mirror of
https://github.com/CommunityOx/ox_lib.git
synced 2026-08-17 06:56:03 +01:00
While centroid is a more accurate term, coords is a little simpler when writing it a million times. Prefer to use a single term (sphere was using coords) to simplify API.
382 lines
9.9 KiB
Lua
382 lines
9.9 KiB
Lua
local glm = require 'glm'
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local zones = {}
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local function getTriangles(polygon)
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local extremes = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }
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local points = {}
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local sides = {}
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local horizontals = {}
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local triangles = {}
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local h
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for i = 1, #polygon do
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local point = polygon[i]
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local unique = true
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for j = 1, #horizontals do
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if point.y == horizontals[j][1].y then
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h = j
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horizontals[j][#horizontals[j] + 1] = point
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unique = false
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break
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end
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end
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if unique then
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h = #horizontals + 1
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horizontals[h] = {point}
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end
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sides[i] = {polygon[i], polygon[i + 1] or polygon[1]}
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points[polygon[i]] = {side = i, horizontal = h, uses = 0}
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end
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for i = 1, #horizontals do
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local horizontal = horizontals[i]
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local hLineStart, hLineEnd = vec(extremes[1], horizontal[1].yz), vec(extremes[2], horizontal[1].yz)
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for j = 1, #sides do
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local sideStart, sideEnd = sides[j][1], sides[j][2]
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local bool, d, d2 = glm.segment.intersectsSegment(hLineStart, hLineEnd, sideStart, sideEnd)
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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local newPoint = glm.segment.getPoint(hLineStart, hLineEnd, d)
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local valid
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for l = 1, #horizontal do
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local point = horizontal[l]
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valid = polygon.contains(polygon, (point + newPoint) / 2, 0.1)
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if valid then
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for m = 1, #sides do
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local sideStart, sideEnd = sides[m][1], sides[m][2]
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local bool, d, d2 = glm.segment.intersectsSegment(point, newPoint, sides[m][1], sides[m][2])
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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valid = false
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break
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end
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end
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end
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if valid then
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horizontals[i][#horizontals[i] + 1] = newPoint
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sides[j][#sides[j] + 1] = newPoint
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points[newPoint] = {side = j, horizontal = i, uses = 0}
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break
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end
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end
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end
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end
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end
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local function up(a, b)
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return a.y > b.y
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end
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local function down(a, b)
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return a.y < b.y
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end
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local function right(a, b)
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return a.x > b.x
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end
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local function left(a, b)
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return a.x < b.x
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end
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local function makeTriangles(t)
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if t[3] and t[4] then
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triangles[#triangles + 1] = mat(t[1], t[2], t[3])
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triangles[#triangles + 1] = mat(t[2], t[3], t[4])
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for i = 1, #t do
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points[t[i]].uses += 1
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end
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else
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triangles[#triangles + 1] = mat(t[1], t[2], t[3] or t[4])
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for k, v in pairs(t) do
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points[v].uses += 2
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end
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end
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end
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for i = 1, #sides do
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local side = sides[i]
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local direction = side[1].y - side[2].y
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direction = direction > 0 and up or down
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table.sort(side, direction)
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for j = 1, #side - 1 do
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local a, b = side[j], side[j + 1]
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local aData, bData = points[a], points[b]
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local aPos, bPos
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if aData.horizontal ~= bData.horizontal then
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local aHorizontal, bHorizontal = horizontals[aData.horizontal], horizontals[bData.horizontal]
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local c, d
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if aHorizontal[2] then
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local direction = a.x - (a.x ~= aHorizontal[1].x and aHorizontal[1].x or aHorizontal[2].x)
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direction = direction > 0 and right or left
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table.sort(aHorizontal, direction)
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for l = 1, #aHorizontal do
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if a == aHorizontal[l] then
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aPos = l
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elseif c and aPos then
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break
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else
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c = aHorizontal[l]
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end
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end
