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--[[ License
A math library made in Lua
copyright (C) 2014 Davis Claiborne
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Contact me at davisclaib@gmail.com
]]
-- Local Utility Functions ---------------------- {{{
local unpack = table.unpack or unpack
-- Used to handle variable-argument functions and whether they are passed as func{ table } or func( unpack( table ) )
local function checkInput(...)
local input = {}
if type(...) ~= "table" then
input = { ... }
else
input = ...
end
return input
end
-- Deals with floats / verify false false values. This can happen because of significant figures.
local function checkFuzzy(number1, number2)
return (number1 - 0.00001 <= number2 and number2 <= number1 + 0.00001)
end
-- Remove multiple occurrences from a table.
local function removeDuplicatePairs(tab)
for index1 = #tab, 1, -1 do
local first = tab[index1]
for index2 = #tab, 1, -1 do
local second = tab[index2]
if index1 ~= index2 then
if
type(first[1]) == "number"
and type(second[1]) == "number"
and type(first[2]) == "number"
and type(second[2]) == "number"
then
if checkFuzzy(first[1], second[1]) and checkFuzzy(first[2], second[2]) then
table.remove(tab, index1)
end
elseif first[1] == second[1] and first[2] == second[2] then
table.remove(tab, index1)
end
end
end
end
return tab
end
local function removeDuplicates4Points(tab)
for index1 = #tab, 1, -1 do
local first = tab[index1]
for index2 = #tab, 1, -1 do
local second = tab[index2]
if index1 ~= index2 then
if type(first[1]) ~= type(second[1]) then
return false
end
if
type(first[2]) == "number"
and type(second[2]) == "number"
and type(first[3]) == "number"
and type(second[3]) == "number"
then
if checkFuzzy(first[2], second[2]) and checkFuzzy(first[3], second[3]) then
table.remove(tab, index1)
end
elseif
checkFuzzy(first[1], second[1])
and checkFuzzy(first[2], second[2])
and checkFuzzy(first[3], second[3])
then
table.remove(tab, index1)
end
end
end
end
return tab
end
-- Add points to the table.
local function addPoints(tab, x, y)
tab[#tab + 1] = x
tab[#tab + 1] = y
end
-- Like removeDuplicatePairs but specifically for numbers in a flat table
local function removeDuplicatePointsFlat(tab)
for i = #tab, 1 - 2 do
for ii = #tab - 2, 3, -2 do
if i ~= ii then
local x1, y1 = tab[i], tab[i + 1]
local x2, y2 = tab[ii], tab[ii + 1]
if checkFuzzy(x1, x2) and checkFuzzy(y1, y2) then
table.remove(tab, ii)
table.remove(tab, ii + 1)
end
end
end
end
return tab
end
-- Check if input is actually a number
local function validateNumber(n)
if type(n) ~= "number" then
return false
elseif n ~= n then
return false -- nan
elseif math.abs(n) == math.huge then
return false
else
return true
end
end
local function cycle(tab, index)
return tab[(index - 1) % #tab + 1]
end
local function getGreatestPoint(points, offset)
offset = offset or 1
local start = 2 - offset
local greatest = points[start]
local least = points[start]
for i = 2, #points / 2 do
i = i * 2 - offset
if points[i] > greatest then
greatest = points[i]
end
if points[i] < least then
least = points[i]
end
end
return greatest, least
end
local function isWithinBounds(min, num, max)
return num >= min and num <= max
end
local function distance2(x1, y1, x2, y2) -- Faster since it does not use math.sqrt
local dx, dy = x1 - x2, y1 - y2
return dx * dx + dy * dy
end -- }}}
-- Points -------------------------------------- {{{
local function rotatePoint(x, y, rotation, ox, oy)
ox, oy = ox or 0, oy or 0
return (x - ox) * math.cos(rotation) + ox - (y - oy) * math.sin(rotation),
(x - ox) * math.sin(rotation) + (y - oy) * math.cos(rotation) + oy
end
local function scalePoint(x, y, scale, ox, oy)
ox, oy = ox or 0, oy or 0
return (x - ox) * scale + ox, (y - oy) * scale + oy
end
-- }}}
-- Lines --------------------------------------- {{{
-- Returns the length of a line.
local function getLength(x1, y1, x2, y2)
local dx, dy = x1 - x2, y1 - y2
return math.sqrt(dx * dx + dy * dy)
end
-- Gives the midpoint of a line.
local function getMidpoint(x1, y1, x2, y2)
return (x1 + x2) / 2, (y1 + y2) / 2
end
-- Gives the slope of a line.
local function getSlope(x1, y1, x2, y2)
if checkFuzzy(x1, x2) then
return false
end -- Technically it's undefined, but this is easier to program.
return (y1 - y2) / (x1 - x2)
end
-- Gives the perpendicular slope of a line.
-- x1, y1, x2, y2
-- slope
local function getPerpendicularSlope(...)
local input = checkInput(...)
local slope
if #input ~= 1 then
slope = getSlope(unpack(input))
else
slope = unpack(input)
end
if not slope then
return 0 -- Vertical lines become horizontal.
elseif checkFuzzy(slope, 0) then
return false -- Horizontal lines become vertical.
else
return -1 / slope
end
end
-- Gives the y-intercept of a line.
