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825 lines
22 KiB
Lua
825 lines
22 KiB
Lua
local bump = {
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_VERSION = 'bump v3.1.7',
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_URL = 'https://github.com/kikito/bump.lua',
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_DESCRIPTION = 'A collision detection library for Lua',
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}
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------------------------------------------
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-- Auxiliary functions
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------------------------------------------
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local DELTA = 1e-10 -- floating-point margin of error
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local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
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local function sign(x)
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if x > 0 then
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return 1
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end
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if x == 0 then
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return 0
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end
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return -1
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end
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local function nearest(x, a, b)
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if abs(a - x) < abs(b - x) then
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return a
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else
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return b
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end
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end
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local function assertType(desiredType, value, name)
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if type(value) ~= desiredType then
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error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
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end
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end
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local function assertIsPositiveNumber(value, name)
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if type(value) ~= 'number' or value <= 0 then
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error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
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end
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end
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local function assertIsRect(x, y, w, h)
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assertType('number', x, 'x')
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assertType('number', y, 'y')
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assertIsPositiveNumber(w, 'w')
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assertIsPositiveNumber(h, 'h')
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end
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local defaultFilter = function()
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return 'slide'
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end
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------------------------------------------
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-- Rectangle functions
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------------------------------------------
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local function rect_getNearestCorner(x, y, w, h, px, py)
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return nearest(px, x, x + w), nearest(py, y, y + h)
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end
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-- This is a generalized implementation of the liang-barsky algorithm, which also returns
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-- the normals of the sides where the segment intersects.
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-- Returns nil if the segment never touches the rect
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-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
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local function rect_getSegmentIntersectionIndices(x, y, w, h, x1, y1, x2, y2, ti1, ti2)
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ti1, ti2 = ti1 or 0, ti2 or 1
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local dx, dy = x2 - x1, y2 - y1
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local nx, ny
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local nx1, ny1, nx2, ny2 = 0, 0, 0, 0
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local p, q, r
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for side = 1, 4 do
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if side == 1 then
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nx, ny, p, q = -1, 0, -dx, x1 - x -- left
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elseif side == 2 then
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nx, ny, p, q = 1, 0, dx, x + w - x1 -- right
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elseif side == 3 then
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nx, ny, p, q = 0, -1, -dy, y1 - y -- top
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else
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nx, ny, p, q = 0, 1, dy, y + h - y1 -- bottom
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end
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if p == 0 then
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if q <= 0 then
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return nil
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end
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else
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r = q / p
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if p < 0 then
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if r > ti2 then
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return nil
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elseif r > ti1 then
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ti1, nx1, ny1 = r, nx, ny
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end
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else -- p > 0
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if r < ti1 then
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return nil
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elseif r < ti2 then
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ti2, nx2, ny2 = r, nx, ny
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end
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end
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end
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end
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return ti1, ti2, nx1, ny1, nx2, ny2
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end
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-- Calculates the minkowsky difference between 2 rects, which is another rect
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local function rect_getDiff(x1, y1, w1, h1, x2, y2, w2, h2)
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return x2 - x1 - w1, y2 - y1 - h1, w1 + w2, h1 + h2
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end
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local function rect_containsPoint(x, y, w, h, px, py)
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return px - x > DELTA and py - y > DELTA and x + w - px > DELTA and y + h - py > DELTA
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end
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local function rect_isIntersecting(x1, y1, w1, h1, x2, y2, w2, h2)
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return x1 < x2 + w2 and x2 < x1 + w1 and y1 < y2 + h2 and y2 < y1 + h1
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end
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local function rect_getSquareDistance(x1, y1, w1, h1, x2, y2, w2, h2)
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local dx = x1 - x2 + (w1 - w2) / 2
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local dy = y1 - y2 + (h1 - h2) / 2
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return dx * dx + dy * dy
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end
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local function rect_detectCollision(x1, y1, w1, h1, x2, y2, w2, h2, goalX, goalY)
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goalX = goalX or x1
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goalY = goalY or y1
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local dx, dy = goalX - x1, goalY - y1
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local x, y, w, h = rect_getDiff(x1, y1, w1, h1, x2, y2, w2, h2)
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local overlaps, ti, nx, ny
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if rect_containsPoint(x, y, w, h, 0, 0) then -- item was intersecting other
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local px, py = rect_getNearestCorner(x, y, w, h, 0, 0)
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local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection
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ti = -wi * hi -- ti is the negative area of intersection
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overlaps = true
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else
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local ti1, ti2, nx1, ny1 = rect_getSegmentIntersectionIndices(x, y, w, h, 0, 0, dx, dy, -math.huge, math.huge)
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-- item tunnels into other
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if ti1 and ti1 < 1 and (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner
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and (0 < ti1 + DELTA or 0 == ti1 and ti2 > 0) then
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ti, nx, ny = ti1, nx1, ny1
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overlaps = false
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end
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end
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if not ti then
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return
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end
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local tx, ty
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if overlaps then
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if dx == 0 and dy == 0 then
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-- intersecting and not moving - use minimum displacement vector
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local px, py = rect_getNearestCorner(x, y, w, h, 0, 0)
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if abs(px) < abs(py) then
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py = 0
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else
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px = 0
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end
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nx, ny = sign(px), sign(py)
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tx, ty = x1 + px, y1 + py
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else
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-- intersecting and moving - move in the opposite direction
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local ti1, _
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ti1, _, nx, ny = rect_getSegmentIntersectionIndices(x, y, w, h, 0, 0, dx, dy, -math.huge, 1)
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if not ti1 then
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return
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end
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tx, ty = x1 + dx * ti1, y1 + dy * ti1
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end
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else -- tunnel
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tx, ty = x1 + dx * ti, y1 + dy * ti
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end
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return {
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overlaps = overlaps,
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ti = ti,
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move = {
