Start collisions
This commit is contained in:
parent
95e6231722
commit
abb1707543
@ -1,4 +1,5 @@
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local game = {}
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local bump = require 'assets/scripts/vendor/bump'
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function game.load()
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-- Configuration
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@ -13,6 +14,8 @@ function game.load()
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local gravity = 2
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love.physics.setMeter(world_meter) -- Height earth in meters
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game.world = love.physics.newWorld(0, gravity * world_meter, true) -- Make earth
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-- Collisions
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game.collisions = bump.newWorld(50)
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end
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return game
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@ -28,9 +28,13 @@ function spaceship.load(game)
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light.height = 66
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g = anim8.newGrid(light.width, light.height, light.img:getWidth(), light.img:getHeight())
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light.animation = anim8.newAnimation(g('1-' .. light.num_frames, 1), 0.05)
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-- Collision
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body.collision = {x=body.body:getX() + 40, y=body.body:getY()}
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game.collisions:add({name='spaceship'}, body.collision.x, body.collision.y, body.width, body.height)
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game.collisions:move({name='spaceship'}, body.collision.x, body.collision.y)
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end
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function spaceship.update(dt)
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function spaceship.update(dt, game)
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-- Spaceship
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body.animation_fire:update(dt)
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press_button = false
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@ -54,9 +58,12 @@ function spaceship.update(dt)
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if control_quit then
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love.event.push('quit')
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end
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-- Collision
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--game.collisions:move({name='spaceship'}, body.collision.x, body.collision.y)
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end
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function spaceship.draw()
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love.graphics.rectangle('fill', body.collision.x, body.collision.y, body.width, body.height)
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light.animation:draw(light.img, light.x, light.y)
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if press_button then
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body.animation_fire:draw(body.img, body.body:getX(), body.body:getY())
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770
assets/scripts/vendor/bump.lua
vendored
Executable file
770
assets/scripts/vendor/bump.lua
vendored
Executable file
@ -0,0 +1,770 @@
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local bump = {
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_VERSION = 'bump v3.1.6',
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_URL = 'https://github.com/kikito/bump.lua',
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_DESCRIPTION = 'A collision detection library for Lua',
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_LICENSE = [[
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MIT LICENSE
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Copyright (c) 2014 Enrique García Cota
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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}
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------------------------------------------
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-- Auxiliary functions
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------------------------------------------
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local DELTA = 1e-10 -- floating-point margin of error
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local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
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local function sign(x)
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if x > 0 then return 1 end
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if x == 0 then return 0 end
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return -1
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end
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local function nearest(x, a, b)
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if abs(a - x) < abs(b - x) then return a else return b end
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end
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local function assertType(desiredType, value, name)
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if type(value) ~= desiredType then
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error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
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end
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end
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local function assertIsPositiveNumber(value, name)
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if type(value) ~= 'number' or value <= 0 then
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error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
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end
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end
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local function assertIsRect(x,y,w,h)
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assertType('number', x, 'x')
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assertType('number', y, 'y')
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assertIsPositiveNumber(w, 'w')
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assertIsPositiveNumber(h, 'h')
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end
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local defaultFilter = function()
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return 'slide'
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end
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------------------------------------------
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-- Rectangle functions
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------------------------------------------
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local function rect_getNearestCorner(x,y,w,h, px, py)
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return nearest(px, x, x+w), nearest(py, y, y+h)
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end
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-- This is a generalized implementation of the liang-barsky algorithm, which also returns
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-- the normals of the sides where the segment intersects.
