diff --git a/android/game.apk b/android/game.apk index 13507d4..3aae1e6 100644 Binary files a/android/game.apk and b/android/game.apk differ diff --git a/android/game.love b/android/game.love index ec3e5d4..7f195f6 100644 Binary files a/android/game.love and b/android/game.love differ diff --git a/android/tools/love-android-sdl2/AndroidManifest.xml b/android/tools/love-android-sdl2/AndroidManifest.xml index 82f6949..33e47a8 100644 --- a/android/tools/love-android-sdl2/AndroidManifest.xml +++ b/android/tools/love-android-sdl2/AndroidManifest.xml @@ -1,5 +1,5 @@ - @@ -12,13 +12,13 @@ diff --git a/android/tools/love-android-sdl2/assets/game.love b/android/tools/love-android-sdl2/assets/game.love index ec3e5d4..7f195f6 100644 Binary files a/android/tools/love-android-sdl2/assets/game.love and b/android/tools/love-android-sdl2/assets/game.love differ diff --git a/android/tools/love-android-sdl2/bin/AndroidManifest.xml b/android/tools/love-android-sdl2/bin/AndroidManifest.xml index 82f6949..33e47a8 100644 --- a/android/tools/love-android-sdl2/bin/AndroidManifest.xml +++ b/android/tools/love-android-sdl2/bin/AndroidManifest.xml @@ -1,5 +1,5 @@ - @@ -12,13 +12,13 @@ diff --git a/android/tools/love-android-sdl2/bin/build.prop b/android/tools/love-android-sdl2/bin/build.prop index 005b064..729e683 100644 --- a/android/tools/love-android-sdl2/bin/build.prop +++ b/android/tools/love-android-sdl2/bin/build.prop @@ -1,5 +1,5 @@ #Last build type -#Sun, 27 Nov 2016 13:49:13 +0100 +#Thu, 08 Dec 2016 18:55:42 +0100 build.last.target=debug diff --git a/android/tools/love-android-sdl2/bin/classes.dex b/android/tools/love-android-sdl2/bin/classes.dex index 781fac5..b4119ba 100644 Binary files a/android/tools/love-android-sdl2/bin/classes.dex and b/android/tools/love-android-sdl2/bin/classes.dex differ diff --git a/android/tools/love-android-sdl2/bin/classes.dex.d b/android/tools/love-android-sdl2/bin/classes.dex.d index a75ae56..a87fdcc 100644 --- a/android/tools/love-android-sdl2/bin/classes.dex.d +++ b/android/tools/love-android-sdl2/bin/classes.dex.d @@ -1,9 +1,9 @@ /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes.dex : \ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/BuildConfig.class \ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/LtaActivity.class \ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$attr.class \ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$drawable.class \ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R.class \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/BuildConfig.class \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/LtaActivity.class \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$attr.class \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$drawable.class \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R.class \ /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/DummyEdit.class \ /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLActivity$1.class \ /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/classes/org/libsdl/app/SDLActivity$2.class \ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$attr.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$attr.class deleted file mode 100644 index 1f456d5..0000000 Binary files a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$attr.class and /dev/null differ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/BuildConfig.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/BuildConfig.class similarity index 74% rename from android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/BuildConfig.class rename to android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/BuildConfig.class index 1b78dd4..30e3151 100644 Binary files a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/BuildConfig.class and b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/BuildConfig.class differ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/LtaActivity.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/LtaActivity.class similarity index 62% rename from android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/LtaActivity.class rename to android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/LtaActivity.class index e4fd672..f98f239 100644 Binary files a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/LtaActivity.class and b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/LtaActivity.class differ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$attr.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$attr.class new file mode 100644 index 0000000..413a7c3 Binary files /dev/null and b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$attr.class differ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$drawable.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$drawable.class similarity index 56% rename from android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$drawable.class rename to android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$drawable.class index 63af9c0..f45ec49 100644 Binary files a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R$drawable.class and b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R$drawable.class differ diff --git a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R.class b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R.class similarity index 63% rename from android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R.class rename to android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R.class index 2c1ad1e..c013355 100644 Binary files a/android/tools/love-android-sdl2/bin/classes/love/to/android1127134907/R.class and b/android/tools/love-android-sdl2/bin/classes/love/to/android1208185535/R.class differ diff --git a/android/tools/love-android-sdl2/bin/love_android_sdl2-debug-unaligned.apk b/android/tools/love-android-sdl2/bin/love_android_sdl2-debug-unaligned.apk index d104cb8..ae5d5bf 100644 Binary files a/android/tools/love-android-sdl2/bin/love_android_sdl2-debug-unaligned.apk and b/android/tools/love-android-sdl2/bin/love_android_sdl2-debug-unaligned.apk differ diff --git a/android/tools/love-android-sdl2/bin/love_android_sdl2-debug.apk b/android/tools/love-android-sdl2/bin/love_android_sdl2-debug.apk index 13507d4..3aae1e6 100644 Binary files a/android/tools/love-android-sdl2/bin/love_android_sdl2-debug.apk and b/android/tools/love-android-sdl2/bin/love_android_sdl2-debug.apk differ diff --git a/android/tools/love-android-sdl2/bin/love_android_sdl2.ap_ b/android/tools/love-android-sdl2/bin/love_android_sdl2.ap_ index a49fdce..438d804 100644 Binary files a/android/tools/love-android-sdl2/bin/love_android_sdl2.ap_ and b/android/tools/love-android-sdl2/bin/love_android_sdl2.ap_ differ diff --git a/android/tools/love-android-sdl2/bin/proguard.txt b/android/tools/love-android-sdl2/bin/proguard.txt index d58ee65..7f0efcb 100644 --- a/android/tools/love-android-sdl2/bin/proguard.txt +++ b/android/tools/love-android-sdl2/bin/proguard.txt @@ -1,9 +1,9 @@ # view AndroidManifest.xml #generated:45 --keep class love.to.android1127134907.DownloadActivity { (...); } +-keep class love.to.android1208185535.DownloadActivity { (...); } # view AndroidManifest.xml #generated:17 --keep class love.to.android1127134907.DownloadService { (...); } +-keep class love.to.android1208185535.DownloadService { (...); } # view AndroidManifest.xml #generated:18 --keep class love.to.android1127134907.LtaActivity { (...); } +-keep class love.to.android1208185535.LtaActivity { (...); } diff --git a/android/tools/love-android-sdl2/gen/R.java.d b/android/tools/love-android-sdl2/gen/R.java.d index 8a6bd2b..fb8d907 100644 --- a/android/tools/love-android-sdl2/gen/R.java.d +++ b/android/tools/love-android-sdl2/gen/R.java.d @@ -1,3 +1,3 @@ -/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/gen/love/to/android1127134907/R.java \ +/Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/gen/love/to/android1208185535/R.java \ : /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/res/drawable-xxhdpi/ic_launcher.png \ /Users/androsfenollosa/www/alunizaje/android/tools/love-android-sdl2/bin/AndroidManifest.xml \ diff --git a/android/tools/love-android-sdl2/gen/love/to/android1127134907/BuildConfig.java b/android/tools/love-android-sdl2/gen/love/to/android1208185535/BuildConfig.java similarity index 79% rename from android/tools/love-android-sdl2/gen/love/to/android1127134907/BuildConfig.java rename to android/tools/love-android-sdl2/gen/love/to/android1208185535/BuildConfig.java index 4e1fea0..1fb0e0a 100644 --- a/android/tools/love-android-sdl2/gen/love/to/android1127134907/BuildConfig.java +++ b/android/tools/love-android-sdl2/gen/love/to/android1208185535/BuildConfig.java @@ -1,5 +1,5 @@ /** Automatically generated file. DO NOT MODIFY */ -package love.to.android1127134907; +package love.to.android1208185535; public final class BuildConfig { public final static boolean DEBUG = true; diff --git a/android/tools/love-android-sdl2/gen/love/to/android1127134907/R.java b/android/tools/love-android-sdl2/gen/love/to/android1208185535/R.java similarity index 91% rename from android/tools/love-android-sdl2/gen/love/to/android1127134907/R.java rename to android/tools/love-android-sdl2/gen/love/to/android1208185535/R.java index 74f3199..418323b 100644 --- a/android/tools/love-android-sdl2/gen/love/to/android1127134907/R.java +++ b/android/tools/love-android-sdl2/gen/love/to/android1208185535/R.java @@ -5,7 +5,7 @@ * should not be modified by hand. */ -package love.to.android1127134907; +package love.to.android1208185535; public final class R { public static final class attr { diff --git a/android/tools/love-android-sdl2/src/love/to/android1127134907/LtaActivity.java b/android/tools/love-android-sdl2/src/love/to/android1208185535/LtaActivity.java similarity index 69% rename from android/tools/love-android-sdl2/src/love/to/android1127134907/LtaActivity.java rename to android/tools/love-android-sdl2/src/love/to/android1208185535/LtaActivity.java index ef32b57..c59bc13 100644 --- a/android/tools/love-android-sdl2/src/love/to/android1127134907/LtaActivity.java +++ b/android/tools/love-android-sdl2/src/love/to/android1208185535/LtaActivity.java @@ -1,4 +1,4 @@ -package love.to.android1127134907; +package love.to.android1208185535; import org.love2d.android.GameActivity; public class LtaActivity extends GameActivity {} diff --git a/assets/scripts/asteroids.lua b/assets/scripts/asteroids.lua index eb66ee1..75cabc2 100644 --- a/assets/scripts/asteroids.lua +++ b/assets/scripts/asteroids.lua @@ -1,6 +1,8 @@ +local HC = require 'assets/scripts/vendor/HC' local tools = require 'assets/scripts/tools' local asteroids = {} +local collision_debug = false local imgs = nil function asteroids.load(game) @@ -12,6 +14,8 @@ function asteroids.load(game) } asteroids.num = game.level * 5 asteroids.max_speed = 5 + asteroids.collision_size = 50 + -- Make asteroids asteroids.bodys = {} for i = 1, asteroids.num do @@ -20,16 +24,20 @@ function asteroids.load(game) end function asteroids.update(dt, game) - -- Rotate asteroids + -- Move asteroids for key, asteroid in pairs(asteroids.bodys) do + -- Rotate asteroid.angle = asteroid.angle + (dt * math.pi / 10) + -- Move asteroid.x = asteroid.x - asteroid.speed + -- Collisions + asteroid.collision:moveTo(asteroid.x, asteroid.y) end -- Destroy asteroids for key, asteroid in pairs(asteroids.bodys) do if asteroid.x + asteroid.img:getWidth() < 0 then + HC.remove(asteroid.collision) table.remove(asteroids.bodys, key) - remove_collision(key, game) end end -- Create asteroids @@ -41,7 +49,10 @@ end function asteroids.draw() for key, asteroid in pairs(asteroids.bodys) do love.graphics.draw(asteroid.img, asteroid.x, asteroid.y, asteroid.angle, 1, 1, asteroid.img:getWidth() / 2, asteroid.img:getHeight() / 2) - end + if collision_debug then + asteroid.collision:draw('fill') + end + end end function make_asteroid(pos, game, x_random) @@ -51,26 +62,12 @@ function make_asteroid(pos, game, x_random) y = math.random(game.window.height / 2, game.canvas.height - temp_img:getHeight()), speed = math.random(1, asteroids.max_speed), img = temp_img, - angle = math.random(0, 90) + angle = math.random(0, 90), + collision = HC.circle(0, 0, asteroids.collision_size) } if x_random then asteroids.bodys[pos].x = math.random(0, game.canvas.width - temp_img:getWidth()) end - -- Collision - remove_collision(pos, game) - game.collisions:add( - 'asteroid' .. pos, - asteroids.bodys[pos].x, - asteroids.bodys[pos].y, - asteroids.bodys[pos].img:getWidth(), - asteroids.bodys[pos].img:getHeight() - ) -end - -function remove_collision(pos, game) - if game.collisions:hasItem('asteroid' .. pos) then - game.collisions:remove('asteroid' .. pos) - end end return asteroids \ No newline at end of file diff --git a/assets/scripts/controls.lua b/assets/scripts/controls.lua index 36ef462..a9f23cb 100644 --- a/assets/scripts/controls.lua +++ b/assets/scripts/controls.lua @@ -1,5 +1,12 @@ local controls = {} +function controls.load(game) + controls.padding = 50 + controls.img_right = love.graphics.newImage('assets/sprites/hui/button.png') + controls.right_x = game.window.width - controls.img_right:getWidth() - controls.padding + controls.right_y = game.window.height - controls.img_right:getHeight() - controls.padding +end + function controls.update(dt) control_up, control_right, control_left, control_quit = false, false, false, false -- Keyboard @@ -30,4 +37,8 @@ function controls.update(dt) end end +function controls.draw() + love.graphics.draw(controls.img_right, controls.right_x, controls.right_y) +end + return controls \ No newline at end of file diff --git a/assets/scripts/game.lua b/assets/scripts/game.lua index f8c0f9c..5291952 100644 --- a/assets/scripts/game.lua +++ b/assets/scripts/game.lua @@ -1,5 +1,4 @@ local game = {} -local bump = require 'assets/scripts/vendor/bump' function game.load() -- Configuration @@ -15,7 +14,7 @@ function game.load() love.physics.setMeter(world_meter) -- Height earth in meters game.world = love.physics.newWorld(0, gravity * world_meter, true) -- Make earth -- Collisions - game.collisions = bump.newWorld(50) + --game.collisions = HC.new(150) end return game \ No newline at end of file diff --git a/assets/scripts/spaceship.lua b/assets/scripts/spaceship.lua index 7701e39..388ab2b 100644 --- a/assets/scripts/spaceship.lua +++ b/assets/scripts/spaceship.lua @@ -1,7 +1,8 @@ local anim8 = require 'assets/scripts/vendor/anim8' +local HC = require 'assets/scripts/vendor/HC' local spaceship = {} -local collision_debug = true +local collision_debug = false spaceship.y = 0 local press_button = false @@ -11,13 +12,14 @@ function spaceship.load(game) body.width = 156 body.height = 143 body.img = love.graphics.newImage('assets/sprites/spaceship/body.png') + body.num_frames = 5 body.body = love.physics.newBody(game.world, (game.canvas.width / 2) - (body.img:getWidth() / 2) , body.y, 'dynamic') body.shape = love.physics.newCircleShape(20) body.fixture = love.physics.newFixture(body.body, body.shape, 1) body.fixture:setRestitution(0.9) local g = anim8.newGrid(body.width, body.height, body.img:getWidth(), body.img:getHeight()) body.animation_stop = anim8.newAnimation(g('1-1', 1), 0.1) - body.animation_fire = anim8.newAnimation(g('2-5', 