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authorchai <chaifix@163.com>2018-12-26 00:32:10 +0800
committerchai <chaifix@163.com>2018-12-26 00:32:10 +0800
commit74e76362dadd38c5a5231a4630c093efdd0febfd (patch)
treef305f37cf7c19a1f0c95a9f848132f654e0beffc /src/libjin-lua/scripts/physics/physics.lua
parentb15b96151e8b25dd2a36a6b469b992a8eded73b2 (diff)
*格式化代码
Diffstat (limited to 'src/libjin-lua/scripts/physics/physics.lua')
-rw-r--r--src/libjin-lua/scripts/physics/physics.lua929
1 files changed, 465 insertions, 464 deletions
diff --git a/src/libjin-lua/scripts/physics/physics.lua b/src/libjin-lua/scripts/physics/physics.lua
index d312762..691c879 100644
--- a/src/libjin-lua/scripts/physics/physics.lua
+++ b/src/libjin-lua/scripts/physics/physics.lua
@@ -12,36 +12,36 @@ 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
+ 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
+ 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
+ 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
+ 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')
+ assertType('number', x, 'x')
+ assertType('number', y, 'y')
+ assertIsPositiveNumber(w, 'w')
+ assertIsPositiveNumber(h, 'h')
end
local defaultFilter = function()
- return 'slide'
+ return 'slide'
end
------------------------------------------
@@ -49,7 +49,7 @@ end
------------------------------------------
local function rect_getNearestCorner(x,y,w,h, px, py)
- return nearest(px, x, x+w), nearest(py, y, y+h)
+ 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
@@ -57,122 +57,122 @@ end
-- 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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 (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner
+ and (0 < ti1 + DELTA
+ or 0 == ti1 and ti2 > 0)
+ then
+ ti, nx, ny = ti1, nx1, ny1
+ overlaps = false
+ end
+ end
- local dx, dy = goalX - x1, goalY - y1
- local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
+ if not ti then return end
- local overlaps, ti, nx, ny
+ local tx, ty
- 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
+ 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
- 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 (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner
- and (0 < ti1 + DELTA
- or 0 == ti1 and ti2 > 0)
- then
- ti, nx, ny = ti1, nx1, ny1
- overlaps = false
- end
+ -- 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
- 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}
- }
+ 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
------------------------------------------
@@ -180,11 +180,11 @@ end
------------------------------------------
local function grid_toWorld(cellSize, cx, cy)
- return (cx - 1)*cellSize, (cy-1)*cellSize
+ return (cx - 1)*cellSize, (cy-1)*cellSize
end
local function grid_toCell(cellSize, x, y)
- return floor(x / cellSize) + 1, floor(y / cellSize) + 1
+ return floor(x / cellSize) + 1, floor(y / cellSize) + 1
end
-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
@@ -193,49 +193,49 @@ end
-- 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
+ 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
+ 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
+ -- 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
+ 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
------------------------------------------
@@ -243,55 +243,55 @@ end
------------------------------------------
local touch = function(world, col, x,y,w,h, goalX, goalY, filter)
- return col.touch.x, col.touch.y, {}, 0
+ 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
+ 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
- if move.x ~= 0 or move.y ~= 0 then
- if col.normal.x ~= 0 then
- goalX = tch.x
- else
- goalY = tch.y
- end
+ goalX = goalX or x
+ goalY = goalY or y
+
+ local tch, move = col.touch, col.move
+ if move.x ~= 0 or move.y ~= 0 then
+ if col.normal.x ~= 0 then
+ goalX = tch.x
+ else
+ goalY = tch.y
end
+ end
- col.slide = {x = goalX, y = goalY}
+ col.slide = {x = goalX, y = goalY}
- x,y = tch.x, tch.y
- local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
- return goalX, goalY, cols, len
+ x,y = tch.x, tch.y
+ 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
+ goalX = goalX or x
+ goalY = goalY or y
- local tch, move = col.touch, col.move
- local tx, ty = tch.x, tch.y
+ local tch, move = col.touch, col.move
+ local tx, ty = tch.x, tch.y
- local bx, by = tx, ty
+ 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
+ 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
+ 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
+ local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
+ return goalX, goalY, cols, len
end
------------------------------------------
@@ -306,211 +306,211 @@ local World_mt = {__index = World}
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
+ 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
+ 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 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
