Geometric
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I tried to minimize the script function names to be easily readable. All the geometric function names start with a g.
Here is the legend:
Shorthand | Name | Description |
X | Point | vector defining a point in space |
L | Line | A line has an origin and a direction |
R | Ray | A ray is like a line, except it is more distinct as it can define wether it points forward or back |
P | Plane | A two dimensional doubly ruled surface of infinite size |
S | Sphere | A sphere is defined by origin and radius |
d | Distance | Defines that a distance should be returned |
n | Nearest | Calculate nearest |
p | Project | Calculates projection |
x | Intersection | Calculates intersection |
Z | Float | Represents that a float is returned |
V | Vector | Represents that a vector is returned |
Original
<lsl>//===================================================// // Geometric Library 1.0 // // "May 4 2008", "2:24:30" // // Copyright (C) 2008, Nexii Malthus (cc-by) // // http://creativecommons.org/licenses/by/3.0/ // //===================================================//
vector CP(vector A,vector B){
return A % B;}
vector Project3D(vector A,vector B){
vector proj; proj.x = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.x; proj.y = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.y; proj.z = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.z; return proj;}
// POINT float gXXdZ(vector A,vector B){
// Distance P2P. return llVecDist(A,B);}
vector gXXdV(vector A,vector B){
// Vector to move from P2P. return A-B;}
// LINE vector gLXdV(vector O,vector D,vector A){
// Calculates the vector from a point to the closest point on a line return (O-A)-((O-A)*D)*D;}
float gLXdZ(vector O,vector D,vector A){
// Calculates distance of this vector, but faster on it's own return llSqrt(CP((A-O),D)*CP((A-O),D));}
vector gLLdV(vector O1,vector D1,vector O2,vector D2){
// Shortest vector of two lines return Project3D( (O2-O1), CP(D1,D2) );}
float gLLdZ(vector O1,vector D1,vector O2,vector D2){
// Returns the distance between two lines vector A = CP(D1,D2);float B = llVecMag(A);A = <A.x/B,A.y/B,A.z/B>; return (O2-O1) * A;}
vector gLLnX(vector O1,vector D1,vector O2,vector D2){
// Closest point of two lines vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; return O1 + D1*t;}
vector X1;vector X2;vector V1;float Z1;
gLLnnXX(vector O1,vector D1,vector O2,vector D2){
// Two closest points of two lines vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; X1 = O1 + D1*t; X2 = X1 + CP(nD1,nD2);}
gLLnnXXVZ(vector O1,vector D1,vector O2,vector D2){
// Computes two closest points of two lines, vector and distance vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; X1 = O1 + D1*t; X2 = X1 + CP(nD1,nD2); V1 = CP(nD1,nD2); Z1 = llVecMag(V1);}
// PLANE float gPXdZ(vector Pn,float Pd,vector A){
// Finds distance of a point from a plane return A * Pn + Pd;}
vector gPXdV(vector Pn,float Pd,vector A){
// Finds vector that points from point to nearest on plane return -(Pn * A + Pd)*Pn;}
vector gPXnX(vector Pn,float Pd,vector A){
