quadassault.Name = "quadassault" // Basilisk
quadassault.MaxHealth = 650
@ -5663,6 +5670,7 @@ object GlobalDefinitions {
quadassault.DrownAtMaxDepth = true
quadassault.MaxDepth = 1.3f
quadassault.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
quadassault.Geometry = atvForm
quadstealth.Name = "quadstealth" // Wraith
quadstealth.MaxHealth = 650
@ -5694,6 +5702,7 @@ object GlobalDefinitions {
quadstealth.DrownAtMaxDepth = true
quadstealth.MaxDepth = 1.25f
quadstealth.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
quadstealth.Geometry = atvForm
two_man_assault_buggy.Name = "two_man_assault_buggy" // Harasser
two_man_assault_buggy.MaxHealth = 1250
@ -5727,6 +5736,7 @@ object GlobalDefinitions {
two_man_assault_buggy.DrownAtMaxDepth = true
two_man_assault_buggy.MaxDepth = 1.5f
two_man_assault_buggy.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
two_man_assault_buggy.Geometry = GeometryForm.representByCylinder(radius = 2.10545f, height = 1.59376f)
skyguard.Name = "skyguard"
skyguard.MaxHealth = 1000
@ -5749,7 +5759,6 @@ object GlobalDefinitions {
skyguard.AutoPilotSpeeds = (22, 8)
skyguard.DestroyedModel = Some(DestroyedVehicle.Skyguard)
skyguard.JackingDuration = Array(0, 15, 5, 3)
skyguard.explodes = true
skyguard.innateDamage = new DamageWithPosition {
CausesDamageType = DamageType.One
@ -5762,6 +5771,7 @@ object GlobalDefinitions {
skyguard.DrownAtMaxDepth = true
skyguard.MaxDepth = 1.5f
skyguard.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
skyguard.Geometry = GeometryForm.representByCylinder(radius = 1.8867f, height = 1.4375f)
threemanheavybuggy.Name = "threemanheavybuggy" // Marauder
threemanheavybuggy.MaxHealth = 1700
@ -5801,6 +5811,7 @@ object GlobalDefinitions {
threemanheavybuggy.DrownAtMaxDepth = true
threemanheavybuggy.MaxDepth = 1.83f
threemanheavybuggy.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
threemanheavybuggy.Geometry = GeometryForm.representByCylinder(radius = 2.1953f, height = 2.03125f)
twomanheavybuggy.Name = "twomanheavybuggy" // Enforcer
twomanheavybuggy.MaxHealth = 1800
@ -5835,6 +5846,7 @@ object GlobalDefinitions {
twomanheavybuggy.DrownAtMaxDepth = true
twomanheavybuggy.MaxDepth = 1.95f
twomanheavybuggy.UnderwaterLifespan(suffocation = 5000L, recovery = 2500L)
twomanheavybuggy.Geometry = GeometryForm.representByCylinder(radius = 2.60935f, height = 1.79688f)
twomanhoverbuggy.Name = "twomanhoverbuggy" // Thresher
twomanhoverbuggy.MaxHealth = 1600
@ -5868,6 +5880,7 @@ object GlobalDefinitions {
}
twomanhoverbuggy.DrownAtMaxDepth = true
twomanhoverbuggy.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the thresher hovers over water, so ...?
twomanhoverbuggy.Geometry = GeometryForm.representByCylinder(radius = 2.1875f, height = 2.01563f)
mediumtransport.Name = "mediumtransport" // Deliverer
mediumtransport.MaxHealth = 2500
@ -5909,6 +5922,7 @@ object GlobalDefinitions {
mediumtransport.DrownAtMaxDepth = false
mediumtransport.MaxDepth = 1.2f
mediumtransport.UnderwaterLifespan(suffocation = -1, recovery = -1)
mediumtransport.Geometry = delivererForm
battlewagon.Name = "battlewagon" // Raider
battlewagon.MaxHealth = 2500
@ -5953,6 +5967,7 @@ object GlobalDefinitions {
battlewagon.DrownAtMaxDepth = true
battlewagon.MaxDepth = 1.2f
battlewagon.UnderwaterLifespan(suffocation = -1, recovery = -1)
battlewagon.Geometry = delivererForm
thunderer.Name = "thunderer"
thunderer.MaxHealth = 2500
@ -5994,6 +6009,7 @@ object GlobalDefinitions {
thunderer.DrownAtMaxDepth = true
thunderer.MaxDepth = 1.2f
thunderer.UnderwaterLifespan(suffocation = -1, recovery = -1)
thunderer.Geometry = delivererForm
aurora.Name = "aurora"
aurora.MaxHealth = 2500
@ -6035,6 +6051,7 @@ object GlobalDefinitions {
aurora.DrownAtMaxDepth = true
aurora.MaxDepth = 1.2f
aurora.UnderwaterLifespan(suffocation = -1, recovery = -1)
aurora.Geometry = delivererForm
apc_tr.Name = "apc_tr" // Juggernaut
apc_tr.MaxHealth = 6000
@ -6099,6 +6116,7 @@ object GlobalDefinitions {
apc_tr.DrownAtMaxDepth = true
apc_tr.MaxDepth = 3
apc_tr.UnderwaterLifespan(suffocation = 15000L, recovery = 7500L)
apc_tr.Geometry = apcForm
apc_nc.Name = "apc_nc" // Vindicator
apc_nc.MaxHealth = 6000
@ -6163,6 +6181,7 @@ object GlobalDefinitions {
apc_nc.DrownAtMaxDepth = true
apc_nc.MaxDepth = 3
apc_nc.UnderwaterLifespan(suffocation = 15000L, recovery = 7500L)
apc_nc.Geometry = apcForm
apc_vs.Name = "apc_vs" // Leviathan
apc_vs.MaxHealth = 6000
@ -6227,6 +6246,7 @@ object GlobalDefinitions {
apc_vs.DrownAtMaxDepth = true
apc_vs.MaxDepth = 3
apc_vs.UnderwaterLifespan(suffocation = 15000L, recovery = 7500L)
apc_vs.Geometry = apcForm
lightning.Name = "lightning"
lightning.MaxHealth = 2000
@ -6259,6 +6279,7 @@ object GlobalDefinitions {
lightning.DrownAtMaxDepth = true
lightning.MaxDepth = 1.38f
lightning.UnderwaterLifespan(suffocation = 12000L, recovery = 6000L)
lightning.Geometry = GeometryForm.representByCylinder(radius = 2.5078f, height = 1.79688f)
prowler.Name = "prowler"
prowler.MaxHealth = 4800
@ -6296,6 +6317,7 @@ object GlobalDefinitions {
prowler.DrownAtMaxDepth = true
prowler.MaxDepth = 3
prowler.UnderwaterLifespan(suffocation = 12000L, recovery = 6000L)
prowler.Geometry = GeometryForm.representByCylinder(radius = 3.461f, height = 3.48438f)
vanguard.Name = "vanguard"
vanguard.MaxHealth = 5400
@ -6329,6 +6351,7 @@ object GlobalDefinitions {
vanguard.DrownAtMaxDepth = true
vanguard.MaxDepth = 2.7f
vanguard.UnderwaterLifespan(suffocation = 12000L, recovery = 6000L)
vanguard.Geometry = GeometryForm.representByCylinder(radius = 3.8554f, height = 2.60938f)
magrider.Name = "magrider"
magrider.MaxHealth = 4200
@ -6364,6 +6387,7 @@ object GlobalDefinitions {
magrider.DrownAtMaxDepth = true
magrider.MaxDepth = 2
magrider.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the magrider hovers over water, so ...?
magrider.Geometry = GeometryForm.representByCylinder(radius = 3.3008f, height = 3.26562f)
val utilityConverter = new UtilityVehicleConverter
ant.Name = "ant"
@ -6397,6 +6421,7 @@ object GlobalDefinitions {
ant.DrownAtMaxDepth = true
ant.MaxDepth = 2
ant.UnderwaterLifespan(suffocation = 12000L, recovery = 6000L)
ant.Geometry = GeometryForm.representByCylinder(radius = 2.16795f, height = 2.09376f) //TODO hexahedron
ams.Name = "ams"
ams.MaxHealth = 5000 // Temporary - original value is 3000
@ -6433,6 +6458,7 @@ object GlobalDefinitions {
ams.DrownAtMaxDepth = true
ams.MaxDepth = 3
ams.UnderwaterLifespan(suffocation = 5000L, recovery = 5000L)
ams.Geometry = GeometryForm.representByCylinder(radius = 3.0117f, height = 3.39062f) //TODO hexahedron
val variantConverter = new VariantVehicleConverter
router.Name = "router"
@ -6469,6 +6495,7 @@ object GlobalDefinitions {
router.DrownAtMaxDepth = true
router.MaxDepth = 2
router.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the router hovers over water, so ...?
router.Geometry = GeometryForm.representByCylinder(radius = 3.64845f, height = 3.51563f) //TODO hexahedron
switchblade.Name = "switchblade"
switchblade.MaxHealth = 1750
@ -6505,6 +6532,7 @@ object GlobalDefinitions {
switchblade.DrownAtMaxDepth = true
switchblade.MaxDepth = 2
switchblade.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the switchblade hovers over water, so ...?
switchblade.Geometry = GeometryForm.representByCylinder(radius = 2.4335f, height = 2.73438f)
flail.Name = "flail"
flail.MaxHealth = 2400
@ -6539,6 +6567,7 @@ object GlobalDefinitions {
flail.DrownAtMaxDepth = true
flail.MaxDepth = 2
flail.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the flail hovers over water, so ...?
flail.Geometry = GeometryForm.representByCylinder(radius = 2.1875f, height = 2.21875f)
mosquito.Name = "mosquito"
mosquito.MaxHealth = 665
@ -6572,6 +6601,7 @@ object GlobalDefinitions {
}
mosquito.DrownAtMaxDepth = true
mosquito.MaxDepth = 2 //flying vehicles will automatically disable
mosquito.Geometry = GeometryForm.representByCylinder(radius = 2.72108f, height = 2.5f)
lightgunship.Name = "lightgunship" // Reaver
lightgunship.MaxHealth = 1000
@ -6606,6 +6636,7 @@ object GlobalDefinitions {
}
lightgunship.DrownAtMaxDepth = true
lightgunship.MaxDepth = 2 //flying vehicles will automatically disable
lightgunship.Geometry = GeometryForm.representByCylinder(radius = 2.375f, height = 1.98438f)
wasp.Name = "wasp"
wasp.MaxHealth = 515
@ -6639,6 +6670,7 @@ object GlobalDefinitions {
}
wasp.DrownAtMaxDepth = true
wasp.MaxDepth = 2 //flying vehicles will automatically disable
wasp.Geometry = GeometryForm.representByCylinder(radius = 2.88675f, height = 2.5f)
liberator.Name = "liberator"
liberator.MaxHealth = 2500
@ -6680,6 +6712,7 @@ object GlobalDefinitions {
}
liberator.DrownAtMaxDepth = true
liberator.MaxDepth = 2 //flying vehicles will automatically disable
liberator.Geometry = liberatorForm
vulture.Name = "vulture"
vulture.MaxHealth = 2500
