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jin.physics = jin.physics or {}

------------------------------------------------------------------------------------------------------------------
-- https://github.com/kikito/bump.lua
------------------------------------------------------------------------------------------------------------------

local bump = {}

------------------------------------------
-- Auxiliary functions
------------------------------------------
local DELTA = 1e-10 -- floating-point margin of error

local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max

local function sign(x)
  if x > 0 then return 1 end
  if x == 0 then return 0 end
  return -1
end

local function nearest(x, a, b)
  if abs(a - x) < abs(b - x) then return a else return b end
end

local function assertType(desiredType, value, name)
  if type(value) ~= desiredType then
  error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
  end
end

local function assertIsPositiveNumber(value, name)
  if type(value) ~= 'number' or value <= 0 then
  error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
  end
end

local function assertIsRect(x,y,w,h)
  assertType('number', x, 'x')
  assertType('number', y, 'y')
  assertIsPositiveNumber(w, 'w')
  assertIsPositiveNumber(h, 'h')
end

local defaultFilter = function()
  return 'slide'
end

------------------------------------------
-- Rectangle functions
------------------------------------------

local function rect_getNearestCorner(x,y,w,h, px, py)
  return nearest(px, x, x+w), nearest(py, y, y+h)
end

-- This is a generalized implementation of the liang-barsky algorithm, which also returns
-- the normals of the sides where the segment intersects.
-- Returns nil if the segment never touches the rect
-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2)
  ti1, ti2 = ti1 or 0, ti2 or 1
  local dx, dy = x2-x1, y2-y1
  local nx, ny
  local nx1, ny1, nx2, ny2 = 0,0,0,0
  local p, q, r

  for side = 1,4 do
  if   side == 1 then nx,ny,p,q = -1,  0, -dx, x1 - x   -- left
  elseif side == 2 then nx,ny,p,q =  1,  0,  dx, x + w - x1 -- right
  elseif side == 3 then nx,ny,p,q =  0, -1, -dy, y1 - y   -- top
  else          nx,ny,p,q =  0,  1,  dy, y + h - y1 -- bottom
  end

  if p == 0 then
    if q <= 0 then return nil end
  else
    r = q / p
    if p < 0 then
    if   r > ti2 then return nil
    elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny
    end
    else -- p > 0
    if   r < ti1 then return nil
    elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny
    end
    end
  end
  end

  return ti1,ti2, nx1,ny1, nx2,ny2
end

-- Calculates the minkowsky difference between 2 rects, which is another rect
local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
  return x2 - x1 - w1,
     y2 - y1 - h1,
     w1 + w2,
     h1 + h2
end

local function rect_containsPoint(x,y,w,h, px,py)
  return px - x > DELTA    and py - y > DELTA and
     x + w - px > DELTA  and y + h - py > DELTA
end

local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2)
  return x1 < x2+w2 and x2 < x1+w1 and
     y1 < y2+h2 and y2 < y1+h1
end

local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2)
  local dx = x1 - x2 + (w1 - w2)/2
  local dy = y1 - y2 + (h1 - h2)/2
  return dx*dx + dy*dy
end

local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY)
  goalX = goalX or x1
  goalY = goalY or y1

  local dx, dy    = goalX - x1, goalY - y1
  local x,y,w,h   = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)

  local overlaps, ti, nx, ny

  if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other
  local px, py  = rect_getNearestCorner(x,y,w,h, 0, 0)
  local wi, hi  = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection
  ti        = -wi * hi -- ti is the negative area of intersection
  overlaps = true
  else
  local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge)

  -- item tunnels into other
  if ti1
  and ti1 < 1
  and (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

  if not ti then return end

  local tx, ty

  if overlaps then
  if dx == 0 and dy == 0 then
    -- intersecting and not moving - use minimum displacement vector
    local px, py = rect_getNearestCorner(x,y,w,h, 0,0)
    if abs(px) < abs(py) then py = 0 else px = 0 end
    nx, ny = sign(px), sign(py)
    tx, ty = x1 + px, y1 + py
  else
    -- intersecting and moving - move in the opposite direction
    local ti1, _
    ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1)
    if not ti1 then return end
    tx, ty = x1 + dx * ti1, y1 + dy * ti1
  end
  else -- tunnel
  tx, ty = x1 + dx * ti, y1 + dy * ti
  end

  return {
  overlaps  = overlaps,
  ti    = ti,
  move    = {x = dx, y = dy},
  normal  = {x = nx, y = ny},
  touch   = {x = tx, y = ty},
  itemRect  = {x = x1, y = y1, w = w1, h = h1},
  otherRect = {x = x2, y = y2, w = w2, h = h2}
  }
end