-- x1, y1, x2, y2
-- x1, y1, slope
local function getYIntercept(x, y, ...)
local input = checkInput(...)
local slope
if #input == 1 then
slope = input[1]
else
slope = getSlope(x, y, unpack(input))
end
if not slope then
return x, true
end -- This way we have some information on the line.
return y - slope * x, false
end
-- Gives the intersection of two lines.
-- slope1, slope2, x1, y1, x2, y2
-- slope1, intercept1, slope2, intercept2
-- x1, y1, x2, y2, x3, y3, x4, y4
local function getLineLineIntersection(...)
local input = checkInput(...)
local x1, y1, x2, y2, x3, y3, x4, y4
local slope1, intercept1
local slope2, intercept2
local x, y
if #input == 4 then -- Given slope1, intercept1, slope2, intercept2.
slope1, intercept1, slope2, intercept2 = unpack(input)
-- Since these are lines, not segments, we can use arbitrary points, such as ( 1, y ), ( 2, y )
y1 = slope1 and slope1 * 1 + intercept1 or 1
y2 = slope1 and slope1 * 2 + intercept1 or 2
y3 = slope2 and slope2 * 1 + intercept2 or 1
y4 = slope2 and slope2 * 2 + intercept2 or 2
x1 = slope1 and (y1 - intercept1) / slope1 or intercept1
x2 = slope1 and (y2 - intercept1) / slope1 or intercept1
x3 = slope2 and (y3 - intercept2) / slope2 or intercept2
x4 = slope2 and (y4 - intercept2) / slope2 or intercept2
elseif #input == 6 then -- Given slope1, intercept1, and 2 points on the other line.
slope1, intercept1 = input[1], input[2]
slope2 = getSlope(input[3], input[4], input[5], input[6])
intercept2 = getYIntercept(input[3], input[4], input[5], input[6])
y1 = slope1 and slope1 * 1 + intercept1 or 1
y2 = slope1 and slope1 * 2 + intercept1 or 2
y3 = input[4]
y4 = input[6]
x1 = slope1 and (y1 - intercept1) / slope1 or intercept1
x2 = slope1 and (y2 - intercept1) / slope1 or intercept1
x3 = input[3]
x4 = input[5]
elseif #input == 8 then -- Given 2 points on line 1 and 2 points on line 2.
slope1 = getSlope(input[1], input[2], input[3], input[4])
intercept1 = getYIntercept(input[1], input[2], input[3], input[4])
slope2 = getSlope(input[5], input[6], input[7], input[8])
intercept2 = getYIntercept(input[5], input[6], input[7], input[8])
x1, y1, x2, y2, x3, y3, x4, y4 = unpack(input)
end
if not slope1 and not slope2 then -- Both are vertical lines
if x1 == x3 then -- Have to have the same x positions to intersect
return true
else
return false
end
elseif not slope1 then -- First is vertical
x = x1 -- They have to meet at this x, since it is this line's only x
y = slope2 and slope2 * x + intercept2 or 1
elseif not slope2 then -- Second is vertical
x = x3 -- Vice-Versa
y = slope1 * x + intercept1
elseif checkFuzzy(slope1, slope2) then -- Parallel (not vertical)
if checkFuzzy(intercept1, intercept2) then -- Same intercept
return true
else
return false
end
else -- Regular lines
x = (-intercept1 + intercept2) / (slope1 - slope2)
y = slope1 * x + intercept1
end
return x, y
end
-- Gives the closest point on a line to a point.
-- perpendicularX, perpendicularY, x1, y1, x2, y2
-- perpendicularX, perpendicularY, slope, intercept
local function getClosestPoint(perpendicularX, perpendicularY, ...)
local input = checkInput(...)
local x, y, x1, y1, x2, y2, slope, intercept
if #input == 4 then -- Given perpendicularX, perpendicularY, x1, y1, x2, y2
x1, y1, x2, y2 = unpack(input)
slope = getSlope(x1, y1, x2, y2)
intercept = getYIntercept(x1, y1, x2, y2)
elseif #input == 2 then -- Given perpendicularX, perpendicularY, slope, intercept
slope, intercept = unpack(input)
x1, y1 = 1, slope and slope * 1 + intercept or 1 -- Need x1 and y1 in case of vertical/horizontal lines.
end
if not slope then -- Vertical line
x, y = x1, perpendicularY -- Closest point is always perpendicular.
elseif checkFuzzy(slope, 0) then -- Horizontal line
x, y = perpendicularX, y1
else
local perpendicularSlope = getPerpendicularSlope(slope)
local perpendicularIntercept = getYIntercept(perpendicularX, perpendicularY, perpendicularSlope)
x, y = getLineLineIntersection(slope, intercept, perpendicularSlope, perpendicularIntercept)
end
return x, y
end
-- Gives the intersection of a line and a line segment.
