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spearhead/src/classes/util/Util.lua
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561 lines
17 KiB
Lua

---@class Util
local UTIL = {}
do -- INIT UTIL
---splits a string in sub parts by seperator
---@param input string
---@param seperator string
---@return table result list of strings
function UTIL.split_string(input, seperator)
if seperator == nil then
seperator = " "
end
local result = {}
if input == nil then
return result
end
for str in string.gmatch(input, "[^" .. seperator .. "]+") do
table.insert(result, str)
end
return result
end
---comment
---@param table any
---@return number
function UTIL.tableLength(table)
if table == nil then return 0 end
local count = 0
for _ in pairs(table) do count = count + 1 end
return count
end
---@param orig table
---@return table copy
function UTIL.deepCopyTable(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[UTIL.deepCopyTable(orig_key)] = UTIL.deepCopyTable(orig_value)
end
setmetatable(copy, UTIL.deepCopyTable(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end
---Gets a random from the list
---@param list Array
---@return any @random element from the list
function UTIL.randomFromList(list)
local max = #list
if max == 0 or max == nil then
return nil
end
local random = math.random(0, max)
if random == 0 then random = 1 end
return list[random]
end
---@param list Array
---@param start number start
---@param n number length
---@return Array
function UTIL.sublist(list, start, n)
local result = {}
for i = start, n do
result[#result + 1] = list[i]
end
return result
end
---@param str string
---@param find string
---@param replace string
---@return string
function UTIL.replaceString(str, find, replace)
if str == nil then return "" end
if find == nil or replace == nil then return str end
local result = str:gsub(find, replace)
return result
end
local function table_print(tt, indent, done)
done = done or {}
indent = indent or 0
if type(tt) == "table" then
local sb = {}
for key, value in pairs(tt) do
table.insert(sb, string.rep(" ", indent)) -- indent it
if type(value) == "table" and not done[value] then
done[value] = true
table.insert(sb, "[\"" ..key .. "\"]" .. " = {\n");
table.insert(sb, table_print(value, indent + 2, done))
table.insert(sb, string.rep(" ", indent)) -- indent it
table.insert(sb, "},\n");
elseif "number" == type(key) then
table.insert(sb, string.format("\"%s\",\n", tostring(value)))
else
table.insert(sb, string.format(
"[\"%s\"] = \"%s\",\n", tostring(key), tostring(value)))
end
end
return table.concat(sb)
else
return tt .. "\n"
end
end
---comment
---@param str string
---@param findable string
---@param ignoreCase boolean?
---@return boolean
UTIL.startswith = function(str, findable, ignoreCase)
if ignoreCase == true then
return string.lower(str):find('^' .. string.lower(findable)) ~= nil
end
return str:find('^' .. findable) ~= nil
end
UTIL.endsWith = function(str, findable, ignoreCase)
if ignoreCase == true then
return string.lower(str):find(string.lower(findable) .. '$') ~= nil
end
return str:find(findable .. '$') ~= nil
end
---comment
---@param str string
---@param findable string
---@return boolean
UTIL.strContains = function(str, findable)
return str:find(findable) ~= nil
end
---comment
---@param str string
---@param findableTable table
---@return boolean
UTIL.startswithAny = function(str, findableTable)
for _, value in pairs(findableTable) do
if type(value) == "string" and UTIL.startswith(str, value) then return true end
end
return false
end
function UTIL.toString(something)
if something == nil then
return "nil"
elseif "table" == type(something) then
return table_print(something)
elseif "string" == type(something) then
return something
else
return tostring(something)
end
end
---comment
---@param a Vec2
---@param b Vec2
---@return number
function UTIL.VectorDistance2d(a, b)
return math.sqrt((b.x - a.x) ^ 2 + (b.y - a.y) ^ 2)
end
---comment
---@param a Vec3
---@param b Vec3
---@return number
function UTIL.VectorDistance3d(a, b)
return UTIL.vectorMagnitude({ x = a.x - b.x, y = a.y - b.y, z = a.z - b.z })
end
---comment
---@param vec Vec3
---@return number
function UTIL.vectorMagnitude(vec)
return (vec.x ^ 2 + vec.y ^ 2 + vec.z ^ 2) ^ 0.5
end
---@param vec Vec3
---@return Vec3
function UTIL.vectorNormalize(vec)
local magnitude = UTIL.vectorMagnitude(vec)
if magnitude == 0 then
return { x = 0, y = 0, z = 0 }
end
