Files
ox_lib/imports/zones/client.lua
Linden 247b9916e1 refactor(zones): rename variables and minor perf
Set box vertices and poly triangles once during creation (with debug).
2022-04-29 01:38:01 +10:00

305 lines
8.2 KiB
Lua

local glm = require 'glm'
local zones = {}
local function getTriangles(polygon)
local X = {}
X[1], X[2] = polygon.projectToAxis(polygon, vec(1, 0, 0))
local points = {}
local sides = {}
local triangles = {}
for i = 1, #polygon do
sides[i] = {polygon[i], polygon[i + 1] or polygon[1]}
points[polygon[i]] = {side = i, intersects = {}, v = polygon[i], uses = 0}
end
for i = 1, #polygon do
for j = 1, #X do
local extremePoint = vec(X[j], polygon[i].yz)
if polygon[i].x ~= extremePoint.x then
for l = 1, #polygon do
local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], extremePoint, polygon[l], polygon[l + 1] or polygon[1])
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
local intersect = glm.segment.getPoint(polygon[i], extremePoint, d)
local valid = polygon.contains(polygon, (polygon[i] + intersect) / 2)
if valid then
for m = 1, #polygon do
local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], intersect, polygon[m], polygon[m + 1] or polygon[1])
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
valid = false
break
end
end
end
if valid then
points[intersect] = {side = l, vertex = polygon[i], v = intersect, uses = 0}
points[polygon[i]].intersects[#points[polygon[i]].intersects + 1] = intersect
sides[l][#sides[l] + 1] = intersect
end
end
end
end
end
end
function up(a, b)
return a.y > b.y
end
function down(a, b)
return a.y < b.y
end
function makeTriangles(t)
if t.c and t.d then
triangles[#triangles + 1] = {a = t.a, b = t.b, c = t.c}
triangles[#triangles + 1] = {a = t.b, b = t.c, c = t.d}
for k, v in pairs(t) do
points[v].uses += 1
end
else
triangles[#triangles + 1] = {a = t.a, b = t.b or t.c, c = t.d or t.c}
for k, v in pairs(t) do
points[v].uses += 2
end
end
end
for i = 1, #sides do
local side = sides[i]
local direction = side[1].y - side[2].y
if direction > 0 then
direction = up
else
direction = down
end
table.sort(side, direction)
for j = 1, #side - 1 do
local a, b = side[j], side[j + 1]
local c = points[a].vertex or points[a].intersects[1]
local d = points[b].vertex or points[b].intersects[1]
if points[a].uses < 2 then
if c and d then
if points[c].side ~= points[d].side then
local c2
if points[a].vertex then
if points[a].v == points[c].intersects[1] and points[c].intersects?[2] then
c2 = points[c].intersects[2]
else
c2 = points[c].intersects[1]
end
else
c2 = points[a].intersects[2]
end
local c2Point = points[c2]
if c2Point and c2Point.side == points[d].side then
c = c2
else
if points[b].vertex then
if points[b].v == points[d].intersects[1] and points[d].intersects?[2] then
d = points[d].intersects[2]
elseif b ~= points[d].intersects[1] then
d = points[d].intersects[1]
end
elseif points[b].intersects[2] then
d = points[b].intersects[2]
end
end
end
elseif c then
if points[b].side ~= points[c].side then
local c2
if points[c].intersects?[2] then
c2 = points[c].intersects[2]
elseif points[a].intersects?[2] then
c2 = points[a].intersects[2]
end
local c2Point = points[c2]
if c2Point then
if c2Point.side == points[b].side or (c2Point.side - #sides + 1) == points[b].side then
c = c2
end
end
end
elseif d then
if points[a].side ~= points[d].side then
local d2
if points[d].intersects?[2] then
d2 = points[d].intersects[2]
elseif points[b].intersects?[2] then
d2 = points[b].intersects[2]
end
local d2Point = points[d2]
if d2Point then
if d2Point.side == points[a].side or (d2Point.side - #sides + 1) == points[a].side then
d = d2
end
end
end
end
makeTriangles({a = a, b = b, c = c, d = d})
end
end
end
return triangles
end
local function removeZone(self)
zones[self.id] = nil
end
local inside = {}
local insideCount
local tick