-- x1, y1, x2, y2, x3, y3, x4, y4
-- x1, y1, x2, y2, slope, intercept
local function getLineSegmentIntersection(x1, y1, x2, y2, ...)
local input = checkInput(...)
local slope1, intercept1, x, y, lineX1, lineY1, lineX2, lineY2
local slope2, intercept2 = getSlope(x1, y1, x2, y2), getYIntercept(x1, y1, x2, y2)
if #input == 2 then -- Given slope, intercept
slope1, intercept1 = input[1], input[2]
lineX1, lineY1 = 1, slope1 and slope1 + intercept1
lineX2, lineY2 = 2, slope1 and slope1 * 2 + intercept1
else -- Given x3, y3, x4, y4
lineX1, lineY1, lineX2, lineY2 = unpack(input)
slope1 = getSlope(unpack(input))
intercept1 = getYIntercept(unpack(input))
end
if not slope1 and not slope2 then -- Vertical lines
if checkFuzzy(x1, lineX1) then
return x1, y1, x2, y2
else
return false
end
elseif not slope1 then -- slope1 is vertical
x, y = input[1], slope2 * input[1] + intercept2
elseif not slope2 then -- slope2 is vertical
x, y = x1, slope1 * x1 + intercept1
else
x, y = getLineLineIntersection(slope1, intercept1, slope2, intercept2)
end
local length1, length2, distance
if x == true then -- Lines are collinear.
return x1, y1, x2, y2
elseif x then -- There is an intersection
length1, length2 = getLength(x1, y1, x, y), getLength(x2, y2, x, y)
distance = getLength(x1, y1, x2, y2)
else -- Lines are parallel but not collinear.
if checkFuzzy(intercept1, intercept2) then
return x1, y1, x2, y2
else
return false
end
end
if length1 <= distance and length2 <= distance then
return x, y
else
return false
end
end
-- Checks if a point is on a line.
-- Does not support the format using slope because vertical lines would be impossible to check.
local function checkLinePoint(x, y, x1, y1, x2, y2)
local m = getSlope(x1, y1, x2, y2)
local b = getYIntercept(x1, y1, m)
if not m then -- Vertical
return checkFuzzy(x, x1)
end
return checkFuzzy(y, m * x + b)
end -- }}}
-- Segment -------------------------------------- {{{
-- Gives the perpendicular bisector of a line.
local function getPerpendicularBisector(x1, y1, x2, y2)
local slope = getSlope(x1, y1, x2, y2)
local midpointX, midpointY = getMidpoint(x1, y1, x2, y2)
return midpointX, midpointY, getPerpendicularSlope(slope)
end
-- Gives whether or not a point lies on a line segment.
local function checkSegmentPoint(px, py, x1, y1, x2, y2)
-- Explanation around 5:20: https://www.youtube.com/watch?v=A86COO8KC58
local x = checkLinePoint(px, py, x1, y1, x2, y2)
if not x then
return false
end
local lengthX = x2 - x1
local lengthY = y2 - y1
if checkFuzzy(lengthX, 0) then -- Vertical line
if checkFuzzy(px, x1) then
local low, high
if y1 > y2 then
low = y2
high = y1
else
low = y1
high = y2
end
if py >= low and py <= high then
return true
else
return false
end
else
return false
end
elseif checkFuzzy(lengthY, 0) then -- Horizontal line
if checkFuzzy(py, y1) then
local low, high
if x1 > x2 then
low = x2
high = x1
else
low = x1
high = x2
end
if px >= low and px <= high then
return true
else
return false
end
else
return false
end
end
local distanceToPointX = (px - x1)
local distanceToPointY = (py - y1)
local scaleX = distanceToPointX / lengthX
local scaleY = distanceToPointY / lengthY
if (scaleX >= 0 and scaleX <= 1) and (scaleY >= 0 and scaleY <= 1) then -- Intersection
return true
end
return false
end
-- Gives the point of intersection between two line segments.
local function getSegmentSegmentIntersection(x1, y1, x2, y2, x3, y3, x4, y4)
local slope1, intercept1 = getSlope(x1, y1, x2, y2), getYIntercept(x1, y1, x2, y2)
local slope2, intercept2 = getSlope(x3, y3, x4, y4), getYIntercept(x3, y3, x4, y4)
if ((slope1 and slope2) and checkFuzzy(slope1, slope2)) or (not slope1 and not slope2) then -- Parallel lines
if checkFuzzy(intercept1, intercept2) then -- The same lines, possibly in different points.
local points = {}
if checkSegmentPoint(x1, y1, x3, y3, x4, y4) then
addPoints(points, x1, y1)
end
if checkSegmentPoint(x2, y2, x3, y3, x4, y4) then
addPoints(points, x2, y2)
end
if checkSegmentPoint(x3, y3, x1, y1, x2, y2) then
addPoints(points, x3, y3)
end
if checkSegmentPoint(x4, y4, x1, y1, x2, y2) then
addPoints(points, x4, y4)
end
points = removeDuplicatePointsFlat(points)
if #points == 0 then
return false
end
return unpack(points)
else
return false
end
end
local x, y = getLineLineIntersection(x1, y1, x2, y2, x3, y3, x4, y4)
if x and checkSegmentPoint(x, y, x1, y1, x2, y2) and checkSegmentPoint(x, y, x3, y3, x4, y4) then
return x, y
end
return false
end -- }}}
-- Math ----------------------------------------- {{{
-- Get the root of a number (i.e. the 2nd (square) root of 4 is 2)
local function getRoot(number, root)
return number ^ (1 / root)
end
-- Checks if a number is prime.