// Finds closest point on plane given point return A - (Pn * A + Pd) * Pn;}
float gPRxZ(vector Pn,float Pd,vector O,vector D){
// Finds distance to intersection of plane along ray return -( ( (Pn*D)+(Pn*O) ) / (Pn*D) );} //return -( (Pn*D)/(Pn*O+Pd) );}
vector gPRdV(vector Pn,float Pd,vector O,vector D){
// Finds distance vector along a ray to a plane return D * gPRxZ(Pn,Pd,O,D);} //return -( (Pn*D)/(Pn*O+Pd) )*D;}
vector gPRxX(vector Pn,float Pd,vector O,vector D){
// Finds intersection point along a ray to a plane return O + gPRdV(Pn,Pd,O,D);}
vector gPLxX(vector Pn,float Pd,vector O,vector D){
// Finds interesection point of a line and a plane return O -( (Pn*D)/(Pn*O+Pd) )*D;}
vector oO;vector oD;
gPPxL(vector Pn,float Pd,vector Qn,float Qd){
// Finds line of intersection of two planes oD = CP(Pn,Qn)/llVecMag(CP(Pn,Qn)); vector Cross = CP(CP(Pn,Qn),Pn); vector Bleh = (-Pd*Pn); oO = Bleh - (Qn*Cross)/(Qn*Bleh+Qd)*Cross/llVecMag(Cross);}
float gRXpZ(vector O,vector D,vector A){
// Finds projected distance of a point along a ray return (A-O)*D;}
gPRpR(vector Pn,float Pd,vector O,vector D){
// Projects a ray onto a plane oO = O - (Pn * O + Pd) * Pn; vector t = llVecNorm( D - Project3D(D,Pn) );t = <1.0/t.x,1.0/t.y,1.0/t.z>; oD = CP(Pn,t);}
// SPHERE vector gSRxX(vector Sp, float Sr, vector Ro, vector Rd){
float t;Ro = Ro - Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); if(Rd == ZERO_VECTOR) return ZERO_VECTOR; float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); float disc = b * b - 4 * a * c; if(disc < 0) return ZERO_VECTOR; float distSqrt = llSqrt(disc); float q; if(b < 0) q = (-b - distSqrt)/2.0; else q = (-b + distSqrt)/2.0; float t0 = q / a; float t1 = c / q; if(t0 > t1){ float temp = t0; t0 = t1; t1 = temp; } if(t1 < 0) return ZERO_VECTOR; if(t0 < 0) t = t1; else t = t0; return Ro + (t * Rd);
}
integer gSRx(vector Sp, float Sr, vector Ro, vector Rd){
float t;Ro = Ro - Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); if(Rd == ZERO_VECTOR) return FALSE; float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); float disc = b * b - 4 * a * c; if(disc < 0) return FALSE; return TRUE;
}
// Other vector pN;float pD; gTiP(vector p1,vector p2,vector p3){
// Turns three vector points in space into a plane pN = llVecNorm( CP((p2-p1),(p3-p1)) ); pD = -p1*pN;}
integer gTXcC(vector p1,vector p2,vector p3,vector x){
// Can be used to check wether a point is inside a triangle gTiP(p1,p2,p3); vector Vn;vector En; Vn = p1 - x; En = CP((p2-p1),pN); if( ((p1-x)*CP(p2-p1,pN) >= 0)&&((p2-x)*CP(p3-p2,pN) >= 0)&&((p3-x)*CP(p1-p3,pN) >= 0) ) return TRUE; return FALSE;}
integer gTVXcC(vector p1,vector p2,vector p3,vector v,vector x){
if( ((p1-x)*CP(p2-p1,v) >= 0)&&((p2-x)*CP(p3-p2,v) >= 0)&&((p3-x)*CP(p1-p3,v) >= 0) ) return TRUE; return FALSE;}
integer gTRcC(vector p1,vector p2,vector p3,vector O,vector D){
return gTVXcC(p1,p2,p3,O,D);}
vector gRZiX(vector O,vector D,float z){
return O+z*D;}
default{state_entry(){}}
</lsl>
Optimized ESL
