HC/shapes.lua
Matthias Richter c681391033 Fix triangulation. Use class-commons. Add hash:draw()
Polygon triangulation bug:
In some cases Kongs triangulation algorithm produces triangles
with collinear points. The Polygon constructor removes one of
these and throws an error because there are not enough vertices.
Checking if the current points in a triangulation step are
collinear and discarding those triangles fixes the problem.

Class-commons lets you use any supporting class system as
backend for HC.

Add SpatialHash:draw() for debug purposes.
2012-01-22 00:09:54 +01:00

439 lines
12 KiB
Lua

--[[
Copyright (c) 2011 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
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Except as contained in this notice, the name(s) of the above copyright holders
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]]--
local math_abs, math_floor, math_min, math_max = math.abs, math.floor, math.min, math.max
local math_sqrt, math_log, math_pi, math_huge = math.sqrt, math.log, math.pi, math.huge
local _PACKAGE = (...):match("^(.+)%.[^%.]+")
if not common and common.class then
class_commons = true
require(_PACKAGE .. '.class')
end
local vector = require(_PACKAGE .. '.vector')
local Polygon = require(_PACKAGE .. '.polygon')
local function math_absmin(a,b) return math_abs(a) < math_abs(b) and a or b end
local function test_axes(axes, shape_one, shape_two, sep, min_overlap)
for _,axis in ipairs(axes) do
local l1,r1 = shape_one:projectOn(axis)
local l2,r2 = shape_two:projectOn(axis)
-- do the intervals overlap?
if r1 < l2 or r2 < l1 then return false end
-- get the smallest absolute overlap
local overlap = math_absmin(l2-r1, r2-l1)
if math_abs(overlap) < min_overlap then
sep, min_overlap = overlap * axis, math_abs(overlap)
end
end
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_one, shape_two, sep, overlap)
return collide, sep
end
local function outcircles_intersect(shape_one, shape_two)
local x1,y1,r1 = shape_one:outcircle()
local x2,y2,r2 = shape_two:outcircle()
return (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) <= (r1+r2)*(r1+r2)
end
--
-- base class
--
local Shape = {}
function Shape:init(t)
self._type = t
self._rotation = 0
end
function Shape:moveTo(x,y)
local cx,cy = self:center()
self:move(x - cx, y - cy)
end
function Shape:rotation()
return self._rotation
end
function Shape:rotate(angle)
self._rotation = self._rotation + angle
end
function Shape:setRotation(angle, x,y)
return self:rotate(angle - self._rotation, x,y)
end
-- 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})
Shape.POINT = setmetatable({}, {__tostring = function() return 'POINT' end})
--
-- class definitions
--
local ConvexPolygonShape = {}
function ConvexPolygonShape:init(polygon)
Shape.init(self, Shape.POLYGON)
assert(polygon:isConvex(), "Polygon is not convex.")
self._polygon = polygon
end
local ConcavePolygonShape = {}
function ConcavePolygonShape:init(poly)
Shape.init(self, Shape.COMPOUND)
self._polygon = poly
self._shapes = poly:splitConvex()
for i,s in ipairs(self._shapes) do
self._shapes[i] = common.instance(ConvexPolygonShape, s)
end
end
local CircleShape = {}
function CircleShape:init(cx,cy, radius)
Shape.init(self, Shape.CIRCLE)
self._center = vector(cx,cy)
self._radius = radius
end
local PointShape = {}
function PointShape:init(x,y)
Shape.init(self, Shape.POINT)
self._pos = vector(x,y)
end
--
-- collision functions
--
function ConvexPolygonShape:getAxes()
local axes = {}
local vert = self._polygon.vertices
for i = 1,#vert do
axes[#axes+1] = (vert[i]-vert[(i%#vert)+1]):perpendicular():normalize_inplace()
end
return axes
end
function ConvexPolygonShape:projectOn(axis)
local vertices = self._polygon.vertices
local projection = {}
for i = 1,#vertices do
projection[i] = vertices[i] * axis -- same as vertices[i]:projectOn(axis) * axis
end
return math_min(unpack(projection)), math_max(unpack(projection))
end
function CircleShape:projectOn(axis)
-- v:projectOn(a) * a = v * a (see ConvexPolygonShape)
-- 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
-- collision dispatching:
-- let circle shape or compund shape handle the collision
function ConvexPolygonShape:collidesWith(other)
if other._type ~= Shape.POLYGON then
local collide, sep = other:collidesWith(self)
return collide, sep and -sep
end
-- else: type is POLYGON, use the SAT
if not outcircles_intersect(self, other) then return false end
return SAT(self, self:getAxes(), other, other:getAxes())
end
function ConcavePolygonShape:collidesWith(other)
if other._type == Shape.POINT then
return other:collidesWith(self)
end
if not outcircles_intersect(self, other) then return false end
local sep, collide, collisions = vector(0,0), false, 0
for _,s in ipairs(self._shapes) do
local status, separating_vector = s:collidesWith(other)
collide = collide or status
if status then
sep, collisions = sep + separating_vector, collisions + 1
end
end
return collide, sep / collisions
end
function CircleShape:collidesWith(other)
if other._type == Shape.CIRCLE then
local d = self._center:dist(other._center)
local radii = self._radius + other._radius
if d < radii then
-- if circles overlap, push it out upwards
if d == 0 then return true, radii * vector(0,1) end