local function isPrime(number)
if number < 2 then
return false
end
for i = 2, math.sqrt(number) do
if number % i == 0 then
return false
end
end
return true
end
-- Rounds a number to the xth decimal place (round( 3.14159265359, 4 ) --> 3.1416)
local function round(number, place)
local pow = 10 ^ (place or 0)
return math.floor(number * pow + 0.5) / pow
end
-- Gives the summation given a local function
local function getSummation(start, stop, func)
local returnValues = {}
local sum = 0
for i = start, stop do
local value = func(i, returnValues)
returnValues[i] = value
sum = sum + value
end
return sum
end
-- Gives the percent of change.
local function getPercentOfChange(old, new)
if old == 0 and new == 0 then
return 0
else
return (new - old) / math.abs(old)
end
end
-- Gives the percentage of a number.
local function getPercentage(percent, number)
return percent * number
end
-- Returns the quadratic roots of an equation.
local function getQuadraticRoots(a, b, c)
local discriminant = b ^ 2 - (4 * a * c)
if discriminant < 0 then
return false
end
discriminant = math.sqrt(discriminant)
local denominator = (2 * a)
return (-b - discriminant) / denominator, (-b + discriminant) / denominator
end
-- Gives the angle between three points.
local function getAngle(x1, y1, x2, y2, x3, y3)
local a = getLength(x3, y3, x2, y2)
local b = getLength(x1, y1, x2, y2)
local c = getLength(x1, y1, x3, y3)
return math.acos((a * a + b * b - c * c) / (2 * a * b))
end -- }}}
-- Circle --------------------------------------- {{{
-- Gives the area of the circle.
local function getCircleArea(radius)
return math.pi * (radius * radius)
end
-- Checks if a point is within the radius of a circle.
local function checkCirclePoint(x, y, circleX, circleY, radius)
return getLength(circleX, circleY, x, y) <= radius
end
-- Checks if a point is on a circle.
local function isPointOnCircle(x, y, circleX, circleY, radius)
return checkFuzzy(getLength(circleX, circleY, x, y), radius)
end
-- Gives the circumference of a circle.
local function getCircumference(radius)
return 2 * math.pi * radius
end
-- Gives the intersection of a line and a circle.
local function getCircleLineIntersection(circleX, circleY, radius, x1, y1, x2, y2)
slope = getSlope(x1, y1, x2, y2)
intercept = getYIntercept(x1, y1, slope)
if slope then
local a = (1 + slope ^ 2)
local b = (-2 * circleX + (2 * slope * intercept) - (2 * circleY * slope))
local c = (circleX ^ 2 + intercept ^ 2 - 2 * circleY * intercept + circleY ^ 2 - radius ^ 2)
x1, x2 = getQuadraticRoots(a, b, c)
if not x1 then
return false
end
y1 = slope * x1 + intercept
y2 = slope * x2 + intercept
if checkFuzzy(x1, x2) and checkFuzzy(y1, y2) then
return "tangent", x1, y1
else
return "secant", x1, y1, x2, y2
end
else -- Vertical Lines
local lengthToPoint1 = circleX - x1
local remainingDistance = lengthToPoint1 - radius
local intercept = math.sqrt(-(lengthToPoint1 ^ 2 - radius ^ 2))
if -(lengthToPoint1 ^ 2 - radius ^ 2) < 0 then
return false
end
local bottomX, bottomY = x1, circleY - intercept
local topX, topY = x1, circleY + intercept
if topY ~= bottomY then
return "secant", topX, topY, bottomX, bottomY
else
return "tangent", topX, topY
end
end
end
-- Gives the type of intersection of a line segment.
local function getCircleSegmentIntersection(circleX, circleY, radius, x1, y1, x2, y2)
local Type, x3, y3, x4, y4 = getCircleLineIntersection(circleX, circleY, radius, x1, y1, x2, y2)
if not Type then
return false
end
local slope, intercept = getSlope(x1, y1, x2, y2), getYIntercept(x1, y1, x2, y2)
if isPointOnCircle(x1, y1, circleX, circleY, radius) and isPointOnCircle(x2, y2, circleX, circleY, radius) then -- Both points are on line-segment.
return "chord", x1, y1, x2, y2
end
if slope then
if
checkCirclePoint(x1, y1, circleX, circleY, radius) and checkCirclePoint(x2, y2, circleX, circleY, radius)
then -- Line-segment is fully in circle.
return "enclosed", x1, y1, x2, y2
elseif x3 and x4 then
if checkSegmentPoint(x3, y3, x1, y1, x2, y2) and not checkSegmentPoint(x4, y4, x1, y1, x2, y2) then -- Only the first of the points is on the line-segment.
return "tangent", x3, y3
elseif checkSegmentPoint(x4, y4, x1, y1, x2, y2) and not checkSegmentPoint(x3, y3, x1, y1, x2, y2) then -- Only the second of the points is on the line-segment.