1), 0.01) + body.animation_fire = anim8.newAnimation(g('2-' .. body.num_frames, 1), 0.01) -- Light light = { img = love.graphics.newImage('assets/sprites/spaceship/light.png'), @@ -30,24 +32,27 @@ function spaceship.load(game) g = anim8.newGrid(light.width, light.height, light.img:getWidth(), light.img:getHeight()) light.animation = anim8.newAnimation(g('1-' .. light.num_frames, 1), 0.05) -- Collision - body.collision = {} - body.collision[1] = {x=66, y=35, width=28, height=5, name={name='spaceship_1'}} - body.collision[2] = {x=56, y=40, width=48, height=5, name={name='spaceship_2'}} - body.collision[3] = {x=54, y=45, width=54, height=10, name={name='spaceship_3'}} - body.collision[4] = {x=50, y=55, width=60, height=10, name={name='spaceship_4'}} - body.collision[5] = {x=46, y=65, width=66, height=10, name={name='spaceship_5'}} - body.collision[6] = {x=44, y=75, width=70, height=10, name={name='spaceship_6'}} - body.collision[7] = {x=40, y=85, width=78, height=20, name={name='spaceship_7'}} - body.collision[8] = {x=53, y=105, width=50, height=4, name={name='spaceship_8'}} - for key, value in pairs(body.collision) do - game.collisions:add( - body.collision[key].name, - body.body:getX() + body.collision[key].x, - body.body:getY() + body.collision[key].y, - body.collision[key].width, - body.collision[key].height - ) - end + body.collision = {} + body.collision.claim = 79 + body.collision.vertices = { + 104, 40, + 55, 40, + 35, 100, + 78, 110, + 119, 100 + } + body.collision.hc = HC.polygon( + body.collision.vertices[1], + body.collision.vertices[2], + body.collision.vertices[3], + body.collision.vertices[4], + body.collision.vertices[5], + body.collision.vertices[6], + body.collision.vertices[7], + body.collision.vertices[8], + body.collision.vertices[9], + body.collision.vertices[10] + ) end function spaceship.update(dt, game) @@ -75,13 +80,24 @@ function spaceship.update(dt, game) love.event.push('quit') end -- Collision - for key, value in pairs(body.collision) do - game.collisions:move( - body.collision[key].name, - body.body:getX() + body.collision[key].x, - body.body:getY() + body.collision[key].y - ) - end + -- Move polygon + body.collision.hc:moveTo(body.body:getX() + body.collision.claim, body.body:getY() + body.collision.claim) + -- Check for collisions + for shape, delta in pairs(HC.collisions(body.collision.hc)) do + end + -- Check game limits + if body.body:getY() <= 0 then -- Top game + x, y = body.body:getLinearVelocity() + body.body:setLinearVelocity(x, -y) + end + if body.body:getX() + (body.img:getWidth() / body.num_frames) - (body.collision.claim / 2) > game.canvas.width then -- Right game + x, y = body.body:getLinearVelocity() + body.body:setLinearVelocity(-x, y) + end + if body.body:getX() + (body.collision.claim / 2) < 0 then -- Left game + x, y = body.body:getLinearVelocity() + body.body:setLinearVelocity(-x, y) + end end function spaceship.draw() @@ -91,16 +107,9 @@ function spaceship.draw() else body.animation_stop:draw(body.img, body.body:getX(), body.body:getY()) end + -- Collision if collision_debug then - for key, value in pairs(body.collision) do - love.graphics.rectangle( - 'fill', - body.body:getX() + body.collision[key].x, - body.body:getY() + body.collision[key].y, - body.collision[key].width, - body.collision[key].height - ) - end + body.collision.hc:draw('fill') end end diff --git a/assets/scripts/vendor/HC/HC-0.1-1.rockspec b/assets/scripts/vendor/HC/HC-0.1-1.rockspec new file mode 100755 index 0000000..fe04d38 --- /dev/null +++ b/assets/scripts/vendor/HC/HC-0.1-1.rockspec @@ -0,0 +1,21 @@ +package = "HC" +version = "0.1-1" +source = { + url = "git://github.com/vrld/HC.git" +} +description = {"General purpose 2D collision detection in pure Lua"} +dependencies = { + "lua = 5.1" +} +build = { + type = "builtin", + modules = { + ["hardoncollider"] = "init.lua", + ["hardoncollider.class"] = "class.lua", + ["hardoncollider.gjk"] = "gjk.lua", + ["hardoncollider.polygon"] = "polygon.lua", + ["hardoncollider.shapes"] = "shapes.lua", + ["hardoncollider.spatialhash"] = "spatialhash.lua", + ["hardoncollider.vector-light"] = "vector-light.lua", + } +} diff --git a/assets/scripts/vendor/HC/README b/assets/scripts/vendor/HC/README new file mode 100755 index 0000000..3d6700d --- /dev/null +++ b/assets/scripts/vendor/HC/README @@ -0,0 +1,4 @@ +General Purpose 2D Collision Detection System + +Documentation and examples here: +http://hc.readthedocs.org/ diff --git a/assets/scripts/vendor/HC/class.lua b/assets/scripts/vendor/HC/class.lua new file mode 100755 index 0000000..ce9a679 --- /dev/null +++ b/assets/scripts/vendor/HC/class.lua @@ -0,0 +1,99 @@ +--[[ +Copyright (c) 2010-2011 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local function __NULL__() end + +-- class "inheritance" by copying functions +local function inherit(class, interface, ...) + if not interface then return end + assert(type(interface) == "table", "Can only inherit from other classes.") + + -- __index and construct are not overwritten as for them class[name] is defined + for name, func in pairs(interface) do + if not class[name] then + class[name] = func + end + end + for super in pairs(interface.__is_a or {}) do + class.__is_a[super] = true + end + + return inherit(class, ...) +end + +-- class builder +local function new(args) + local super = {} + local name = '' + local constructor = args or __NULL__ + if type(args) == "table" then + -- nasty hack to check if args.inherits is a table of classes or a class or nil + super = (args.inherits or {}).__is_a and {args.inherits} or args.inherits or {} + name = args.name or name + constructor = args[1] or __NULL__ + end + assert(type(constructor) == "function", 'constructor has to be nil or a function') + + -- build class + local class = {} + class.__index = class + class.__tostring = function() return (""):format(tostring(class)) end + class.construct = constructor or __NULL__ + class.inherit = inherit + class.__is_a = {[class] = true} + class.is_a = function(self, other) return not not self.__is_a[other] end + + -- inherit superclasses (see above) + inherit(class, unpack(super)) + + -- syntactic sugar + local meta = { + __call = function(self, ...) + local obj = {} + setmetatable(obj, self) + self.construct(obj, ...) + return obj + end, + __tostring = function() return name end + } + return setmetatable(class, meta) +end + +-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons). +if common_class ~= false and not common then + common = {} + function common.class(name, prototype, parent) + local init = prototype.init or (parent or {}).init + return new{name = name, inherits = {prototype, parent}, init} + end + function common.instance(class, ...) + return class(...) + end +end + +-- the module +return setmetatable({new = new, inherit = inherit}, + {__call = function(_,...) return new(...) end}) diff --git a/assets/scripts/vendor/HC/docs/Class.rst b/assets/scripts/vendor/HC/docs/Class.rst new file mode 100755 index 0000000..fc11f7c --- /dev/null +++ b/assets/scripts/vendor/HC/docs/Class.rst @@ -0,0 +1,8 @@ +HC.class +======== + +:: + + class = require 'HC.class' + +See ``hump.class``. diff --git a/assets/scripts/vendor/HC/docs/MainModule.rst b/assets/scripts/vendor/HC/docs/MainModule.rst new file mode 100755 index 0000000..1f13d60 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/MainModule.rst @@ -0,0 +1,250 @@ +Main Module +=========== + +:: + + HC = require 'HC' + +The purpose of the main modules is to connect shapes with the spatial hash -- a +data structure to quickly look up neighboring shapes -- and to provide +utilities to tell which shapes intersect (collide) with each other. + +Most of the time, HC will be run as a singleton; you can, however, also create +several instances, that each hold their own little worlds. + +Initialization +-------------- + +.. function:: HC.new([cell_size = 100]) + + :param number cell_size: Resolution of the internal search structure (optional). + :returns: Collider instance. + +Creates a new collider instance that holds a separate spatial hash. +Collider instances carry the same methods as the main module. +The only difference is that function calls must use the colon-syntax (see +below). + +Useful if you want to maintain several collision layers or several separate +game worlds. + +The ``cell_size`` somewhat governs the performance of :func:`HC.neighbors` and +:func:`HC.collisions`. How this parameter affects the performance depends on +how many shapes there are, how big these shapes are and (somewhat) how the +shapes are distributed. +A rule of thumb would be to set ``cell_size`` to be about four times the size +of the average object. +Or just leave it as is and worry about it only if you run into performance +problems that can be traced back to the spatial hash. + +**Example**:: + + collider = HC.new(150) -- create separate world + + -- method calls with colon syntax + ball = collider:circle(100,100,20) + rect = collider:rectangle(110,90,20,100) + + for shape, delta in pairs(collider:collisions(ball)) do + shape:move(delta.x, delta.y) + end + + +.. function:: HC.resetHash([cell_size = 100]) + + :param number cell_size: Resolution of the internal search structure (optional). + +Reset the internal search structure, the spatial hash. +This clears *all* shapes that were registered beforehand, meaning that HC will +not be able to find any collisions with those shapes anymore. + +**Example**:: + + function new_stage() + actors = {} -- clear the stage on our side + HC.resetHash() -- as well as on HC's side + end + + + +Shapes +------ + +See also the :doc:`Shapes` sub-module. + +.. note:: + + HC will only keep `weak references + `_ to the shapes you add + to the world. This means that if you don't store the shapes elsewhere, the + garbage collector will eventually come around and remove these shapes.See + also `this issue `_ on github. + + +.. function:: HC.rectangle(x, y, w, h) + + :param numbers x,y: Upper left corner of the rectangle. + :param numbers w,h: Width and height of the rectangle. + :returns: The rectangle :class:`Shape` added to the scene. + +Add a rectangle shape to the scene. + +.. note:: + :class:`Shape` transformations, e.g. :func:`Shape.moveTo` and + :func:`Shape.rotate` will be with respect to the *center, not* the upper left + corner of the rectangle! + +**Example**:: + + rect = HC.rectangle(100, 120, 200, 40) + rect:rotate(23) + + +.. function:: HC.polygon(x1,y1,...,xn,yn) + + :param numbers x1,y1,...,xn,yn: The corners of the polygon. At least three + corners that do not lie on a straight line + are required. + :returns: The polygon :class:`Shape` added to the scene. + +Add a polygon to the scene. Any non-self-intersection polygon will work. +The polygon will be closed; the first and the last point do not need to be the +same. + +.. note:: + If three consecutive points lie on a line, the middle point will be discarded. + This means you cannot construct polygon shapes that are lines. + +.. note:: + :class:`Shape` transformations, e.g. :func:`Shape.moveTo` and + :func:`Shape.rotate` will be with respect to the center of the polygon. + +**Example**:: + + shape = HC.polygon(10,10, 40,50, 70,10, 40,30) + shape:move(42, 5) + + +.. function:: HC.circle(cx, cy, radius) + + :param numbers cx,cy: Center of the circle. + :param number radius: Radius of the circle. + :returns: The circle :class:`Shape` added to the scene. + +Add a circle shape to the scene. + +**Example**:: + + circle = HC.circle(400, 300, 100) + + +.. function:: HC.point(x, y) + + :param numbers x, y: Position of the point. + :returns: The point :class:`Shape` added to the scene. + +Add a point shape to the scene. + +Point shapes are most useful for bullets and such, because detecting collisions +between a point and any other shape is a little faster than detecting collision +between two non-point shapes. In case of a collision, the separating vector +will not be valid. + +**Example**:: + + bullets[#bulltes+1] = HC.point(player.pos.x, player.pos.y) + + +.. function:: HC.register(shape) + + :param Shape shape: The :class:`Shape` to add to the spatial hash. + +Add a shape to the bookkeeping system. +:func:`HC.neighbors` and :func:`Hc.collisions` works only with registered +shapes. +You don't need to (and should not) register any shapes created with the above +functions. + +Overwrites :func:`Shape.move`, :func:`Shape.rotate`, and :func:`Shape.scale` +with versions that update the :doc:`SpatialHash`. + +This function is mostly only useful if you provide a custom shape. +See :ref:`custom-shapes`. + + +.. function:: HC.remove(shape) + + :param Shape shape: The :class:`Shape` to remove from the spatial hash. + +Remove a shape to the bookkeeping system. + +.. warning:: + This will also invalidate the functions :func:`Shape.move`, + :func:`Shape.rotate`, and :func:`Shape.scale`. + Make sure you delete the shape from your own actor list(s). + +**Example**:: + + for i = #bullets,1,-1 do + if bullets[i]:collidesWith(player) + player:takeDamage() + + HC.remove(bullets[i]) -- remove bullet from HC + table.remove(bullets, i) -- remove bullet from own actor list + end + end + + +Collision Detection +------------------- + +.. function:: HC.collisions(shape) + + :param Shape shape: Query shape. + :returns: Table of colliding shapes and separating vectors. + + +Get shapes that are colliding with ``shape`` and the vector to separate the shapes. +The separating vector points away from ``shape``. + +The table is a *set*, meaning that the shapes are stored in *keys* of the table. +The *values* are the separating vector. +You can iterate over the shapes using ``pairs`` (see example). + +**Example**:: + + local collisions = HC.collisions(shape) + for other, separating_vector in pairs(collisions) + shape:move(-separating_vector.x/2, -separating_vector.y/2) + other:move( separating_vector.x/2, separating_vector.y/2) + end + + +.. function:: HC.neighbors(shape) + + :param Shape shape: Query shape. + :returns: Table of neighboring shapes, where the keys of the table are the shape. + +Get other shapes in that are close to ``shape``. +The table is a *set*, meaning that the shapes are stored in *keys* of the table. +You can iterate over the shapes using ``pairs`` (see example). + +.. note:: + The result depends on the size and position of ``shape`` as well as the + grid size of the spatial hash: :func:`HC.neighbors` returns the shapes that + are in the same cell(s) as ``shape``. + +**Example**:: + + local candidates = HC.neighbors(shape) + for other in pairs(candidates) + local collides, dx, dy = shape:collidesWith(other) + if collides then + other:move(dx, dy) + end + end + + +.. attribute:: HC.hash + +Reference to the :class:`SpatialHash` instance. diff --git a/assets/scripts/vendor/HC/docs/Makefile b/assets/scripts/vendor/HC/docs/Makefile new file mode 100755 index 0000000..4746ed4 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/Makefile @@ -0,0 +1,192 @@ +# Makefile for Sphinx documentation +# + +# You can set these variables from the command line. +SPHINXOPTS = +SPHINXBUILD = sphinx-build +PAPER = +BUILDDIR = _build + +# User-friendly check for sphinx-build +ifeq ($(shell which $(SPHINXBUILD) >/dev/null 2>&1; echo $$?), 1) +$(error The '$(SPHINXBUILD)' command was not found. Make sure you have Sphinx installed, then set the SPHINXBUILD environment variable to point to the full path of the '$(SPHINXBUILD)' executable. Alternatively you can add the directory with the executable to your PATH. 