<lsl>//===================================================// // Geometric Library 1.0 Optimized ESL Build 1 // // "May 4 2008", "14:19:37" // // Copyright (C) 2008, Nexii Malthus (cc-by) // // Copyright (C) 2008, Strife Onizuka (cc-by) // // http://creativecommons.org/licenses/by/3.0/ // //===================================================//
- define CP(A, B) ((A) % (B))
- ifndef CP
vector CP(vector A,vector B){
return A % B;}
- endif
- if 0
vector Project3D(vector A,vector B){
vector proj; proj.x = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.x; proj.y = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.y; proj.z = ( (A*B) / (B.x*B.x + B.y*B.y + B.z*B.z) ) * B.z; return proj;}
- else
vector Project3D(vector A,vector B){
return B * ((A*B) / (B*B));}
- endif
// POINT
- define gXXdZ llVecDist
- ifndef gXXdZ
float gXXdZ(vector A,vector B){
// Distance P2P. return llVecDist(A,B);}
- endif
- define gXXdV(A,B) ((A) - (B))
- ifndef gXXdV
vector gXXdV(vector A,vector B){
// Vector to move from P2P. return A-B;}
- endif
// LINE
- if 0
vector gLXdV(vector O,vector D,vector A){
// Calculates the vector from a point to the closest point on a line return (O-A)-((O-A)*D)*D;}
- else
vector gLXdV(vector O,vector D,vector A){
// Calculates the vector from a point to the closest point on a line vector t = (O-A); return t - (t*D)*D;}
- endif
- define gLXdZ(O, D, A) llVecMag(CP((A-O),D))
- ifndef gLXdZ
float gLXdZ(vector O,vector D,vector A){
// Calculates distance of this vector, but faster on it's own return llVecMag(CP((A-O),D));}
- endif
- define gLLdV(O, D, A) Project3D( (O2-O1), CP(D1,D2) )
- ifndef gLLdV
vector gLLdV(vector O1,vector D1,vector O2,vector D2){
// Shortest vector of two lines return Project3D( (O2-O1), CP(D1,D2) );}
- endif
- define gLLdZ(O1, D1, O2, D2) ((O2-O1) * llVecNorm(CP(D1,D2)))
- ifndef gLLdZ
float gLLdZ(vector O1,vector D1,vector O2,vector D2){
// Returns the distance between two lines vector A = CP(D1,D2);float B = llVecMag(A);A = <A.x/B,A.y/B,A.z/B>; return (O2-O1) * A;}
- endif
- if 0
vector gLLnX(vector O1,vector D1,vector O2,vector D2){
// Closest point of two lines vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; return O1 + D1*t;}
- else
vector gLLnX(vector O1,vector D1,vector O2,vector D2){
// Closest point of two lines vector t = <O2*D1, O1*D2, O2*D2>; return O1 + D1 * (( t.z * ((O1*D1)-t.x) - t.x * (t.y-t.z) ) / ( t.x*t.y - (D1*D1)*t.z ));}
- endif
vector X1;vector X2;vector V1;float Z1;
- if 0
gLLnnXX(vector O1,vector D1,vector O2,vector D2){
// Two closest points of two lines vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; X1 = O1 + D1*t; X2 = X1 + CP(nD1,nD2);}
- else
gLLnnXX(vector O1,vector D1,vector O2,vector D2){
// Two closest points of two lines #define a (O1*D1) #define c (D1*D1) #define d (O2*D1) #define e (O1*D2) #define f (O2*D2) vector nD1 = < c, e, 0.0>; vector nD2 = < d, f, 0.0>; #undef c #undef d #undef e #undef f #define c nD1.x #define d nD2.x #define e nD1.y #define f nD2.y X2 = (X1 = (O1 + D1 * (( d*(a-d) - d*(e-f) ) / ( d*e - c*f )))) + CP(nD1,nD2);} #undef a #undef c #undef d #undef e #undef f
- endif
- if 0
gLLnnXXVZ(vector O1,vector D1,vector O2,vector D2){