@ -6722,6 +6755,7 @@ object GlobalDefinitions {
}
vulture.DrownAtMaxDepth = true
vulture.MaxDepth = 2 //flying vehicles will automatically disable
vulture.Geometry = liberatorForm
dropship.Name = "dropship" // Galaxy
dropship.MaxHealth = 5000
@ -6796,6 +6830,7 @@ object GlobalDefinitions {
}
dropship.DrownAtMaxDepth = true
dropship.MaxDepth = 2
dropship.Geometry = GeometryForm.representByCylinder(radius = 10.52202f, height = 6.23438f)
galaxy_gunship.Name = "galaxy_gunship"
galaxy_gunship.MaxHealth = 6000
@ -6849,6 +6884,7 @@ object GlobalDefinitions {
}
galaxy_gunship.DrownAtMaxDepth = true
galaxy_gunship.MaxDepth = 2
galaxy_gunship.Geometry = GeometryForm.representByCylinder(radius = 9.2382f, height = 5.01562f)
lodestar.Name = "lodestar"
lodestar.MaxHealth = 5000
@ -6890,6 +6926,7 @@ object GlobalDefinitions {
}
lodestar.DrownAtMaxDepth = true
lodestar.MaxDepth = 2
lodestar.Geometry = GeometryForm.representByCylinder(radius = 7.8671f, height = 6.79688f) //TODO hexahedron
phantasm.Name = "phantasm"
phantasm.MaxHealth = 2500
@ -6932,6 +6969,7 @@ object GlobalDefinitions {
}
phantasm.DrownAtMaxDepth = true
phantasm.MaxDepth = 2
phantasm.Geometry = GeometryForm.representByCylinder(radius = 5.2618f, height = 3f)
droppod.Name = "droppod"
droppod.MaxHealth = 20000
@ -6945,12 +6983,18 @@ object GlobalDefinitions {
droppod.DestroyedModel = None //the adb calls out a droppod; the cyclic nature of this confounds me
droppod.DamageUsing = DamageCalculations.AgainstAircraft
droppod.DrownAtMaxDepth = false
//TODO geometry?
}
/**
* Initialize `Deployable` globals.
*/
private def init_deployables(): Unit = {
val mine = GeometryForm.representByCylinder(radius = 0.1914f, height = 0.0957f) _
val smallTurret = GeometryForm.representByCylinder(radius = 0.48435f, height = 1.23438f) _
val sensor = GeometryForm.representByCylinder(radius = 0.1914f, height = 1.21875f) _
val largeTurret = GeometryForm.representByCylinder(radius = 0.8437f, height = 2.29687f) _
boomer.Name = "boomer"
boomer.Descriptor = "Boomers"
boomer.MaxHealth = 100
@ -6972,6 +7016,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
boomer.Geometry = mine
he_mine.Name = "he_mine"
he_mine.Descriptor = "Mines"
@ -6993,6 +7038,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.25f
Modifiers = ExplodingRadialDegrade
}
he_mine.Geometry = mine
jammer_mine.Name = "jammer_mine"
jammer_mine.Descriptor = "JammerMines"
@ -7002,6 +7048,7 @@ object GlobalDefinitions {
jammer_mine.Repairable = false
jammer_mine.DeployTime = Duration.create(1000, "ms")
jammer_mine.DetonateOnJamming = false
jammer_mine.Geometry = mine
spitfire_turret.Name = "spitfire_turret"
spitfire_turret.Descriptor = "Spitfires"
@ -7025,6 +7072,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.2f
Modifiers = ExplodingRadialDegrade
}
spitfire_turret.Geometry = smallTurret
spitfire_cloaked.Name = "spitfire_cloaked"
spitfire_cloaked.Descriptor = "CloakingSpitfires"
@ -7047,6 +7095,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.2f
Modifiers = ExplodingRadialDegrade
}
spitfire_cloaked.Geometry = smallTurret
spitfire_aa.Name = "spitfire_aa"
spitfire_aa.Descriptor = "FlakSpitfires"
@ -7069,6 +7118,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.2f
Modifiers = ExplodingRadialDegrade
}
spitfire_aa.Geometry = smallTurret
motionalarmsensor.Name = "motionalarmsensor"
motionalarmsensor.Descriptor = "MotionSensors"
@ -7077,6 +7127,7 @@ object GlobalDefinitions {
motionalarmsensor.Repairable = true
motionalarmsensor.RepairIfDestroyed = false
motionalarmsensor.DeployTime = Duration.create(1000, "ms")
motionalarmsensor.Geometry = sensor
sensor_shield.Name = "sensor_shield"
sensor_shield.Descriptor = "SensorShields"
@ -7085,6 +7136,7 @@ object GlobalDefinitions {
sensor_shield.Repairable = true
sensor_shield.RepairIfDestroyed = false
sensor_shield.DeployTime = Duration.create(5000, "ms")
sensor_shield.Geometry = sensor
tank_traps.Name = "tank_traps"
tank_traps.Descriptor = "TankTraps"
@ -7103,6 +7155,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.2f
Modifiers = ExplodingRadialDegrade
}
tank_traps.Geometry = GeometryForm.representByCylinder(radius = 2.89680997f, height = 3.57812f)
val fieldTurretConverter = new FieldTurretConverter
portable_manned_turret.Name = "portable_manned_turret"
@ -7130,6 +7183,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret.Geometry = largeTurret
portable_manned_turret_nc.Name = "portable_manned_turret_nc"
portable_manned_turret_nc.Descriptor = "FieldTurrets"
@ -7156,6 +7210,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_nc.Geometry = largeTurret
portable_manned_turret_tr.Name = "portable_manned_turret_tr"
portable_manned_turret_tr.Descriptor = "FieldTurrets"
@ -7182,6 +7237,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_tr.Geometry = largeTurret
portable_manned_turret_vs.Name = "portable_manned_turret_vs"
portable_manned_turret_vs.Descriptor = "FieldTurrets"
@ -7208,6 +7264,7 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_vs.Geometry = largeTurret
deployable_shield_generator.Name = "deployable_shield_generator"
deployable_shield_generator.Descriptor = "ShieldGenerators"
@ -7217,6 +7274,7 @@ object GlobalDefinitions {
deployable_shield_generator.RepairIfDestroyed = false
deployable_shield_generator.DeployTime = Duration.create(6000, "ms")
deployable_shield_generator.Model = ComplexDeployableResolutions.calculate
deployable_shield_generator.Geometry = GeometryForm.representByCylinder(radius = 0.6562f, height = 2.17188f)
router_telepad_deployable.Name = "router_telepad_deployable"
router_telepad_deployable.MaxHealth = 100
@ -7226,6 +7284,7 @@ object GlobalDefinitions {
router_telepad_deployable.DeployCategory = DeployableCategory.Telepads
router_telepad_deployable.Packet = new TelepadDeployableConverter
router_telepad_deployable.Model = SimpleResolutions.calculate
router_telepad_deployable.Geometry = GeometryForm.representByRaisedSphere(radius = 1.2344f)
internal_router_telepad_deployable.Name = "router_telepad_deployable"
internal_router_telepad_deployable.MaxHealth = 1
@ -7240,6 +7299,8 @@ object GlobalDefinitions {
* Initialize `Miscellaneous` globals.
*/
private def initMiscellaneous(): Unit = {
val vterm = GeometryForm.representByCylinder(radius = 1.03515f, height = 1.09374f) _
ams_respawn_tube.Name = "ams_respawn_tube"
ams_respawn_tube.Delay = 10
ams_respawn_tube.SpecificPointFunc = SpawnPoint.AMS
@ -7280,9 +7341,10 @@ object GlobalDefinitions {
order_terminal.MaxHealth = 500
order_terminal.Damageable = true
order_terminal.Repairable = true
order_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
order_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
order_terminal.RepairIfDestroyed = true
order_terminal.Subtract.Damage1 = 8
order_terminal.Geometry = GeometryForm.representByCylinder(radius = 0.8438f, height = 1.3f)
order_terminala.Name = "order_terminala"
order_terminala.Tab += 0 -> OrderTerminalDefinition.EquipmentPage(
@ -7344,16 +7406,18 @@ object GlobalDefinitions {
cert_terminal.MaxHealth = 500
cert_terminal.Damageable = true
cert_terminal.Repairable = true
cert_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
cert_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
cert_terminal.RepairIfDestroyed = true
cert_terminal.Subtract.Damage1 = 8
cert_terminal.Geometry = GeometryForm.representByCylinder(radius = 0.66405f, height = 1.09374f)
implant_terminal_mech.Name = "implant_terminal_mech"
implant_terminal_mech.MaxHealth = 1500 //TODO 1000; right now, 1000 (mech) + 500 (interface)
implant_terminal_mech.Damageable = true
implant_terminal_mech.Repairable = true
implant_terminal_mech.autoRepair = AutoRepairStats(1.6f, 5000, 2400, 0.5f) //ori. 1, 5000, 2400, 0.5f
implant_terminal_mech.autoRepair = AutoRepairStats(1.6f, 5000, 2400, 0.5f)
implant_terminal_mech.RepairIfDestroyed = true
implant_terminal_mech.Geometry = GeometryForm.representByCylinder(radius = 2.7813f, height = 6.4375f)
implant_terminal_interface.Name = "implant_terminal_interface"
implant_terminal_interface.Tab += 0 -> OrderTerminalDefinition.ImplantPage(ImplantTerminalDefinition.implants)
@ -7362,6 +7426,7 @@ object GlobalDefinitions {
implant_terminal_interface.Repairable = true
implant_terminal_interface.autoRepair = AutoRepairStats(1, 5000, 200, 1) //TODO amount and drain are default? undefined?
implant_terminal_interface.RepairIfDestroyed = true
//TODO will need geometry when Damageable = true
ground_vehicle_terminal.Name = "ground_vehicle_terminal"
ground_vehicle_terminal.Tab += 46769 -> OrderTerminalDefinition.VehiclePage(
@ -7372,9 +7437,10 @@ object GlobalDefinitions {
ground_vehicle_terminal.MaxHealth = 500
ground_vehicle_terminal.Damageable = true
ground_vehicle_terminal.Repairable = true
ground_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