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end
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if bHorizontal[2] then
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local direction = b.x - (b.x ~= bHorizontal[1].x and bHorizontal[1].x or bHorizontal[2].x)
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direction = direction > 0 and right or left
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table.sort(bHorizontal, direction)
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for l = 1, #bHorizontal do
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if b == bHorizontal[l] then
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bPos = l
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elseif bPos and d then
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break
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else
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d = bHorizontal[l]
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end
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end
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end
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if aData.uses < 2 then
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if c and d then
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if points[c].side ~= points[d].side then
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local done
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for l = aPos > 1 and aPos - 1 or 1, aPos > #aHorizontal and aPos + 1 or #aHorizontal do
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c = aHorizontal[l]
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if c ~= a then
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for m = bPos > 1 and bPos - 1 or 1, bPos > #bHorizontal and bPos + 1 or #bHorizontal do
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d = bHorizontal[m]
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local sideDifference = points[c].side - points[d].side
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if d ~= b and sideDifference >= -1 and sideDifference <= 1 then
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done = true
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break
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end
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end
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end
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if done then break end
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end
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end
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c = polygon.contains(polygon, (a + c) / 2, 0.1) and c or nil
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d = polygon.contains(polygon, (b + d) / 2, 0.1) and d or nil
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end
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if c and not d then
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for l = aPos > 1 and aPos - 1 or 1, aPos < #aHorizontal and aPos + 1 or #aHorizontal do
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c = aHorizontal[l]
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if c and c ~= a then
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local sideDifference = bData.side - points[c].side
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if sideDifference >= -1 and sideDifference <= 1 then
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break
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end
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end
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end
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elseif d and not c then
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for l = bPos > 1 and bPos - 1 or 1, bPos < #bHorizontal and bPos + 1 or #bHorizontal do
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d = aHorizontal[l]
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if d and d ~= b then
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local sideDifference = aData.side - points[d].side
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if sideDifference >= -1 and sideDifference <= 1 then
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break
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end
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end
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end
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end
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if c or d then
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makeTriangles({a, b, c, d})
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end
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end
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else
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aData.uses += 1
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bData.uses += 1
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end
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end
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end
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return triangles
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end
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local function removeZone(self)
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zones[self.id] = nil
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end
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local inside = {}
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local insideCount
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local tick
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CreateThread(function()
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while true do
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Wait(300)
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local coords = GetEntityCoords(cache.ped)
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table.wipe(inside)
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insideCount = 0
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for _, zone in pairs(zones) do
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local contains = zone:contains(coords)
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if contains then
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if zone.inside then
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insideCount += 1
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inside[insideCount] = zone
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end
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if zone.onEnter and not zone.insideZone then
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zone.insideZone = true
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zone:onEnter()
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end
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elseif zone.insideZone then
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zone.insideZone = nil
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if zone.onExit then
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zone:onExit()
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end
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elseif zone.debug then
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insideCount += 1
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inside[insideCount] = zone
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end
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end
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if not tick then
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if insideCount > 0 then
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tick = SetInterval(function()
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for i = 1, insideCount do
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local zone = inside[i]
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if zone.insideZone then
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zone:inside()
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end
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if zone.debug then
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zone:debug()
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end
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end
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end)
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end
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elseif insideCount == 0 then
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tick = ClearInterval(tick)
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end
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end