// Computes two closest points of two lines, vector and distance vector nO1 = < O1*D1, O1*D2, 0>; vector nO2 = < O2*D1, O2*D2, 0>; vector nD1 = < D1*D1, O1*D2, 0>; vector nD2 = < O2*D1, O2*D2, 0>; float t = ( nD2.x*nD1.y - nD1.x*nD2.y ); t = ( nD2.y*(nO1.x-nO2.x) - nD2.x*(nO1.y-nO2.y) ) / t; X1 = O1 + D1*t; X2 = X1 + CP(nD1,nD2); V1 = CP(nD1,nD2); Z1 = llVecMag(V1);}
- else
gLLnnXXVZ(vector O1,vector D1,vector O2,vector D2){
// Computes two closest points of two lines, vector and distance #define a (O1*D1) #define c (D1*D1) #define d (O2*D1) #define e (O1*D2) #define f (O2*D2) vector nD1 = < c, e, 0.0>; vector nD2 = < d, f, 0.0>; #undef c #undef d #undef e #undef f #define c nD1.x #define d nD2.x #define e nD1.y #define f nD2.y X2 = (X1 = (O1 + D1 * (( f * (a-d) - d * (e-f) ) / ( d*e - c*f )))) + (V1 = (CP(nD1,nD2))); Z1 = llVecMag(V1);} #undef a #undef c #undef d #undef e #undef f
- endif
// PLANE
- define gPXdZ(Pn, Pd, A) ((A) * (Pn) + (Pd))
- ifndef gPXdZ
float gPXdZ(vector Pn,float Pd,vector A){
// Finds distance of a point from a plane return A * Pn + Pd;}
- endif
vector gPXdV(vector Pn,float Pd,vector A){
// Finds vector that points from point to nearest on plane return -(Pn * A + Pd)*Pn;}
vector gPXnX(vector Pn,float Pd,vector A){
// Finds closest point on plane given point return A - (Pn * A + Pd) * Pn;}
- if 0
float gPRxZ(vector Pn,float Pd,vector O,vector D){
// Finds distance to intersection of plane along ray return -( ( (Pn*D)+(Pn*O) ) / (Pn*D) );} //return -( (Pn*D)/(Pn*O+Pd) );}
- else
float gPRxZ(vector Pn,float Pd,vector O,vector D){
// Finds distance to intersection of plane along ray float a = (Pn*D); return -( ( a+(Pn*O) ) / a );} //return -( (Pn*D)/(Pn*O+Pd) );}
- endif
vector gPRdV(vector Pn,float Pd,vector O,vector D){
// Finds distance vector along a ray to a plane return D * gPRxZ(Pn,Pd,O,D);} //return -( (Pn*D)/(Pn*O+Pd) )*D;}
vector gPRxX(vector Pn,float Pd,vector O,vector D){
// Finds intersection point along a ray to a plane return O + gPRdV(Pn,Pd,O,D);}
vector gPLxX(vector Pn,float Pd,vector O,vector D){
// Finds interesection point of a line and a plane return O -( (Pn*D)/(Pn*O+Pd) )*D;}
vector oO;vector oD;
- if 0
gPPxL(vector Pn,float Pd,vector Qn,float Qd){
// Finds line of intersection of two planes oD = CP(Pn,Qn)/llVecMag(CP(Pn,Qn)); vector Cross = CP(CP(Pn,Qn),Pn); vector Bleh = (-Pd*Pn); oO = Bleh - (Qn*Cross)/(Qn*Bleh+Qd)*Cross/llVecMag(Cross);}
- else
gPPxL(vector Pn,float Pd,vector Qn,float Qd){
// Finds line of intersection of two planes vector a = CP(Pn,Qn); oD = llVecNorm(a); vector Cross = CP(a,Pn); vector Bleh = (-Pd*Pn); oO = Bleh - (Qn*Cross)/(Qn*Bleh+Qd)*llVecNorm(Cross);}
- endif
- define gRXpZ(O, D, A) (A-O)*D
- ifndef gRXpZ
float gRXpZ(vector O,vector D,vector A){
// Finds projected distance of a point along a ray return (A-O)*D;}
- endif
- if 0
gPRpR(vector Pn,float Pd,vector O,vector D){
// Projects a ray onto a plane oO = O - (Pn * O + Pd) * Pn; vector t = llVecNorm( D - Project3D(D,Pn) );t = <1.0/t.x,1.0/t.y,1.0/t.z>; oD = CP(Pn,t);}
- else
gPRpR(vector Pn,float Pd,vector O,vector D){