ground_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
ground_vehicle_terminal.RepairIfDestroyed = true
ground_vehicle_terminal.Subtract.Damage1 = 8
ground_vehicle_terminal.Geometry = vterm
air_vehicle_terminal.Name = "air_vehicle_terminal"
air_vehicle_terminal.Tab += 46769 -> OrderTerminalDefinition.VehiclePage(
@ -7385,9 +7451,10 @@ object GlobalDefinitions {
air_vehicle_terminal.MaxHealth = 500
air_vehicle_terminal.Damageable = true
air_vehicle_terminal.Repairable = true
air_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
air_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
air_vehicle_terminal.RepairIfDestroyed = true
air_vehicle_terminal.Subtract.Damage1 = 8
air_vehicle_terminal.Geometry = vterm
dropship_vehicle_terminal.Name = "dropship_vehicle_terminal"
dropship_vehicle_terminal.Tab += 46769 -> OrderTerminalDefinition.VehiclePage(
@ -7398,9 +7465,10 @@ object GlobalDefinitions {
dropship_vehicle_terminal.MaxHealth = 500
dropship_vehicle_terminal.Damageable = true
dropship_vehicle_terminal.Repairable = true
dropship_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
dropship_vehicle_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
dropship_vehicle_terminal.RepairIfDestroyed = true
dropship_vehicle_terminal.Subtract.Damage1 = 8
dropship_vehicle_terminal.Geometry = vterm
vehicle_terminal_combined.Name = "vehicle_terminal_combined"
vehicle_terminal_combined.Tab += 46769 -> OrderTerminalDefinition.VehiclePage(
@ -7411,9 +7479,10 @@ object GlobalDefinitions {
vehicle_terminal_combined.MaxHealth = 500
vehicle_terminal_combined.Damageable = true
vehicle_terminal_combined.Repairable = true
vehicle_terminal_combined.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
vehicle_terminal_combined.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
vehicle_terminal_combined.RepairIfDestroyed = true
vehicle_terminal_combined.Subtract.Damage1 = 8
vehicle_terminal_combined.Geometry = vterm
vanu_air_vehicle_term.Name = "vanu_air_vehicle_term"
vanu_air_vehicle_term.Tab += 46769 -> OrderTerminalDefinition.VehiclePage(
@ -7424,7 +7493,7 @@ object GlobalDefinitions {
vanu_air_vehicle_term.MaxHealth = 500
vanu_air_vehicle_term.Damageable = true
vanu_air_vehicle_term.Repairable = true
vanu_air_vehicle_term.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
vanu_air_vehicle_term.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
vanu_air_vehicle_term.RepairIfDestroyed = true
vanu_air_vehicle_term.Subtract.Damage1 = 8
@ -7437,7 +7506,7 @@ object GlobalDefinitions {
vanu_vehicle_term.MaxHealth = 500
vanu_vehicle_term.Damageable = true
vanu_vehicle_term.Repairable = true
vanu_vehicle_term.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
vanu_vehicle_term.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
vanu_vehicle_term.RepairIfDestroyed = true
vanu_vehicle_term.Subtract.Damage1 = 8
@ -7450,9 +7519,10 @@ object GlobalDefinitions {
bfr_terminal.MaxHealth = 500
bfr_terminal.Damageable = true
bfr_terminal.Repairable = true
bfr_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
bfr_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
bfr_terminal.RepairIfDestroyed = true
bfr_terminal.Subtract.Damage1 = 8
bfr_terminal.Geometry = GeometryForm.representByCylinder(radius = 0.92185f, height = 2.64693f)
respawn_tube.Name = "respawn_tube"
respawn_tube.Delay = 10
@ -7461,9 +7531,10 @@ object GlobalDefinitions {
respawn_tube.Damageable = true
respawn_tube.DamageableByFriendlyFire = false
respawn_tube.Repairable = true
respawn_tube.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1) //orig. 1, 10000, 2400, 1
respawn_tube.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1)
respawn_tube.RepairIfDestroyed = true
respawn_tube.Subtract.Damage1 = 8
respawn_tube.Geometry = GeometryForm.representByCylinder(radius = 0.9336f, height = 2.84375f)
respawn_tube_sanctuary.Name = "respawn_tube"
respawn_tube_sanctuary.Delay = 10
@ -7472,7 +7543,8 @@ object GlobalDefinitions {
respawn_tube_sanctuary.Damageable = false //true?
respawn_tube_sanctuary.DamageableByFriendlyFire = false
respawn_tube_sanctuary.Repairable = true
respawn_tube_sanctuary.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1) //orig. 1, 10000, 2400, 1
respawn_tube_sanctuary.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1)
//TODO will need geometry when Damageable = true
respawn_tube_tower.Name = "respawn_tube_tower"
respawn_tube_tower.Delay = 10
@ -7481,9 +7553,10 @@ object GlobalDefinitions {
respawn_tube_tower.Damageable = true
respawn_tube_tower.DamageableByFriendlyFire = false
respawn_tube_tower.Repairable = true
respawn_tube_tower.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1) //orig. 1, 10000, 2400, 1
respawn_tube_tower.autoRepair = AutoRepairStats(1.6f, 10000, 2400, 1)
respawn_tube_tower.RepairIfDestroyed = true
respawn_tube_tower.Subtract.Damage1 = 8
respawn_tube_tower.Geometry = GeometryForm.representByCylinder(radius = 0.9336f, height = 2.84375f)
teleportpad_terminal.Name = "teleportpad_terminal"
teleportpad_terminal.Tab += 0 -> OrderTerminalDefinition.EquipmentPage(EquipmentTerminalDefinition.routerTerminal)
@ -7499,8 +7572,9 @@ object GlobalDefinitions {
medical_terminal.MaxHealth = 500
medical_terminal.Damageable = true
medical_terminal.Repairable = true
medical_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
medical_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
medical_terminal.RepairIfDestroyed = true
medical_terminal.Geometry = GeometryForm.representByCylinder(radius = 0.711f, height = 1.75f)
adv_med_terminal.Name = "adv_med_terminal"
adv_med_terminal.Interval = 500
@ -7511,8 +7585,9 @@ object GlobalDefinitions {
adv_med_terminal.MaxHealth = 750
adv_med_terminal.Damageable = true
adv_med_terminal.Repairable = true
adv_med_terminal.autoRepair = AutoRepairStats(1.57894f, 5000, 2400, 0.5f) //orig. 1, 5000, 2400, 0.5f
adv_med_terminal.autoRepair = AutoRepairStats(1.57894f, 5000, 2400, 0.5f)
adv_med_terminal.RepairIfDestroyed = true
adv_med_terminal.Geometry = GeometryForm.representByCylinder(radius = 0.8662125f, height = 3.47f)
crystals_health_a.Name = "crystals_health_a"
crystals_health_a.Interval = 500
@ -7539,7 +7614,7 @@ object GlobalDefinitions {
portable_med_terminal.MaxHealth = 500
portable_med_terminal.Damageable = false //TODO actually true
portable_med_terminal.Repairable = false
portable_med_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f) //orig. 1, 5000, 3500, 0.5f
portable_med_terminal.autoRepair = AutoRepairStats(2.24215f, 5000, 3500, 0.5f)
pad_landing_frame.Name = "pad_landing_frame"
pad_landing_frame.Interval = 1000
@ -7653,7 +7728,7 @@ object GlobalDefinitions {
manned_turret.Damageable = true
manned_turret.DamageDisablesAt = 0
manned_turret.Repairable = true
manned_turret.autoRepair = AutoRepairStats(1.0909f, 10000, 1600, 0.5f) //orig. 1, 10000, 1600, 0.5f
manned_turret.autoRepair = AutoRepairStats(1.0909f, 10000, 1600, 0.5f)
manned_turret.RepairIfDestroyed = true
manned_turret.Weapons += 1 -> new mutable.HashMap()
manned_turret.Weapons(1) += TurretUpgrade.None -> phalanx_sgl_hevgatcan
@ -7671,13 +7746,14 @@ object GlobalDefinitions {
DamageAtEdge = 0.1f
Modifiers = ExplodingRadialDegrade
}
manned_turret.Geometry = GeometryForm.representByCylinder(radius = 1.2695f, height = 2.6875f)
vanu_sentry_turret.Name = "vanu_sentry_turret"
vanu_sentry_turret.MaxHealth = 1500
vanu_sentry_turret.Damageable = true
vanu_sentry_turret.DamageDisablesAt = 0
vanu_sentry_turret.Repairable = true
vanu_sentry_turret.autoRepair = AutoRepairStats(3.27272f, 10000, 1000, 0.5f) //orig. 3, 10000, 1000, 0.5f
vanu_sentry_turret.autoRepair = AutoRepairStats(3.27272f, 10000, 1000, 0.5f)
vanu_sentry_turret.RepairIfDestroyed = true
vanu_sentry_turret.Weapons += 1 -> new mutable.HashMap()
vanu_sentry_turret.Weapons(1) += TurretUpgrade.None -> vanu_sentry_turret_weapon
@ -7685,6 +7761,7 @@ object GlobalDefinitions {
vanu_sentry_turret.MountPoints += 2 -> 0
vanu_sentry_turret.FactionLocked = false
vanu_sentry_turret.ReserveAmmunition = false
vanu_sentry_turret.Geometry = GeometryForm.representByCylinder(radius = 1.76311f, height = 3.984375f)
painbox.Name = "painbox"
painbox.alwaysOn = false
@ -7759,7 +7836,7 @@ object GlobalDefinitions {
generator.Damageable = true
generator.DamageableByFriendlyFire = false
generator.Repairable = true
generator.autoRepair = AutoRepairStats(0.77775f, 5000, 875, 1) //orig. 1, 5000, 875, 1
generator.autoRepair = AutoRepairStats(0.77775f, 5000, 875, 1)
generator.RepairDistance = 13.5f
generator.RepairIfDestroyed = true
generator.Subtract.Damage1 = 9
@ -7774,5 +7851,6 @@ object GlobalDefinitions {
Modifiers = ExplodingRadialDegrade
//damage is 99999 at 14m, dropping rapidly to ~1 at 15.75m
}
generator.Geometry = GeometryForm.representByCylinder(radius = 1.2617f, height = 9.14063f)
}
}