return "tangent", x4, y4
else -- Neither of the points are on the circle (means that the segment is not on the circle, but "encasing" the circle)
if checkSegmentPoint(x3, y3, x1, y1, x2, y2) and checkSegmentPoint(x4, y4, x1, y1, x2, y2) then
return "secant", x3, y3, x4, y4
else
return false
end
end
elseif not x4 then -- Is a tangent.
if checkSegmentPoint(x3, y3, x1, y1, x2, y2) then
return "tangent", x3, y3
else -- Neither of the points are on the line-segment (means that the segment is not on the circle or "encasing" the circle).
local length = getLength(x1, y1, x2, y2)
local distance1 = getLength(x1, y1, x3, y3)
local distance2 = getLength(x2, y2, x3, y3)
if length > distance1 or length > distance2 then
return false
elseif length < distance1 and length < distance2 then
return false
else
return "tangent", x3, y3
end
end
end
else
local lengthToPoint1 = circleX - x1
local remainingDistance = lengthToPoint1 - radius
local intercept = math.sqrt(-(lengthToPoint1 ^ 2 - radius ^ 2))
if -(lengthToPoint1 ^ 2 - radius ^ 2) < 0 then
return false
end
local topX, topY = x1, circleY - intercept
local bottomX, bottomY = x1, circleY + intercept
local length = getLength(x1, y1, x2, y2)
local distance1 = getLength(x1, y1, topX, topY)
local distance2 = getLength(x2, y2, topX, topY)
if bottomY ~= topY then -- Not a tangent
if
checkSegmentPoint(topX, topY, x1, y1, x2, y2) and checkSegmentPoint(bottomX, bottomY, x1, y1, x2, y2)
then
return "chord", topX, topY, bottomX, bottomY
elseif checkSegmentPoint(topX, topY, x1, y1, x2, y2) then
return "tangent", topX, topY
elseif checkSegmentPoint(bottomX, bottomY, x1, y1, x2, y2) then
return "tangent", bottomX, bottomY
else
return false
end
else -- Tangent
if checkSegmentPoint(topX, topY, x1, y1, x2, y2) then
return "tangent", topX, topY
else
return false
end
end
end
end
-- Checks if one circle intersects another circle.
local function getCircleCircleIntersection(circle1x, circle1y, radius1, circle2x, circle2y, radius2)
local length = getLength(circle1x, circle1y, circle2x, circle2y)
if length > radius1 + radius2 then
return false
end -- If the distance is greater than the two radii, they can't intersect.
if checkFuzzy(length, 0) and checkFuzzy(radius1, radius2) then
return "equal"
end
if checkFuzzy(circle1x, circle2x) and checkFuzzy(circle1y, circle2y) then
return "collinear"
end
local a = (radius1 * radius1 - radius2 * radius2 + length * length) / (2 * length)
local h = math.sqrt(radius1 * radius1 - a * a)
local p2x = circle1x + a * (circle2x - circle1x) / length
local p2y = circle1y + a * (circle2y - circle1y) / length
local p3x = p2x + h * (circle2y - circle1y) / length
local p3y = p2y - h * (circle2x - circle1x) / length
local p4x = p2x - h * (circle2y - circle1y) / length
local p4y = p2y + h * (circle2x - circle1x) / length
if not validateNumber(p3x) or not validateNumber(p3y) or not validateNumber(p4x) or not validateNumber(p4y) then
return "inside"
end
if checkFuzzy(length, radius1 + radius2) or checkFuzzy(length, math.abs(radius1 - radius2)) then
return "tangent", p3x, p3y
end
return "intersection", p3x, p3y, p4x, p4y
end
-- Checks if circle1 is entirely inside of circle2.
local function isCircleCompletelyInsideCircle(circle1x, circle1y, circle1radius, circle2x, circle2y, circle2radius)
if not checkCirclePoint(circle1x, circle1y, circle2x, circle2y, circle2radius) then
return false
end
local Type = getCircleCircleIntersection(circle2x, circle2y, circle2radius, circle1x, circle1y, circle1radius)
if Type ~= "tangent" and Type ~= "collinear" and Type ~= "inside" then
return false
end
return true
end
-- Checks if a line-segment is entirely within a circle.
local function isSegmentCompletelyInsideCircle(circleX, circleY, circleRadius, x1, y1, x2, y2)
local Type = getCircleSegmentIntersection(circleX, circleY, circleRadius, x1, y1, x2, y2)
return Type == "enclosed"
end -- }}}
-- Polygon -------------------------------------- {{{
-- Gives the signed area.
-- If the points are clockwise the number is negative, otherwise, it's positive.
local function getSignedPolygonArea(...)
local points = checkInput(...)
-- Shoelace formula (https://en.wikipedia.org/wiki/Shoelace_formula).
points[#points + 1] = points[1]
points[#points + 1] = points[2]
return (
0.5
* getSummation(1, #points / 2, function(index)
index = index * 2 - 1 -- Convert it to work properly.
return ((points[index] * cycle(points, index + 3)) - (cycle(points, index + 2) * points[index + 1]))
end)
)
end
-- Simply returns the area of the polygon.
local function getPolygonArea(...)
return math.abs(getSignedPolygonArea(...))
end
-- Gives the height of a triangle, given the base.