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end)
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local function debugPoly(self)
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if self.triangles then
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for i = 1, #self.triangles do
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local triangle = self.triangles[i]
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DrawPoly(triangle[1], triangle[2], triangle[3], 255, 0, 0, 50)
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DrawPoly(triangle[2], triangle[1], triangle[3], 255, 0, 0, 50)
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end
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else
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local polygon = self.polygon
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for i = 2, #self.polygon - 1 do
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DrawPoly(polygon[1], polygon[i], polygon[i + 1], 255, 0, 0, 50)
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DrawPoly(polygon[i], polygon[1], polygon[i + 1], 255, 0, 0, 50)
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end
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end
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end
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local DrawLine = DrawLine
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local function debugBox(self)
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DrawLine(self.vertices[1], self.vertices[2], 255, 0, 0, 150)
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DrawLine(self.vertices[2], self.vertices[3], 255, 0, 0, 150)
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DrawLine(self.vertices[3], self.vertices[4], 255, 0, 0, 150)
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DrawLine(self.vertices[4], self.vertices[1], 255, 0, 0, 150)
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DrawLine(self.vertices[5], self.vertices[6], 255, 0, 0, 150)
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DrawLine(self.vertices[6], self.vertices[7], 255, 0, 0, 150)
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DrawLine(self.vertices[7], self.vertices[8], 255, 0, 0, 150)
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DrawLine(self.vertices[8], self.vertices[5], 255, 0, 0, 150)
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DrawLine(self.vertices[1], self.vertices[7], 255, 0, 0, 150)
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DrawLine(self.vertices[2], self.vertices[8], 255, 0, 0, 150)
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DrawLine(self.vertices[3], self.vertices[5], 255, 0, 0, 150)
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DrawLine(self.vertices[4], self.vertices[6], 255, 0, 0, 150)
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end
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local function debugSphere(self)
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DrawMarker(28, self.coords.x, self.coords.y, self.coords.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, self.radius, self.radius, self.radius, 255, 0, 0, 50, false, false, false, true, false, false, false)
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end
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local glm_polygon_contains = glm.polygon.contains
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local function contains(self, coords)
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return glm_polygon_contains(self.polygon, coords, self.thickness)
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end
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local function insideSphere(self, coords)
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return #(self.coords - coords) < self.radius
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end
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local function getBoxVertices(self)
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return {
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self.coords + vec3(self.size.x, self.size.y, self.thickness) * self.rotation,
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self.coords + vec3(-self.size.x, self.size.y, self.thickness) * self.rotation,
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self.coords + vec3(-self.size.x, -self.size.y, self.thickness) * self.rotation,
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self.coords + vec3(self.size.x, -self.size.y, self.thickness) * self.rotation,
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self.coords - vec3(self.size.x, self.size.y, self.thickness) * self.rotation,
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self.coords - vec3(-self.size.x, self.size.y, self.thickness) * self.rotation,
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self.coords - vec3(-self.size.x, -self.size.y, self.thickness) * self.rotation,
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self.coords - vec3(self.size.x, -self.size.y, self.thickness) * self.rotation,
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}
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end
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return {
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poly = function(data)
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data.id = #zones + 1
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data.thickness = data.thickness or 2
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data.polygon = glm.polygon.new(data.points)
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data.coords = data.polygon:centroid()
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data.remove = removeZone
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data.contains = contains
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if data.debug then
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data.triangles = not data.polygon:isConvex() and getTriangles(data.polygon)
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data.debug = debugPoly
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end
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zones[data.id] = data
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return data
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end,
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box = function(data)
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data.id = #zones + 1
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data.thickness = data.size.z or 2
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data.rotation = quat(data.rotation or 0, vec3(0, 0, 1))
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data.polygon = (data.rotation * glm.polygon.new({
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vec3(data.size.x, data.size.y, 0),
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vec3(-data.size.x, data.size.y, 0),
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vec3(-data.size.x, -data.size.y, 0),
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vec3(data.size.x, -data.size.y, 0),
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}) + data.coords)
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data.remove = removeZone
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data.contains = contains
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if data.debug then
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data.vertices = getBoxVertices(data)
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data.debug = debugBox
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end
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zones[data.id] = data
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return data
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end,
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sphere = function(data)
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data.id = #zones + 1
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data.radius = (data.radius or 2) + 0.0
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data.remove = removeZone
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data.contains = insideSphere
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if data.debug then
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data.debug = debugSphere
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end
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zones[data.id] = data
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return data
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end,
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}
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