View file

@ -1,280 +0,0 @@
// Copyright (c) 2021 PSForever
package net.psforever.objects.geometry
import net.psforever.types.Vector3
object Closest {
object Distance {
def apply(point : Vector3, seg : Segment2D) : Float = {
val segdx = seg.p2.x - seg.p1.x
val segdy = seg.p2.y - seg.p1.y
((point.x - seg.p1.x) * segdx + (point.y - seg.p1.y) * segdy) /
Vector3.MagnitudeSquared(Vector3(segdx, segdy, 0))
}
def apply(line1 : Line2D, line2 : Line2D) : Float = {
if (Intersection.Test(line1, line2)) { //intersecting lines
0f
} else {
math.abs(
Vector3.DotProduct(
Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, 0),
Vector3(-1/line1.d.y, 1/line1.d.x, 0)
)
)
}
}
def apply(seg1: Segment2D, seg2: Segment2D): Float = {
if (Intersection.Test(seg1, seg2)) { //intersecting line segments
0f
} else {
val v1a = Vector3(seg1.p1.x, seg1.p1.y, 0)
val v2a = Vector3(seg2.p1.x, seg2.p1.y, 0)
val v1b = Vector3(seg1.p2.x, seg1.p2.y, 0)
val v2b = Vector3(seg2.p2.x, seg2.p2.y, 0)
math.min(
apply(v1a, seg2),
math.min(
apply(v1b, seg2),
math.min(
apply(v2a, seg1),
apply(v2b, seg1)
)
)
)
}
}
def apply(c1: Circle, c2 : Circle): Float = {
math.max(0, Vector3.Magnitude(Vector3(c1.p.x - c2.p.x, c1.p.y - c2.p.y, 0)) - c1.radius - c2.radius)
}
/**
* na
* @param line1 na
* @param line2 na
* @return the shortest distance between the lines;
* if parallel, the common perpendicular distance between the lines;
* if coincidental, this distance will be 0
*/
def apply(line1: Line3D, line2: Line3D): Float = {
val cross = Vector3.CrossProduct(line1.d, line2.d)
if(cross != Vector3.Zero) {
math.abs(
Vector3.DotProduct(cross, Vector3(line1.p.x - line2.p.x, line1.p.y - line2.p.y, line1.p.z - line2.p.z))
) / Vector3.Magnitude(cross)
} else {
// lines are parallel or coincidental
// construct a right triangle with one leg on line1 and the hypotenuse between the line's known points
val hypotenuse = Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, line2.p.z - line1.p.z)
val legOnLine1 = line1.d * Vector3.DotProduct(hypotenuse, line1.d)
Vector3.Magnitude(hypotenuse - legOnLine1)
}
}
def apply(seg1: Segment3D, seg2: Segment3D): Float = {
//TODO make not as expensive as finding the plotted closest distance segment
Segment(seg1, seg2) match {
case Some(seg) => seg.length
case None => Float.MaxValue
}
}
def apply(s1: Sphere, s2 : Sphere): Float = {
math.max(0, Vector3.Magnitude(Vector3(s1.p.x - s2.p.x, s1.p.y - s2.p.y, s1.p.z - s2.p.z)) - s1.radius - s2.radius)
}
}
object Segment {
/**
* na
* @param c1 na
* @param c2 na
* @return a line segment that represents the closest distance between the circle's circumferences;
* `None`, if the circles have no distance between them (overlapping)
*/
def apply(c1 : Circle, c2 : Circle): Option[Segment2D] = {
val distance = Distance(c1, c2)
if (distance > 0) {
val c1x = c1.p.x
val c1y = c1.p.y
val v = Vector3.Unit(Vector3(c2.p.x - c1x, c2.p.y - c1y, 0f))
val c1d = v * c1.radius
val c2d = v * c2.radius
Some(
Segment2D(
c1x + c1d.x, c1y + c1d.y,
c1x + c2d.x, c1y + c2d.y,
)
)
} else {
None
}
}
/**
* na
* @param line1 na
* @param line2 na
* @return a line segment representing the closest distance between the two not intersecting lines;
* in the case of parallel lines, one of infinite closest distances is plotted;
* `None`, if the lines intersect with each other
*/
def apply(line1 : Line3D, line2 : Line3D): Option[Segment3D] = {
val p1 = Vector3(line1.p.x, line1.p.y, line1.p.z)
val p3 = Vector3(line2.p.x, line2.p.y, line2.p.z)
val p13 = p1 - p3 // vector between point on first line and point on second line
val p43 = line2.d
val p21 = line1.d
if (Vector3.MagnitudeSquared(p43) < Float.MinPositiveValue ||
Vector3.MagnitudeSquared(p21) < Float.MinPositiveValue) {
None
} else {
val d2121 = Vector3.MagnitudeSquared(p21)
val d4343 = Vector3.MagnitudeSquared(p43)
val d4321 = Vector3.DotProduct(p43, p21)
val denom = d2121 * d4343 - d4321 * d4321 // n where d = (m/n) and a(x,y,z) + d * V<u,v,w> = b(x,y,z) for line1
if (math.abs(denom) < Float.MinPositiveValue) {
// without a denominator, we have no cross product solution
val p13u = Vector3.Unit(p13)
if (p21 == p13u || p21 == Vector3.neg(p13u)) { //coincidental lines overlap / intersect
None
} else { //parallel lines
val connecting = Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, line2.p.z - line1.p.z)
val legOnLine1 = line1.d * Vector3.DotProduct(connecting, line1.d)
val v = connecting - legOnLine1
Some(Segment3D(
line1.p.x, line1.p.y, line1.p.z,
line1.p.x + v.x, line1.p.y + v.y, line1.p.z + v.z
))
}
} else {
val d1343 = Vector3.DotProduct(p13, p43)
val numer = d1343 * d4321 -d4343 * Vector3.DotProduct(p13, p21) // m where d = (m/n) and ..., etc.
val mua = numer / denom
val mub = (d1343 + d4321 * mua) / d4343
Some(Segment3D(
p1.x + mua * p21.x,
p1.y + mua * p21.y,
p1.z + mua * p21.z,
p3.x + mub * p43.x,
p3.y + mub * p43.y,
p3.z + mub * p43.z
))
}
}
}
def apply(line1 : Segment3D, line2 : Segment3D): Option[Segment3D] = {
val uline1 = Vector3.Unit(line1.d)
val uline2 = Vector3.Unit(line2.d)
apply(Line3D(line1.p1.x, line1.p1.y, line1.p1.z, uline1), Line3D(line2.p1.x, line2.p1.y, line2.p1.z, uline2)) match {
case Some(seg: Segment3D) => // common skew lines and parallel lines
val sega = Vector3(seg.p1.x, seg.p1.y, seg.p1.z)
val p1 = Vector3(line1.p1.x, line1.p1.y, line1.p1.z)
val d1 = sega - p1
val out1 = if (!Geometry.equalVectors(Vector3.Unit(d1), uline1)) { //clamp seg.a(xyz) to segment line1's bounds
p1
} else if (Vector3.MagnitudeSquared(d1) > Vector3.MagnitudeSquared(line1.d)) {
Vector3(line1.p2.x, line1.p2.y, line1.p2.z)
} else {
sega
}
val segb = Vector3(seg.p2.x, seg.p2.y, seg.p2.z)
val p2 = Vector3(line2.p1.x, line2.p1.y, line2.p1.z)
val d2 = segb - p2
val out2 = if (!Geometry.equalVectors(Vector3.Unit(d2), uline2)) { //clamp seg.b(xyz) to segment line2's bounds
p2
} else if (Vector3.MagnitudeSquared(d2) > Vector3.MagnitudeSquared(line2.d)) {
Vector3(line2.p2.x, line2.p2.y, line2.p2.z)
} else {
segb
}
Some(Segment3D(
out1.x, out1.y, out1.z,
out2.x, out2.y, out2.z
))
case None =>
val connectingU = Vector3.Unit(Vector3(line2.p1.x - line1.p1.x, line2.p1.y - line1.p1.y, line2.p1.z - line1.p1.z))
if (uline1 == connectingU || uline1 == Vector3.neg(connectingU)) { // coincidental line segments
val line1a = Vector3(line1.p1.x, line1.p1.y, line1.p1.z)
val line1b = Vector3(line1.p2.x, line1.p2.y, line1.p2.z)
val line2a = Vector3(line2.p1.x, line2.p1.y, line2.p1.z)
val line2b = Vector3(line2.p2.x, line2.p2.y, line2.p2.z)
if (Vector3.Unit(line2a - line1a) != Vector3.Unit(line2b - line1a) ||
Vector3.Unit(line2a - line1b) != Vector3.Unit(line2b - line1b) ||
Vector3.Unit(line1a - line2a) != Vector3.Unit(line1b - line2a) ||
Vector3.Unit(line1a - line2b) != Vector3.Unit(line1b - line2b)) {
Some(Segment3D(
line1.p1.x, line1.p1.y, line1a.z,
line1.p1.x, line1.p1.y, line1a.z
)) // overlap regions
}
else {
val segs = List((line1a, line2a), (line1a, line2b), (line2a, line1b))
val (a, b) = segs({
//val dist = segs.map { case (_a, _b) => Vector3.DistanceSquared(_a, _b) }
//dist.indexOf(dist.min)
var index = 0
var minDist = Vector3.DistanceSquared(segs.head._1, segs.head._2)
(1 to 2).foreach { i =>
val dist = Vector3.DistanceSquared(segs(i)._1, segs(i)._2)
if (minDist < dist) {
index = i
minDist = dist
}
}
index
})
Some(Segment3D(a.x, a.y, a.z, b.x, b.y, b.z)) // connecting across the smallest gap
}
} else {
None
}
}
}
/**
* na
* @param s1 na
* @param s2 na
* @return a line segment that represents the closest distance between the sphere's surface areas;
* `None`, if the spheres have no distance between them (overlapping)
*/
def apply(s1 : Sphere, s2 : Sphere): Option[Segment3D] = {
val distance = Distance(s1, s2)
if (distance > 0) {
val s1x = s1.p.x
val s1y = s1.p.y
val s1z = s1.p.z
val v = Vector3.Unit(Vector3(s2.p.x - s1x, s2.p.y - s1y, s2.p.z - s1z))
val s1d = v * s1.radius
val s2d = v * (s1.radius + distance)
Some(Segment3D(s1x + s1d.x, s1y + s1d.y, s1y + s1d.y, s1x + s2d.x, s1y + s2d.y, s1y + s2d.y))
} else {
None
}
}
def apply(line : Line3D, sphere : Sphere): Option[Segment3D] = {
val sphereAsPoint = Vector3(sphere.p.x, sphere.p.y, sphere.p.z)
val lineAsPoint = Vector3(line.p.x, line.p.y, line.p.z)
val direct = sphereAsPoint - lineAsPoint
val projectionOfDirect = line.d * Vector3.DotProduct(direct, line.d)
val heightFromProjection = projectionOfDirect - direct
val heightFromProjectionDist = Vector3.Magnitude(heightFromProjection)
if (heightFromProjectionDist <= sphere.radius) { //intersection
None
} else {
val pointOnLine = lineAsPoint + projectionOfDirect
val pointOnSphere = pointOnLine +
Vector3.Unit(heightFromProjection) * (heightFromProjectionDist - sphere.radius)
Some(Segment3D(
pointOnLine.x, pointOnLine.y, pointOnLine.z,
pointOnSphere.x, pointOnSphere.y, pointOnSphere.z
))
}
}
}
}