-- base, x1, y1, x2, y2, x3, y3, x4, y4
-- base, area
local function getTriangleHeight(base, ...)
local input = checkInput(...)
local area
if #input == 1 then
area = input[1] -- Given area.
else
area = getPolygonArea(input)
end -- Given coordinates.
return (2 * area) / base, area
end
-- Gives the centroid of the polygon.
local function getCentroid(...)
local points = checkInput(...)
points[#points + 1] = points[1]
points[#points + 1] = points[2]
local area = getSignedPolygonArea(points) -- Needs to be signed here in case points are counter-clockwise.
-- This formula: https://en.wikipedia.org/wiki/Centroid#Centroid_of_polygon
local centroidX = (1 / (6 * area))
* (
getSummation(1, #points / 2, function(index)
index = index * 2 - 1 -- Convert it to work properly.
return (
(points[index] + cycle(points, index + 2))
* ((points[index] * cycle(points, index + 3)) - (cycle(points, index + 2) * points[index + 1]))
)
end)
)
local centroidY = (1 / (6 * area))
* (
getSummation(1, #points / 2, function(index)
index = index * 2 - 1 -- Convert it to work properly.
return (
(points[index + 1] + cycle(points, index + 3))
* ((points[index] * cycle(points, index + 3)) - (cycle(points, index + 2) * points[index + 1]))
)
end)
)
return centroidX, centroidY
end
-- Returns whether or not a line intersects a polygon.
-- x1, y1, x2, y2, polygonPoints
local function getPolygonLineIntersection(x1, y1, x2, y2, ...)
local input = checkInput(...)
local choices = {}
local slope = getSlope(x1, y1, x2, y2)
local intercept = getYIntercept(x1, y1, slope)
local x3, y3, x4, y4
if slope then
x3, x4 = 1, 2
y3, y4 = slope * x3 + intercept, slope * x4 + intercept
else
x3, x4 = x1, x1
y3, y4 = y1, y2
end
for i = 1, #input, 2 do
local x1, y1, x2, y2 =
getLineSegmentIntersection(input[i], input[i + 1], cycle(input, i + 2), cycle(input, i + 3), x3, y3, x4, y4)
if x1 and not x2 then
choices[#choices + 1] = { x1, y1 }
elseif x1 and x2 then
choices[#choices + 1] = { x1, y1, x2, y2 }
end
-- No need to check 2-point sets since they only intersect each poly line once.
end
local final = removeDuplicatePairs(choices)
return #final > 0 and final or false
end
-- Returns if the line segment intersects the polygon.
-- x1, y1, x2, y2, polygonPoints
local function getPolygonSegmentIntersection(x1, y1, x2, y2, ...)
local input = checkInput(...)
local choices = {}
for i = 1, #input, 2 do
local x1, y1, x2, y2 = getSegmentSegmentIntersection(
input[i],
input[i + 1],
cycle(input, i + 2),
cycle(input, i + 3),
x1,
y1,
x2,
y2
)
if x1 and not x2 then
choices[#choices + 1] = { x1, y1 }
elseif x2 then
choices[#choices + 1] = { x1, y1, x2, y2 }
end
end
local final = removeDuplicatePairs(choices)
return #final > 0 and final or false
end
-- Checks if the point lies INSIDE the polygon not on the polygon.
local function checkPolygonPoint(px, py, ...)
local points = { unpack(checkInput(...)) } -- Make a new table, as to not edit values of previous.
local greatest, least = getGreatestPoint(points, 0)
if not isWithinBounds(least, py, greatest) then
return false
end
greatest, least = getGreatestPoint(points)
if not isWithinBounds(least, px, greatest) then
return false
end
local count = 0
for i = 1, #points, 2 do
if checkFuzzy(points[i + 1], py) then
points[i + 1] = py + 0.001 -- Handles vertices that lie on the point.
-- Not exactly mathematically correct, but a lot easier.
end
if points[i + 3] and checkFuzzy(points[i + 3], py) then
points[i + 3] = py + 0.001 -- Do not need to worry about alternate case, since points[2] has already been done.
end
local x1, y1 = points[i], points[i + 1]
local x2, y2 = points[i + 2] or points[1], points[i + 3] or points[2]
if getSegmentSegmentIntersection(px, py, greatest, py, x1, y1, x2, y2) then
count = count + 1
end
end
return count and count % 2 ~= 0
end
-- Returns if the line segment is fully or partially inside.