------------------------------------------
-- Grid functions
------------------------------------------

local function grid_toWorld(cellSize, cx, cy)
  return (cx - 1)*cellSize, (cy-1)*cellSize
end

local function grid_toCell(cellSize, x, y)
  return floor(x / cellSize) + 1, floor(y / cellSize) + 1
end

-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
-- It has been modified to include both cells when the ray "touches a grid corner",
-- and with a different exit condition

local function grid_traverse_initStep(cellSize, ct, t1, t2)
  local v = t2 - t1
  if   v > 0 then
  return  1,  cellSize / v, ((ct + v) * cellSize - t1) / v
  elseif v < 0 then
  return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
  else
  return 0, math.huge, math.huge
  end
end

local function grid_traverse(cellSize, x1,y1,x2,y2, f)
  local cx1,cy1    = grid_toCell(cellSize, x1,y1)
  local cx2,cy2    = grid_toCell(cellSize, x2,y2)
  local stepX, dx, tx  = grid_traverse_initStep(cellSize, cx1, x1, x2)
  local stepY, dy, ty  = grid_traverse_initStep(cellSize, cy1, y1, y2)
  local cx,cy      = cx1,cy1

  f(cx, cy)

  -- The default implementation had an infinite loop problem when
  -- approaching the last cell in some occassions. We finish iterating
  -- when we are *next* to the last cell
  while abs(cx - cx2) + abs(cy - cy2) > 1 do
  if tx < ty then
    tx, cx = tx + dx, cx + stepX
    f(cx, cy)
  else
    -- Addition: include both cells when going through corners
    if tx == ty then f(cx + stepX, cy) end
    ty, cy = ty + dy, cy + stepY
    f(cx, cy)
  end
  end

  -- If we have not arrived to the last cell, use it
  if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end

end

local function grid_toCellRect(cellSize, x,y,w,h)
  local cx,cy = grid_toCell(cellSize, x, y)
  local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize)
  return cx, cy, cr - cx + 1, cb - cy + 1
end

------------------------------------------
-- Responses
------------------------------------------

local touch = function(world, col, x,y,w,h, goalX, goalY, filter)
  return col.touch.x, col.touch.y, {}, 0
end

local cross = function(world, col, x,y,w,h, goalX, goalY, filter)
  local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
  return goalX, goalY, cols, len
end

local slide = function(world, col, x,y,w,h, goalX, goalY, filter)
  goalX = goalX or x
  goalY = goalY or y

  local tch, move  = col.touch, col.move
  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}

  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

  local tch, move = col.touch, col.move
  local tx, ty = tch.x, tch.y

  local bx, by = tx, ty

  if move.x ~= 0 or move.y ~= 0 then
  local bnx, bny = goalX - tx, goalY - ty
  if col.normal.x == 0 then bny = -bny else bnx = -bnx end
  bx, by = tx + bnx, ty + bny
  end

  col.bounce   = {x = bx,  y = by}
  x,y      = tch.x, tch.y
  goalX, goalY = bx, by

  local cols, len  = world:project(col.item, x,y,w,h, goalX, goalY, filter)
  return goalX, goalY, cols, len
end

------------------------------------------
-- World
------------------------------------------

local World = {}
local World_mt = {__index = World}

-- Private functions and methods

local function sortByWeight(a,b) return a.weight < b.weight end

local function sortByTiAndDistance(a,b)
  if a.ti == b.ti then
  local ir, ar, br = a.itemRect, a.otherRect, b.otherRect
  local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h)
  local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h)
  return ad < bd
  end
  return a.ti < b.ti
end

local function addItemToCell(self, item, cx, cy)
  self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'})
  local row = self.rows[cy]
  row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})}
  local cell = row[cx]
  self.nonEmptyCells[cell] = true
  if not cell.items[item] then
  cell.items[item] = true
  cell.itemCount = cell.itemCount + 1
  end
end

local function removeItemFromCell(self, item, cx, cy)
  local row = self.rows[cy]
  if not row or not row[cx] or not row[cx].items[item] then return false end

  local cell = row[cx]
  cell.items[item] = nil
  cell.itemCount = cell.itemCount - 1
  if cell.itemCount == 0 then
  self.nonEmptyCells[cell] = nil
  end
  return true
end