View file

@ -3,229 +3,6 @@ package net.psforever.objects.geometry
import net.psforever.types.Vector3
trait PrimitiveGeometry {
def center: Point
def pointOnOutside(line: Line) : Point = pointOnOutside(line.d)
def pointOnOutside(v: Vector3) : Point
}
trait Geometry2D extends PrimitiveGeometry {
def center: Point2D
def pointOnOutside(v: Vector3): Point2D = center
}
trait Geometry3D extends PrimitiveGeometry {
def center: Point3D
def pointOnOutside(v: Vector3): Point3D = center
}
trait Point {
def asVector3: Vector3
}
trait Slope {
def d: Vector3
def length: Float
}
trait Line extends Slope {
assert({
val mag = Vector3.Magnitude(d)
mag - 0.05f < 1f && mag + 0.05f > 1f
}, "not a unit vector")
def p: Point
def length: Float = Float.PositiveInfinity
}
trait Segment extends Slope {
def p1: Point
def p2: Point
def length: Float = Vector3.Magnitude(d)
def asLine: PrimitiveGeometry
}
final case class Point2D(x: Float, y: Float) extends Geometry2D with Point {
def center: Point2D = this
def asVector3: Vector3 = Vector3(x, y, 0)
}
object Point2D {
def apply(): Point2D = Point2D(0, 0)
def apply(v: Vector3): Point2D = Point2D(v.x, v.y)
}
final case class Ray2D(p: Point2D, d: Vector3) extends Geometry2D with Line {
def center: Point2D = p
}
object Ray2D {
def apply(x: Float, y: Float, d: Vector3): Ray2D = Ray2D(Point2D(x, y), d)
}
final case class Line2D(p: Point2D, d: Vector3) extends Geometry2D with Line {
def center: Point2D = p
}
object Line2D {
def apply(ax: Float, ay: Float, d: Vector3): Line2D = {
Line2D(Point2D(ax, ay), d)
}
def apply(ax: Float, ay: Float, bx: Float, by: Float): Line2D = {
Line2D(Point2D(ax, ay), Vector3.Unit(Vector3(bx-ax, by-ay, 0)))
}
def apply(p1: Point2D, p2: Point2D): Line2D = {
Line2D(p1, Vector3.Unit(Vector3(p2.x-p1.x, p2.y-p1.y, 0)))
}
}
final case class Segment2D(p1: Point2D, p2: Point2D) extends Geometry2D with Segment {
def center: Point2D = Point2D(d * 0.5f)
def d: Vector3 = p2.asVector3 - p1.asVector3
def asLine: Line2D = Line2D(p1, Vector3.Unit(d))
}
object Segment2D {
def apply(ax: Float, ay: Float, bx: Float, by: Float): Segment2D = {
Segment2D(Point2D(ax, ay), Point2D(bx, by))
}
def apply(x: Float, y: Float, d: Vector3): Segment2D = {
Segment2D(x, y, x + d.x, y + d.y)
}
}
final case class Circle(p: Point2D, radius: Float) extends Geometry2D {
def center : Point2D = p
override def pointOnOutside(v: Vector3) : Point2D = {
val slope = Vector3.Unit(v)
val pointOnRim = p.asVector3 + slope * radius
Point2D(pointOnRim.x, pointOnRim.y)
}
}
object Circle {
def apply(radius: Float): Circle = Circle(Point2D(), radius)
def apply(x: Float, y: Float, radius: Float): Circle = Circle(Point2D(x, y), radius)
}
final case class Point3D(x: Float, y: Float, z: Float) extends Geometry3D with Point {
def center: Point3D = this
def asVector3: Vector3 = Vector3(x, y, z)
}
object Point3D {
def apply(): Point3D = Point3D(0,0,0)
def apply(v: Vector3): Point3D = Point3D(v.x, v.y, v.z)
}
final case class Ray3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Ray3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Ray3D = Ray3D(Point3D(x,y,z), d)
}
final case class Line3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Line3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Line3D = {
Line3D(Point3D(x,y,z), d)
}
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Line3D = {
Line3D(Point3D(ax, ay, az), Vector3.Unit(Vector3(bx-ax, by-ay, bz-az)))
}
def apply(p1: Point3D, p2: Point3D): Line3D = {
Line3D(p1, Vector3.Unit(Vector3(p2.x-p1.x, p2.y-p1.y, p2.z-p1.z)))
}
}
final case class Segment3D(p1: Point3D, p2: Point3D) extends Geometry3D with Segment {
def center: Point3D = Point3D(d * 0.5f)
def d: Vector3 = p2.asVector3 - p1.asVector3
def asLine: Line3D = Line3D(p1, Vector3.Unit(d))
}
object Segment3D {
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Segment3D = {
Segment3D(Point3D(ax, ay, az), Point3D(bx, by, bz))
}
def apply(x: Float, y: Float, z: Float, d: Vector3): Segment3D = {
Segment3D(Point3D(x, y, z), Point3D(x + d.x, y + d.y, z + d.z))
}
}
final case class Sphere(p: Point3D, radius: Float) extends Geometry3D {
def center: Point3D = p
override def pointOnOutside(v: Vector3): Point3D = {
val slope = Vector3.Unit(v)
val mult = radius / math.sqrt(slope.x * slope.x + slope.y * slope.y + slope.z * slope.z)
val pointOnSurface = center.asVector3 + slope * mult.toFloat
Point3D(pointOnSurface.x, pointOnSurface.y, pointOnSurface.z)
}
}
object Sphere {
def apply(radius: Float): Sphere = Sphere(Point3D(), radius)
def apply(x: Float, y: Float, z: Float, radius: Float): Sphere = Sphere(Point3D(x,y,z), radius)
def apply(v: Vector3, radius: Float): Sphere = Sphere(Point3D(v), radius)
}
final case class Cylinder(circle: Circle, z: Float, height: Float) extends Geometry3D {
def center: Point3D = Point3D(circle.p.x, circle.p.y, z + height * 0.5f)
override def pointOnOutside(v: Vector3): Point3D = {
val centerVector = center.asVector3
val slope = Vector3.Unit(v)
val mult = circle.radius / math.sqrt(slope.x * slope.x + slope.y * slope.y)
val pointOnRim = centerVector + slope * mult.toFloat
val point = if (z >= pointOnRim.z && pointOnRim.z <= height) { //side
pointOnRim
} else { //top or base
val rise = height * 0.5f / slope.z
centerVector + slope * rise
}
Point3D(point.x, point.y, point.z)
}
}
object Cylinder {
def apply(x: Float, y: Float, z: Float, radius: Float, height: Float): Cylinder = {
Cylinder(Circle(x, y, radius), z, height)
}
}
object Geometry {
def equalFloats(value1: Float, value2: Float, off: Float = 0.001f): Boolean = {
val diff = value1 - value2

View file

@ -3,15 +3,13 @@ package net.psforever.objects.geometry
import net.psforever.objects.ballistics.{PlayerSource, SourceEntry}
import net.psforever.objects.{GlobalDefinitions, PlanetSideGameObject, Player}
import net.psforever.types.ExoSuitType
import net.psforever.types.{ExoSuitType, Vector3}
object GeometryForm {
/** this point can not be used for purposes of geometric representation */
lazy val invalidPoint: Point3D = Point3D(Float.MinValue, Float.MinValue, Float.MinValue)
/** this circle can not be used for purposes of geometric representation */
lazy val invalidCircle: Circle = Circle(Point2D(invalidPoint.asVector3), 0)
/** this cylinder can not be used for purposes of geometric representation */
lazy val invalidCylinder: Cylinder = Cylinder(invalidCircle, Float.MinValue, 0)
lazy val invalidCylinder: Cylinder = Cylinder(invalidPoint.asVector3, Vector3.Zero, Float.MinValue, 0)
/**
* The geometric representation is the entity's centroid.
@ -27,21 +25,43 @@ object GeometryForm {
}
/**
* The geometric representation is the a sphere around the entity's centroid.
* The geometric representation is a sphere around the entity's centroid
* positioned following the axis of rotation (the entity's base).
* @param radius how wide a hemisphere is
* @param o the entity
* @return the representation
*/
def representBySphere(radius: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject => Sphere(p.Position, radius)
case s: SourceEntry => Sphere(s.Position, radius)
case _ => Sphere(invalidPoint, radius)
case p: PlanetSideGameObject =>
Sphere(p.Position, radius)
case s: SourceEntry =>
Sphere(s.Position, radius)
case _ =>
Sphere(invalidPoint, radius)
}
}
/**
* The geometric representation is the a cylinder around the entity's base.
* The geometric representation is a sphere around the entity's centroid
* positioned following the axis of rotation (the entity's base).
* @param radius how wide a hemisphere is
* @param o the entity
* @return the representation
*/
def representByRaisedSphere(radius: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject =>
Sphere(p.Position + Vector3.relativeUp(p.Orientation) * radius, radius)
case s: SourceEntry =>
Sphere(s.Position + Vector3.relativeUp(s.Orientation) * radius, radius)
case _ =>
Sphere(invalidPoint, radius)
}
}
/**
* The geometric representation is a cylinder around the entity's base.
* @param radius half the distance across
* @param height how tall the cylinder is (the distance of the top to the base)
* @param o the entity
@ -49,14 +69,14 @@ object GeometryForm {
*/
def representByCylinder(radius: Float, height: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject => Cylinder(Circle(p.Position.x, p.Position.y, radius), p.Position.z, height)
case s: SourceEntry => Cylinder(Circle(s.Position.x, s.Position.y, radius), s.Position.z, height)
case p: PlanetSideGameObject => Cylinder(p.Position, Vector3.relativeUp(p.Orientation), radius, height)
case s: SourceEntry => Cylinder(s.Position, Vector3.relativeUp(s.Orientation), radius, height)
case _ => invalidCylinder
}
}
/**
* The geometric representation is the a cylinder around the entity's base
* The geometric representation is a cylinder around the entity's base
* if the target represents a player entity.
* @param radius a measure of the player's bulk
* @param o the entity
@ -67,16 +87,17 @@ object GeometryForm {
case p: Player =>
val radialOffset = if(p.ExoSuit == ExoSuitType.MAX) 0.25f else 0f
Cylinder(
Circle(p.Position.x, p.Position.y, radius + radialOffset),
p.Position.z,
p.Position,
radius + radialOffset,
GlobalDefinitions.MaxDepth(p)
)
case p: PlayerSource =>
val radialOffset = if(p.ExoSuit == ExoSuitType.MAX) 0.25f else 0f
val radialOffset = if(p.ExoSuit == ExoSuitType.MAX) 0.125f else 0f
val heightOffset = if(p.crouching) 1.093750f else GlobalDefinitions.avatar.MaxDepth
Cylinder(
Circle(p.Position.x, p.Position.y, radius + radialOffset),
p.Position.z,
GlobalDefinitions.avatar.MaxDepth
p.Position,
radius + radialOffset,
heightOffset
)
case _ =>
invalidCylinder
@ -84,7 +105,7 @@ object GeometryForm {
}
/**
* The geometric representation is the a cylinder around the entity's base
* The geometric representation is a cylinder around the entity's base
* as if the target is displaced from the ground at an expected (fixed?) distance.
* @param radius half the distance across
* @param height how tall the cylinder is (the distance of the top to the base)
@ -95,17 +116,9 @@ object GeometryForm {
def representHoveringEntityByCylinder(radius: Float, height: Float, hoversAt: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject =>
Cylinder(
Circle(p.Position.x, p.Position.y, radius),
p.Position.z + hoversAt,
height
)
Cylinder(p.Position, Vector3.relativeUp(p.Orientation), radius, height)
case s: SourceEntry =>
Cylinder(
Circle(s.Position.x, s.Position.y, radius),
s.Position.z + hoversAt,
height
)
Cylinder(s.Position, Vector3.relativeUp(s.Orientation), radius, height)
case _ =>
invalidCylinder
}