-- x1, y1, x2, y2, polygonPoints
local function isSegmentInsidePolygon(x1, y1, x2, y2, ...)
local input = checkInput(...)
local choices = getPolygonSegmentIntersection(x1, y1, x2, y2, input) -- If it's partially enclosed that's all we need.
if choices then
return true
end
if checkPolygonPoint(x1, y1, input) or checkPolygonPoint(x2, y2, input) then
return true
end
return false
end
-- Returns whether two polygons intersect.
local function getPolygonPolygonIntersection(polygon1, polygon2)
local choices = {}
for index1 = 1, #polygon1, 2 do
local intersections = getPolygonSegmentIntersection(
polygon1[index1],
polygon1[index1 + 1],
cycle(polygon1, index1 + 2),
cycle(polygon1, index1 + 3),
polygon2
)
if intersections then
for index2 = 1, #intersections do
choices[#choices + 1] = intersections[index2]
end
end
end
for index1 = 1, #polygon2, 2 do
local intersections = getPolygonSegmentIntersection(
polygon2[index1],
polygon2[index1 + 1],
cycle(polygon2, index1 + 2),
cycle(polygon2, index1 + 3),
polygon1
)
if intersections then
for index2 = 1, #intersections do
choices[#choices + 1] = intersections[index2]
end
end
end
choices = removeDuplicatePairs(choices)
for i = #choices, 1, -1 do
if type(choices[i][1]) == "table" then -- Remove co-linear pairs.
table.remove(choices, i)
end
end
return #choices > 0 and choices
end
-- Returns whether the circle intersects the polygon.
-- x, y, radius, polygonPoints
local function getPolygonCircleIntersection(x, y, radius, ...)
local input = checkInput(...)
local choices = {}
for i = 1, #input, 2 do
local Type, x1, y1, x2, y2 =
getCircleSegmentIntersection(x, y, radius, input[i], input[i + 1], cycle(input, i + 2), cycle(input, i + 3))
if x2 then
choices[#choices + 1] = { Type, x1, y1, x2, y2 }
elseif x1 then
choices[#choices + 1] = { Type, x1, y1 }
end
end
local final = removeDuplicates4Points(choices)
return #final > 0 and final
end
-- Returns whether the circle is inside the polygon.
-- x, y, radius, polygonPoints
local function isCircleInsidePolygon(x, y, radius, ...)
local input = checkInput(...)
return checkPolygonPoint(x, y, input)
end
-- Returns whether the polygon is inside the polygon.
local function isPolygonInsidePolygon(polygon1, polygon2)
local bool = false
for i = 1, #polygon2, 2 do
local result = false
result = isSegmentInsidePolygon(
polygon2[i],
polygon2[i + 1],
cycle(polygon2, i + 2),
cycle(polygon2, i + 3),
polygon1
)
if result then
bool = true
break
end
end
return bool
end
-- Checks if a segment is completely inside a polygon
local function isSegmentCompletelyInsidePolygon(x1, y1, x2, y2, ...)
local polygon = checkInput(...)
if
not checkPolygonPoint(x1, y1, polygon)
or not checkPolygonPoint(x2, y2, polygon)
or getPolygonSegmentIntersection(x1, y1, x2, y2, polygon)
then
return false
end
return true
end
-- Checks if a polygon is completely inside another polygon
local function isPolygonCompletelyInsidePolygon(polygon1, polygon2)
for i = 1, #polygon1, 2 do
local x1, y1 = polygon1[i], polygon1[i + 1]
local x2, y2 = polygon1[i + 2] or polygon1[1], polygon1[i + 3] or polygon1[2]
if not isSegmentCompletelyInsidePolygon(x1, y1, x2, y2, polygon2) then
return false
end
end
return true
end
-------------- Circle w/ Polygons --------------
-- Gets if a polygon is completely within a circle
-- circleX, circleY, circleRadius, polygonPoints
local function isPolygonCompletelyInsideCircle(circleX, circleY, circleRadius, ...)
local input = checkInput(...)
local function isDistanceLess(px, py, x, y, circleRadius) -- Faster, does not use math.sqrt
local distanceX, distanceY = px - x, py - y
return distanceX * distanceX + distanceY * distanceY < circleRadius * circleRadius -- Faster. For comparing distances only.
end
for i = 1, #input, 2 do
if not checkCirclePoint(input[i], input[i + 1], circleX, circleY, circleRadius) then
return false
end
end
return true
end
-- Checks if a circle is completely within a polygon
-- circleX, circleY, circleRadius, polygonPoints
local function isCircleCompletelyInsidePolygon(circleX, circleY, circleRadius, ...)
local input = checkInput(...)
if not checkPolygonPoint(circleX, circleY, ...) then
return false
end
local rad2 = circleRadius * circleRadius
for i = 1, #input, 2 do
local x1, y1 = input[i], input[i + 1]
local x2, y2 = input[i + 2] or input[1], input[i + 3] or input[2]
if distance2(x1, y1, circleX, circleY) <= rad2 then
return false
end
if getCircleSegmentIntersection(circleX, circleY, circleRadius, x1, y1, x2, y2) then
return false
end
end
return true
end -- }}}
-- Statistics ----------------------------------- {{{
-- Gets the average of a list of points
-- points
local function getMean(...)
local input = checkInput(...)
mean = getSummation(1, #input, function(i, t)
return input[i]
end) / #input
return mean
end
local function getMedian(...)
local input = checkInput(...)
table.sort(input)
local median
if #input % 2 == 0 then -- If you have an even number of terms, you need to get the average of the middle 2.
median = getMean(input[#input / 2], input[#input / 2 + 1])
else
median = input[#input / 2 + 0.5]
end
return median
end
-- Gets the mode of a number.
local function getMode(...)
local input = checkInput(...)