return { x = vec.x / magnitude, y = vec.y / magnitude, z = vec.z / magnitude }
end
---@param vec Vec2
---@param direction number @in degrees
---@param distance number
---@return Vec2
function UTIL.vectorMove(vec, direction, distance)
local rad = math.rad(direction)
local x = vec.x + (math.cos(rad) * distance)
local y = vec.y + (math.sin(rad) * distance)
return { x = x, y = y}
end
---comment
---@param vec1 Vec2
---@param vec2 Vec2
---@return number in degrees
function UTIL.vectorHeadingFromTo(vec1, vec2)
local dx = vec2.x - vec1.x
local dy = vec2.y - vec1.y
local heading = math.deg(math.atan2(dy, dx))
if heading < 0 then
heading = heading + 360
end
return heading
end
---@param vec1 Vec3
---@param vec2 Vec3
---@return number alignment a number in range [-1,1]. > 0 same direction. < 0 opposite direction
function UTIL.vectorAlignment(vec1, vec2)
local vec1Norm = UTIL.vectorNormalize(vec1)
local vec2Norm = UTIL.vectorNormalize(vec2)
return ((vec1Norm.x * vec2Norm.x) + (vec1Norm.y * vec2Norm.y) + (vec1Norm.z * vec2Norm.z))
end
---@param polygon Array<Vec2> of pairs { x, y }
---@param x number X location
---@param y number Y location
---@return boolean
local function isInComplexPolygon(polygon, x, y)
---@param poly Array<Vec2> of pairs { x, y }
local function getEdges(poly)
local result = {}
for i = 1, #poly do
local point1 = poly[i]
local point2Index = i + 1
if point2Index > #poly then point2Index = 1 end
local point2 = poly[point2Index]
local edge = { x1 = point1.x, z1 = point1.y, x2 = point2.x, z2 = point2.y }
table.insert(result, edge)
end
return result
end
local edges = getEdges(polygon)
local count = 0;
for _, edge in pairs(edges) do
if (x < edge.x1) ~= (x < edge.x2) and y < edge.z1 + ((x - edge.x1) / (edge.x2 - edge.x1)) * (edge.z2 - edge.z1) then
count = count + 1
-- if (yp < y1) != (yp < y2) and xp < x1 + ((yp-y1)/(y2-y1))*(x2-x1) then
-- count = count + 1
end
end
return count % 2 == 1
end
---comment
---@param polygon Array<Vec2> of pairs { x, y }
---@param x number X location
---@param y number Y location
---@return boolean
function UTIL.IsPointInPolygon(polygon, x, y)
return isInComplexPolygon(polygon, x, y)
end
---@param point Vec3
---@param zone SpearheadTriggerZone
function UTIL.is3dPointInZone(point, zone)
if zone.zone_type == "Polygon" and zone.verts then
if UTIL.IsPointInPolygon(zone.verts, point.x, point.z) == true then
return true
end
else
if (((point.x - zone.location.x) ^ 2 + (point.z - zone.location.y) ^ 2) ^ 0.5 <= zone.radius) then
return true
end
end
return false
end
---@param point Vec2
---@param zone SpearheadTriggerZone
function UTIL.is2dPointInZone(point, zone)
if zone.zone_type == "Polygon" and zone.verts then
if UTIL.IsPointInPolygon(zone.verts, point.x, point.y) == true then
return true
end
else
if (((point.x - zone.location.x) ^ 2 + (point.y - zone.location.y) ^ 2) ^ 0.5 <= zone.radius) then
return true
end
end
return false
end
---@param points Array<Vec3>
---@return Array<Vec3>
function UTIL.getConvexHull3d(points)
if #points == 0 then
return {}
end
---comment
---@param a Vec3
---@param b Vec3
---@param c Vec3
---@return boolean
local function ccw(a, b, c)
return (b.z - a.z) * (c.x - a.x) > (b.x - a.x) * (c.z - a.z)
end
table.sort(points, function(left, right)
return left.z < right.z
end)
local hull = {}
-- lower hull
for _, point in pairs(points) do
while #hull >= 2 and not ccw(hull[#hull - 1], hull[#hull], point) do
table.remove(hull, #hull)
end
table.insert(hull, point)
end
-- upper hull
local t = #hull + 1
for i = #points, 1, -1 do
local point = points[i]
while #hull >= t and not ccw(hull[#hull - 1], hull[#hull], point) do
table.remove(hull, #hull)
end
table.insert(hull, point)
end
table.remove(hull, #hull)
return hull
end
---comment
---@param points Array<Vec2> points
---@return Array<Vec2> hullPoints
function UTIL.getConvexHull(points)
if #points == 0 then
return {}
end
---comment
---@param a Vec2
---@param b Vec2
---@param c Vec2
---@return boolean
local function ccw(a, b, c)
return (b.y - a.y) * (c.x - a.x) > (b.x - a.x) * (c.y - a.y)
end
table.sort(points, function(left, right)
return left.y < right.y
end)
local hull = {}
-- lower hull
for _, point in pairs(points) do
while #hull >= 2 and not ccw(hull[#hull - 1], hull[#hull], point) do
table.remove(hull, #hull)
end
table.insert(hull, point)
end
-- upper hull
local t = #hull + 1
for i = #points, 1, -1 do
local point = points[i]
while #hull >= t and not ccw(hull[#hull - 1], hull[#hull], point) do
table.remove(hull, #hull)
