HC/shapes.lua

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--[[
Copyright (c) 2011 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--
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module(..., package.seeall)
local Class = require(_PACKAGE .. 'class')
local vector = require(_PACKAGE .. 'vector')
local Polygon = require(_PACKAGE .. 'polygon')
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local function test_axes(axes, shape_one, shape_two, sep, min_overlap)
for _,axis in ipairs(axes) do
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local l1,r1 = shape_one:projectOn(axis)
local l2,r2 = shape_two:projectOn(axis)
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local overlap = math.min(r1,r2) - math.max(l1,l2)
if overlap <= 0 then return false end
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if overlap < min_overlap then
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sep, min_overlap = -overlap * axis, overlap
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end
end
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return true, sep, min_overlap
end
local function SAT(shape_one, axes_one, shape_two, axes_two)
local collide, sep, overlap = false, vector(0,0), math.huge
collide, sep, overlap = test_axes(axes_one, shape_one, shape_two, sep, overlap)
if not collide then return false end
collide, sep = test_axes(axes_two, shape_two, shape_one, sep, overlap)
return collide, sep
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end
---------------
-- Base class
--
local Shape = Class{name = 'Shape', function(self, t)
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self._type = t
end}
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function Shape:moveTo(x,y)
if y then x = vector(x,y) end
x = x - vector(self:center())
self:move(x)
end
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-- supported shapes
Shape.POLYGON = setmetatable({}, {__tostring = function() return 'POLYGON' end})
Shape.COMPOUND = setmetatable({}, {__tostring = function() return 'COMPOUND' end})
Shape.CIRCLE = setmetatable({}, {__tostring = function() return 'CIRCLE' end})
-------------------
-- Polygon Shapes
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--
local ConvexPolygonShape = Class{name = 'ConvexPolygonShape', function(self, polygon)
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Shape.construct(self, Shape.POLYGON)
assert(polygon:isConvex(), "Polygon is not convex.")
self._polygon = polygon
end}
ConvexPolygonShape:inherit(Shape)
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local ConcavePolygonShape = Class{name = 'ConcavePolygonShape', function(self, poly)
Shape.construct(self, Shape.COMPOUND)
self._polygon = poly
self._shapes = poly:splitConvex()
for i,s in ipairs(self._shapes) do
self._shapes[i] = ConvexPolygonShape(s)
end
end}
ConcavePolygonShape:inherit(Shape)
-- decides wether to use a convex or concave polygon
function PolygonShape(polygon, ...)
-- create from coordinates if needed
if type(polygon) == "number" then
polygon = Polygon(polygon, ...)
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else
polygon = polygon:clone()
end
if polygon:isConvex() then
return ConvexPolygonShape(polygon)
end
return ConcavePolygonShape(polygon)
end
function ConvexPolygonShape:getAxes()
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local axes = {}
local vert = self._polygon.vertices
for i = 1,#vert-1 do
axes[#axes+1] = (vert[i+1]-vert[i]):perpendicular():normalize_inplace()
end
axes[#axes+1] = (vert[1]-vert[#vert]):perpendicular():normalize_inplace()
return axes
end
function ConvexPolygonShape:projectOn(axis)
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local vertices = self._polygon.vertices
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local projection = {}
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for i = 1,#vertices do
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projection[i] = vertices[i] * axis -- same as vertices[i]:projectOn(axis) * axis
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end
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return math.min(unpack(projection)), math.max(unpack(projection))
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end
function ConvexPolygonShape:collidesWith(other)
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if other._type ~= Shape.POLYGON then
return other:collidesWith(self)
end
-- else: type is POLYGON, use the SAT
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return SAT(self, self:getAxes(), other, other:getAxes())
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end
function ConvexPolygonShape:draw(mode)
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local mode = mode or 'line'
love.graphics.polygon(mode, self._polygon:unpack())
end
function ConvexPolygonShape:center()
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return self._polygon.centroid:unpack()
end
function ConvexPolygonShape:move(x,y)
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-- y not given => x is a vector
if y then x = vector(x,y) end
self._polygon:move(x)
end
function ConvexPolygonShape:rotate(angle, cx,cy)
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if cx and cy then cx = vector(cx,cy) end
self._polygon:rotate(angle, cx)
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end
function ConcavePolygonShape:collidesWith(other)
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local sep, collide, collisions = vector(0,0), false, 0
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for _,s in ipairs(self._shapes) do
local status, separating_vector = s:collidesWith(other)
collide = collide or status
if status then
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sep, collisions = sep + separating_vector, collisions + 1
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end
end
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return collide, sep / collisions
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end
function ConcavePolygonShape:draw(mode)
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local mode = mode or 'line'
if mode == 'line' then
love.graphics.polygon('line', self._polygon:unpack())
else
for _,p in ipairs(self._shapes) do
love.graphics.polygon(mode, p._polygon:unpack())
end
end
end
function ConcavePolygonShape:center()
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return self._polygon.centroid:unpack()
end
function ConcavePolygonShape:move(x,y)
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-- y not give => x is a vector
if y then x = vector(x,y) end
self._polygon:move(x)
for _,p in ipairs(self._shapes) do
p:move(x)
end
end
function ConcavePolygonShape:rotate(angle,cx,cy)
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if cx and cy then cx = vector(cx,cy) end
self._polygon:rotate(angle,cx)
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for _,p in ipairs(self._shapes) do
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p:rotate(angle, cx or self._polygon.centroid)
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end
end
-------------------
-- Perfect circle
--
CircleShape = Class{name = 'CircleShape', function(self, cx,cy, radius)
Shape.construct(self, Shape.CIRCLE)
self._center = vector(cx,cy)
self._radius = radius
end}
CircleShape:inherit(Shape)
function CircleShape:collidesWith(other)
if other._type == Shape.CIRCLE then
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local d = self._center:dist(other._center)
if d < self._radius + other._radius then
return true, d * (self._center - other.center)
end
return false
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elseif other._type == Shape.COMPOUND then
return other:collidesWith(self)
end
-- else: other._type == POLYGON
-- retrieve closest edge to center
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local points = other._polygon.vertices
local closest, dist = points[1], (self._center - points[1]):len2()
for i = 2,#points do
local d = (self._center - points[i]):len2()
if d < dist then
closest, dist = points[i], d
end
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end
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return SAT(self, {(closest-self._center):normalize_inplace()}, other, other:getAxes())
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end
function CircleShape:draw(mode, segments)
local segments = segments or math.max(3, math.floor(math.pi * math.log(self._radius)))
love.graphics.circle(mode, self._center.x, self._center.y, self._radius, segments)
end
function CircleShape:center()
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return self._center:unpack()
end
function CircleShape:move(x,y)
-- y not given => x is a vector
if y then x = vector(x,y) end
self._center = self._center + x
end
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function CircleShape:rotate(angle, cx,cy)
if not cx then return end
if cx and cy then cx = vector(cx,cy) end
self._center = (self._center - cx):rotate_inplace(angle) + cx
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end
function CircleShape:projectOn(axis)
-- v:projectOn(a) * a = v * a (see ConvexPolygonShape)
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-- therefore: (c +- a*r) * a = c*a +- |a|^2 * r
local center = self._center * axis
local shift = self._radius * axis:len2()
return center - shift, center + shift
end
function CircleShape:center()
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return self._center:unpack()
end