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The XML files are in $(BUILDDIR)/xml." + +pseudoxml: + $(SPHINXBUILD) -b pseudoxml $(ALLSPHINXOPTS) $(BUILDDIR)/pseudoxml + @echo + @echo "Build finished. The pseudo-XML files are in $(BUILDDIR)/pseudoxml." diff --git a/assets/scripts/vendor/HC/docs/Polygon.rst b/assets/scripts/vendor/HC/docs/Polygon.rst new file mode 100755 index 0000000..3522f15 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/Polygon.rst @@ -0,0 +1,213 @@ +HC.polygon +============== + +:: + + polygon = require 'HC.polygon' + +Polygon class with some handy algorithms. Does not provide collision detection +- this functionality is provided by :func:`newPolygonShape` instead. + +.. class:: Polygon(x1,y1, ..., xn,yn) + + :param numbers x1,y1, ..., xn,yn: The corners of the polygon. At least three corners are needed. + :returns: The polygon object. + +Construct a polygon. + +At least three points that are not collinear (i.e. not lying on a straight +line) are needed to construct the polygon. If there are collinear points, these +points will be removed. The shape of the polygon is not changed. + +.. note:: + The syntax depends on used class system. The shown syntax works when using + the bundled `hump.class `_ or + `slither `_. + +**Example**:: + + Polygon = require 'HC.polygon' + poly = Polygon(10,10, 40,50, 70,10, 40,30) + + +.. function:: Polygon:unpack() + + :returns: ``x1,y1, ..., xn,yn`` - The vertices of the polygon. + +Get the polygon's vertices. Useful for drawing with ``love.graphics.polygon()``. + +**Example**:: + + love.graphics.draw('line', poly:unpack()) + + +.. function:: Polygon:clone() + + :returns: A copy of the polygon. + +Get a copy of the polygon. + +.. note:: + Since Lua uses references when simply assigning an existing polygon to a + variable, unexpected things can happen when operating on the variable. Consider + this code:: + + p1 = Polygon(10,10, 40,50, 70,10, 40,30) + p2 = p1 -- p2 is a reference + p3 = p1:clone() -- p3 is a clone + p2:rotate(math.pi) -- p1 will be rotated, too! + p3:rotate(-math.pi) -- only p3 will be rotated + +**Example**:: + + copy = poly:clone() + copy:move(10,20) + + +.. function:: Polygon:bbox() + + :returns: ``x1, y1, x2, y2`` - Corners of the counding box. + +Get axis aligned bounding box. +``x1, y1`` defines the upper left corner, while ``x2, y2`` define the lower +right corner. + +**Example**:: + + x1,y1,x2,y2 = poly:bbox() + -- draw bounding box + love.graphics.rectangle('line', x1,y2, x2-x1, y2-y1) + + +.. function:: Polygon:isConvex() + + :returns: ``true`` if the polygon is convex, ``false`` otherwise. + +Test if a polygon is convex, i.e. a line line between any two points inside the +polygon will lie in the interior of the polygon. + +**Example**:: + + -- split into convex sub polygons + if not poly:isConvex() then + list = poly:splitConvex() + else + list = {poly:clone()} + end + + +.. function:: Polygon:move(x,y) + + :param numbers x, y: Coordinates of the direction to move. + +Move a polygon in a direction.. + +**Example**:: + + poly:move(10,-5) -- move 10 units right and 5 units up + + +.. function:: Polygon:rotate(angle[, cx, cy]) + + :param number angle: The angle to rotate in radians. + :param numbers cx, cy: The rotation center (optional). + +Rotate the polygon. You can define a rotation center. If it is omitted, the +polygon will be rotated around it's centroid. + +**Example**:: + + p1:rotate(math.pi/2) -- rotate p1 by 90° around it's center + p2:rotate(math.pi/4, 100,100) -- rotate p2 by 45° around the point 100,100 + + +.. function:: Polygon:triangulate() + + :returns: ``table`` of Polygons: Triangles that the polygon is composed of. + +Split the polygon into triangles. + +**Example**:: + + triangles = poly:triangulate() + for i,triangle in ipairs(triangles) do + triangles.move(math.random(5,10), math.random(5,10)) + end + + +.. function:: Polygon:splitConvex() + + :returns: ``table`` of Polygons: Convex polygons that form the original polygon. + +Split the polygon into convex sub polygons. + +**Example**:: + + convex = concave_polygon:splitConvex() + function love.draw() + for i,poly in ipairs(convex) do + love.graphics.polygon('fill', poly:unpack()) + end + end + + +.. function:: Polygon:mergedWith(other) + + :param Polygon other: The polygon to merge with. + :returns: The merged polygon, or nil if the two polygons don't share an edge. + +Create a merged polygon of two polygons **if, and only if** the two polygons +share one complete edge. If the polygons share more than one edge, the result +may be erroneous. + +This function does not change either polygon, but rather creates a new one. + +**Example**:: + + merged = p1:mergedWith(p2) + + +.. function:: Polygon:contains(x, y) + + :param numbers x, y: Point to test. + :returns: ``true`` if ``x,y`` lies in the interior of the polygon. + +Test if the polygon contains a given point. + +**Example**:: + + if button:contains(love.mouse.getPosition()) then + button:setHovered(true) + end + + +.. function:: Polygon:intersectionsWithRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: Table of ray parameters. + +Test if the polygon intersects the given ray. +The ray parameters of the intersections are returned as a table. +The position of the intersections can be computed as +``(x,y) + ray_parameter * (dx, dy)``. + + +.. function:: Polygon:intersectsRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: ``intersects, ray_parameter`` - intersection indicator and ray paremter. + +Test if the polygon intersects a ray. +If the shape intersects the ray, the point of intersection can be computed by +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + if poly:intersectsRay(400,300, dx,dy) then + love.graphics.setLine(2) -- highlight polygon + end + + diff --git a/assets/scripts/vendor/HC/docs/Shapes.rst b/assets/scripts/vendor/HC/docs/Shapes.rst new file mode 100755 index 0000000..e0d46b5 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/Shapes.rst @@ -0,0 +1,303 @@ +HC.shapes +========= + +:: + + shapes = require 'HC.shapes' + +Shape classes with collision detection methods. + +This module defines methods to move, rotate and draw shapes created with the +main module. + +As each shape is at it's core a Lua table, you can attach values and add +functions to it. Be careful not to use keys that name a function or start with +an underscore, e.g. `move` or `_rotation`, since these are used internally. +Everything else is fine. + +If you don't want to use the full blown module, you can still use these classes +to test for colliding shapes. +This may be useful for scenes where the shapes don't move very much and only +few collisions are of interest - for example graphical user interfaces. + + +.. _shape-baseclass: + +Base Class +---------- + +.. class:: Shape(type) + + :param any type: Arbitrary type identifier of the shape's type. + +Base class for all shapes. All shapes must conform to the interface defined below. + +.. function:: Shape:move(dx, dy) + + :param numbers dx,dy: Coordinates to move the shape by. + +Move the shape *by* some distance. + +**Example**:: + + circle:move(10, 15) -- move the circle 10 units right and 15 units down. + + +.. function:: Shape:moveTo(x, y) + + :param numbers x,y: Coordinates to move the shape to. + +Move the shape *to* some point. Most shapes will be *centered* on the point +``(x,y)``. + +.. note:: + Equivalent to:: + + local cx,cy = shape:center() + shape:move(x-cx, y-cy) + +**Example**:: + + local x,y = love.mouse.getPosition() + circle:moveTo(x, y) -- move the circle with the mouse + + +.. function:: Shape:center() + + :returns: ``x, y`` - The center of the shape. + +Get the shape's center. + +**Example**:: + + local cx, cy = circle:center() + print("Circle at:", cx, cy) + +.. function:: Shape:rotate(angle[, cx, cy]) + + :param number angle: Amount of rotation in radians. + :param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional). + +Rotate the shape *by* some angle. A rotation center can be specified. If no +center is given, rotate around the center of the shape. + +**Example**:: + + rectangle:rotate(math.pi/4) + + +.. function:: Shape:setRotation(angle[, cx, cy]) + + :param number angle: Amount of rotation in radians. + :param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional). + +Set the rotation of a shape. A rotation center can be specified. If no center +is given, rotate around the center of the shape. + +.. note:: + Equivalent to:: + + shape:rotate(angle - shape.rotation(), cx,cy) + +**Example**:: + + rectangle:setRotation(math.pi, 100,100) + + +.. function:: Shape:rotation() + + :returns: The shape's rotation in radians. + +Get the rotation of the shape in radians. + + +.. function:: Shape:scale(s) + + :param number s: Scale factor; must be > 0. + +Scale the shape relative to it's center. + +.. note:: + + There is no way to query the scale of a shape. + +**Example**:: + + circle:scale(2) -- double the size + + +.. function:: Shape:outcircle() + + :returns: ``x, y, r`` - Parameters of the outcircle. + +Get parameters of a circle that fully encloses the shape. + +**Example**:: + + if player:hasShield() then + love.graphics.circle('line', player:outcircle()) + end + +.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. + +.. function:: Shape:bbox() + + :returns: ``x1, y1, x2, y2`` - Corners of the counding box. + +Get axis aligned bounding box. +``x1, y1`` defines the upper left corner, while ``x2, y2`` define the lower +right corner. + +**Example**:: + + -- draw bounding box + local x1,y1, x2,y2 = shape:bbox() + love.graphics.rectangle('line', x1,y1, x2-x1,y2-y1) + + +.. function:: Shape:draw(mode) + + :param DrawMode mode: How to draw the shape. Either 'line' or 'fill'. + +Draw the shape either filled or as outline. Mostly for debug-purposes. + +**Example**:: + + circle:draw('fill') + +.. function:: Shape:support(dx,dy) + + :param numbers dx, dy: Search direction. + :returns: The furthest vertex in direction `dx, dy`. + +Get furthest vertex of the shape with respect to the direction ``dx, dy``. + +Used in the collision detection algorithm, but may be useful for other things - +e.g. lighting - too. + +**Example**:: + + -- get vertices that produce a shadow volume + local x1,y1 = circle:support(lx, ly) + local x2,y2 = circle:support(-lx, -ly) + + +.. function:: Shape:collidesWith(other) + + :param Shape other: Test for collision with this shape. + :returns: ``collide, dx, dy`` - Collision indicator and separating vector. + +Test if two shapes collide. + +The separating vector ``dx, dy`` will only be defined if ``collide`` is ``true``. +If defined, the separating vector will point in the direction of ``other``, +i.e. ``dx, dy`` is the direction and magnitude to move ``other`` so that the +shapes do not collide anymore. + +**Example**:: + + if circle:collidesWith(rectangle) then + print("collision detected!") + end + + +.. function:: Shape:contains(x, y) + + :param numbers x, y: Point to test. + :returns: ``true`` if ``x,y`` lies in the interior of the shape. + +Test if the shape contains a given point. + +**Example**:: + + if unit.shape:contains(love.mouse.getPosition) then + unit:setHovered(true) + end + + +.. function:: Shape:intersectionsWithRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: Table of ray parameters. + +Test if the shape intersects the given ray. +The ray parameters of the intersections are returned as a table. +The position of the intersections can be computed as +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + local ts = player:intersectionsWithRay(x,y, dx,dy) + for _, t in ipairs(t) do + -- find point of intersection + local vx,vy = vector.add(x, y, vector.mul(t, dx, dy)) + player:addMark(vx,vy) + end + + +.. function:: Shape:intersectsRay(x, y, dx, dy) + + :param numbers x, y: Starting point of the ray. + :param numbers dx, dy: Direction of the ray. + :returns: ``intersects, ray_parameter`` - intersection indicator and ray paremter. + +Test if the shape intersects the given ray. +If the shape intersects the ray, the point of intersection can be computed by +``(x,y) + ray_parameter * (dx, dy)``. + + +**Example**:: + + local intersecting, t = player:intersectsRay(x,y, dx,dy) + if intersecting then + -- find point of intersection + local vx,vy = vector.add(x, y, vector.mul(t, dx, dy)) + player:addMark(vx,vy) + end + + + +.. _custom-shapes: + +Custom Shapes +------------- + +Custom shapes must implement at least the following methods (as defined above) + +- :func:`Shape:move` +- :func:`Shape:rotate` +- :func:`Shape:scale` +- :func:`Shape:bbox` +- :func:`Shape:collidesWith` + + +.. _builtin-shapes: + +Built-in Shapes +--------------- + +.. class:: ConcavePolygonShape + +.. class:: ConvexPolygonShape + +.. class:: CircleShape + +.. class:: PointShape + +.. function:: newPolygonShape(...) + + :param numbers ...: Vertices of the :class:`Polygon`. + :returns: :class:`ConcavePolygonShape` or :class:`ConvexPolygonShape`. + +.. function:: newCircleShape(cx, cy, radius) + + :param numbers cx,cy: Center of the circle. + :param number radius: Radius of the circle. + :returns: :class:`CircleShape`. + +.. function:: newPointShape + + :param numbers x, y: Position of the point. + :returns: :class:`PointShape`. diff --git a/assets/scripts/vendor/HC/docs/SpatialHash.rst b/assets/scripts/vendor/HC/docs/SpatialHash.rst new file mode 100755 index 0000000..d68b747 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/SpatialHash.rst @@ -0,0 +1,164 @@ +HC.spatialhash +============== + +:: + + spatialhash = require 'HC.spatialhash' + +A spatial hash implementation that supports scenes of arbitrary size. The hash +is sparse, which means that cells will only be created when needed. + + +.. class:: Spatialhash([cellsize = 100]) + + :param number cellsize: Width and height of a cell (optional). + +Create a new spatial hash with a given cell size. + +Choosing a good cell size depends on your application. To get a decent speedup, +the average cell should not contain too many objects, nor should a single +object occupy too many cells. A good rule of thumb is to choose the cell size +so that the average object will occupy only one cell. + +.. note:: + The syntax depends on used class system. The shown syntax works when using + the bundled `hump.class `_ or + `slither `_. + +**Example**:: + + Spatialhash = require 'hardoncollider.spatialhash' + hash = Spatialhash(150) + + +.. function:: Spatialhash:cellCoords(x,y) + + :param numbers x, y: The position to query. + :returns: Coordinates of the cell which would contain ``x,y``. + +Get coordinates of a given value, i.e. the cell index in which a given point +would be placed. + +**Example**:: + + local mx,my = love.mouse.getPosition() + cx, cy = hash:cellCoords(mx, my) + + +.. function:: Spatialhash:cell(i,k) + + :param numbers i, k: The cell index. + :returns: Set of objects contained in the cell. + +Get the cell with given coordinates. + +A cell is a table which's keys and value are the objects stored in the cell, +i.e.:: + + cell = { + [obj1] = obj1, + [obj2] = obj2, + ... + } + +You can iterate over the objects in a cell using ``pairs()``:: + + for object in pairs(cell) do stuff(object) end + +**Example**:: + + local mx,my = love.mouse.getPosition() + cx, cy = hash:cellCoords(mx, my) + cell = hash:cell(cx, cy) + + +.. function:: Spatialhash:cellAt(x,y) + + :param numbers x, y: The position to query. + :returns: Set of objects contained in the cell. + +Get the cell that contains point x,y. + +Same as ``hash:cell(hash:cellCoords(x,y))`` + +**Example**:: + + local mx,my = love.mouse.getPosition() + cell = hash:cellAt(mx, my) + + +.. function:: Spatialhash:shapes() + + :returns: Set of all shapes in the hash. + +Get *all* shapes that are recorded in the hash. + + +.. function:: Spatialhash:inSameCells(x1,y1, x2,y2) + + :param numbers x1,y1: Upper left corner of the query bounding box. + :param numbers x2,y2: Lower right corner of the query bounding box. + :returns: Set of all shapes in the same cell as the bbox. + +Get the shapes that are in the same cell as the defined bounding box. + + +.. function:: Spatialhash:register(obj, x1,y1, x2,y2) + + :param mixed obj: Object to place in the hash. It can be of any type except `nil`. + :param numbers x1,y1: Upper left corner of the bounding box. + :param numbers x2,y2: Lower right corner of the bounding box. + +Insert an object into the hash using a given bounding box. + +**Example**:: + + hash:register(shape, shape:bbox()) + + +.. function:: Spatialhash:remove(obj[, x1,y1[, x2,y2]]) + + :param mixed obj: The object to delete + :param numbers x1,y1: Upper left corner of the bounding box (optional). + :param numbers x2,y2: Lower right corner of the bounding box (optional). + +Remove an object from the hash using a bounding box. + +If no bounding box is given, search the whole hash to delete the object. + +**Example**:: + + hash:remove(shape, shape:bbox()) + hash:remove(object_with_unknown_position) + + +.. function:: Spatialhash:update(obj, x1,y1, x2,y2, x3,y3, x4,y4) + + :param mixed obj: The object to be updated. + :param numbers x1,y1: Upper left corner of the bounding box before the object was moved. + :param numbers x2,y2: Lower right corner of the bounding box before the object was moved. + :param numbers x3,y3: Upper left corner of the bounding box after the object was moved. + :param numbers x4,y4: Lower right corner of the bounding box after the object was moved. + +Update an objects position given the old bounding box and the new bounding box. + +**Example**:: + + hash:update(shape, -100,-30, 0,60, -100,-70, 0,20) + + +.. function:: Spatialhash:draw(draw_mode[, show_empty = true[, print_key = false]]) + + :param string draw_mode: Either 'fill' or 'line'. See the LÖVE wiki. + :param boolean show_empty: Wether to draw empty cells (optional). + :param boolean print_key: Wether to print cell coordinates (optional). + +Draw hash cells on the screen, mostly for debug purposes + +**Example**:: + + love.graphics.setColor(160,140,100,100) + hash:draw('line', true, true) + hash:draw('fill', false) + + diff --git a/assets/scripts/vendor/HC/docs/Vector.rst b/assets/scripts/vendor/HC/docs/Vector.rst new file mode 100755 index 0000000..cf20870 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/Vector.rst @@ -0,0 +1,8 @@ +HC.vector +========= + +:: + + vector = require 'HC.vector' + +See ``hump.vector_light``. diff --git a/assets/scripts/vendor/HC/docs/conf.py b/assets/scripts/vendor/HC/docs/conf.py new file mode 100755 index 0000000..7a4eca9 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/conf.py @@ -0,0 +1,296 @@ +# -*- coding: utf-8 -*- +# +# HC documentation build configuration file, created by +# sphinx-quickstart on Thu Oct 8 20:31:43 2015. +# +# This file is execfile()d with the current directory set to its +# containing dir. +# +# Note that not all possible configuration values are present in this +# autogenerated file. +# +# All configuration values have a default; values that are commented out +# serve to show the default. + +import sys +import os +import shlex + +# If extensions (or modules to document with autodoc) are in another directory, +# add these directories to sys.path here. If the directory is relative to the +# documentation root, use os.path.abspath to make it absolute, like shown here. +#sys.path.insert(0, os.path.abspath('.')) + +# -- General configuration ------------------------------------------------ + +# If your documentation needs a minimal Sphinx version, state it here. +#needs_sphinx = '1.0' + +# Add any Sphinx extension module names here, as strings. They can be +# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom +# ones. +extensions = [ + 'sphinx.ext.mathjax', +] + +# Add any paths that contain templates here, relative to this directory. +templates_path = ['_templates'] + +# The suffix(es) of source filenames. +# You can specify multiple suffix as a list of string: +# source_suffix = ['.rst', '.md'] +source_suffix = '.rst' + +# The encoding of source files. +#source_encoding = 'utf-8-sig' + +# The master toctree document. +master_doc = 'index' + +# General information about the project. +project = u'HC' +copyright = u'2015, Matthias Richter' +author = u'Matthias Richter' + +# The version info for the project you're documenting, acts as replacement for +# |version| and |release|, also used in various other places throughout the +# built documents. +# +# The short X.Y version. +version = '0.1' +# The full version, including alpha/beta/rc tags. +release = '0.1-1' + +# The language for content autogenerated by Sphinx. Refer to documentation +# for a list of supported languages. +# +# This is also used if you do content translation via gettext catalogs. +# Usually you set "language" from the command line for these cases. +language = None + +# There are two options for replacing |today|: either, you set today to some +# non-false value, then it is used: +#today = '' +# Else, today_fmt is used as the format for a strftime call. +#today_fmt = '%B %d, %Y' + +# List of patterns, relative to source directory, that match files and +# directories to ignore when looking for source files. +exclude_patterns = ['_build'] + +# The reST default role (used for this markup: `text`) to use for all +# documents. +#default_role = None + +# If true, '()' will be appended to :func: etc. cross-reference text. +#add_function_parentheses = True + +# If true, the current module name will be prepended to all description +# unit titles (such as .. function::). +#add_module_names = True + +# If true, sectionauthor and moduleauthor directives will be shown in the +# output. They are ignored by default. +#show_authors = False + +# The name of the Pygments (syntax highlighting) style to use. +pygments_style = 'sphinx' + +# A list of ignored prefixes for module index sorting. +#modindex_common_prefix = [] + +# If true, keep warnings as "system message" paragraphs in the built documents. +#keep_warnings = False + +# If true, `todo` and `todoList` produce output, else they produce nothing. +todo_include_todos = False + + +# -- Options for HTML output ---------------------------------------------- + +# The theme to use for HTML and HTML Help pages. See the documentation for +# a list of builtin themes. + +# Theme options are theme-specific and customize the look and feel of a theme +# further. For a list of options available for each theme, see the +# documentation. +#html_theme_options = {} + +# Add any paths that contain custom themes here, relative to this directory. + +# The name for this set of Sphinx documents. If None, it defaults to +# " v documentation". +#html_title = None + +# A shorter title for the navigation bar. Default is the same as html_title. +#html_short_title = None + +# The name of an image file (relative to this directory) to place at the top +# of the sidebar. +#html_logo = None + +# The name of an image file (within the static path) to use as favicon of the +# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32 +# pixels large. +#html_favicon = None + +# Add any paths that contain custom static files (such as style sheets) here, +# relative to this directory. They are copied after the builtin static files, +# so a file named "default.css" will overwrite the builtin "default.css". +html_static_path = ['_static'] + +# Add any extra paths that contain custom files (such as robots.txt or +# .htaccess) here, relative to this directory. These files are copied +# directly to the root of the documentation. +#html_extra_path = [] + +# If not '', a 'Last updated on:' timestamp is inserted at every page bottom, +# using the given strftime format. +#html_last_updated_fmt = '%b %d, %Y' + +# If true, SmartyPants will be used to convert quotes and dashes to +# typographically correct entities. +#html_use_smartypants = True + +# Custom sidebar templates, maps document names to template names. +#html_sidebars = {} + +# Additional templates that should be rendered to pages, maps page names to +# template names. +#html_additional_pages = {} + +# If false, no module index is generated. +#html_domain_indices = True + +# If false, no index is generated. +#html_use_index = True + +# If true, the index is split into individual pages for each letter. +#html_split_index = False + +# If true, links to the reST sources are added to the pages. +#html_show_sourcelink = True + +# If true, "Created using Sphinx" is shown in the HTML footer. Default is True. +#html_show_sphinx = True + +# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True. +#html_show_copyright = True + +# If true, an OpenSearch description file will be output, and all pages will +# contain a tag referring to it. The value of this option must be the +# base URL from which the finished HTML is served. +#html_use_opensearch = '' + +# This is the file name suffix for HTML files (e.g. ".xhtml"). +#html_file_suffix = None + +# Language to be used for generating the HTML full-text search index. +# Sphinx supports the following languages: +# 'da', 'de', 'en', 'es', 'fi', 'fr', 'hu', 'it', 'ja' +# 'nl', 'no', 'pt', 'ro', 'ru', 'sv', 'tr' +#html_search_language = 'en' + +# A dictionary with options for the search language support, empty by default. +# Now only 'ja' uses this config value +#html_search_options = {'type': 'default'} + +# The name of a javascript file (relative to the configuration directory) that +# implements a search results scorer. If empty, the default will be used. +#html_search_scorer = 'scorer.js' + +# Output file base name for HTML help builder. +htmlhelp_basename = 'HCdoc' + +# -- Options for LaTeX output --------------------------------------------- + +latex_elements = { +# The paper size ('letterpaper' or 'a4paper'). +#'papersize': 'letterpaper', + +# The font size ('10pt', '11pt' or '12pt'). +#'pointsize': '10pt', + +# Additional stuff for the LaTeX preamble. +#'preamble': '', + +# Latex figure (float) alignment +#'figure_align': 'htbp', +} + +# Grouping the document tree into LaTeX files. List of tuples +# (source start file, target name, title, +# author, documentclass [howto, manual, or own class]). +latex_documents = [ + (master_doc, 'HC.tex', u'HC Documentation', + u'Matthias Richter', 'manual'), +] + +# The name of an image file (relative to this directory) to place at the top of +# the title page. +#latex_logo = None + +# For "manual" documents, if this is true, then toplevel headings are parts, +# not chapters. +#latex_use_parts = False + +# If true, show page references after internal links. +#latex_show_pagerefs = False + +# If true, show URL addresses after external links. +#latex_show_urls = False + +# Documents to append as an appendix to all manuals. +#latex_appendices = [] + +# If false, no module index is generated. +#latex_domain_indices = True + + +# -- Options for manual page output --------------------------------------- + +# One entry per manual page. List of tuples +# (source start file, name, description, authors, manual section). +man_pages = [ + (master_doc, 'hc', u'HC Documentation', + [author], 1) +] + +# If true, show URL addresses after external links. +#man_show_urls = False + + +# -- Options for Texinfo output ------------------------------------------- + +# Grouping the document tree into Texinfo files. List of tuples +# (source start file, target name, title, author, +# dir menu entry, description, category) +texinfo_documents = [ + (master_doc, 'HC', u'HC Documentation', + author, 'HC', 'One line description of project.', + 'Miscellaneous'), +] + +# Documents to append as an appendix to all manuals. +#texinfo_appendices = [] + +# If false, no module index is generated. +#texinfo_domain_indices = True + +# How to display URL addresses: 'footnote', 'no', or 'inline'. +#texinfo_show_urls = 'footnote' + +# If true, do not generate a @detailmenu in the "Top" node's menu. +#texinfo_no_detailmenu = False + + +primary_domain = "js" +highlight_language = "lua" + +import sphinx_rtd_theme +html_theme = 'sphinx_rtd_theme' +html_theme_path = [sphinx_rtd_theme.get_html_theme_path()] + +#import sphinx_bootstrap_theme +#html_theme = 'bootstrap' +#html_theme_path = sphinx_bootstrap_theme.get_html_theme_path() diff --git a/assets/scripts/vendor/HC/docs/index.rst b/assets/scripts/vendor/HC/docs/index.rst new file mode 100755 index 0000000..5c0dcba --- /dev/null +++ b/assets/scripts/vendor/HC/docs/index.rst @@ -0,0 +1,115 @@ +.. HC documentation master file, created by + sphinx-quickstart on Thu Oct 8 20:31:43 2015. + You can adapt this file completely to your liking, but it should at least + contain the root `toctree` directive. + +HC - General purpose collision detection with LÖVE_ +=================================================== + +HC is a Lua module to simplify one important aspect in computer games: +Collision detection. + +It can detect collisions between arbitrary positioned and rotated shapes. +Built-in shapes are points, circles and polygons. +Any non-intersecting polygons are supported, even concave ones. +You can add other types of shapes if you need them. + +The main interface is simple: + +1. Set up your scene, +2. Check for collisions, +3. React to collisions. + +First steps +----------- + +This is an example on how to use HC. One shape will stick to the mouse +position, while the other will stay in the same place:: + + HC = require 'HC' + + -- array to hold collision messages + local text = {} + + function love.load() + -- add a rectangle to the scene + rect = HC.rectangle(200,400,400,20) + + -- add a circle to the scene + mouse = HC.circle(400,300,20) + mouse:moveTo(love.mouse.getPosition()) + end + + function love.update(dt) + -- move circle to mouse position + mouse:moveTo(love.mouse.getPosition()) + + -- rotate rectangle + rect:rotate(dt) + + -- check for collisions + for shape, delta in pairs(HC.collisions(mouse)) do + text[#text+1] = string.format("Colliding. Separating vector = (%s,%s)", + delta.x, delta.y) + end + + while #text > 40 do + table.remove(text, 1) + end + end + + function love.draw() + -- print messages + for i = 1,#text do + love.graphics.setColor(255,255,255, 255 - (i-1) * 6) + love.graphics.print(text[#text - (i-1)], 10, i * 15) + end + + -- shapes can be drawn to the screen + love.graphics.setColor(255,255,255) + rect:draw('fill') + mouse:draw('fill') + end + + +Get HC +------ + +You can download the latest packaged version as `zip `_- or `tar `_-archive directly +from github_. + +You can also have a look at the sourcecode online `here `_. + +If you use the Git command line client, you can clone the repository by +running:: + + git clone git://github.com/vrld/HC.git + +Once done, you can check for updates by running:: + + git pull + +from inside the directory. + + +Read on +------- + +.. toctree:: + :maxdepth: 2 + + reference + tutorial + license + + +Indices and tables +^^^^^^^^^^^^^^^^^^ + +* :ref:`genindex` +* :ref:`modindex` +* :ref:`search` + + +.. _LÖVE: http://love2d.org +.. _github: https://github.com diff --git a/assets/scripts/vendor/HC/docs/license.rst b/assets/scripts/vendor/HC/docs/license.rst new file mode 100755 index 0000000..9ad08e0 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/license.rst @@ -0,0 +1,26 @@ +License +======= + +Copyright (c) 2011-2015 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/assets/scripts/vendor/HC/docs/reference.rst b/assets/scripts/vendor/HC/docs/reference.rst new file mode 100755 index 0000000..cad5c21 --- /dev/null +++ b/assets/scripts/vendor/HC/docs/reference.rst @@ -0,0 +1,16 @@ +Reference +========= + +HC is composed of several parts. Most of the time, you will only have to deal +with the main module and the `Shapes` sub-module, but the other modules are +at your disposal if you need them. + +.. toctree:: + :maxdepth: 2 + + HC + HC.shapes + HC.polygon + HC.spatialhash + HC.vector + HC.class diff --git a/assets/scripts/vendor/HC/docs/tutorial.rst b/assets/scripts/vendor/HC/docs/tutorial.rst new file mode 100755 index 0000000..76f295a --- /dev/null +++ b/assets/scripts/vendor/HC/docs/tutorial.rst @@ -0,0 +1,4 @@ +Tutorial +======== + +To be rewritten. diff --git a/assets/scripts/vendor/HC/gjk.lua b/assets/scripts/vendor/HC/gjk.lua new file mode 100755 index 0000000..ebaad05 --- /dev/null +++ b/assets/scripts/vendor/HC/gjk.lua @@ -0,0 +1,193 @@ +--[[ +Copyright (c) 2012 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local _PACKAGE = (...):match("^(.