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Added raycast function (#70)
* Added a raycast function * Now raycast returns hit points instead of ray parameters. * Added documentation for raycast function * Fixed indentention
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@ -254,6 +254,25 @@ You can iterate over the shapes using ``pairs`` (see example).
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game.selectUnit(s)
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end
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.. function:: HC.raycast(x, y, dx, dy, range)
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:param numbers x,y: Origin point of ray
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:param numbers dx,dy: Direction vector of ray(normal vector)
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:param number range: Range of raycast
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:returns: Table of shapes that got hit and its hit points.
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Gets shapes that got hit by a given ray and the points which that shape intersects with the ray.
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The table is a *set*, meaning that the shapes are stored in *keys* of the table. The values are the points of intersection. You can iterate over the shapes using ``pairs`` (see example).
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**Example**::
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local hits = HC.raycast(originx, originy, directionx, directiony, range)
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for shape, points in pairs(hits) do
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for _, point in ipairs(points) do
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love.graphics.points(point.x, point.y)
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end
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end
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.. function:: HC.hash()
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24
init.lua
24
init.lua
@ -118,6 +118,30 @@ function HC:collisions(shape)
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return candidates
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end
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function HC:raycast(x, y, dx, dy, range)
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local dxr, dyr = dx * range, dy * range
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local bbox = { x + dxr , y + dyr, x, y }
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local candidates = self._hash:inSameCells(unpack(bbox))
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for col in pairs(candidates) do
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local rparams = col:intersectionsWithRay(x, y, dx, dy)
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if #rparams > 0 then
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for i, rparam in pairs(rparams) do
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if rparam < 0 or rparam > range then
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rawset(rparams, i, nil)
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else
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local hitx, hity = x + (rparam * dx), y + (rparam * dy)
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rawset(rparams, i, { x = hitx, y = hity })
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end
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end
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rawset(candidates, col, rparams)
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else
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rawset(candidates, col, nil)
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end
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end
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return candidates
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end
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function HC:shapesAt(x, y)
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local candidates = {}
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for c in pairs(self._hash:cellAt(x, y)) do
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