CreateThread(function()
while true do
Wait(300)
local coords = GetEntityCoords(cache.ped)
table.wipe(inside)
insideCount = 0
for _, zone in pairs(zones) do
local contains = zone.polygon:contains(coords, zone.thickness)
if contains then
if zone.inside then
insideCount += 1
inside[insideCount] = zone
end
if zone.onEnter and not zone.insideZone then
zone.insideZone = true
zone:onEnter()
end
elseif zone.insideZone then
zone.insideZone = nil
if zone.onExit then
zone:onExit()
end
elseif zone.debug then
insideCount += 1
inside[insideCount] = zone
end
end
if not tick then
if insideCount > 0 then
tick = SetInterval(function()
for i = 1, insideCount do
local zone = inside[i]
if zone.insideZone then
zone:inside()
end
if zone.debug then
zone:debug()
end
end
end)
end
elseif insideCount == 0 then
tick = ClearInterval(tick)
end
end
end)
local function debugPoly(self)
if self.triangles then
for i = 1, #self.triangles do
local triangle = self.triangles[i]
DrawPoly(triangle.a, triangle.b, triangle.c, 255, 0, 0, 50)
DrawPoly(triangle.b, triangle.a, triangle.c, 255, 0, 0, 50)
end
else
local polygon = self.polygon
for i = 2, #self.polygon - 1 do
DrawPoly(polygon[1], polygon[i], polygon[i + 1], 255, 0, 0, 50)
DrawPoly(polygon[i], polygon[1], polygon[i + 1], 255, 0, 0, 50)
end
end
end
local DrawLine = DrawLine
local function debugBox(self)
DrawLine(self.vertices[1], self.vertices[2], 255, 0, 0, 150)
DrawLine(self.vertices[2], self.vertices[3], 255, 0, 0, 150)
DrawLine(self.vertices[3], self.vertices[4], 255, 0, 0, 150)
DrawLine(self.vertices[4], self.vertices[1], 255, 0, 0, 150)
DrawLine(self.vertices[5], self.vertices[6], 255, 0, 0, 150)
DrawLine(self.vertices[6], self.vertices[7], 255, 0, 0, 150)
DrawLine(self.vertices[7], self.vertices[8], 255, 0, 0, 150)
DrawLine(self.vertices[8], self.vertices[5], 255, 0, 0, 150)
DrawLine(self.vertices[1], self.vertices[7], 255, 0, 0, 150)
DrawLine(self.vertices[2], self.vertices[8], 255, 0, 0, 150)
DrawLine(self.vertices[3], self.vertices[5], 255, 0, 0, 150)
DrawLine(self.vertices[4], self.vertices[6], 255, 0, 0, 150)
end
local glm_polygon_contains = glm.polygon.contains
local function contains(self, coords)
return glm_polygon_contains(self.polygon, coords)
end
local function getBoxVertices(self)
return {
self.centroid + vec3(self.size.x, self.size.y, self.thickness) * self.rotation,
self.centroid + vec3(-self.size.x, self.size.y, self.thickness) * self.rotation,
self.centroid + vec3(-self.size.x, -self.size.y, self.thickness) * self.rotation,
self.centroid + vec3(self.size.x, -self.size.y, self.thickness) * self.rotation,
self.centroid - vec3(self.size.x, self.size.y, self.thickness) * self.rotation,
self.centroid - vec3(-self.size.x, self.size.y, self.thickness) * self.rotation,
self.centroid - vec3(-self.size.x, -self.size.y, self.thickness) * self.rotation,
self.centroid - vec3(self.size.x, -self.size.y, self.thickness) * self.rotation,
}
end
return {
poly = function(data)
data.id = #zones + 1
data.thickness = data.thickness or 2
data.polygon = glm.polygon.new(data.points)
data.centroid = data.polygon:centroid()
data.remove = removeZone
data.contains = contains
if data.debug then
data.triangles = not data.polygon:isConvex() and getTriangles(data.polygon)
data.debug = debugPoly
end
zones[data.id] = data
return data
end,
box = function(data)
data.id = #zones + 1
data.thickness = data.size.z or 2
data.rotation = quat(data.rotation or 0, vec3(0, 0, 1))
data.polygon = (data.rotation * glm.polygon.new({
vec3(data.size.x, data.size.y, 0),
vec3(-data.size.x, data.size.y, 0),
vec3(-data.size.x, -data.size.y, 0),
vec3(data.size.x, -data.size.y, 0),
}) + data.centroid)
data.remove = removeZone
data.contains = contains
if data.debug then
data.vertices = getBoxVertices(data)
data.debug = debugBox
end
zones[data.id] = data
return data
end
}