+ 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
+ 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
+ return items_dict
end
local function getCellsTouchedBySegment(self, x1,y1,x2,y2)
- local cells, cellsLen, visited = {}, 0, {}
+ 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
+ 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)
+ visited[cell] = true
+ cellsLen = cellsLen + 1
+ cells[cellsLen] = cell
+ end)
- return cells, cellsLen
+ 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
+ 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
- table.sort(itemInfo, sortByWeight)
- return itemInfo, itemInfoLen
+ 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
+ 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
+ self.responses[name] = response
end
function World:project(item, x,y,w,h, goalX, goalY, filter)
- assertIsRect(x,y,w,h)
+ assertIsRect(x,y,w,h)
- goalX = goalX or x
- goalY = goalY or y
- filter = filter or defaultFilter
+ goalX = goalX or x
+ goalY = goalY or y
+ filter = filter or defaultFilter
- local collisions, len = {}, 0
+ local collisions, len = {}, 0
- local visited = {}
- if item ~= nil then visited[item] = true end
+ 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
+ -- 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 cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th)
- local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
+ local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
- for other,_ in pairs(dictItemsInCellRect) do
- if not visited[other] then
- visited[other] = true
+ 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)
+ 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
+ if col then
+ col.other = other
+ col.item = item
+ col.type = responseName
- len = len + 1
- collisions[len] = col
- end
- end
+ len = len + 1
+ collisions[len] = col
end
+ end
end
+ end
- table.sort(collisions, sortByTiAndDistance)
+ table.sort(collisions, sortByTiAndDistance)
- return collisions, len
+ 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
+ local count = 0
+ for _,row in pairs(self.rows) do
+ for _,_ in pairs(row) do
+ count = count + 1
end
- return count
+ end
+ return count
end
function World:hasItem(item)
- return not not self.rects[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
+ 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
+ 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
+ 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)
+ return grid_toWorld(self.cellSize, cx, cy)
end
function World:toCell(x,y)
- return grid_toCell(self.cellSize, x, y)
+ return grid_toCell(self.cellSize, x, y)
end
@@ -518,231 +518,232 @@ end
function World:queryRect(x,y,w,h, filter)
- assertIsRect(x,y,w,h)
+ 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 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 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ 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
+ return item
end
function World:remove(item)
- local x,y,w,h = self:getRect(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
+ 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
+ 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
- local rect = self.rects[item]
- rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2
+ 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)
+ local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter)
- self:update(item, actualX, actualY)
+ self:update(item, actualX, actualY)
- return actualX, actualY, cols, len
+ return actualX, actualY, cols, len
end
function World:check(item, goalX, goalY, filter)
- filter = filter or defaultFilter
+ 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 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 cols, len = {}, 0
- local x,y,w,h = self:getRect(item)
+ local x,y,w,h = self:getRect(item)
- local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter)
+ 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
+ while projected_len > 0 do
+ local col = projected_cols[1]
+ len = len + 1
+ cols[len] = col
- visited[col.other] = true
+ visited[col.other] = true
- local response = getResponseByName(self, col.type)
+ local response = getResponseByName(self, col.type)
- goalX, goalY, projected_cols, projected_len = response(
- self,
- col,
- x, y, w, h,
- goalX, goalY,
- visitedFilter
- )
- end
+ goalX, goalY, projected_cols, projected_len = response(
+ self,
+ col,
+ x, y, w, h,
+ goalX, goalY,
+ visitedFilter
+ )
+ end
- return goalX, goalY, cols, len
+ 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)
+ 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)
+ world:addResponse('touch', touch)
+ world:addResponse('cross', cross)
+ world:addResponse('slide', slide)
+ world:addResponse('bounce', bounce)
- return world
+ 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
+ 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
+ touch = touch,
+ cross = cross,
+ slide = slide,
+ bounce = bounce
}
-- Export to Jin.