View file

@ -1,158 +0,0 @@
// Copyright (c) 2021 PSForever
package net.psforever.objects.geometry
import net.psforever.types.Vector3
object Intersection {
object Test {
/**
* Do these two lines intersect?
* Lines in 2D space will always intersect unless they are parallel or antiparallel.
* In that case, however, they can still "intersect" if provided that the lines are coincidental.
*/
def apply(line1: Line2D, line2: Line2D): Boolean = {
line1.d != line2.d || {
//parallel or antiparallel?
val u = Vector3.Unit(Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, 0))
u == Vector3.Zero || line1.d == u || line1.d == Vector3.neg(u)
}
}
private def pointOnSegment(ax: Float, ay: Float, px: Float, py: Float, bx: Float, by: Float): Boolean = {
px <= math.max(ax, bx) && px >= math.min(ax, bx) && py <= math.max(ay, by) && py >= math.min(ay, by)
}
object PointTripleOrientation extends Enumeration {
val Colinear, Clockwise, Counterclockwise = Value
}
/**
* Determine the orientation of the given three two-dimensional points.
* Any triple has one of three orientations:
* clockwise - the third point is to the right side of a line plotted by the first two points;
* counterclockwise - the third point is to the left side of a line plotted by the first two points;
* and, colinear - the third point is reachable along the line plotted by the first two points.
* @param ax x-coordinate of the first point
* @param ay y-coordinate of the first point
* @param px x-coordinate of the second point
* @param py y-coordinate of the second point
* @param bx x-coordinate of the third point
* @param by y-coordinate of the third point
* @return the orientation value
*/
private def orientationOfPoints(
ax: Float, ay: Float,
px: Float, py: Float,
bx: Float, by: Float
): PointTripleOrientation.Value = {
val out = (py - ay) * (bx - px) - (px - ax) * (by - py)
if (out == 0) PointTripleOrientation.Colinear
else if (out > 0) PointTripleOrientation.Clockwise
else PointTripleOrientation.Counterclockwise
}
/**
* Do these two line segments intersect?
* Intersection of two two-dimensional line segments can be determined by the orientation of their endpoints.
* If a test of multiple ordered triple points reveals that certain triples have different orientations,
* then we can safely assume the intersection state of the segments.
*/
def apply(line1: Segment2D, line2: Segment2D): Boolean = {
//setup
val ln1ax = line1.p1.x
val ln1ay = line1.p1.y
val ln1bx = line1.p2.x
val ln1by = line1.p2.y
val ln2ax = line2.p1.x
val ln2ay = line2.p1.y
val ln2bx = line2.p2.x
val ln2by = line2.p2.y
val ln1_ln2a = orientationOfPoints(ln1ax, ln1ay, ln1bx, ln1by, ln2ax, ln2ay)
val ln1_ln2b = orientationOfPoints(ln1ax, ln1ay, ln1bx, ln1by, ln2bx, ln2by)
val ln2_ln1a = orientationOfPoints(ln2ax, ln2ay, ln2bx, ln2by, ln1ax, ln1ay)
val ln2_ln1b = orientationOfPoints(ln2ax, ln2ay, ln2bx, ln2by, ln1bx, ln1by)
//results
import PointTripleOrientation._
(ln1_ln2a != ln1_ln2b && ln2_ln1a != ln2_ln1b) ||
(ln1_ln2a == Colinear && pointOnSegment(ln1ax, ln1ay, ln2ax, ln2ay, ln1bx, ln1by)) || // line2 A is on line1
(ln1_ln2b == Colinear && pointOnSegment(ln1ax, ln1ay, ln2bx, ln2by, ln1bx, ln1by)) || // line2 B is on line1
(ln2_ln1a == Colinear && pointOnSegment(ln2ax, ln2ay, ln1ax, ln1ay, ln2bx, ln2by)) || // line1 A is on line2
(ln2_ln1b == Colinear && pointOnSegment(ln2ax, ln2ay, ln1bx, ln1by, ln2bx, ln2by)) // line1 B is on line2
}
/**
* Do these two lines intersect?
* Actual mathematically-sound intersection between lines and line segments in 3D-space is terribly uncommon.
* Instead, check that the closest distance between two line segments is below a threshold value.
*/
def apply(line1: Line3D, line2: Line3D): Boolean = {
apply(line1, line2, 0.15f)
}
def apply(line1: Line3D, line2: Line3D, threshold: Float): Boolean = {
Closest.Distance(line1, line2) < threshold
}
def apply(c1: Circle, c2 : Circle): Boolean = {
Vector3.Magnitude(Vector3(c1.p.x - c2.p.x, c1.p.y - c2.p.y, 0)) <= c1.radius + c2.radius
}
/**
* Do these two line segments intersect?
* Actual mathematically-sound intersection between lines and line segments in 3D-space is terribly uncommon.
* Instead, check that the closest distance between two line segments is below a threshold value.
*/
def apply(seg1: Segment3D, seg2: Segment3D): Boolean = {
apply(seg1, seg2, 0.15f)
}
def apply(seg1: Segment3D, seg2: Segment3D, threshold: Float): Boolean = {
Closest.Distance(seg1, seg2) < threshold
}
def apply(s1: Sphere, s2 : Sphere): Boolean = {
Vector3.Magnitude(
Vector3(
s1.p.x - s2.p.x,
s1.p.y - s2.p.y,
s1.p.z - s2.p.z
)
) <= s1.radius + s2.radius
}
def apply(c1: Cylinder, c2: Cylinder): Boolean = {
apply(c1.circle, c2.circle) &&
((c1.height >= c2.z && c1.z <= c2.height) || (c2.height >= c1.z && c2.z <= c1.height))
}
def apply(cylinder: Cylinder, sphere: Sphere): Boolean = {
val cylinderCircle = cylinder.circle
val cylinderCircleRadius = cylinderCircle.radius
val cylinderTop = cylinder.z + cylinder.height
val sphereRadius = sphere.radius
val sphereBase = sphere.p.z - sphereRadius
val sphereTop = sphere.p.z + sphereRadius
if (apply(cylinderCircle, Circle(sphere.p.x, sphere.p.y, sphereRadius)) &&
((sphereTop >= cylinder.z && sphereBase <= cylinderTop) ||
(cylinderTop >= sphereBase && cylinder.z <= sphereTop))) {
// potential intersection ...
val sphereAsPoint = Vector3(sphere.p.x, sphere.p.y, sphere.p.z)
val cylinderAsPoint = Vector3(cylinderCircle.p.x, cylinderCircle.p.y, cylinder.z)
val segmentFromCylinderToSphere = sphereAsPoint - cylinderAsPoint
val segmentFromCylinderToSphereXY = segmentFromCylinderToSphere.xy
if ((cylinder.z <= sphere.p.z && sphere.p.z <= cylinderTop) ||
Vector3.MagnitudeSquared(segmentFromCylinderToSphereXY) <= cylinderCircleRadius * cylinderCircleRadius) {
true // top or bottom of sphere, or widest part of the sphere, must interact with the cylinder
} else {
// only option left is the curves of the sphere interacting with the cylinder's rim, top or base
val directionFromCylinderToSphere = Vector3.Unit(segmentFromCylinderToSphereXY)
val pointOnCylinderRimBase = cylinderAsPoint + directionFromCylinderToSphere * cylinderCircleRadius
val pointOnCylinderRimTop = pointOnCylinderRimBase + Vector3.z(cylinder.height)
val sqSphereRadius = sphereRadius * sphereRadius
Vector3.DistanceSquared(sphereAsPoint, pointOnCylinderRimTop) <= sqSphereRadius ||
Vector3.DistanceSquared(sphereAsPoint, pointOnCylinderRimBase) <= sqSphereRadius
}
} else {
false
}
}
}
}

View file

@ -0,0 +1,165 @@
// Copyright (c) 2021 PSForever
package net.psforever.objects.geometry
import net.psforever.types.Vector3
trait PrimitiveGeometry {
def center: Point
def pointOnOutside(line: Line) : Point = pointOnOutside(line.d)
def pointOnOutside(v: Vector3) : Point
}
//trait Geometry2D extends PrimitiveGeometry {
// def center: Point2D
//
// def pointOnOutside(v: Vector3): Point2D = center
//}
trait Geometry3D extends PrimitiveGeometry {
def center: Point3D
def pointOnOutside(v: Vector3): Point3D = center
}
trait Point {
def asVector3: Vector3
}
trait Slope {
def d: Vector3
def length: Float
}
trait Line extends Slope {
assert({
val mag = Vector3.Magnitude(d)
mag - 0.05f < 1f && mag + 0.05f > 1f
}, "not a unit vector")
def p: Point
def length: Float = Float.PositiveInfinity
}
trait Segment extends Slope {
def p1: Point
def p2: Point
def length: Float = Vector3.Magnitude(d)
def asLine: PrimitiveGeometry
}
final case class Point3D(x: Float, y: Float, z: Float) extends Geometry3D with Point {
def center: Point3D = this
def asVector3: Vector3 = Vector3(x, y, z)
}
object Point3D {
def apply(): Point3D = Point3D(0,0,0)
def apply(v: Vector3): Point3D = Point3D(v.x, v.y, v.z)
}
final case class Ray3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Ray3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Ray3D = Ray3D(Point3D(x,y,z), d)
}
final case class Line3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Line3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Line3D = {
Line3D(Point3D(x,y,z), d)
}
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Line3D = {
Line3D(Point3D(ax, ay, az), Vector3.Unit(Vector3(bx-ax, by-ay, bz-az)))
}
def apply(p1: Point3D, p2: Point3D): Line3D = {
Line3D(p1, Vector3.Unit(Vector3(p2.x-p1.x, p2.y-p1.y, p2.z-p1.z)))
}
}
final case class Segment3D(p1: Point3D, p2: Point3D) extends Geometry3D with Segment {
def center: Point3D = Point3D(d * 0.5f)
def d: Vector3 = p2.asVector3 - p1.asVector3
def asLine: Line3D = Line3D(p1, Vector3.Unit(d))
}
object Segment3D {
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Segment3D = {
Segment3D(Point3D(ax, ay, az), Point3D(bx, by, bz))
}
def apply(x: Float, y: Float, z: Float, d: Vector3): Segment3D = {
Segment3D(Point3D(x, y, z), Point3D(x + d.x, y + d.y, z + d.z))
}
}
final case class Sphere(p: Point3D, radius: Float) extends Geometry3D {
def center: Point3D = p
override def pointOnOutside(v: Vector3): Point3D = {
val slope = Vector3.Unit(v)
val mult = radius / math.sqrt(slope.x * slope.x + slope.y * slope.y + slope.z * slope.z)
val pointOnSurface = center.asVector3 + slope * mult.toFloat
Point3D(pointOnSurface.x, pointOnSurface.y, pointOnSurface.z)
}
}
object Sphere {
def apply(radius: Float): Sphere = Sphere(Point3D(), radius)
def apply(x: Float, y: Float, z: Float, radius: Float): Sphere = Sphere(Point3D(x,y,z), radius)
def apply(v: Vector3, radius: Float): Sphere = Sphere(Point3D(v), radius)
}
final case class Cylinder(position: Vector3, relativeUp: Vector3, radius: Float, height: Float) extends Geometry3D {
def center: Point3D = Point3D(position + relativeUp * height * 0.5f)
override def pointOnOutside(v: Vector3): Point3D = {
val centerVector = center.asVector3
val slope = Vector3.Unit(v)
val acrossTopAndBase = slope - relativeUp
val pointOnSide = centerVector + slope * (radius / Vector3.Magnitude(acrossTopAndBase))
val pointOnBase = position + acrossTopAndBase * radius
val pointOnTop = pointOnBase + relativeUp * height
val fromPointOnTopToSide = Vector3.Unit(pointOnTop - pointOnSide)
val fromPointOnSideToBase = Vector3.Unit(pointOnSide - pointOnBase)
val target = if(fromPointOnTopToSide == Vector3.Zero ||
fromPointOnSideToBase == Vector3.Zero ||
Geometry.equalVectors(fromPointOnTopToSide, fromPointOnSideToBase)) {
//on side, including top rim or base rim
pointOnSide
} else {
//on top or base
// the full equation would be 'centerVector + slope * (height * 0.5f / Vector3.Magnitude(relativeUp))'
// 'relativeUp` is already a unit vector (magnitude of 1)
centerVector + slope * height * 0.5f
}
Point3D(target)
}
}
object Cylinder {
def apply(v: Vector3, radius: Float, height: Float): Cylinder = Cylinder(v, Vector3(0,0,1), radius, height)
def apply(p: Point3D, radius: Float, height: Float): Cylinder = Cylinder(p.asVector3, Vector3(0,0,1), radius, height)
def apply(p: Point3D, v: Vector3, radius: Float, height: Float): Cylinder = Cylinder(p.asVector3, v, radius, height)
}