local function getDictItemsInCellRect(self, cl,ct,cw,ch)
  local items_dict = {}
  for cy=ct,ct+ch-1 do
  local row = self.rows[cy]
  if row then
    for cx=cl,cl+cw-1 do
    local cell = row[cx]
    if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
      for item,_ in pairs(cell.items) do
      items_dict[item] = true
      end
    end
    end
  end
  end

  return items_dict
end

local function getCellsTouchedBySegment(self, x1,y1,x2,y2)

  local cells, cellsLen, visited = {}, 0, {}

  grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy)
  local row  = self.rows[cy]
  if not row then return end
  local cell = row[cx]
  if not cell or visited[cell] then return end

  visited[cell] = true
  cellsLen = cellsLen + 1
  cells[cellsLen] = cell
  end)

  return cells, cellsLen
end

local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter)
  local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2)
  local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1
  local visited, itemInfo, itemInfoLen = {},{},0
  for i=1,len do
  cell = cells[i]
  for item in pairs(cell.items) do
    if not visited[item] then
    visited[item]  = true
    if (not filter or filter(item)) then
      rect       = self.rects[item]
      l,t,w,h    = rect.x,rect.y,rect.w,rect.h

      ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1)
      if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
      -- the sorting is according to the t of an infinite line, not the segment
      tii0,tii1  = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge)
      itemInfoLen  = itemInfoLen + 1
      itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)}
      end
    end
    end
  end
  end
  table.sort(itemInfo, sortByWeight)
  return itemInfo, itemInfoLen
end

local function getResponseByName(self, name)
  local response = self.responses[name]
  if not response then
  error(('Unknown collision type: %s (%s)'):format(name, type(name)))
  end
  return response
end


-- Misc Public Methods

function World:addResponse(name, response)
  self.responses[name] = response
end

function World:project(item, x,y,w,h, goalX, goalY, filter)
  assertIsRect(x,y,w,h)

  goalX = goalX or x
  goalY = goalY or y
  filter  = filter  or defaultFilter

  local collisions, len = {}, 0

  local visited = {}
  if item ~= nil then visited[item] = true end

  -- This could probably be done with less cells using a polygon raster over the cells instead of a
  -- bounding rect of the whole movement. Conditional to building a queryPolygon method
  local tl, tt = min(goalX, x),     min(goalY, y)
  local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h)
  local tw, th = tr-tl, tb-tt

  local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th)

  local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)

  for other,_ in pairs(dictItemsInCellRect) do
  if not visited[other] then
    visited[other] = true

    local responseName = filter(item, other)
    if responseName then
    local ox,oy,ow,oh   = self:getRect(other)
    local col       = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY)

    if col then
      col.other  = other
      col.item   = item
      col.type   = responseName

      len = len + 1
      collisions[len] = col
    end
    end
  end
  end

  table.sort(collisions, sortByTiAndDistance)

  return collisions, len
end

function World:countCells()
  local count = 0
  for _,row in pairs(self.rows) do
  for _,_ in pairs(row) do
    count = count + 1
  end
  end
  return count
end

function World:hasItem(item)
  return not not self.rects[item]
end

function World:getItems()
  local items, len = {}, 0
  for item,_ in pairs(self.rects) do
  len = len + 1
  items[len] = item
  end
  return items, len
end

function World:countItems()
  local len = 0
  for _ in pairs(self.rects) do len = len + 1 end
  return len
end

function World:getRect(item)
  local rect = self.rects[item]
  if not rect then
  error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.')
  end
  return rect.x, rect.y, rect.w, rect.h
end

function World:toWorld(cx, cy)
  return grid_toWorld(self.cellSize, cx, cy)
end

function World:toCell(x,y)
  return grid_toCell(self.cellSize, x, y)
end


--- Query methods

function World:queryRect(x,y,w,h, filter)

  assertIsRect(x,y,w,h)

  local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
  local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)

  local items, len = {}, 0

  local rect
  for item,_ in pairs(dictItemsInCellRect) do
  rect = self.rects[item]
  if (not filter or filter(item))
  and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h)
  then
    len = len + 1
    items[len] = item
  end
  end

  return items, len
end

function World:queryPoint(x,y, filter)
  local cx,cy = self:toCell(x,y)
  local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1)

  local items, len = {}, 0

  local rect
  for item,_ in pairs(dictItemsInCellRect) do
  rect = self.rects[item]
  if (not filter or filter(item))
  and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y)
  then
    len = len + 1
    items[len] = item
  end
  end

  return items, len
end

function World:querySegment(x1, y1, x2, y2, filter)
  local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
  local items = {}
  for i=1, len do
  items[i] = itemInfo[i].item
  end
  return items, len
end

function World:querySegmentWithCoords(x1, y1, x2, y2, filter)
  local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
  local dx, dy    = x2-x1, y2-y1
  local info, ti1, ti2
  for i=1, len do
  info  = itemInfo[i]
  ti1   = info.ti1
  ti2   = info.ti2

  info.weight  = nil
  info.x1    = x1 + dx * ti1
  info.y1    = y1 + dy * ti1
  info.x2    = x1 + dx * ti2
  info.y2    = y1 + dy * ti2
  end
  return itemInfo, len
end