+)%.[^%.]+") +local vector = require(_PACKAGE .. '.vector-light') +local huge, abs = math.huge, math.abs + +local function support(shape_a, shape_b, dx, dy) + local x,y = shape_a:support(dx,dy) + return vector.sub(x,y, shape_b:support(-dx, -dy)) +end + +-- returns closest edge to the origin +local function closest_edge(simplex) + local e = {dist = huge} + + local i = #simplex-1 + for k = 1,#simplex-1,2 do + local ax,ay = simplex[i], simplex[i+1] + local bx,by = simplex[k], simplex[k+1] + i = k + + local ex,ey = vector.perpendicular(bx-ax, by-ay) + local nx,ny = vector.normalize(ex,ey) + local d = vector.dot(ax,ay, nx,ny) + + if d < e.dist then + e.dist = d + e.nx, e.ny = nx, ny + e.i = k + end + end + + return e +end + +local function EPA(shape_a, shape_b, simplex) + -- make sure simplex is oriented counter clockwise + local cx,cy, bx,by, ax,ay = unpack(simplex) + if vector.dot(ax-bx,ay-by, cx-bx,cy-by) < 0 then + simplex[1],simplex[2] = ax,ay + simplex[5],simplex[6] = cx,cy + end + + -- the expanding polytype algorithm + local is_either_circle = shape_a._center or shape_b._center + local last_diff_dist = huge + while true do + local e = closest_edge(simplex) + local px,py = support(shape_a, shape_b, e.nx, e.ny) + local d = vector.dot(px,py, e.nx, e.ny) + + local diff_dist = d - e.dist + if diff_dist < 1e-6 or (is_either_circle and abs(last_diff_dist - diff_dist) < 1e-10) then + return -d*e.nx, -d*e.ny + end + last_diff_dist = diff_dist + + -- simplex = {..., simplex[e.i-1], px, py, simplex[e.i] + table.insert(simplex, e.i, py) + table.insert(simplex, e.i, px) + end +end + +-- : : origin must be in plane between A and B +-- B o------o A since A is the furthest point on the MD +-- : : in direction of the origin. +local function do_line(simplex) + local bx,by, ax,ay = unpack(simplex) + + local abx,aby = bx-ax, by-ay + + local dx,dy = vector.perpendicular(abx,aby) + + if vector.dot(dx,dy, -ax,-ay) < 0 then + dx,dy = -dx,-dy + end + return simplex, dx,dy +end + +-- B .' +-- o-._ 1 +-- | `-. .' The origin can only be in regions 1, 3 or 4: +-- | 4 o A 2 A lies on the edge of the MD and we came +-- | _.-' '. from left of BC. +-- o-' 3 +-- C '. +local function do_triangle(simplex) + local cx,cy, bx,by, ax,ay = unpack(simplex) + local aox,aoy = -ax,-ay + local abx,aby = bx-ax, by-ay + local acx,acy = cx-ax, cy-ay + + -- test region 1 + local dx,dy = vector.perpendicular(abx,aby) + if vector.dot(dx,dy, acx,acy) > 0 then + dx,dy = -dx,-dy + end + if vector.dot(dx,dy, aox,aoy) > 0 then + -- simplex = {bx,by, ax,ay} + simplex[1], simplex[2] = bx,by + simplex[3], simplex[4] = ax,ay + simplex[5], simplex[6] = nil, nil + return simplex, dx,dy + end + + -- test region 3 + dx,dy = vector.perpendicular(acx,acy) + if vector.dot(dx,dy, abx,aby) > 0 then + dx,dy = -dx,-dy + end + if vector.dot(dx,dy, aox, aoy) > 0 then + -- simplex = {cx,cy, ax,ay} + simplex[3], simplex[4] = ax,ay + simplex[5], simplex[6] = nil, nil + return simplex, dx,dy + end + + -- must be in region 4 + return simplex +end + +local function GJK(shape_a, shape_b) + local ax,ay = support(shape_a, shape_b, 1,0) + if ax == 0 and ay == 0 then + -- only true if shape_a and shape_b are touching in a vertex, e.g. + -- .--- .---. + -- | A | .-. | B | support(A, 1,0) = x + -- '---x---. or : A :x---' support(B, -1,0) = x + -- | B | `-' => support(A,B,1,0) = x - x = 0 + -- '---' + -- Since CircleShape:support(dx,dy) normalizes dx,dy we have to opt + -- out or the algorithm blows up. In accordance to the cases below + -- choose to judge this situation as not colliding. + return false + end + + local simplex = {ax,ay} + local n = 2 + local dx,dy = -ax,-ay + + -- first iteration: line case + ax,ay = support(shape_a, shape_b, dx,dy) + if vector.dot(ax,ay, dx,dy) <= 0 then + return false + end + + simplex[n+1], simplex[n+2] = ax,ay + simplex, dx, dy = do_line(simplex, dx, dy) + n = 4 + + -- all other iterations must be the triangle case + while true do + ax,ay = support(shape_a, shape_b, dx,dy) + + if vector.dot(ax,ay, dx,dy) <= 0 then + return false + end + + simplex[n+1], simplex[n+2] = ax,ay + simplex, dx, dy = do_triangle(simplex, dx,dy) + n = #simplex + + if n == 6 then + return true, EPA(shape_a, shape_b, simplex) + end + end +end + +return GJK diff --git a/assets/scripts/vendor/HC/init.lua b/assets/scripts/vendor/HC/init.lua new file mode 100755 index 0000000..3605eb1 --- /dev/null +++ b/assets/scripts/vendor/HC/init.lua @@ -0,0 +1,142 @@ +--[[ +Copyright (c) 2011 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local _NAME, common_local = ..., common +if not (type(common) == 'table' and common.class and common.instance) then + assert(common_class ~= false, 'No class commons specification available.') + require(_NAME .. '.class') +end +local Shapes = require(_NAME .. '.shapes') +local Spatialhash = require(_NAME .. '.spatialhash') + +-- reset global table `common' (required by class commons) +if common_local ~= common then + common_local, common = common, common_local +end + +local newPolygonShape = Shapes.newPolygonShape +local newCircleShape = Shapes.newCircleShape +local newPointShape = Shapes.newPointShape + +local HC = {} +function HC:init(cell_size) + self.hash = common_local.instance(Spatialhash, cell_size or 100) +end + +-- spatial hash management +function HC:resetHash(cell_size) + local hash = self.hash + self.hash = common_local.instance(Spatialhash, cell_size or 100) + for shape in pairs(hash:shapes()) do + self.hash:register(shape, shape:bbox()) + end + return self +end + +function HC:register(shape) + self.hash:register(shape, shape:bbox()) + + -- keep track of where/how big the shape is + for _, f in ipairs({'move', 'rotate', 'scale'}) do + local old_function = shape[f] + shape[f] = function(this, ...) + local x1,y1,x2,y2 = this:bbox() + old_function(this, ...) + self.hash:update(this, x1,y1,x2,y2, this:bbox()) + return this + end + end + + return shape +end + +function HC:remove(shape) + self.hash:remove(shape, shape:bbox()) + for _, f in ipairs({'move', 'rotate', 'scale'}) do + shape[f] = function() + error(f.."() called on a removed shape") + end + end + return self +end + +-- shape constructors +function HC:polygon(...) + return self:register(newPolygonShape(...)) +end + +function HC:rectangle(x,y,w,h) + return self:polygon(x,y, x+w,y, x+w,y+h, x,y+h) +end + +function HC:circle(x,y,r) + return self:register(newCircleShape(x,y,r)) +end + +function HC:point(x,y) + return self:register(newPointShape(x,y)) +end + +-- collision detection +function HC:neighbors(shape) + local neighbors = self.hash:inSameCells(shape:bbox()) + rawset(neighbors, shape, nil) + return neighbors +end + +function HC:collisions(shape) + local candidates = self:neighbors(shape) + for other in pairs(candidates) do + local collides, dx, dy = shape:collidesWith(other) + if collides then + rawset(candidates, other, {dx,dy, x=dx, y=dy}) + else + rawset(candidates, other, nil) + end + end + return candidates +end + +-- the class and the instance +HC = common_local.class('HardonCollider', HC) +local instance = common_local.instance(HC) + +-- the module +return setmetatable({ + new = function(...) return common_local.instance(HC, ...) end, + resetHash = function(...) return instance:resetHash(...) end, + register = function(...) return instance:register(...) end, + remove = function(...) return instance:remove(...) end, + + polygon = function(...) return instance:polygon(...) end, + rectangle = function(...) return instance:rectangle(...) end, + circle = function(...) return instance:circle(...) end, + point = function(...) return instance:point(...) end, + + neighbors = function(...) return instance:neighbors(...) end, + collisions = function(...) return instance:collisions(...) end, + hash = function() return instance.hash end, +}, {__call = function(_, ...) return common_local.instance(HC, ...) end}) diff --git a/assets/scripts/vendor/HC/polygon.lua b/assets/scripts/vendor/HC/polygon.lua new file mode 100755 index 0000000..857eda7 --- /dev/null +++ b/assets/scripts/vendor/HC/polygon.lua @@ -0,0 +1,474 @@ +--[[ +Copyright (c) 2011 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local _PACKAGE, common_local = (...):match("^(.+)%.[^%.]+"), common +if not (type(common) == 'table' and common.class and common.instance) then + assert(common_class ~= false, 'No class commons specification available.') + require(_PACKAGE .. '.class') + common_local, common = common, common_local +end +local vector = require(_PACKAGE .. '.vector-light') + +---------------------------- +-- Private helper functions +-- +-- create vertex list of coordinate pairs +local function toVertexList(vertices, x,y, ...) + if not (x and y) then return vertices end -- no more arguments + + vertices[#vertices + 1] = {x = x, y = y} -- set vertex + return toVertexList(vertices, ...) -- recurse +end + +-- returns true if three vertices lie on a line +local function areCollinear(p, q, r, eps) + return math.abs(vector.det(q.x-p.x, q.y-p.y, r.x-p.x,r.y-p.y)) <= (eps or 1e-32) +end +-- remove vertices that lie on a line +local function removeCollinear(vertices) + local ret = {} + local i,k = #vertices - 1, #vertices + for l=1,#vertices do + if not areCollinear(vertices[i], vertices[k], vertices[l]) then + ret[#ret+1] = vertices[k] + end + i,k = k,l + end + return ret +end + +-- get index of rightmost vertex (for testing orientation) +local function getIndexOfleftmost(vertices) + local idx = 1 + for i = 2,#vertices do + if vertices[i].x < vertices[idx].x then + idx = i + end + end + return idx +end + +-- returns true if three points make a counter clockwise turn +local function ccw(p, q, r) + return vector.det(q.x-p.x, q.y-p.y, r.x-p.x, r.y-p.y) >= 0 +end + +-- test wether a and b lie on the same side of the line c->d +local function onSameSide(a,b, c,d) + local px, py = d.x-c.x, d.y-c.y + local l = vector.det(px,py, a.x-c.x, a.y-c.y) + local m = vector.det(px,py, b.x-c.x, b.y-c.y) + return l*m >= 0 +end + +local function pointInTriangle(p, a,b,c) + return onSameSide(p,a, b,c) and onSameSide(p,b, a,c) and onSameSide(p,c, a,b) +end + +-- test whether any point in vertices (but pqr) lies in the triangle pqr +-- note: vertices is *set*, not a list! +local function anyPointInTriangle(vertices, p,q,r) + for v in pairs(vertices) do + if v ~= p and v ~= q and v ~= r and pointInTriangle(v, p,q,r) then + return true + end + end + return false +end + +-- test is the triangle pqr is an "ear" of the polygon +-- note: vertices is *set*, not a list! +local function isEar(p,q,r, vertices) + return ccw(p,q,r) and not anyPointInTriangle(vertices, p,q,r) +end + +local function segmentsInterset(a,b, p,q) + return not (onSameSide(a,b, p,q) or onSameSide(p,q, a,b)) +end + +-- returns starting/ending indices of shared edge, i.e. if p and q share the +-- edge with indices p1,p2 of p and q1,q2 of q, the return value is p1,q2 +local function getSharedEdge(p,q) + local pindex = setmetatable({}, {__index = function(t,k) + local s = {} + t[k] = s + return s + end}) + + -- record indices of vertices in p by their coordinates + for i = 1,#p do + pindex[p[i].x][p[i].y] = i + end + + -- iterate over all edges in q. if both endpoints of that + -- edge are in p as well, return the indices of the starting + -- vertex + local i,k = #q,1 + for k = 1,#q do + local v,w = q[i], q[k] + if pindex[v.x][v.y] and pindex[w.x][w.y] then + return pindex[w.x][w.y], k + end + i = k + end +end + +----------------- +-- Polygon class +-- +local Polygon = {} +function Polygon:init(...) + local vertices = removeCollinear( toVertexList({}, ...) ) + assert(#vertices >= 3, "Need at least 3 non collinear points to build polygon (got "..