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-- Returns nil if the segment never touches the rect
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-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
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local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2)
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ti1, ti2 = ti1 or 0, ti2 or 1
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local dx, dy = x2-x1, y2-y1
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local nx, ny
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local nx1, ny1, nx2, ny2 = 0,0,0,0
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local p, q, r
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for side = 1,4 do
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if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left
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elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right
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elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top
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else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom
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end
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if p == 0 then
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if q <= 0 then return nil end
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else
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r = q / p
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if p < 0 then
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if r > ti2 then return nil
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elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny
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end
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else -- p > 0
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if r < ti1 then return nil
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elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny
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end
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end
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end
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end
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return ti1,ti2, nx1,ny1, nx2,ny2
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end
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-- Calculates the minkowsky difference between 2 rects, which is another rect
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local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
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return x2 - x1 - w1,
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y2 - y1 - h1,
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w1 + w2,
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h1 + h2
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end
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local function rect_containsPoint(x,y,w,h, px,py)
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return px - x > DELTA and py - y > DELTA and
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x + w - px > DELTA and y + h - py > DELTA
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end
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local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2)
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return x1 < x2+w2 and x2 < x1+w1 and
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y1 < y2+h2 and y2 < y1+h1
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end
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local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2)
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local dx = x1 - x2 + (w1 - w2)/2
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local dy = y1 - y2 + (h1 - h2)/2
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return dx*dx + dy*dy
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end
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local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY)
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goalX = goalX or x1
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goalY = goalY or y1
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local dx, dy = goalX - x1, goalY - y1
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local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
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local overlaps, ti, nx, ny
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if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other
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local px, py = rect_getNearestCorner(x,y,w,h, 0, 0)
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local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection
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ti = -wi * hi -- ti is the negative area of intersection
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overlaps = true
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else
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local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge)
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-- item tunnels into other
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if ti1 and ti1 < 1 and (0 < ti1 + DELTA or 0 == ti1 and ti2 > 0) then
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ti, nx, ny = ti1, nx1, ny1
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overlaps = false
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end
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end
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if not ti then return end
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local tx, ty
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if overlaps then
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if dx == 0 and dy == 0 then
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-- intersecting and not moving - use minimum displacement vector
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local px, py = rect_getNearestCorner(x,y,w,h, 0,0)
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if abs(px) < abs(py) then py = 0 else px = 0 end
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nx, ny = sign(px), sign(py)
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tx, ty = x1 + px, y1 + py
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else
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-- intersecting and moving - move in the opposite direction
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local ti1, _
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ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1)
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if not ti1 then return end
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tx, ty = x1 + dx * ti1, y1 + dy * ti1
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end
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else -- tunnel
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tx, ty = x1 + dx * ti, y1 + dy * ti
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end
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return {
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overlaps = overlaps,
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ti = ti,
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move = {x = dx, y = dy},
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normal = {x = nx, y = ny},
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touch = {x = tx, y = ty},
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itemRect = {x = x1, y = y1, w = w1, h = h1},
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otherRect = {x = x2, y = y2, w = w2, h = h2}
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}
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end
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------------------------------------------
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-- Grid functions
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------------------------------------------
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local function grid_toWorld(cellSize, cx, cy)
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return (cx - 1)*cellSize, (cy-1)*cellSize
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end
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local function grid_toCell(cellSize, x, y)
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return floor(x / cellSize) + 1, floor(y / cellSize) + 1
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end
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-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
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-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
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-- It has been modified to include both cells when the ray "touches a grid corner",
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-- and with a different exit condition
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local function grid_traverse_initStep(cellSize, ct, t1, t2)
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local v = t2 - t1
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if v > 0 then
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return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
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elseif v < 0 then
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return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
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else
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return 0, math.huge, math.huge
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end
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end
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local function grid_traverse(cellSize, x1,y1,x2,y2, f)
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local cx1,cy1 = grid_toCell(cellSize, x1,y1)
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local cx2,cy2 = grid_toCell(cellSize, x2,y2)
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local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
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local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
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local cx,cy = cx1,cy1
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f(cx, cy)