--- Main methods

function World:add(item, x,y,w,h)
  local rect = self.rects[item]
  if rect then
  error('Item ' .. tostring(item) .. ' added to the world twice.')
  end
  assertIsRect(x,y,w,h)

  self.rects[item] = {x=x,y=y,w=w,h=h}

  local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
  for cy = ct, ct+ch-1 do
  for cx = cl, cl+cw-1 do
    addItemToCell(self, item, cx, cy)
  end
  end

  return item
end

function World:remove(item)
  local x,y,w,h = self:getRect(item)

  self.rects[item] = nil
  local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
  for cy = ct, ct+ch-1 do
  for cx = cl, cl+cw-1 do
    removeItemFromCell(self, item, cx, cy)
  end
  end
end

function World:update(item, x2,y2,w2,h2)
  local x1,y1,w1,h1 = self:getRect(item)
  w2,h2 = w2 or w1, h2 or h1
  assertIsRect(x2,y2,w2,h2)

  if x1 ~= x2 or y1 ~= y2 or w1 ~= w2 or h1 ~= h2 then

  local cellSize = self.cellSize
  local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x1,y1,w1,h1)
  local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2)

  if cl1 ~= cl2 or ct1 ~= ct2 or cw1 ~= cw2 or ch1 ~= ch2 then

    local cr1, cb1 = cl1+cw1-1, ct1+ch1-1
    local cr2, cb2 = cl2+cw2-1, ct2+ch2-1
    local cyOut

    for cy = ct1, cb1 do
    cyOut = cy < ct2 or cy > cb2
    for cx = cl1, cr1 do
      if cyOut or cx < cl2 or cx > cr2 then
      removeItemFromCell(self, item, cx, cy)
      end
    end
    end

    for cy = ct2, cb2 do
    cyOut = cy < ct1 or cy > cb1
    for cx = cl2, cr2 do
      if cyOut or cx < cl1 or cx > cr1 then
      addItemToCell(self, item, cx, cy)
      end
    end
    end

  end

  local rect = self.rects[item]
  rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2

  end
end

function World:move(item, goalX, goalY, filter)
  local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter)

  self:update(item, actualX, actualY)

  return actualX, actualY, cols, len
end

function World:check(item, goalX, goalY, filter)
  filter = filter or defaultFilter

  local visited = {[item] = true}
  local visitedFilter = function(itm, other)
  if visited[other] then return false end
  return filter(itm, other)
  end

  local cols, len = {}, 0

  local x,y,w,h = self:getRect(item)

  local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter)

  while projected_len > 0 do
  local col = projected_cols[1]
  len     = len + 1
  cols[len] = col

  visited[col.other] = true

  local response = getResponseByName(self, col.type)

  goalX, goalY, projected_cols, projected_len = response(
    self,
    col,
    x, y, w, h,
    goalX, goalY,
    visitedFilter
  )
  end

  return goalX, goalY, cols, len
end


-- Public library functions

bump.newWorld = function(cellSize)
  cellSize = cellSize or 64
  assertIsPositiveNumber(cellSize, 'cellSize')
  local world = setmetatable({
  cellSize     = cellSize,
  rects      = {},
  rows       = {},
  nonEmptyCells  = {},
  responses = {}
  }, World_mt)

  world:addResponse('touch', touch)
  world:addResponse('cross', cross)
  world:addResponse('slide', slide)
  world:addResponse('bounce', bounce)

  return world
end

bump.rect = {
  getNearestCorner        = rect_getNearestCorner,
  getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices,
  getDiff             = rect_getDiff,
  containsPoint         = rect_containsPoint,
  isIntersecting        = rect_isIntersecting,
  getSquareDistance       = rect_getSquareDistance,
  detectCollision         = rect_detectCollision
}

bump.responses = {
  touch  = touch,
  cross  = cross,
  slide  = slide,
  bounce = bounce
}

------------------------------------------------------------------------------------------------------------------
-- Export to Jin. 
------------------------------------------------------------------------------------------------------------------

jin.physics = bump