View file

@ -1135,7 +1135,7 @@ object Zone {
.flatMap { _.Amenities }
.filter { _.Definition.Damageable }
}
//restrict to targets in the damage radius
//restrict to targets according to the detection plan
val allAffectedTargets = (playerTargets ++ vehicleTargets ++ complexDeployableTargets ++ soiTargets)
.filter { target =>
(target ne obj) && detectionTest(obj, target, radius)
@ -1177,11 +1177,11 @@ object Zone {
* A default function literal mainly used for `causesExplosion`.
* @see `causeExplosion`
* @see `ObjectDefinition.Geometry`
* @param obj1 a game entity
* @param obj2 a game entity
* @param obj1 a game entity, should be the source of the explosion
* @param obj2 a game entity, should be the target of the explosion
* @param maxDistance the square of the maximum distance permissible between game entities
* before they are no longer considered "near"
* @return `true`, if the target entities are near to each other;
* @return `true`, if the target entities are near enough to each other;
* `false`, otherwise
*/
def distanceCheck(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean = {
@ -1193,7 +1193,7 @@ object Zone {
* @param g2 the geometric representation of a game entity
* @param maxDistance the square of the maximum distance permissible between game entities
* before they are no longer considered "near"
* @return `true`, if the target entities are near to each other;
* @return `true`, if the target entities are near enough to each other;
* `false`, otherwise
*/
def distanceCheck(g1: Geometry3D, g2: Geometry3D, maxDistance: Float): Boolean = {

View file

@ -387,8 +387,8 @@ object Vector3 {
/**
* Given a `Vector3` element composed of Euler angles
* and a `Vector3` element in the direction of "up",
* find a standard unit vector that points in the direction of "up" after rotating by the Euler angles.
* and a `Vector3` element in the vector direction of "up",
* find a standard unit vector that points in the direction of the entity's "up" after rotating by the Euler angles.
* Compass direction rules apply (North is 0 degrees, East is 90 degrees, etc.).
* @see `Vector3.Rx(Float)`
* @see `Vector3.Ry(Float)`
@ -398,7 +398,12 @@ object Vector3 {
* @return a mathematical vector representing a relative "up" direction
*/
def relativeUp(orient: Vector3, up: Vector3): Vector3 = {
//TODO is the missing calculation before Rz(Rx(Ry(v, x), y), z) or after Rz(Ry(Rx(v, y), x), z)?
Rz(Rx(up, orient.y), (orient.z + 180) % 360f)
/*
rotate in Ry using the x-component and rotate in Rx using the y-component
only Rz is rotated using its corresponding component, and you add 180 clamping to 0-360 degrees
I'm sure mathematicians know what's going on here, but I don't
the purpose of this comment is to make certain that the future me knows that all this is not a mistake
*/
Rz(Rx(Ry(Unit(up), orient.x), orient.y), (orient.z + 180) % 360f)
}
}

View file

@ -257,18 +257,62 @@ class Vector3Test extends Specification {
"find a relative up (y-rot)" in {
Vector3.relativeUp(Vector3(0, 0, 0)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(0, 90, 0)) mustEqual Vector3(0,-1,0) //north
Vector3.relativeUp(Vector3(0, 90, 0)) mustEqual Vector3(0,-1,0) //south
Vector3.relativeUp(Vector3(0, 180, 0)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(0, 270, 0)) mustEqual Vector3(0,1,0) //south
Vector3.relativeUp(Vector3(0, 270, 0)) mustEqual Vector3(0,1,0) //north
Vector3.relativeUp(Vector3(0, 360, 0)) mustEqual Vector3(0,0,1) //up
}
"find a relative up (x-rot)" in {
Vector3.relativeUp(Vector3(0, 0, 0)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(90, 0, 0)) mustEqual Vector3(-1,0,0) //west
Vector3.relativeUp(Vector3(180, 0, 0)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(270, 0, 0)) mustEqual Vector3(1,0,0) //east
Vector3.relativeUp(Vector3(360, 0, 0)) mustEqual Vector3(0,0,1) //up
}
"find a relative up (combined y,z)" in {
Vector3.relativeUp(Vector3(0, 0, 90)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(0, 90, 90)) mustEqual Vector3(-1,0,0) //west
Vector3.relativeUp(Vector3(0, 180, 90)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(0, 270, 90)) mustEqual Vector3(1,0,0) //east
Vector3.relativeUp(Vector3(0, 360, 90)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(0, 90, 180)) mustEqual Vector3(0,1,0) //north
Vector3.relativeUp(Vector3(0, 180, 180)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(0, 270, 180)) mustEqual Vector3(0,-1,0) //south
Vector3.relativeUp(Vector3(0, 360, 180)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(0, 90, 270)) mustEqual Vector3(1,0,0) //east
Vector3.relativeUp(Vector3(0, 180, 270)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(0, 270, 270)) mustEqual Vector3(-1,0,0) //west
Vector3.relativeUp(Vector3(0, 360, 270)) mustEqual Vector3(0,0,1) //up
}
"find a relative up (combined x,z)" in {
Vector3.relativeUp(Vector3(0, 0, 90)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(90, 0, 90)) mustEqual Vector3(0,-1,0) //south
Vector3.relativeUp(Vector3(180, 0, 90)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(270, 0, 90)) mustEqual Vector3(0,1,0) //north
Vector3.relativeUp(Vector3(360, 0, 90)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(90, 0, 180)) mustEqual Vector3(1,0,0) //east
Vector3.relativeUp(Vector3(180, 0, 180)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(270, 0, 180)) mustEqual Vector3(-1,0,0) //west
Vector3.relativeUp(Vector3(360, 0, 180)) mustEqual Vector3(0,0,1) //up
Vector3.relativeUp(Vector3(90, 0, 270)) mustEqual Vector3(0,1,0) //north
Vector3.relativeUp(Vector3(180, 0, 270)) mustEqual Vector3(0,0,-1) //down
Vector3.relativeUp(Vector3(270, 0, 270)) mustEqual Vector3(0,-1,0) //south
Vector3.relativeUp(Vector3(360, 0, 270)) mustEqual Vector3(0,0,1) //up
}
"find a relative up (combined x,y)" in {
val south = Vector3(0,-1,0)
Vector3.relativeUp(Vector3(0, 90, 0)) mustEqual Vector3(0,-1,0) //south
Vector3.relativeUp(Vector3(90, 90, 0)) mustEqual Vector3(-1,0,0) //west
Vector3.relativeUp(Vector3(180, 90, 0)) mustEqual Vector3(0,1,0) //north
Vector3.relativeUp(Vector3(270, 90, 0)) mustEqual Vector3(1,0,0) //east
}
}
}