// Projects a ray onto a plane oO = O - (Pn * O + Pd) * Pn; O = llVecNorm( D - Project3D(D,Pn) ); oD = CP(Pn, (<1.0/O.x,1.0/O.y,1.0/O.z>));}
- endif
// SPHERE
- if 0
vector gSRxX(vector Sp, float Sr, vector Ro, vector Rd){
float t;Ro = Ro - Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); if(Rd == ZERO_VECTOR) return ZERO_VECTOR; float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); float disc = b * b - 4 * a * c; if(disc < 0) return ZERO_VECTOR; float distSqrt = llSqrt(disc); float q; if(b < 0) q = (-b - distSqrt)/2.0; else q = (-b + distSqrt)/2.0; float t0 = q / a; float t1 = c / q; if(t0 > t1){ float temp = t0; t0 = t1; t1 = temp; } if(t1 < 0) return ZERO_VECTOR; if(t0 < 0) t = t1; else t = t0; return Ro + (t * Rd);
}
- else
vector gSRxX(vector Sp, float Sr, vector Ro, vector Rd){
if(Rd) { Ro -= Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); float disc = b * b - 4 * a * c; if(disc >= 0) { float q = ((llSqrt(disc) * ~((b > 0) * -2)) - b) / 2.0; if(q)//avoid a divide by zero! { float t0 = q / a; float t1 = c / q; if(((t0 < t1) || (t1 < 0)) && (t0 >= 0)) return Ro + (t0 * Rd); if(t1 >= 0) return Ro + (t1 * Rd); } } } return ZERO_VECTOR;
}
- endif
- if 0
integer gSRx(vector Sp, float Sr, vector Ro, vector Rd){
float t;Ro = Ro - Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); if(Rd == ZERO_VECTOR) return FALSE; float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); float disc = b * b - 4 * a * c; if(disc < 0) return FALSE; return TRUE;
}
- else
integer gSRx(vector Sp, float Sr, vector Ro, vector Rd){
if(Rd) { Ro -= Sp; //vector RayOrg = llDetectedPos(x) - llGetPos(); float a = Rd * Rd; float b = 2 * Rd * Ro; float c = (Ro * Ro) - (Sr * Sr); return (b * b - 4 * a * c) >= 0; } return FALSE;
}
- endif
// Other vector pN;float pD;
- if 0
gTiP(vector p1,vector p2,vector p3){
pN = llVecNorm( CP((p2-p1),(p3-p1)) ); pD = -p1*pN;}
- else
gTiP(vector p1,vector p2,vector p3){
pD = -p1*(pN = llVecNorm( CP((p2-p1),(p3-p1)) ));}
- endif
- if 0
integer gTXcC(vector p1,vector p2,vector p3,vector x){
gTiP(p1,p2,p3); vector Vn;vector En; Vn = p1 - x; En = CP((p2-p1),pN); if( ((p1-x)*CP(p2-p1,pN) >= 0)&&((p2-x)*CP(p3-p2,pN) >= 0)&&((p3-x)*CP(p1-p3,pN) >= 0) ) return TRUE; return FALSE;}
- else
integer gTXcC(vector p1,vector p2,vector p3,vector x){
gTiP(p1,p2,p3); vector Vn = p1 - x; vector En = CP((p2-p1),pN); return( ((p1-x)*CP(p2-p1,pN) >= 0) && ((p2-x)*CP(p3-p2,pN) >= 0) && ((p3-x)*CP(p1-p3,pN) >= 0) );}
- endif
- if 0
integer gTVXcC(vector p1,vector p2,vector p3,vector v,vector x){
if( ((p1-x)*CP(p2-p1,v) >= 0)&&((p2-x)*CP(p3-p2,v) >= 0)&&((p3-x)*CP(p1-p3,v) >= 0) ) return TRUE; return FALSE;}
- else
integer gTVXcC(vector p1,vector p2,vector p3,vector v,vector x){
return ( ((p1-x)*CP(p2-p1,v) >= 0)&&((p2-x)*CP(p3-p2,v) >= 0)&&((p3-x)*CP(p1-p3,v) >= 0) );}
- endif
- define gTRcC gTVXcC
- ifndef gTRcC
integer gTRcC(vector p1,vector p2,vector p3,vector O,vector D){
return gTVXcC(p1,p2,p3,O,D);}
- endif
- define gRZiX(O, D, z) ((O)+(D)*(z))
- ifndef gRZiX
vector gRZiX(vector O,vector D,float z){
return O+z*D;}
- endif</lsl>