end
table.insert(hull, point)
end
table.remove(hull, #hull)
return hull
end
---Splits points into clusters with at least minSeparation between clusters, returns convex hull for each cluster
---@param points Array<Vec2>
---@param minSeparation number
---@return Array<Array<Vec2>> hulls
function UTIL.getSeparatedConvexHulls(points, minSeparation)
if #points == 0 then return {} end
-- Simple clustering: group points that are within minSeparation of each other
---@type Array<Array<Vec2>>
local clusters = {}
---@type table<integer, boolean>
local assigned = {}
for i, p in ipairs(points) do
if not assigned[i] then
local cluster = { p }
assigned[i] = true
-- Find all points close to p (BFS)
local queue = { i }
while #queue > 0 do
local idx = table.remove(queue)
local base = points[idx]
for j, q in ipairs(points) do
if not assigned[j] then
local dx = base.x - q.x
local dy = base.y - q.y
if (dx * dx + dy * dy) <= (minSeparation * minSeparation) then
table.insert(cluster, q)
assigned[j] = true
table.insert(queue, j)
end
end
end
end
table.insert(clusters, cluster)
end
end
-- Compute convex hull for each cluster
local hulls = {}
for _, cluster in ipairs(clusters) do
local hull = UTIL.getConvexHull(cluster)
if #hull > 0 then
table.insert(hulls, hull)
end
end
return hulls
end
---@param points Array<Vec2>
function UTIL.enlargeConvexHull(points, meters)
if points == nil or #points == 0 then
return {}
end
---@type Array<Vec2>
local allpoints = {}
for _, point in pairs(points) do
table.insert(allpoints, point)
allpoints[#allpoints + 1] = point
allpoints[#allpoints+1] = { x = point.x + meters, y = point.y, }
allpoints[#allpoints+1] = { x = point.x - meters, y = point.y, }
allpoints[#allpoints+1] = { x = point.x, y = point.y + meters, }
allpoints[#allpoints+1] = { x = point.x, y = point.y - meters, }
allpoints[#allpoints+1] = { x = point.x + math.cos(math.rad(45)) * meters, y = point.y + math.sin(math.rad(45)) * meters, }
allpoints[#allpoints+1] = { x = point.x - math.cos(math.rad(45)) * meters, y = point.y - math.sin(math.rad(45)) * meters, }
allpoints[#allpoints+1] = { x = point.x - math.cos(math.rad(45)) * meters, y = point.y + math.sin(math.rad(45)) * meters, }
allpoints[#allpoints+1] = { x = point.x + math.cos(math.rad(45)) * meters, y = point.y - math.sin(math.rad(45)) * meters, }
end
return UTIL.getConvexHull(allpoints)
end
---Returns hull points visible from origin (not blocked by hull edges)
---@param hull Array<Vec2>
---@param origin Vec2
---@return Array<Vec2>
function UTIL.GetVisibleHullPointsFromOrigin(hull, origin)
local function segmentsIntersect(a, b, c, d)
-- Helper: returns true if segment ab intersects cd (excluding endpoints)
local function ccw(p1, p2, p3)
return (p3.y - p1.y) * (p2.x - p1.x) > (p2.y - p1.y) * (p3.x - p1.x)
end
return (ccw(a, c, d) ~= ccw(b, c, d)) and (ccw(a, b, c) ~= ccw(a, b, d))
end
local n = #hull
local visible = {}
for i = 1, n do
local p = hull[i]
local isVisible = true
-- Check against all hull edges except those incident to p
for j = 1, n do
local a = hull[j]
local b = hull[(j % n) + 1]
-- skip edges incident to p
if (a ~= p and b ~= p) then
if segmentsIntersect(origin, p, a, b) then
isVisible = false
break
end
end
end
if isVisible then
table.insert(visible, p)
end
end
return visible
end
---Returns the two tangent points ("scratch points") from origin to the convex hull
---@param hull Array<Vec2>
---@param origin Vec2
---@return Array<Vec2>
function UTIL.GetTangentHullPointsFromOrigin(hull, origin)
if hull == nil or #hull <= 0 then
return {}
end
local function orientation(a, b, c)
-- Returns >0 if c is to the left of ab, <0 if to the right, 0 if colinear
return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)
end
local n = #hull
if n == 0 then return {} end
if n == 1 then return { hull[1] } end
-- Find left tangent: the hull point where all other points are to the right of the line from origin to that point
local function findTangent(isLeft)
local best = 1
for i = 2, n do
local o = orientation(origin, hull[best], hull[i])
if (isLeft and o < 0) or (not isLeft and o > 0) then
best = i
end
end
return hull[best]
end
local leftTangent = findTangent(true)
local rightTangent = findTangent(false)
-- If tangents are the same (can happen if origin is colinear), only return one
if leftTangent.x == rightTangent.x and leftTangent.y == rightTangent.y then
return { leftTangent }
else
return { leftTangent, rightTangent }
end
end
end
return UTIL