View file

@ -1,533 +0,0 @@
// Copyright (c) 2020 PSForever
package objects
import net.psforever.objects.geometry._
import net.psforever.types.Vector3
import org.specs2.mutable.Specification
class IntersectionTest extends Specification {
"Line2D" should {
"detect intersection on target points(s)" in {
//these lines intersect at (0, 0)
val result = Intersection.Test(
Line2D(0,0, 1,0),
Line2D(0,0, 0,1)
)
result mustEqual true
}
"detect intersection on a target point" in {
//these lines intersect at (0, 0); start of segment 1, middle of segment 2
val result = Intersection.Test(
Line2D( 0,0, 0,1),
Line2D(-1,0, 1,0)
)
result mustEqual true
}
"detect intersection anywhere else" in {
//these lines intersect at (0.5f, 0.5f)
val result = Intersection.Test(
Line2D(0,0, 1,1),
Line2D(1,0, 0,1)
)
result mustEqual true
}
"detect intersection anywhere else (2)" in {
//these lines intersect at (0, 0.5)
val result = Intersection.Test(
Line2D(0, 0, 1, 0),
Line2D(0.5f,1, 0.5f,-1)
)
result mustEqual true
}
"not detect intersection if the lines are parallel" in {
val result = Intersection.Test(
Line2D(0,0, 1,1),
Line2D(1,0, 2,1)
)
result mustEqual false
}
"detect intersection if the lines overlap" in {
//the lines are coincidental
val result = Intersection.Test(
Line2D(0,0, 1,1),
Line2D(1,1, 2,2)
)
result mustEqual true
}
}
"Segment2D" should {
"detect intersection on target points(s)" in {
//these line segments intersect at (0, 0)
val result = Intersection.Test(
Segment2D(0,0, 1,0),
Segment2D(0,0, 0,1)
)
result mustEqual true
}
"detect intersection on a target point" in {
//these line segments intersect at (0, 0); start of segment 1, middle of segment 2
val result = Intersection.Test(
Segment2D( 0,0, 0,1),
Segment2D(-1,0, 1,0)
)
result mustEqual true
}
"detect intersection anywhere else" in {
//these line segments intersect at (0.5f, 0.5f)
val result = Intersection.Test(
Segment2D(0,0, 1,1),
Segment2D(1,0, 0,1)
)
result mustEqual true
}
"detect intersection anywhere else (2)" in {
//these line segments intersect at (0, 0.5)
val result = Intersection.Test(
Segment2D(0, 0, 1, 0),
Segment2D(0.5f,1, 0.5f,-1)
)
result mustEqual true
}
"not detect intersection if the lines are parallel" in {
val result = Intersection.Test(
Segment2D(0,0, 1,1),
Segment2D(1,0, 2,1)
)
result mustEqual false
}
"detect intersection if the lines overlap" in {
//the lines are coincidental
val result = Intersection.Test(
Line2D(0,0, 1,1),
Line2D(1,1, 2,2)
)
result mustEqual true
}
}
"Circle" should {
"intersect when overlapping (coincidental)" in {
val result = Intersection.Test(
Circle(0,0, 1),
Circle(0,0, 1)
)
result mustEqual true
}
"intersect when overlapping (engulfed)" in {
val result = Intersection.Test(
Circle(0,0, 2),
Circle(1,0, 1)
)
result mustEqual true
}
"intersect when overlapping (partial 1)" in {
val result = Intersection.Test(
Circle(0,0, 2),
Circle(2,0, 1)
)
result mustEqual true
}
"intersect when overlapping (partial 2)" in {
val result = Intersection.Test(
Circle(0, 0, 2),
Circle(2.5f,0, 1)
)
result mustEqual true
}
"intersect when the circumferences are touching" in {
val result = Intersection.Test(
Circle(0,0, 2),
Circle(3,0, 1)
)
result mustEqual true
}
"not intersect when not touching" in {
val result = Intersection.Test(
Circle(0,0, 2),
Circle(4,0, 1)
)
result mustEqual false
}
}
"Line3D" should {
"detect intersection on target point(s)" in {
//these lines intersect at (0, 0, 0)
val result = Intersection.Test(
Line3D(0,0,0, Vector3(1,0,0)),
Line3D(0,0,0, Vector3(0,1,0))
)
result mustEqual true
}
"detect intersection on a target point" in {
//these lines intersect at (0, 0, 0); start of segment 1, middle of segment 2
val result = Intersection.Test(
Line3D(0,0,0, Vector3(0,1,0)),
Line3D(-1,0,0, Vector3(1,0,0))
)
result mustEqual true
}
"detect intersection anywhere else" in {
//these lines intersect at (0.5f, 0.5f, 0)
val result = Intersection.Test(
Line3D(0,0,0, Vector3.Unit(Vector3(1, 1, 0))),
Line3D(1,0,0, Vector3(0,1,0))
)
result mustEqual true
}
"detect intersection anywhere else (2)" in {
//these lines intersect at (0, 0.5, 0)
val result = Intersection.Test(
Line3D(0,0,0, Vector3(1,0,0)),
Line3D(0.5f,1,0, Vector3.Unit(Vector3(0.5f,-1,0)))
)
result mustEqual true
}
"not detect intersection if the lines are parallel" in {
val result = Intersection.Test(
Line3D(0,0,0, Vector3.Unit(Vector3(1,1,1))),
Line3D(1,1,2, Vector3.Unit(Vector3(1,1,1)))
)
result mustEqual false
}
"detect intersection if the lines overlap" in {
//the sub-segment (1,0,0) to (2,0,0) is an overlap region shared between the two segments
val result = Intersection.Test(
Line3D(0,0,0, Vector3.Unit(Vector3(2,0,0))),
Line3D(1,0,0, Vector3.Unit(Vector3(3,0,0)))
)
result mustEqual true
}
"not detect intersection (generic skew)" in {
//these segments will not intersect
val result = Intersection.Test(
Segment3D(-3,-8,7, Vector3.Unit(Vector3(-3,-9,8))),
Segment3D(6,3,0, Vector3.Unit(Vector3(2,0,0)))
)
result mustEqual false
}
}
"Segment3D" should {
"detect intersection of the first point(s)" in {
//these segments intersect at (0, 0, 0)
val result = Intersection.Test(
Segment3D(0,0,0, 1,0,0),
Segment3D(0,0,0, 0,1,0)
)
result mustEqual true
}
"detect intersection of the first point" in {
//these segments intersect at (0, 0, 0); start of segment 1, middle of segment 2
val result = Intersection.Test(
Segment3D(0,0,0, 0,2,0),
Segment3D(-1,0,0, 1,0,0)
)
result mustEqual true
}
"detect intersection on the farther point(s)" in {
//these segments intersect at (0, 1, 0)
val result = Intersection.Test(
Segment3D(0,0,1, 0,1,0),
Segment3D(1,0,0, 0,1,0)
)
result mustEqual true
}
"detect intersection on the farther point" in {
//these segments intersect at (1, 1, 0); end of segment 1, middle of segment 2
val result = Intersection.Test(
Segment3D(1,0,0, 1,1,0),
Segment3D(2,0,0, 0,2,0)
)
result mustEqual true
}
"detect intersection in the middle(s)" in {
//these segments intersect at (0.5f, 0.5f, 0)
val result = Intersection.Test(
Segment3D(0,0,0, 1,1,0),
Segment3D(1,0,0, 0,1,0)
)
result mustEqual true
}
"detect intersection in the middle " in {
//these segments intersect at (0, 0.5, 0)
val result = Intersection.Test(
Segment3D(0,0,0, 1,0,0),
Segment3D(0.5f,1,0, 0.5f,-1,0)
)
result mustEqual true
}
"not detect intersection if the point of intersection would be before the start of the segments" in {
//these segments will not intersect as segments; but, as lines, they would intersect at (0, 0, 0)
val result = Intersection.Test(
Segment3D(1,1,0, 2,2,0),
Segment3D(1,0,0, 2,0,0)
)
result mustEqual false
}
"not detect intersection if the point of intersection would be after the end of the segments" in {
//these segments will not intersect as segments; but, as lines, they would intersect at (2, 2, 0)
val result = Intersection.Test(
Segment3D(0,0,0, 1,1,0),
Segment3D(2,0,0, 2,1,0)
)
result mustEqual false
}
"not detect intersection if the line segments are parallel" in {
val result = Intersection.Test(
Segment3D(0,0,0, 1,1,1),
Segment3D(1,1,2, 2,2,3)
)
result mustEqual false
}
"detect intersection with overlapping" in {
//the sub-segment (1,0,0) to (2,0,0) is an overlap region shared between the two segments
val result = Intersection.Test(
Segment3D(0,0,0, 2,0,0),
Segment3D(1,0,0, 3,0,0)
)
result mustEqual true
}
"not detect intersection with coincidental, non-overlapping" in {
//the sub-segment (1,0,0) to (2,0,0) is an overlap region shared between the two segments
val result = Intersection.Test(
Segment3D(0,0,0, 1,0,0),
Segment3D(2,0,0, 3,0,0)
)
result mustEqual false
}
"not detect intersection (generic skew)" in {
//these segments will not intersect
val result = Intersection.Test(
Segment3D(-3,-8,7, -3,-9,8),
Segment3D(6,3,0, 2,0,0)
)
result mustEqual false
}
}
"Sphere" should {
"intersect when overlapping (coincidental)" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 1),
Sphere(Vector3.Zero, 1)
)
result mustEqual true
}
"intersect when overlapping (engulfed)" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 5),
Sphere(Vector3(1,0,0), 1)
)
result mustEqual true
}
"intersect when overlapping (partial 1)" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 2),
Sphere(Vector3(2,0,0), 1)
)
result mustEqual true
}
"intersect when overlapping (partial 2)" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 2),
Sphere(Vector3(2.5f,0,0), 1)
)
result mustEqual true
}
"intersect when the circumferences are touching" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 2),
Sphere(Vector3(3,0,0), 1)
)
result mustEqual true
}
"not intersect when not touching" in {
val result = Intersection.Test(
Sphere(Vector3.Zero, 2),
Sphere(Vector3(4,0,0), 1)
)
result mustEqual false
}
}
"Cylinder" should {
"detect intersection if overlapping" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 2),
Cylinder(0, 0, 0, 1, 2)
)
result mustEqual true
}
"detect intersection if sides clip" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 2),
Cylinder(0.5f, 0.5f, 0, 1, 2)
)
result mustEqual true
}
"detect intersection if touching" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 2),
Cylinder(1, 0, 0, 1, 2)
)
result mustEqual true
}
"detect intersection if stacked" in {
val result = Intersection.Test(
Cylinder(1, 0, 0, 1, 2),
Cylinder(1, 0, 2, 1, 2)
)
result mustEqual true
}
"detect intersection if one is sunken into the other" in {
val result = Intersection.Test(
Cylinder(1, 0, 0, 1, 2),
Cylinder(1, 0, 1, 1, 2)
)
result mustEqual true
}
"not detect intersection if not near each other" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 2),
Cylinder(2, 2, 0, 1, 2)
)
result mustEqual false
}
"not detect intersection if one is too high / low" in {
val result = Intersection.Test(
Cylinder(1, 0, 0, 1, 2),
Cylinder(1, 0, 5, 1, 2)
)
result mustEqual false
}
}
"Cylinder and Sphere" should {
"detect intersection if overlapping" in {
val result = Intersection.Test(
Cylinder(1, 0, 0, 1, 1),
Sphere(1, 0, 2, 1)
)
result mustEqual true
}
"detect intersection if cylinder top touches sphere base" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(1, 0, 2, 1)
)
result mustEqual true
}
"detect intersection if cylinder base touches sphere top" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(-1, 0, -1, 1)
)
result mustEqual true
}
"detect intersection if cylinder edge touches sphere edge" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(2, 0, 0.5f, 1)
)
result mustEqual true
}
"detect intersection if on cylinder top rim" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(1.75f, 0, 1.25f, 1)
)
result mustEqual true
}
"detect intersection if on cylinder base rim" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(1.75f, 0, -0.5f, 1)
)
result mustEqual true
}
"not detect intersection if too far above" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(0, 0, 3, 1)
)
result mustEqual false
}
"not detect intersection if too far below" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(0, 0, -3, 1)
)
result mustEqual false
}
"not detect intersection if too far out (sideways)" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(2, 2, 0, 1)
)
result mustEqual false
}
"not detect intersection if too far out (skew)" in {
val result = Intersection.Test(
Cylinder(0, 0, 0, 1, 1),
Sphere(1.5f, 1.5f, 1.5f, 1)
)
result mustEqual false
}
}
}
object GeometryTest { }