-- otherwise push out in best direction
return true, (radii - d) * (self._center - other._center):normalize_inplace()
end
return false
elseif other._type == Shape.COMPOUND then
local collide, sep = other:collidesWith(self)
return collide, sep and -sep
elseif other._type == Shape.POINT then
return other:collidesWith(self)
end
-- else: other._type == POLYGON
if not outcircles_intersect(self, other) then return false end
-- retrieve closest edge to center
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
end
local axis = vector(0,1)
if dist ~= 0 then axis = (closest - self._center):normalize_inplace() end
return SAT(self, {axis}, other, other:getAxes())
end
function PointShape:collidesWith(other)
if other._type == Shape.POINT then
return (self._pos == other._pos), vector(0,0)
end
return other:contains(self._pos.x, self._pos.y), vector(0,0)
end
--
-- point location/ray intersection
--
function ConvexPolygonShape:contains(x,y)
return self._polygon:contains(x,y)
end
function ConcavePolygonShape:contains(x,y)
return self._polygon:contains(x,y)
end
function CircleShape:contains(x,y)
return (vector(x,y) - self._center):len2() < self._radius * self._radius
end
function PointShape:contains(x,y)
return x == self._pos.x and y == self._pos.y
end
function ConcavePolygonShape:intersectsRay(x,y, dx,dy)
return self._polygon:intersectsRay(x,y, dx,dy)
end
function ConvexPolygonShape:intersectsRay(x,y, dx,dy)
return self._polygon:intersectsRay(x,y, dx,dy)
end
-- circle intersection if distance of ray/center is smaller
-- than radius
function CircleShape:intersectsRay(x,y, dx,dy)
local pc = vector(x,y) - self._center
local d = vector(dx,dy)
local a = d * d
local b = 4 * d * pc
local c = pc * pc - self._radius * self._radius
local discriminant = b*b - 4*a*c
if discriminant < 0 then return false end
discriminant = math_sqrt(discriminant)
return true, math_min(-b + discriminant, -b - discriminant) / (2*a)
end
-- point shape intersects ray if it lies on the ray
function PointShape:intersectsRay(x,y,dx,dy)
local p = self._pos - vector(x,y)
local d = vector(dx,dy)
local t = p * d / d:len2()
return t >= 0, t
end
--
-- auxiliary
--
function ConvexPolygonShape:center()
return self._polygon.centroid:unpack()
end
function ConcavePolygonShape:center()
return self._polygon.centroid:unpack()
end
function CircleShape:center()
return self._center:unpack()
end
function PointShape:center()
return self._pos:unpack()
end
function ConvexPolygonShape:outcircle()
local cx,cy = self:center()
return cx,cy, self._polygon._radius
end
function ConcavePolygonShape:outcircle()
local cx,cy = self:center()
return cx,cy, self._polygon._radius
end
function CircleShape:outcircle()
local cx,cy = self:center()
return cx,cy, self._radius
end
function PointShape:outcircle()
return self._pos.x, self._pos.y, 0
end
function ConvexPolygonShape:move(x,y)
self._polygon:move(x,y)
end
function ConcavePolygonShape:move(x,y)
self._polygon:move(x,y)
for _,p in ipairs(self._shapes) do
p:move(x,y)
end
end
function CircleShape:move(x,y)
self._center = self._center + vector(x,y)
end
function PointShape:move(x,y)
self._pos.x = self._pos.x + x
self._pos.y = self._pos.y + y
end
function ConcavePolygonShape:rotate(angle,cx,cy)
Shape.rotate(self, angle)
self._polygon:rotate(angle,cx)
for _,p in ipairs(self._shapes) do
p:rotate(angle, cx and vector(cx,cy) or self._polygon.centroid)
end
end
function ConvexPolygonShape:rotate(angle, cx,cy)
Shape.rotate(self, angle)
self._polygon:rotate(angle, cx, cy)
end
function CircleShape:rotate(angle, cx,cy)
Shape.rotate(self, angle)
if not cx then return end
local c = vector(cx,cy)
self._center = (self._center - c):rotate_inplace(angle) + c
end
function PointShape:rotate(angle, cx,cy)
Shape.rotate(self, angle)
if not cx then return end
local c = vector(cx,cy)
self._pos = (self._pos - c):rotate_inplace(angle) + c
end
function ConvexPolygonShape:draw(mode)
local mode = mode or 'line'
love.graphics.polygon(mode, self._polygon:unpack())
end
function ConcavePolygonShape:draw(mode)
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 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 PointShape:draw()
love.graphics.point(self._pos.x, self._pos.y)
end
Shape = common.class('Shape', Shape)
ConvexPolygonShape = common.class('ConvexPolygonShape', ConvexPolygonShape, Shape)
ConcavePolygonShape = common.class('ConcavePolygonShape', ConcavePolygonShape, Shape)
CircleShape = common.class('CircleShape', CircleShape, Shape)
PointShape = common.class('PointShape', PointShape, Shape)
local function newPolygonShape(polygon, ...)
-- create from coordinates if needed
if type(polygon) == "number" then
polygon = common.instance(Polygon, polygon, ...)
else
polygon = polygon:clone()
end
if polygon:isConvex() then
return common.instance(ConvexPolygonShape, polygon)
end
return common.instance(ConcavePolygonShape, polygon)
end
local function newCircleShape(...)
return common.instance(CircleShape, ...)
end
local function newPointShape(...)
return common.instance(PointShape, ...)
end
return {
ConcavePolygonShape = ConcavePolygonShape,
ConvexPolygonShape = ConvexPolygonShape,
CircleShape = CircleShape,
PointShape = PointShape,
newPolygonShape = newPolygonShape,
newCircleShape = newCircleShape,
newPointShape = newPointShape,
}