mirror of https://github.com/bjornbytes/lovr.git
World:raycastAny and World:raycastClosest;
These are methods that implement some common raycast behaviors without creating a closure. They also take tag filters. The tag filters could be optimized to use tag numbers instead of string comparison, and the default raycast method could take a tag filter, but I didn't want to modify the C API while Jolt is in progress.
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@ -1,6 +1,8 @@
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#include "api.h"
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#include "physics/physics.h"
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#include "core/maf.h"
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#include "util.h"
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#include <float.h>
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#include <stdbool.h>
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#include <string.h>
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@ -41,6 +43,50 @@ static bool raycastCallback(Shape* shape, float x, float y, float z, float nx, f
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return shouldStop;
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}
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typedef struct {
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const char* tag;
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Shape* shape;
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float distance;
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float origin[3];
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float position[3];
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float normal[3];
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} RaycastData;
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static bool raycastAnyCallback(Shape* shape, float x, float y, float z, float nx, float ny, float nz, void* userdata) {
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RaycastData* data = userdata;
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if (data->tag) {
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const char* tag = lovrColliderGetTag(lovrShapeGetCollider(shape));
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if (!tag || strcmp(tag, data->tag)) {
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return false;
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}
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}
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data->shape = shape;
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vec3_set(data->position, x, y, z);
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vec3_set(data->normal, nx, ny, nz);
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data->distance = vec3_distance(data->origin, data->position);
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return true;
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}
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static bool raycastClosestCallback(Shape* shape, float x, float y, float z, float nx, float ny, float nz, void* userdata) {
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RaycastData* data = userdata;
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if (data->tag) {
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const char* tag = lovrColliderGetTag(lovrShapeGetCollider(shape));
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if (!tag || strcmp(tag, data->tag)) {
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return false;
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}
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}
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float position[3];
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vec3_set(position, x, y, z);
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float distance = vec3_distance(data->origin, position);
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if (distance < data->distance) {
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vec3_init(data->position, position);
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vec3_set(data->normal, nx, ny, nz);
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data->distance = distance;
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data->shape = shape;
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}
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return false;
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}
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static bool queryCallback(Shape* shape, void* userdata) {
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lua_State* L = userdata;
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lua_pushvalue(L, -1);
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@ -254,6 +300,54 @@ static int l_lovrWorldRaycast(lua_State* L) {
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return 0;
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}
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static int l_lovrWorldRaycastAny(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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float start[3], end[3];
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int index = 2;
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index = luax_readvec3(L, index, start, NULL);
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index = luax_readvec3(L, index, end, NULL);
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RaycastData data = { 0 };
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data.tag = lua_tostring(L, index);
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lovrWorldRaycast(world, start[0], start[1], start[2], end[0], end[1], end[2], raycastAnyCallback, &data);
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if (data.shape) {
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luax_pushshape(L, data.shape);
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lua_pushnumber(L, data.position[0]);
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lua_pushnumber(L, data.position[1]);
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lua_pushnumber(L, data.position[2]);
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lua_pushnumber(L, data.normal[0]);
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lua_pushnumber(L, data.normal[1]);
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lua_pushnumber(L, data.normal[2]);
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return 7;
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} else {
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lua_pushnil(L);
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return 1;
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}
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}
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static int l_lovrWorldRaycastClosest(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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float start[3], end[3];
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int index = 2;
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index = luax_readvec3(L, index, start, NULL);
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index = luax_readvec3(L, index, end, NULL);
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RaycastData data = { .distance = FLT_MAX };
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data.tag = lua_tostring(L, index);
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lovrWorldRaycast(world, start[0], start[1], start[2], end[0], end[1], end[2], raycastClosestCallback, &data);
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if (data.shape) {
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luax_pushshape(L, data.shape);
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lua_pushnumber(L, data.position[0]);
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lua_pushnumber(L, data.position[1]);
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lua_pushnumber(L, data.position[2]);
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lua_pushnumber(L, data.normal[0]);
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lua_pushnumber(L, data.normal[1]);
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lua_pushnumber(L, data.normal[2]);
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return 7;
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} else {
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lua_pushnil(L);
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return 1;
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}
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}
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static int l_lovrWorldQueryBox(lua_State* L) {
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World* world = luax_checktype(L, 1, World);
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float position[3], size[3];
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@ -429,6 +523,8 @@ const luaL_Reg lovrWorld[] = {
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{ "collide", l_lovrWorldCollide },
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{ "getContacts", l_lovrWorldGetContacts },
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{ "raycast", l_lovrWorldRaycast },
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{ "raycastAny", l_lovrWorldRaycastAny },
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{ "raycastClosest", l_lovrWorldRaycastClosest },
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{ "queryBox", l_lovrWorldQueryBox },
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{ "querySphere", l_lovrWorldQuerySphere },
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{ "getGravity", l_lovrWorldGetGravity },
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