#vertices..")") + + -- assert polygon is oriented counter clockwise + local r = getIndexOfleftmost(vertices) + local q = r > 1 and r - 1 or #vertices + local s = r < #vertices and r + 1 or 1 + if not ccw(vertices[q], vertices[r], vertices[s]) then -- reverse order if polygon is not ccw + local tmp = {} + for i=#vertices,1,-1 do + tmp[#tmp + 1] = vertices[i] + end + vertices = tmp + end + + -- assert polygon is not self-intersecting + -- outer: only need to check segments #vert;1, 1;2, ..., #vert-3;#vert-2 + -- inner: only need to check unconnected segments + local q,p = vertices[#vertices] + for i = 1,#vertices-2 do + p, q = q, vertices[i] + for k = i+1,#vertices-1 do + local a,b = vertices[k], vertices[k+1] + assert(not segmentsInterset(p,q, a,b), 'Polygon may not intersect itself') + end + end + + self.vertices = vertices + -- make vertices immutable + setmetatable(self.vertices, {__newindex = function() error("Thou shall not change a polygon's vertices!") end}) + + -- compute polygon area and centroid + local p,q = vertices[#vertices], vertices[1] + local det = vector.det(p.x,p.y, q.x,q.y) -- also used below + self.area = det + for i = 2,#vertices do + p,q = q,vertices[i] + self.area = self.area + vector.det(p.x,p.y, q.x,q.y) + end + self.area = self.area / 2 + + p,q = vertices[#vertices], vertices[1] + self.centroid = {x = (p.x+q.x)*det, y = (p.y+q.y)*det} + for i = 2,#vertices do + p,q = q,vertices[i] + det = vector.det(p.x,p.y, q.x,q.y) + self.centroid.x = self.centroid.x + (p.x+q.x) * det + self.centroid.y = self.centroid.y + (p.y+q.y) * det + end + self.centroid.x = self.centroid.x / (6 * self.area) + self.centroid.y = self.centroid.y / (6 * self.area) + + -- get outcircle + self._radius = 0 + for i = 1,#vertices do + self._radius = math.max(self._radius, + vector.dist(vertices[i].x,vertices[i].y, self.centroid.x,self.centroid.y)) + end +end +local newPolygon + + +-- return vertices as x1,y1,x2,y2, ..., xn,yn +function Polygon:unpack() + local v = {} + for i = 1,#self.vertices do + v[2*i-1] = self.vertices[i].x + v[2*i] = self.vertices[i].y + end + return unpack(v) +end + +-- deep copy of the polygon +function Polygon:clone() + return Polygon( self:unpack() ) +end + +-- get bounding box +function Polygon:bbox() + local ulx,uly = self.vertices[1].x, self.vertices[1].y + local lrx,lry = ulx,uly + for i=2,#self.vertices do + local p = self.vertices[i] + if ulx > p.x then ulx = p.x end + if uly > p.y then uly = p.y end + + if lrx < p.x then lrx = p.x end + if lry < p.y then lry = p.y end + end + + return ulx,uly, lrx,lry +end + +-- a polygon is convex if all edges are oriented ccw +function Polygon:isConvex() + local function isConvex() + local v = self.vertices + if #v == 3 then return true end + + if not ccw(v[#v], v[1], v[2]) then + return false + end + for i = 2,#v-1 do + if not ccw(v[i-1], v[i], v[i+1]) then + return false + end + end + if not ccw(v[#v-1], v[#v], v[1]) then + return false + end + return true + end + + -- replace function so that this will only be computed once + local status = isConvex() + self.isConvex = function() return status end + return status +end + +function Polygon:move(dx, dy) + if not dy then + dx, dy = dx:unpack() + end + for i,v in ipairs(self.vertices) do + v.x = v.x + dx + v.y = v.y + dy + end + self.centroid.x = self.centroid.x + dx + self.centroid.y = self.centroid.y + dy +end + +function Polygon:rotate(angle, cx, cy) + if not (cx and cy) then + cx,cy = self.centroid.x, self.centroid.y + end + for i,v in ipairs(self.vertices) do + -- v = (v - center):rotate(angle) + center + v.x,v.y = vector.add(cx,cy, vector.rotate(angle, v.x-cx, v.y-cy)) + end + local v = self.centroid + v.x,v.y = vector.add(cx,cy, vector.rotate(angle, v.x-cx, v.y-cy)) +end + +function Polygon:scale(s, cx,cy) + if not (cx and cy) then + cx,cy = self.centroid.x, self.centroid.y + end + for i,v in ipairs(self.vertices) do + -- v = (v - center) * s + center + v.x,v.y = vector.add(cx,cy, vector.mul(s, v.x-cx, v.y-cy)) + end + self._radius = self._radius * s +end + +-- triangulation by the method of kong +function Polygon:triangulate() + if #self.vertices == 3 then return {self:clone()} end + + local vertices = self.vertices + + local next_idx, prev_idx = {}, {} + for i = 1,#vertices do + next_idx[i], prev_idx[i] = i+1,i-1 + end + next_idx[#next_idx], prev_idx[1] = 1, #prev_idx + + local concave = {} + for i, v in ipairs(vertices) do + if not ccw(vertices[prev_idx[i]], v, vertices[next_idx[i]]) then + concave[v] = true + end + end + + local triangles = {} + local n_vert, current, skipped, next, prev = #vertices, 1, 0 + while n_vert > 3 do + next, prev = next_idx[current], prev_idx[current] + local p,q,r = vertices[prev], vertices[current], vertices[next] + if isEar(p,q,r, concave) then + triangles[#triangles+1] = newPolygon(p.x,p.y, q.x,q.y, r.x,r.y) + next_idx[prev], prev_idx[next] = next, prev + concave[q] = nil + n_vert, skipped = n_vert - 1, 0 + else + skipped = skipped + 1 + assert(skipped <= n_vert, "Cannot triangulate polygon") + end + current = next + end + + next, prev = next_idx[current], prev_idx[current] + local p,q,r = vertices[prev], vertices[current], vertices[next] + triangles[#triangles+1] = newPolygon(p.x,p.y, q.x,q.y, r.x,r.y) + return triangles +end + +-- return merged polygon if possible or nil otherwise +function Polygon:mergedWith(other) + local p,q = getSharedEdge(self.vertices, other.vertices) + assert(p and q, "Polygons do not share an edge") + + local ret = {} + for i = 1,p-1 do + ret[#ret+1] = self.vertices[i].x + ret[#ret+1] = self.vertices[i].y + end + + for i = 0,#other.vertices-2 do + i = ((i-1 + q) % #other.vertices) + 1 + ret[#ret+1] = other.vertices[i].x + ret[#ret+1] = other.vertices[i].y + end + + for i = p+1,#self.vertices do + ret[#ret+1] = self.vertices[i].x + ret[#ret+1] = self.vertices[i].y + end + + return newPolygon(unpack(ret)) +end + +-- split polygon into convex polygons. +-- note that this won't be the optimal split in most cases, as +-- finding the optimal split is a really hard problem. +-- the method is to first triangulate and then greedily merge +-- the triangles. +function Polygon:splitConvex() + -- edge case: polygon is a triangle or already convex + if #self.vertices <= 3 or self:isConvex() then return {self:clone()} end + + local convex = self:triangulate() + local i = 1 + repeat + local p = convex[i] + local k = i + 1 + while k <= #convex do + local success, merged = pcall(function() return p:mergedWith(convex[k]) end) + if success and merged:isConvex() then + convex[i] = merged + p = convex[i] + table.remove(convex, k) + else + k = k + 1 + end + end + i = i + 1 + until i >= #convex + + return convex +end + +function Polygon:contains(x,y) + -- test if an edge cuts the ray + local function cut_ray(p,q) + return ((p.y > y and q.y < y) or (p.y < y and q.y > y)) -- possible cut + and (x - p.x < (y - p.y) * (q.x - p.x) / (q.y - p.y)) -- x < cut.x + end + + -- test if the ray crosses boundary from interior to exterior. + -- this is needed due to edge cases, when the ray passes through + -- polygon corners + local function cross_boundary(p,q) + return (p.y == y and p.x > x and q.y < y) + or (q.y == y and q.x > x and p.y < y) + end + + local v = self.vertices + local in_polygon = false + local p,q = v[#v],v[#v] + for i = 1, #v do + p,q = q,v[i] + if cut_ray(p,q) or cross_boundary(p,q) then + in_polygon = not in_polygon + end + end + return in_polygon +end + +function Polygon:intersectionsWithRay(x,y, dx,dy) + local nx,ny = vector.perpendicular(dx,dy) + local wx,wy,det + + local ts = {} -- ray parameters of each intersection + local q1,q2 = nil, self.vertices[#self.vertices] + for i = 1, #self.vertices do + q1,q2 = q2,self.vertices[i] + wx,wy = q2.x - q1.x, q2.y - q1.y + det = vector.det(dx,dy, wx,wy) + + if det ~= 0 then + -- there is an intersection point. check if it lies on both + -- the ray and the segment. + local rx,ry = q2.x - x, q2.y - y + local l = vector.det(rx,ry, wx,wy) / det + local m = vector.det(dx,dy, rx,ry) / det + if m >= 0 and m <= 1 then + -- we cannot jump out early here (i.e. when l > tmin) because + -- the polygon might be concave + ts[#ts+1] = l + end + else + -- lines parralel or incident. get distance of line to + -- anchor point. if they are incident, check if an endpoint + -- lies on the ray + local dist = vector.dot(q1.x-x,q1.y-y, nx,ny) + if dist == 0 then + local l = vector.dot(dx,dy, q1.x-x,q1.y-y) + local m = vector.dot(dx,dy, q2.x-x,q2.y-y) + if l >= m then + ts[#ts+1] = l + else + ts[#ts+1] = m + end + end + end + end + + return ts +end + +function Polygon:intersectsRay(x,y, dx,dy) + local tmin = math.huge + for _, t in ipairs(self:intersectionsWithRay(x,y,dx,dy)) do + tmin = math.min(tmin, t) + end + return tmin ~= math.huge, tmin +end + +Polygon = common_local.class('Polygon', Polygon) +newPolygon = function(...) return common_local.instance(Polygon, ...) end +return Polygon diff --git a/assets/scripts/vendor/HC/shapes.lua b/assets/scripts/vendor/HC/shapes.lua new file mode 100755 index 0000000..29fb01d --- /dev/null +++ b/assets/scripts/vendor/HC/shapes.lua @@ -0,0 +1,466 @@ +--[[ +Copyright (c) 2011 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local math_min, math_sqrt, math_huge = math.min, math.sqrt, math.huge + +local _PACKAGE, common_local = (...):match("^(.+)%.[^%.]+"), common +if not (type(common) == 'table' and common.class and common.instance) then + assert(common_class ~= false, 'No class commons specification available.') + require(_PACKAGE .. '.class') +end +local vector = require(_PACKAGE .. '.vector-light') +local Polygon = require(_PACKAGE .. '.polygon') +local GJK = require(_PACKAGE .. '.gjk') -- actual collision detection + +-- reset global table `common' (required by class commons) +if common_local ~= common then + common_local, common = common, common_local +end + +-- +-- base class +-- +local Shape = {} +function Shape:init(t) + self._type = t + self._rotation = 0 +end + +function Shape:moveTo(x,y) + local cx,cy = self:center() + self:move(x - cx, y - cy) +end + +function Shape:rotation() + return self._rotation +end + +function Shape:rotate(angle) + self._rotation = self._rotation + angle +end + +function Shape:setRotation(angle, x,y) + return self:rotate(angle - self._rotation, x,y) +end + +-- +-- class definitions +-- +local ConvexPolygonShape = {} +function ConvexPolygonShape:init(polygon) + Shape.init(self, 'polygon') + assert(polygon:isConvex(), "Polygon is not convex.") + self._polygon = polygon +end + +local ConcavePolygonShape = {} +function ConcavePolygonShape:init(poly) + Shape.init(self, 'compound') + self._polygon = poly + self._shapes = poly:splitConvex() + for i,s in ipairs(self._shapes) do + self._shapes[i] = common_local.instance(ConvexPolygonShape, s) + end +end + +local CircleShape = {} +function CircleShape:init(cx,cy, radius) + Shape.init(self, 'circle') + self._center = {x = cx, y = cy} + self._radius = radius +end + +local PointShape = {} +function PointShape:init(x,y) + Shape.init(self, 'point') + self._pos = {x = x, y = y} +end + +-- +-- collision functions +-- +function ConvexPolygonShape:support(dx,dy) + local v = self._polygon.vertices + local max, vmax = -math_huge + for i = 1,#v do + local d = vector.dot(v[i].x,v[i].y, dx,dy) + if d > max then + max, vmax = d, v[i] + end + end + return vmax.x, vmax.y +end + +function CircleShape:support(dx,dy) + return vector.add(self._center.x, self._center.y, + vector.mul(self._radius, vector.normalize(dx,dy))) +end + +-- collision dispatching: +-- let circle shape or compund shape handle the collision +function ConvexPolygonShape:collidesWith(other) + if self == other then return false end + if other._type ~= 'polygon' then + local collide, sx,sy = other:collidesWith(self) + return collide, sx and -sx, sy and -sy + end + + -- else: type is POLYGON + return GJK(self, other) +end + +function ConcavePolygonShape:collidesWith(other) + if self == other then return false end + if other._type == 'point' then + return other:collidesWith(self) + end + + -- TODO: better way of doing this. report all the separations? + local collide,dx,dy = false,0,0 + for _,s in ipairs(self._shapes) do + local status, sx,sy = s:collidesWith(other) + collide = collide or status + if status then + if math.abs(dx) < math.abs(sx) then + dx = sx + end + if math.abs(dy) < math.abs(sy) then + dy = sy + end + end + end + return collide, dx, dy +end + +function CircleShape:collidesWith(other) + if self == other then return false end + if other._type == 'circle' then + local px,py = self._center.x-other._center.x, self._center.y-other._center.y + local d = vector.len2(px,py) + local radii = self._radius + other._radius + if d < radii*radii then + -- if circles overlap, push it out upwards + if d == 0 then return true, 0,radii end + -- otherwise push out in best direction + return true, vector.mul(radii - math_sqrt(d), vector.normalize(px,py)) + end + return false + elseif other._type == 'polygon' then + return GJK(self, other) + end + + -- else: let the other shape decide + local collide, sx,sy = other:collidesWith(self) + return collide, sx and -sx, sy and -sy +end + +function PointShape:collidesWith(other) + if self == other then return false end + if other._type == 'point' then + return (self._pos == other._pos), 0,0 + end + return other:contains(self._pos.x, self._pos.y), 0,0 +end + +-- +-- point location/ray intersection +-- +function ConvexPolygonShape:contains(x,y) + return self._polygon:contains(x,y) +end + +function ConcavePolygonShape:contains(x,y) + return self._polygon:contains(x,y) +end + +function CircleShape:contains(x,y) + return vector.len2(x-self._center.x, y-self._center.y) < self._radius * self._radius +end + +function PointShape:contains(x,y) + return x == self._pos.x and y == self._pos.y +end + + +function ConcavePolygonShape:intersectsRay(x,y, dx,dy) + return self._polygon:intersectsRay(x,y, dx,dy) +end + +function ConvexPolygonShape:intersectsRay(x,y, dx,dy) + return self._polygon:intersectsRay(x,y, dx,dy) +end + +function ConcavePolygonShape:intersectionsWithRay(x,y, dx,dy) + return self._polygon:intersectionsWithRay(x,y, dx,dy) +end + +function ConvexPolygonShape:intersectionsWithRay(x,y, dx,dy) + return self._polygon:intersectionsWithRay(x,y, dx,dy) +end + +-- circle intersection if distance of ray/center is smaller +-- than radius. +-- with r(s) = p + d*s = (x,y) + (dx,dy) * s defining the ray and +-- (x - cx)^2 + (y - cy)^2 = r^2, this problem is eqivalent to +-- solving [with c = (cx,cy)]: +-- +-- d*d s^2 + 2 d*(p-c) s + (p-c)*(p-c)-r^2 = 0 +function CircleShape:intersectionsWithRay(x,y, dx,dy) + local pcx,pcy = x-self._center.x, y-self._center.y + + local a = vector.len2(dx,dy) + local b = 2 * vector.dot(dx,dy, pcx,pcy) + local c = vector.len2(pcx,pcy) - self._radius * self._radius + local discr = b*b - 4*a*c + + if discr < 0 then return {} end + + discr = math_sqrt(discr) + local ts, t1, t2 = {}, discr-b, -discr-b + if t1 >= 0 then ts[#ts+1] = t1/(2*a) end + if t2 >= 0 then ts[#ts+1] = t2/(2*a) end + return ts +end + +function CircleShape:intersectsRay(x,y, dx,dy) + local tmin = math_huge + for _, t in ipairs(self:intersectionsWithRay(x,y,dx,dy)) do + tmin = math_min(t, tmin) + end + return tmin ~= math_huge, tmin +end + +-- point shape intersects ray if it lies on the ray +function PointShape:intersectsRay(x,y, dx,dy) + local px,py = self._pos.x-x, self._pos.y-y + local t = vector.dot(px,py, dx,dy) / vector.len2(dx,dy) + return t >= 0, t +end + +function PointShape:intersectionsWithRay(x,y, dx,dy) + local intersects, t = self:intersectsRay(x,y, dx,dy) + return intersects and {t} or {} +end + +-- +-- auxiliary +-- +function ConvexPolygonShape:center() + return self._polygon.centroid.x, self._polygon.centroid.y +end + +function ConcavePolygonShape:center() + return self._polygon.centroid.x, self._polygon.centroid.y +end + +function CircleShape:center() + return self._center.x, self._center.y +end + +function PointShape:center() + return self._pos.x, self._pos.y +end + +function ConvexPolygonShape:outcircle() + local cx,cy = self:center() + return cx,cy, self._polygon._radius +end + +function ConcavePolygonShape:outcircle() + local cx,cy = self:center() + return cx,cy, self._polygon._radius +end + +function CircleShape:outcircle() + local cx,cy = self:center() + return cx,cy, self._radius +end + +function PointShape:outcircle() + return self._pos.x, self._pos.y, 0 +end + +function ConvexPolygonShape:bbox() + return self._polygon:bbox() +end + +function ConcavePolygonShape:bbox() + return self._polygon:bbox() +end + +function CircleShape:bbox() + local cx,cy = self:center() + local r = self._radius + return cx-r,cy-r, cx+r,cy+r +end + +function PointShape:bbox() + local x,y = self:center() + return x,y,x,y +end + + +function ConvexPolygonShape:move(x,y) + self._polygon:move(x,y) +end + +function ConcavePolygonShape:move(x,y) + self._polygon:move(x,y) + for _,p in ipairs(self._shapes) do + p:move(x,y) + end +end + +function CircleShape:move(x,y) + self._center.x = self._center.x + x + self._center.y = self._center.y + y +end + +function PointShape:move(x,y) + self._pos.x = self._pos.x + x + self._pos.y = self._pos.y + y +end + + +function ConcavePolygonShape:rotate(angle,cx,cy) + Shape.rotate(self, angle) + if not (cx and cy) then + cx,cy = self:center() + end + self._polygon:rotate(angle,cx,cy) + for _,p in ipairs(self._shapes) do + p:rotate(angle, cx,cy) + end +end + +function ConvexPolygonShape:rotate(angle, cx,cy) + Shape.rotate(self, angle) + self._polygon:rotate(angle, cx, cy) +end + +function CircleShape:rotate(angle, cx,cy) + Shape.rotate(self, angle) + if not (cx and cy) then return end + self._center.x,self._center.y = vector.add(cx,cy, vector.rotate(angle, self._center.x-cx, self._center.y-cy)) +end + +function PointShape:rotate(angle, cx,cy) + Shape.rotate(self, angle) + if not (cx and cy) then return end + self._pos.x,self._pos.y = vector.add(cx,cy, vector.rotate(angle, self._pos.x-cx, self._pos.y-cy)) +end + + +function ConcavePolygonShape:scale(s) + assert(type(s) == "number" and s > 0, "Invalid argument. Scale must be greater than 0") + local cx,cy = self:center() + self._polygon:scale(s, cx,cy) + for _, p in ipairs(self._shapes) do + local dx,dy = vector.sub(cx,cy, p:center()) + p:scale(s) + p:moveTo(cx-dx*s, cy-dy*s) + end +end + +function ConvexPolygonShape:scale(s) + assert(type(s) == "number" and s > 0, "Invalid argument. Scale must be greater than 0") + self._polygon:scale(s, self:center()) +end + +function CircleShape:scale(s) + assert(type(s) == "number" and s > 0, "Invalid argument. Scale must be greater than 0") + self._radius = self._radius * s +end + +function PointShape:scale() + -- nothing +end + + +function ConvexPolygonShape:draw(mode) + mode = mode or 'line' + love.graphics.polygon(mode, self._polygon:unpack()) +end + +function ConcavePolygonShape:draw(mode, wireframe) + local mode = mode or 'line' + if mode == 'line' then + love.graphics.polygon('line', self._polygon:unpack()) + if not wireframe then return end + end + for _,p in ipairs(self._shapes) do + love.graphics.polygon(mode, p._polygon:unpack()) + end +end + +function CircleShape:draw(mode, segments) + love.graphics.circle(mode or 'line', self:outcircle()) +end + +function PointShape:draw() + love.graphics.point(self:center()) +end + + +Shape = common_local.class('Shape', Shape) +ConvexPolygonShape = common_local.class('ConvexPolygonShape', ConvexPolygonShape, Shape) +ConcavePolygonShape = common_local.class('ConcavePolygonShape', ConcavePolygonShape, Shape) +CircleShape = common_local.class('CircleShape', CircleShape, Shape) +PointShape = common_local.class('PointShape', PointShape, Shape) + +local function newPolygonShape(polygon, ...) + -- create from coordinates if needed + if type(polygon) == "number" then + polygon = common_local.instance(Polygon, polygon, ...) + else + polygon = polygon:clone() + end + + if polygon:isConvex() then + return common_local.instance(ConvexPolygonShape, polygon) + end + + return common_local.instance(ConcavePolygonShape, polygon) +end + +local function newCircleShape(...) + return common_local.instance(CircleShape, ...) +end + +local function newPointShape(...) + return common_local.instance(PointShape, ...) +end + +return { + ConcavePolygonShape = ConcavePolygonShape, + ConvexPolygonShape = ConvexPolygonShape, + CircleShape = CircleShape, + PointShape = PointShape, + newPolygonShape = newPolygonShape, + newCircleShape = newCircleShape, + newPointShape = newPointShape, +} + diff --git a/assets/scripts/vendor/HC/spatialhash.lua b/assets/scripts/vendor/HC/spatialhash.lua new file mode 100755 index 0000000..384db8b --- /dev/null +++ b/assets/scripts/vendor/HC/spatialhash.lua @@ -0,0 +1,202 @@ +--[[ +Copyright (c) 2011 Matthias Richter +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local floor = math.floor +local min, max = math.min, math.max + +local _PACKAGE, common_local = (...):match("^(.+)%.[^%.]+"), common +if not (type(common) == 'table' and common.class and common.instance) then + assert(common_class ~= false, 'No class commons specification available.') + require(_PACKAGE .. '.class') + common_local, common = common, common_local +end + +local Spatialhash = {} +function Spatialhash:init(cell_size) + self.cell_size = cell_size or 100 + self.cells = {} +end + +function Spatialhash:cellCoords(x,y) + return floor(x / self.cell_size), floor(y / self.cell_size) +end + +function Spatialhash:cell(i,k) + local row = rawget(self.cells, i) + if not row then + row = {} + rawset(self.cells, i, row) + end + + local cell = rawget(row, k) + if not cell then + cell = setmetatable({}, {__mode = "kv"}) + rawset(row, k, cell) + end + + return cell +end + +function Spatialhash:cellAt(x,y) + return self:cell(self:cellCoords(x,y)) +end + + -- get all shapes +function Spatialhash:shapes() + local set = {} + for i,row in pairs(self.cells) do + for k,cell in pairs(row) do + for obj in pairs(cell) do + rawset(set, obj, obj) + end + end + end + return set +end + +-- get all shapes that are in the same cells as the bbox x1,y1 '--. x2,y2 +function Spatialhash:inSameCells(x1,y1, x2,y2) + local set = {} + x1, y1 = self:cellCoords(x1, y1) + x2, y2 = self:cellCoords(x2, y2) + for i = x1,x2 do + for k = y1,y2 do + for obj in pairs(self:cell(i,k)) do + rawset(set, obj, obj) + end + end + end + return set +end + +function Spatialhash:register(obj, x1, y1, x2, y2) + x1, y1 = self:cellCoords(x1, y1) + x2, y2 = self:cellCoords(x2, y2) + for i = x1,x2 do + for k = y1,y2 do + rawset(self:cell(i,k), obj, obj) + end + end +end + +function Spatialhash:remove(obj, x1, y1, x2,y2) + -- no bbox given. => must check all cells + if not (x1 and y1 and x2 and y2) then + for _,row in pairs(self.cells) do + for _,cell in pairs(row) do + rawset(cell, obj, nil) + end + end + return + end + + -- else: remove only from bbox + x1,y1 = self:cellCoords(x1,y1) + x2,y2 = self:cellCoords(x2,y2) + for i = x1,x2 do + for k = y1,y2 do + rawset(self:cell(i,k), obj, nil) + end + end +end + +-- update an objects position +function Spatialhash:update(obj, old_x1,old_y1, old_x2,old_y2, new_x1,new_y1, new_x2,new_y2) + old_x1, old_y1 = self:cellCoords(old_x1, old_y1) + old_x2, old_y2 = self:cellCoords(old_x2, old_y2) + + new_x1, new_y1 = self:cellCoords(new_x1, new_y1) + new_x2, new_y2 = self:cellCoords(new_x2, new_y2) + + if old_x1 == new_x1 and old_y1 == new_y1 and + old_x2 == new_x2 and old_y2 == new_y2 then + return + end + + for i = old_x1,old_x2 do + for k = old_y1,old_y2 do + rawset(self:cell(i,k), obj, nil) + end + end + for i = new_x1,new_x2 do + for k = new_y1,new_y2 do + rawset(self:cell(i,k), obj, obj) + end + end +end + +function Spatialhash:intersectionsWithSegment(x1, y1, x2, y2) + local odx, ody = x2 - x1, y2 - y1 + local len, cur = vector.len(odx, ody), 0 + local dx, dy = vector.normalize(odx, ody) + local step = self.cell_size / 2 + local visited = {} + local points = {} + local mt = math.huge + + while (cur + step < len) do + local cx, cy = x1 + dx * cur, y1 + dy * cur + local shapes = self:cellAt(cx, cy) + cur = cur + step + + for _, shape in pairs(shapes) do + if (not visited[shape]) then + local ints = shape:intersectionsWithRay(x1, y1, dx, dy) + + for _, t in ipairs(ints) do + if (t >= 0 and t <= len) then + local px, py = vector.add(x1, y1, vector.mul(t, dx, dy)) + table.insert(points, {shape, t, px, py}) + end + end + + visited[shape] = true + end + end + end + + table.sort(points, function(a, b) + return a[2] < b[2] + end) + + return points +end + +function Spatialhash:draw(how, show_empty, print_key) + if show_empty == nil then show_empty = true end + for k1,v in pairs(self.cells) do + for k2,cell in pairs(v) do + local is_empty = (next(cell) == nil) + if show_empty or not is_empty then + local x = k1 * self.cell_size + local y = k2 * self.cell_size + love.graphics.rectangle(how or 'line', x,y, self.cell_size, self.cell_size) + + if print_key then + love.graphics.print(("%d:%d"):format(k1,k2), x+3,y+3) + end + end + end + end +end + +return common_local.class('Spatialhash', Spatialhash) \ No newline at end of file diff --git a/assets/scripts/vendor/HC/vector-light.lua b/assets/scripts/vendor/HC/vector-light.lua new file mode 100755 index 0000000..29e56bf --- /dev/null +++ b/assets/scripts/vendor/HC/vector-light.lua @@ -0,0 +1,138 @@ +--[[ +Copyright (c) 2012 Matthias Richter + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +Except as contained in this notice, the name(s) of the above copyright holders +shall not be used in advertising or otherwise to promote the sale, use or +other dealings in this Software without prior written authorization. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +]]-- + +local sqrt, cos, sin = math.sqrt, math.cos, math.sin + +local function str(x,y) + return "("..tonumber(x)..","..tonumber(y)..")" +end + +local function mul(s, x,y) + return s*x, s*y +end + +local function div(s, x,y) + return x/s, y/s +end + +local function add(x1,y1, x2,y2) + return x1+x2, y1+y2 +end + +local function sub(x1,y1, x2,y2) + return x1-x2, y1-y2 +end + +local function permul(x1,y1, x2,y2) + return x1*x2, y1*y2 +end + +local function dot(x1,y1, x2,y2) + return x1*x2 + y1*y2 +end + +local function det(x1,y1, x2,y2) + return x1*y2 - y1*x2 +end + +local function eq(x1,y1, x2,y2) + return x1 == x2 and y1 == y2 +end + +local function lt(x1,y1, x2,y2) + return x1 < x2 or (x1 == x2 and y1 < y2) +end + +local function le(x1,y1, x2,y2) + return x1 <= x2 and y1 <= y2 +end + +local function len2(x,y) + return x*x + y*y +end + +local function len(x,y) + return sqrt(x*x + y*y) +end + +local function dist(x1,y1, x2,y2) + return len(x1-x2, y1-y2) +end + +local function normalize(x,y) + local l = len(x,y) + return x/l, y/l +end + +local function rotate(phi, x,y) + local c, s = cos(phi), sin(phi) + return c*x - s*y, s*x + c*y +end + +local function perpendicular(x,y) + return -y, x +end + +local function project(x,y, u,v) + local s = (x*u + y*v) / (u*u + v*v) + return s*u, s*v +end + +local function mirror(x,y, u,v) + local s = 2 * (x*u + y*v) / (u*u + v*v) + return s*u - x, s*v - y +end + + +-- the module +return { + str = str, + + -- arithmetic + mul = mul, + div = div, + add = add, + sub = sub, + permul = permul, + dot = dot, + det = det, + cross = det, + + -- relation + eq = eq, + lt = lt, + le = le, + + -- misc operations + len2 = len2, + len = len, + dist = dist, + normalize = normalize, + rotate = rotate, + perpendicular = perpendicular, + project = project, + mirror = mirror, +} diff --git a/assets/scripts/vendor/bump.lua b/assets/scripts/vendor/bump.lua deleted file mode 100755 index 764d55d..0000000 --- a/assets/scripts/vendor/bump.lua +++ /dev/null @@ -1,770 +0,0 @@ -local bump = { - _VERSION = 'bump v3.1.6', - _URL = 'https://github.com/kikito/bump.lua', - _DESCRIPTION = 'A collision detection library for Lua', - _LICENSE = [[ - MIT LICENSE - - Copyright (c) 2014 Enrique García Cota - - Permission is hereby granted, free of charge, to any person obtaining a - copy of this software and associated documentation files (the - "Software"), to deal in the Software without restriction, including - without limitation the rights to use, copy, modify, merge, publish, - distribute, sublicense, and/or sell copies of the Software, and to - permit persons to whom the Software is furnished to do so, subject to - the following conditions: - - The above copyright notice and this permission notice shall be included - in all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY - CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - ]] -} - ------------------------------------------- --- Auxiliary functions ------------------------------------------- -local DELTA = 1e-10 -- floating-point margin of error - -local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max - -local function sign(x) - if x > 0 then return 1 end - if x == 0 then return 0 end - return -1 -end - -local function nearest(x, a, b) - if abs(a - x) < abs(b - x) then return a else return b end -end - -local function assertType(desiredType, value, name) - if type(value) ~= desiredType then - error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')') - end -end - -local function assertIsPositiveNumber(value, name) - if type(value) ~= 'number' or value <= 0 then - error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')') - end -end - -local function assertIsRect(x,y,w,h) - assertType('number', x, 'x') - assertType('number', y, 'y') - assertIsPositiveNumber(w, 'w') - assertIsPositiveNumber(h, 'h') -end - -local defaultFilter = function() - return 'slide' -end - ------------------------------------------- --- Rectangle functions ------------------------------------------- - -local function rect_getNearestCorner(x,y,w,h, px, py) - return nearest(px, x, x+w), nearest(py, y, y+h) -end - --- This is a generalized implementation of the liang-barsky algorithm, which also returns --- the normals of the sides where the segment intersects. --- Returns nil if the segment never touches the rect --- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge -local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2) - ti1, ti2 = ti1 or 0, ti2 or 1 - local dx, dy = x2-x1, y2-y1 - local nx, ny - local nx1, ny1, nx2, ny2 = 0,0,0,0 - local p, q, r - - for side = 1,4 do - if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left - elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right - elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top - else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom - end - - if p == 0 then - if q <= 0 then return nil end - else - r = q / p - if p < 0 then - if r > ti2 then return nil - elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny - end - else -- p > 0 - if r < ti1 then return nil - elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny - end - end - end - end - - return ti1,ti2, nx1,ny1, nx2,ny2 -end - --- Calculates the minkowsky difference between 2 rects, which is another rect -local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) - return x2 - x1 - w1, - y2 - y1 - h1, - w1 + w2, - h1 + h2 -end - -local function rect_containsPoint(x,y,w,h, px,py) - return px - x > DELTA and py - y > DELTA and - x + w - px > DELTA and y + h - py > DELTA -end - -local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2) - return x1 < x2+w2 and x2 < x1+w1 and - y1 < y2+h2 and y2 < y1+h1 -end - -local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2) - local dx = x1 - x2 + (w1 - w2)/2 - local dy = y1 - y2 + (h1 - h2)/2 - return dx*dx + dy*dy -end - -local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY) - goalX = goalX or x1 - goalY = goalY or y1 - - local dx, dy = goalX - x1, goalY - y1 - local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) - - local overlaps, ti, nx, ny - - if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other - local px, py = rect_getNearestCorner(x,y,w,h, 0, 0) - local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection - ti = -wi * hi -- ti is the negative area of intersection - overlaps = true - else - local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge) - - -- item tunnels into other - if ti1 and ti1 < 1 and (0 < ti1 + DELTA or 0 == ti1 and ti2 > 0) then - ti, nx, ny = ti1, nx1, ny1 - overlaps = false - end - end - - if not ti then return end - - local tx, ty - - if overlaps then - if dx == 0 and dy == 0 then - -- intersecting and not moving - use minimum displacement vector - local px, py = rect_getNearestCorner(x,y,w,h, 0,0) - if abs(px) < abs(py) then py = 0 else px = 0 end - nx, ny = sign(px), sign(py) - tx, ty = x1 + px, y1 + py - else - -- intersecting and moving - move in the opposite direction - local ti1, _ - ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1) - if not ti1 then return end - tx, ty = x1 + dx * ti1, y1 + dy * ti1 - end - else -- tunnel - tx, ty = x1 + dx * ti, y1 + dy * ti - end - - return { - overlaps = overlaps, - ti = ti, - move = {x = dx, y = dy}, - normal = {x = nx, y = ny}, - touch = {x = tx, y = ty}, - itemRect = {x = x1, y = y1, w = w1, h = h1}, - otherRect = {x = x2, y = y2, w = w2, h = h2} - } -end - ------------------------------------------- --- Grid functions ------------------------------------------- - -local function grid_toWorld(cellSize, cx, cy) - return (cx - 1)*cellSize, (cy-1)*cellSize -end - -local function grid_toCell(cellSize, x, y) - return floor(x / cellSize) + 1, floor(y / cellSize) + 1 -end - --- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing", --- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf --- It has been modified to include both cells when the ray "touches a grid corner", --- and with a different exit condition - -local function grid_traverse_initStep(cellSize, ct, t1, t2) - local v = t2 - t1 - if v > 0 then - return 1, cellSize / v, ((ct + v) * cellSize - t1) / v - elseif v < 0 then - return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v - else - return 0, math.huge, math.huge - end -end - -local function grid_traverse(cellSize, x1,y1,x2,y2, f) - local cx1,cy1 = grid_toCell(cellSize, x1,y1) - local cx2,cy2 = grid_toCell(cellSize, x2,y2) - local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2) - local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2) - local cx,cy = cx1,cy1 - - f(cx, cy) - - -- The default implementation had an infinite loop problem when - -- approaching the last cell in some occassions. We finish iterating - -- when we are *next* to the last cell - while abs(cx - cx2) + abs(cy - cy2) > 1 do - if tx < ty then - tx, cx = tx + dx, cx + stepX - f(cx, cy) - else - -- Addition: include both cells when going through corners - if tx == ty then f(cx + stepX, cy) end - ty, cy = ty + dy, cy + stepY - f(cx, cy) - end - end - - -- If we have not arrived to the last cell, use it - if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end - -end - -local function grid_toCellRect(cellSize, x,y,w,h) - local cx,cy = grid_toCell(cellSize, x, y) - local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize) - return cx, cy, cr - cx + 1, cb - cy + 1 -end - ------------------------------------------- --- Responses ------------------------------------------- - -local touch = function(world, col, x,y,w,h, goalX, goalY, filter) - return col.touch.x, col.touch.y, {}, 0 -end - -local cross = function(world, col, x,y,w,h, goalX, goalY, filter) - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - -local slide = function(world, col, x,y,w,h, goalX, goalY, filter) - goalX = goalX or x - goalY = goalY or y - - local tch, move = col.touch, col.move - local sx, sy = tch.x, tch.y - if move.x ~= 0 or move.y ~= 0 then - if col.normal.x == 0 then - sx = goalX - else - sy = goalY - end - end - - col.slide = {x = sx, y = sy} - - x,y = tch.x, tch.y - goalX, goalY = sx, sy - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - -local bounce = function(world, col, x,y,w,h, goalX, goalY, filter) - goalX = goalX or x - goalY = goalY or y - - local tch, move = col.touch, col.move - local tx, ty = tch.x, tch.y - - local bx, by = tx, ty - - if move.x ~= 0 or move.y ~= 0 then - local bnx, bny = goalX - tx, goalY - ty - if col.normal.x == 0 then bny = -bny else bnx = -bnx end - bx, by = tx + bnx, ty + bny - end - - col.bounce = {x = bx, y = by} - x,y = tch.x, tch.y - goalX, goalY = bx, by - - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - ------------------------------------------- --- World ------------------------------------------- - -local World = {} -local World_mt = {__index = World} - --- Private functions and methods - -local function sortByWeight(a,b) return a.weight < b.weight end - -local function sortByTiAndDistance(a,b) - if a.ti == b.ti then - local ir, ar, br = a.itemRect, a.otherRect, b.otherRect - local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h) - local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h) - return ad < bd - end - return a.ti < b.ti -end - -local function addItemToCell(self, item, cx, cy) - self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'}) - local row = self.rows[cy] - row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})} - local cell = row[cx] - self.nonEmptyCells[cell] = true - if not cell.items[item] then - cell.items[item] = true - cell.itemCount = cell.itemCount + 1 - end -end - -local function removeItemFromCell(self, item, cx, cy) - local row = self.rows[cy] - if not row or not row[cx] or not row[cx].items[item] then return false end - - local cell = row[cx] - cell.items[item] = nil - cell.itemCount = cell.itemCount - 1 - if cell.itemCount == 0 then - self.nonEmptyCells[cell] = nil - end - return true -end - -local function getDictItemsInCellRect(self, cl,ct,cw,ch) - local items_dict = {} - for cy=ct,ct+ch-1 do - local row = self.rows[cy] - if row then - for cx=cl,cl+cw-1 do - local cell = row[cx] - if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling - for item,_ in pairs(cell.items) do - items_dict[item] = true - end - end - end - end - end - - return items_dict -end - -local function getCellsTouchedBySegment(self, x1,y1,x2,y2) - - local cells, cellsLen, visited = {}, 0, {} - - grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy) - local row = self.rows[cy] - if not row then return end - local cell = row[cx] - if not cell or visited[cell] then return end - - visited[cell] = true - cellsLen = cellsLen + 1 - cells[cellsLen] = cell - end) - - return cells, cellsLen -end - -local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter) - local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2) - local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1 - local visited, itemInfo, itemInfoLen = {},{},0 - for i=1,len do - cell = cells[i] - for item in pairs(cell.items) do - if not visited[item] then - visited[item] = true - if (not filter or filter(item)) then - rect = self.rects[item] - l,t,w,h = rect.x,rect.y,rect.w,rect.h - - ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1) - if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then - -- the sorting is according to the t of an infinite line, not the segment - tii0,tii1 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge) - itemInfoLen = itemInfoLen + 1 - itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)} - end - end - end - end - end - table.sort(itemInfo, sortByWeight) - return itemInfo, itemInfoLen -end - -local function getResponseByName(self, name) - local response = self.responses[name] - if not response then - error(('Unknown collision type: %s (%s)'):format(name, type(name))) - end - return response -end - - --- Misc Public Methods - -function World:addResponse(name, response) - self.responses[name] = response -end - -function World:project(item, x,y,w,h, goalX, goalY, filter) - assertIsRect(x,y,w,h) - - goalX = goalX or x - goalY = goalY or y - filter = filter or defaultFilter - - local collisions, len = {}, 0 - - local visited = {} - if item ~= nil then visited[item] = true end - - -- This could probably be done with less cells using a polygon raster over the cells instead of a - -- bounding rect of the whole movement. Conditional to building a queryPolygon method - local tl, tt = min(goalX, x), min(goalY, y) - local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h) - local tw, th = tr-tl, tb-tt - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th) - - local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) - - for other,_ in pairs(dictItemsInCellRect) do - if not visited[other] then - visited[other] = true - - local responseName = filter(item, other) - if responseName then - local ox,oy,ow,oh = self:getRect(other) - local col = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY) - - if col then - col.other = other - col.item = item - col.type = responseName - - len = len + 1 - collisions[len] = col - end - end - end - end - - table.sort(collisions, sortByTiAndDistance) - - return collisions, len -end - -function World:countCells() - local count = 0 - for _,row in pairs(self.rows) do - for _,_ in pairs(row) do - count = count + 1 - end - end - return count -end - -function World:hasItem(item) - return not not self.rects[item] -end - -function World:getItems() - local items, len = {}, 0 - for item,_ in pairs(self.rects) do - len = len + 1 - items[len] = item - end - return items, len -end - -function World:countItems() - local len = 0 - for _ in pairs(self.rects) do len = len + 1 end - return len -end - -function World:getRect(item) - local rect = self.rects[item] - if not rect then - error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.') - end - return rect.x, rect.y, rect.w, rect.h -end - -function World:toWorld(cx, cy) - return grid_toWorld(self.cellSize, cx, cy) -end - -function World:toCell(x,y) - return grid_toCell(self.cellSize, x, y) -end - - ---- Query methods - -function World:queryRect(x,y,w,h, filter) - - assertIsRect(x,y,w,h) - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) - - local items, len = {}, 0 - - local rect - for item,_ in pairs(dictItemsInCellRect) do - rect = self.rects[item] - if (not filter or filter(item)) - and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h) - then - len = len + 1 - items[len] = item - end - end - - return items, len -end - -function World:queryPoint(x,y, filter) - local cx,cy = self:toCell(x,y) - local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1) - - local items, len = {}, 0 - - local rect - for item,_ in pairs(dictItemsInCellRect) do - rect = self.rects[item] - if (not filter or filter(item)) - and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y) - then - len = len + 1 - items[len] = item - end - end - - return items, len -end - -function World:querySegment(x1, y1, x2, y2, filter) - local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) - local items = {} - for i=1, len do - items[i] = itemInfo[i].item - end - return items, len -end - -function World:querySegmentWithCoords(x1, y1, x2, y2, filter) - local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) - local dx, dy = x2-x1, y2-y1 - local info, ti1, ti2 - for i=1, len do - info = itemInfo[i] - ti1 = info.ti1 - ti2 = info.ti2 - - info.weight = nil - info.x1 = x1 + dx * ti1 - info.y1 = y1 + dy * ti1 - info.x2 = x1 + dx * ti2 - info.y2 = y1 + dy * ti2 - end - return itemInfo, len -end - - ---- Main methods - -function World:add(item, x,y,w,h) - local rect = self.rects[item] - if rect then - error('Item ' .. tostring(item) .. ' added to the world twice.') - end - assertIsRect(x,y,w,h) - - self.rects[item] = {x=x,y=y,w=w,h=h} - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - for cy = ct, ct+ch-1 do - for cx = cl, cl+cw-1 do - addItemToCell(self, item, cx, cy) - end - end - - return item -end - -function World:remove(item) - local x,y,w,h = self:getRect(item) - - self.rects[item] = nil - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - for cy = ct, ct+ch-1 do - for cx = cl, cl+cw-1 do - removeItemFromCell(self, item, cx, cy) - end - end -end - -function World:update(item, x2,y2,w2,h2) - local x1,y1,w1,h1 = self:getRect(item) - w2,h2 = w2 or w1, h2 or h1 - assertIsRect(x2,y2,w2,h2) - - if x1 ~= x2 or y1 ~= y2 or w1 ~= w2 or h1 ~= h2 then - - local cellSize = self.cellSize - local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x1,y1,w1,h1) - local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2) - - if cl1 ~= cl2 or ct1 ~= ct2 or cw1 ~= cw2 or ch1 ~= ch2 then - - local cr1, cb1 = cl1+cw1-1, ct1+ch1-1 - local cr2, cb2 = cl2+cw2-1, ct2+ch2-1 - local cyOut - - for cy = ct1, cb1 do - cyOut = cy < ct2 or cy > cb2 - for cx = cl1, cr1 do - if cyOut or cx < cl2 or cx > cr2 then - removeItemFromCell(self, item, cx, cy) - end - end - end - - for cy = ct2, cb2 do - cyOut = cy < ct1 or cy > cb1 - for cx = cl2, cr2 do - if cyOut or cx < cl1 or cx > cr1 then - addItemToCell(self, item, cx, cy) - end - end - end - - end - - local rect = self.rects[item] - rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2 - - end -end - -function World:move(item, goalX, goalY, filter) - local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter) - - self:update(item, actualX, actualY) - - return actualX, actualY, cols, len -end - -function World:check(item, goalX, goalY, filter) - filter = filter or defaultFilter - - local visited = {[item] = true} - local visitedFilter = function(itm, other) - if visited[other] then return false end - return filter(itm, other) - end - - local cols, len = {}, 0 - - local x,y,w,h = self:getRect(item) - - local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter) - - while projected_len > 0 do - local col = projected_cols[1] - len = len + 1 - cols[len] = col - - visited[col.other] = true - - local response = getResponseByName(self, col.type) - - goalX, goalY, projected_cols, projected_len = response( - self, - col, - x, y, w, h, - goalX, goalY, - visitedFilter - ) - end - - return goalX, goalY, cols, len -end - - --- Public library functions - -bump.newWorld = function(cellSize) - cellSize = cellSize or 64 - assertIsPositiveNumber(cellSize, 'cellSize') - local world = setmetatable({ - cellSize = cellSize, - rects = {}, - rows = {}, - nonEmptyCells = {}, - responses = {} - }, World_mt) - - world:addResponse('touch', touch) - world:addResponse('cross', cross) - world:addResponse('slide', slide) - world:addResponse('bounce', bounce) - - return world -end - -bump.rect = { - getNearestCorner = rect_getNearestCorner, - getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices, - getDiff = rect_getDiff, - containsPoint = rect_containsPoint, - isIntersecting = rect_isIntersecting, - getSquareDistance = rect_getSquareDistance, - detectCollision = rect_detectCollision -} - -bump.responses = { - touch = touch, - cross = cross, - slide = slide, - bounce = bounce -} - -return bump diff --git a/assets/sprites/hui/button.png b/assets/sprites/hui/button.png index d6fb82c..fd2cbb7 100644 Binary files a/assets/sprites/hui/button.png and b/assets/sprites/hui/button.png differ diff --git a/main.lua b/main.lua index e5121f2..5ae036c 100644 --- a/main.lua +++ b/main.lua @@ -14,6 +14,7 @@ function love.load() asteroids.load(game) moon.load(game) spaceship.load(game) + controls.load(game) end -- UPDATE @@ -35,6 +36,7 @@ function love.draw() spaceship.draw() asteroids.draw() end) + controls.draw() end -- CONTROLS