table.sort(input)
local sorted = {}
for i = 1, #input do
local value = input[i]
sorted[value] = sorted[value] and sorted[value] + 1 or 1
end
local occurrences, least = 0, {}
for i, value in pairs(sorted) do
if value > occurrences then
least = { i }
occurrences = value
elseif value == occurrences then
least[#least + 1] = i
end
end
if #least >= 1 then
return least, occurrences
else
return false
end
end
-- Gets the range of the numbers.
local function getRange(...)
local input = checkInput(...)
local high, low = math.max(unpack(input)), math.min(unpack(input))
return high - low
end
-- Gets the variance of a set of numbers.
local function getVariance(...)
local input = checkInput(...)
local mean = getMean(...)
local sum = 0
for i = 1, #input do
sum = sum + (mean - input[i]) * (mean - input[i])
end
return sum / #input
end
-- Gets the standard deviation of a set of numbers.
local function getStandardDeviation(...)
return math.sqrt(getVariance(...))
end
-- Gets the central tendency of a set of numbers.
local function getCentralTendency(...)
local mode, occurrences = getMode(...)
return mode, occurrences, getMedian(...), getMean(...)
end
-- Gets the variation ratio of a data set.
local function getVariationRatio(...)
local input = checkInput(...)
local numbers, times = getMode(...)
times = times * #numbers -- Account for bimodal data
return 1 - (times / #input)
end
-- Gets the measures of dispersion of a data set.
local function getDispersion(...)
return getVariationRatio(...), getRange(...), getStandardDeviation(...)
end -- }}}
return {
_VERSION = "MLib 0.10.0",
_DESCRIPTION = "A math and shape-intersection detection library for Lua",
_URL = "https://github.com/davisdude/mlib",
point = {
rotate = rotatePoint,
scale = scalePoint,
},
line = {
getLength = getLength,
getMidpoint = getMidpoint,
getSlope = getSlope,
getPerpendicularSlope = getPerpendicularSlope,
getYIntercept = getYIntercept,
getIntersection = getLineLineIntersection,
getClosestPoint = getClosestPoint,
getSegmentIntersection = getLineSegmentIntersection,
checkPoint = checkLinePoint,
-- Aliases
getDistance = getLength,
getCircleIntersection = getCircleLineIntersection,
getPolygonIntersection = getPolygonLineIntersection,
getLineIntersection = getLineLineIntersection,
},
segment = {
checkPoint = checkSegmentPoint,
getPerpendicularBisector = getPerpendicularBisector,
getIntersection = getSegmentSegmentIntersection,
-- Aliases
getCircleIntersection = getCircleSegmentIntersection,
getPolygonIntersection = getPolygonSegmentIntersection,
getLineIntersection = getLineSegmentIntersection,
getSegmentIntersection = getSegmentSegmentIntersection,
isSegmentCompletelyInsideCircle = isSegmentCompletelyInsideCircle,
isSegmentCompletelyInsidePolygon = isSegmentCompletelyInsidePolygon,
},
math = {
getRoot = getRoot,
isPrime = isPrime,
round = round,
getSummation = getSummation,
getPercentOfChange = getPercentOfChange,
getPercentage = getPercentage,
getQuadraticRoots = getQuadraticRoots,
getAngle = getAngle,
},
circle = {
getArea = getCircleArea,
checkPoint = checkCirclePoint,
isPointOnCircle = isPointOnCircle,
getCircumference = getCircumference,
getLineIntersection = getCircleLineIntersection,
getSegmentIntersection = getCircleSegmentIntersection,
getCircleIntersection = getCircleCircleIntersection,
isCircleCompletelyInside = isCircleCompletelyInsideCircle,
isPolygonCompletelyInside = isPolygonCompletelyInsideCircle,
isSegmentCompletelyInside = isSegmentCompletelyInsideCircle,
-- Aliases
getPolygonIntersection = getPolygonCircleIntersection,
isCircleInsidePolygon = isCircleInsidePolygon,
isCircleCompletelyInsidePolygon = isCircleCompletelyInsidePolygon,
},
polygon = {
getSignedArea = getSignedPolygonArea,
getArea = getPolygonArea,
getTriangleHeight = getTriangleHeight,
getCentroid = getCentroid,
getLineIntersection = getPolygonLineIntersection,
getSegmentIntersection = getPolygonSegmentIntersection,
checkPoint = checkPolygonPoint,
isSegmentInside = isSegmentInsidePolygon,
getPolygonIntersection = getPolygonPolygonIntersection,
getCircleIntersection = getPolygonCircleIntersection,
isCircleInside = isCircleInsidePolygon,
isPolygonInside = isPolygonInsidePolygon,
isCircleCompletelyInside = isCircleCompletelyInsidePolygon,
isSegmentCompletelyInside = isSegmentCompletelyInsidePolygon,
isPolygonCompletelyInside = isPolygonCompletelyInsidePolygon,
-- Aliases
isCircleCompletelyOver = isPolygonCompletelyInsideCircle,
},
statistics = {
getMean = getMean,
getMedian = getMedian,
getMode = getMode,
getRange = getRange,
getVariance = getVariance,
getStandardDeviation = getStandardDeviation,
getCentralTendency = getCentralTendency,
getVariationRatio = getVariationRatio,
getDispersion = getDispersion,
},
}