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