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-- The default implementation had an infinite loop problem when
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-- approaching the last cell in some occassions. We finish iterating
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-- when we are *next* to the last cell
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while abs(cx - cx2) + abs(cy - cy2) > 1 do
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if tx < ty then
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tx, cx = tx + dx, cx + stepX
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f(cx, cy)
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else
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-- Addition: include both cells when going through corners
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if tx == ty then f(cx + stepX, cy) end
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ty, cy = ty + dy, cy + stepY
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f(cx, cy)
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end
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end
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-- If we have not arrived to the last cell, use it
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if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end
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end
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local function grid_toCellRect(cellSize, x,y,w,h)
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local cx,cy = grid_toCell(cellSize, x, y)
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local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize)
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return cx, cy, cr - cx + 1, cb - cy + 1
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end
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------------------------------------------
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-- Responses
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------------------------------------------
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local touch = function(world, col, x,y,w,h, goalX, goalY, filter)
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return col.touch.x, col.touch.y, {}, 0
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end
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local cross = function(world, col, x,y,w,h, goalX, goalY, filter)
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local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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local slide = function(world, col, x,y,w,h, goalX, goalY, filter)
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goalX = goalX or x
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goalY = goalY or y
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local tch, move = col.touch, col.move
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local sx, sy = tch.x, tch.y
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if move.x ~= 0 or move.y ~= 0 then
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if col.normal.x == 0 then
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sx = goalX
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else
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sy = goalY
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end
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end
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col.slide = {x = sx, y = sy}
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x,y = tch.x, tch.y
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goalX, goalY = sx, sy
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local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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local bounce = function(world, col, x,y,w,h, goalX, goalY, filter)
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goalX = goalX or x
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goalY = goalY or y
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local tch, move = col.touch, col.move
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local tx, ty = tch.x, tch.y
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local bx, by = tx, ty
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if move.x ~= 0 or move.y ~= 0 then
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local bnx, bny = goalX - tx, goalY - ty
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if col.normal.x == 0 then bny = -bny else bnx = -bnx end
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bx, by = tx + bnx, ty + bny
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end
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col.bounce = {x = bx, y = by}
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x,y = tch.x, tch.y
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goalX, goalY = bx, by
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local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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------------------------------------------
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-- World
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------------------------------------------
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local World = {}
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local World_mt = {__index = World}
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-- Private functions and methods
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local function sortByWeight(a,b) return a.weight < b.weight end
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local function sortByTiAndDistance(a,b)
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if a.ti == b.ti then
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local ir, ar, br = a.itemRect, a.otherRect, b.otherRect
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local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h)
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local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h)
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return ad < bd
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end
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return a.ti < b.ti
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end
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local function addItemToCell(self, item, cx, cy)
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self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'})
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local row = self.rows[cy]
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row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})}
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local cell = row[cx]
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self.nonEmptyCells[cell] = true
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if not cell.items[item] then
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cell.items[item] = true
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cell.itemCount = cell.itemCount + 1
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end
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end
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local function removeItemFromCell(self, item, cx, cy)
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local row = self.rows[cy]
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if not row or not row[cx] or not row[cx].items[item] then return false end
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local cell = row[cx]
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cell.items[item] = nil
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cell.itemCount = cell.itemCount - 1
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if cell.itemCount == 0 then
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self.nonEmptyCells[cell] = nil
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end
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return true
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end
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local function getDictItemsInCellRect(self, cl,ct,cw,ch)
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local items_dict = {}
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for cy=ct,ct+ch-1 do
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local row = self.rows[cy]
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if row then
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for cx=cl,cl+cw-1 do
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local cell = row[cx]
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if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
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for item,_ in pairs(cell.items) do
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items_dict[item] = true
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end
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end
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end
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end
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end
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return items_dict
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end
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local function getCellsTouchedBySegment(self, x1,y1,x2,y2)
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local cells, cellsLen, visited = {}, 0, {}
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grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy)
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local row = self.rows[cy]
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if not row then return end
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local cell = row[cx]
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if not cell or visited[cell] then return end
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visited[cell] = true
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cellsLen = cellsLen + 1
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cells[cellsLen] = cell
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end)
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return cells, cellsLen
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end
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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
|
Loading…
Reference in New Issue
Block a user