304 lines
7.2 KiB
ReStructuredText
Executable File
304 lines
7.2 KiB
ReStructuredText
Executable File
HC.shapes
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=========
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::
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shapes = require 'HC.shapes'
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Shape classes with collision detection methods.
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This module defines methods to move, rotate and draw shapes created with the
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main module.
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As each shape is at it's core a Lua table, you can attach values and add
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functions to it. Be careful not to use keys that name a function or start with
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an underscore, e.g. `move` or `_rotation`, since these are used internally.
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Everything else is fine.
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If you don't want to use the full blown module, you can still use these classes
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to test for colliding shapes.
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This may be useful for scenes where the shapes don't move very much and only
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few collisions are of interest - for example graphical user interfaces.
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.. _shape-baseclass:
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Base Class
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----------
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.. class:: Shape(type)
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:param any type: Arbitrary type identifier of the shape's type.
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Base class for all shapes. All shapes must conform to the interface defined below.
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.. function:: Shape:move(dx, dy)
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:param numbers dx,dy: Coordinates to move the shape by.
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Move the shape *by* some distance.
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**Example**::
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circle:move(10, 15) -- move the circle 10 units right and 15 units down.
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.. function:: Shape:moveTo(x, y)
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:param numbers x,y: Coordinates to move the shape to.
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Move the shape *to* some point. Most shapes will be *centered* on the point
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``(x,y)``.
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.. note::
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Equivalent to::
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local cx,cy = shape:center()
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shape:move(x-cx, y-cy)
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**Example**::
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local x,y = love.mouse.getPosition()
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circle:moveTo(x, y) -- move the circle with the mouse
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.. function:: Shape:center()
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:returns: ``x, y`` - The center of the shape.
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Get the shape's center.
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**Example**::
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local cx, cy = circle:center()
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print("Circle at:", cx, cy)
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.. function:: Shape:rotate(angle[, cx, cy])
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:param number angle: Amount of rotation in radians.
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:param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional).
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Rotate the shape *by* some angle. A rotation center can be specified. If no
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center is given, rotate around the center of the shape.
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**Example**::
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rectangle:rotate(math.pi/4)
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.. function:: Shape:setRotation(angle[, cx, cy])
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:param number angle: Amount of rotation in radians.
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:param numbers cx, cy: Rotation center; defaults to the shape's center if omitted (optional).
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Set the rotation of a shape. A rotation center can be specified. If no center
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is given, rotate around the center of the shape.
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.. note::
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Equivalent to::
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shape:rotate(angle - shape.rotation(), cx,cy)
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**Example**::
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rectangle:setRotation(math.pi, 100,100)
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.. function:: Shape:rotation()
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:returns: The shape's rotation in radians.
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Get the rotation of the shape in radians.
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.. function:: Shape:scale(s)
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:param number s: Scale factor; must be > 0.
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Scale the shape relative to it's center.
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.. note::
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There is no way to query the scale of a shape.
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**Example**::
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circle:scale(2) -- double the size
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.. function:: Shape:outcircle()
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:returns: ``x, y, r`` - Parameters of the outcircle.
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Get parameters of a circle that fully encloses the shape.
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**Example**::
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if player:hasShield() then
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love.graphics.circle('line', player:outcircle())
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end
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.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
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.. function:: Shape:bbox()
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:returns: ``x1, y1, x2, y2`` - Corners of the counding box.
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Get axis aligned bounding box.
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``x1, y1`` defines the upper left corner, while ``x2, y2`` define the lower
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right corner.
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**Example**::
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-- draw bounding box
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local x1,y1, x2,y2 = shape:bbox()
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love.graphics.rectangle('line', x1,y1, x2-x1,y2-y1)
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.. function:: Shape:draw(mode)
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:param DrawMode mode: How to draw the shape. Either 'line' or 'fill'.
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Draw the shape either filled or as outline. Mostly for debug-purposes.
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**Example**::
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circle:draw('fill')
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.. function:: Shape:support(dx,dy)
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:param numbers dx, dy: Search direction.
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:returns: The furthest vertex in direction `dx, dy`.
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Get furthest vertex of the shape with respect to the direction ``dx, dy``.
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Used in the collision detection algorithm, but may be useful for other things -
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e.g. lighting - too.
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**Example**::
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-- get vertices that produce a shadow volume
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local x1,y1 = circle:support(lx, ly)
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local x2,y2 = circle:support(-lx, -ly)
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.. function:: Shape:collidesWith(other)
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:param Shape other: Test for collision with this shape.
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:returns: ``collide, dx, dy`` - Collision indicator and separating vector.
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Test if two shapes collide.
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The separating vector ``dx, dy`` will only be defined if ``collide`` is ``true``.
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If defined, the separating vector will point in the direction of ``other``,
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i.e. ``dx, dy`` is the direction and magnitude to move ``other`` so that the
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shapes do not collide anymore.
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**Example**::
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if circle:collidesWith(rectangle) then
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print("collision detected!")
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end
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.. function:: Shape:contains(x, y)
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:param numbers x, y: Point to test.
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:returns: ``true`` if ``x,y`` lies in the interior of the shape.
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Test if the shape contains a given point.
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**Example**::
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if unit.shape:contains(love.mouse.getPosition) then
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unit:setHovered(true)
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end
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.. function:: Shape:intersectionsWithRay(x, y, dx, dy)
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:param numbers x, y: Starting point of the ray.
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:param numbers dx, dy: Direction of the ray.
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:returns: Table of ray parameters.
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Test if the shape intersects the given ray.
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The ray parameters of the intersections are returned as a table.
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The position of the intersections can be computed as
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``(x,y) + ray_parameter * (dx, dy)``.
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**Example**::
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local ts = player:intersectionsWithRay(x,y, dx,dy)
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for _, t in ipairs(t) do
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-- find point of intersection
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local vx,vy = vector.add(x, y, vector.mul(t, dx, dy))
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player:addMark(vx,vy)
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end
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.. function:: Shape:intersectsRay(x, y, dx, dy)
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:param numbers x, y: Starting point of the ray.
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:param numbers dx, dy: Direction of the ray.
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:returns: ``intersects, ray_parameter`` - intersection indicator and ray paremter.
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Test if the shape intersects the given ray.
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If the shape intersects the ray, the point of intersection can be computed by
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``(x,y) + ray_parameter * (dx, dy)``.
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**Example**::
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local intersecting, t = player:intersectsRay(x,y, dx,dy)
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if intersecting then
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-- find point of intersection
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local vx,vy = vector.add(x, y, vector.mul(t, dx, dy))
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player:addMark(vx,vy)
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end
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.. _custom-shapes:
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Custom Shapes
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-------------
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Custom shapes must implement at least the following methods (as defined above)
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- :func:`Shape:move`
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- :func:`Shape:rotate`
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- :func:`Shape:scale`
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- :func:`Shape:bbox`
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- :func:`Shape:collidesWith`
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.. _builtin-shapes:
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Built-in Shapes
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---------------
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.. class:: ConcavePolygonShape
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.. class:: ConvexPolygonShape
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.. class:: CircleShape
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.. class:: PointShape
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.. function:: newPolygonShape(...)
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:param numbers ...: Vertices of the :class:`Polygon`.
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:returns: :class:`ConcavePolygonShape` or :class:`ConvexPolygonShape`.
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.. function:: newCircleShape(cx, cy, radius)
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:param numbers cx,cy: Center of the circle.
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:param number radius: Radius of the circle.
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:returns: :class:`CircleShape`.
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.. function:: newPointShape
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:param numbers x, y: Position of the point.
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:returns: :class:`PointShape`.
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