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x = dx,
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y = dy,
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},
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normal = {
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x = nx,
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y = ny,
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},
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touch = {
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x = tx,
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y = ty,
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},
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itemRect = {
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x = x1,
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y = y1,
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w = w1,
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h = h1,
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},
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otherRect = {
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x = x2,
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y = y2,
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w = w2,
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h = h2,
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},
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}
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end
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------------------------------------------
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-- Grid functions
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------------------------------------------
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local function grid_toWorld(cellSize, cx, cy)
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return (cx - 1) * cellSize, (cy - 1) * cellSize
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end
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local function grid_toCell(cellSize, x, y)
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return floor(x / cellSize) + 1, floor(y / cellSize) + 1
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end
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-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
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-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
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-- It has been modified to include both cells when the ray "touches a grid corner",
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-- and with a different exit condition
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local function grid_traverse_initStep(cellSize, ct, t1, t2)
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local v = t2 - t1
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if v > 0 then
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return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
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elseif v < 0 then
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return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
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else
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return 0, math.huge, math.huge
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end
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end
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local function grid_traverse(cellSize, x1, y1, x2, y2, f)
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local cx1, cy1 = grid_toCell(cellSize, x1, y1)
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local cx2, cy2 = grid_toCell(cellSize, x2, y2)
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local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
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local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
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local cx, cy = cx1, cy1
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f(cx, cy)
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-- The default implementation had an infinite loop problem when
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-- approaching the last cell in some occassions. We finish iterating
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-- when we are *next* to the last cell
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while abs(cx - cx2) + abs(cy - cy2) > 1 do
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if tx < ty then
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tx, cx = tx + dx, cx + stepX
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f(cx, cy)
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else
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-- Addition: include both cells when going through corners
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if tx == ty then
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f(cx + stepX, cy)
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end
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ty, cy = ty + dy, cy + stepY
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f(cx, cy)
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end
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end
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-- If we have not arrived to the last cell, use it
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if cx ~= cx2 or cy ~= cy2 then
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f(cx2, cy2)
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end
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end
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local function grid_toCellRect(cellSize, x, y, w, h)
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local cx, cy = grid_toCell(cellSize, x, y)
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local cr, cb = ceil((x + w) / cellSize), ceil((y + h) / cellSize)
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return cx, cy, cr - cx + 1, cb - cy + 1
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end
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------------------------------------------
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-- Responses
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------------------------------------------
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local touch = function(world, col, x, y, w, h, goalX, goalY, filter)
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return col.touch.x, col.touch.y, {}, 0
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end
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local cross = function(world, col, x, y, w, h, goalX, goalY, filter)
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local cols, len = world:project(col.item, x, y, w, h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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local slide = function(world, col, x, y, w, h, goalX, goalY, filter)
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goalX = goalX or x
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goalY = goalY or y
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local tch, move = col.touch, col.move
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if move.x ~= 0 or move.y ~= 0 then
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if col.normal.x ~= 0 then
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goalX = tch.x
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else
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goalY = tch.y
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end
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end
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col.slide = {
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x = goalX,
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y = goalY,
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}
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x, y = tch.x, tch.y
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local cols, len = world:project(col.item, x, y, w, h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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local bounce = function(world, col, x, y, w, h, goalX, goalY, filter)
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goalX = goalX or x
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goalY = goalY or y
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local tch, move = col.touch, col.move
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local tx, ty = tch.x, tch.y
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local bx, by = tx, ty
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if move.x ~= 0 or move.y ~= 0 then
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local bnx, bny = goalX - tx, goalY - ty
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if col.normal.x == 0 then
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bny = -bny
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else
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bnx = -bnx
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end
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bx, by = tx + bnx, ty + bny
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end
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col.bounce = {
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x = bx,
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y = by,
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}
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x, y = tch.x, tch.y
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goalX, goalY = bx, by
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local cols, len = world:project(col.item, x, y, w, h, goalX, goalY, filter)
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return goalX, goalY, cols, len
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end
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------------------------------------------
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-- World
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------------------------------------------
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local World = {}
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local World_mt = {
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__index = World,
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}
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-- Private functions and methods
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local function sortByWeight(a, b)
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return a.weight < b.weight
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end
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local function sortByTiAndDistance(a, b)
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if a.ti == b.ti then
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local ir, ar, br = a.itemRect, a.otherRect, b.otherRect
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local ad = rect_getSquareDistance(ir.x, ir.y, ir.w, ir.h, ar.x, ar.y, ar.w, ar.h)
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local bd = rect_getSquareDistance(ir.x, ir.y, ir.w, ir.h, br.x, br.y, br.w, br.h)
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return ad < bd
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end
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return a.ti < b.ti
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end
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local function addItemToCell(self, item, cx, cy)
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self.rows[cy] = self.rows[cy] or setmetatable({}, {
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__mode = 'v',
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})
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local row = self.rows[cy]
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row[cx] = row[cx] or {
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itemCount = 0,
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x = cx,
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y = cy,
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items = setmetatable({}, {
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__mode = 'k',
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}),
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}
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local cell = row[cx]
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self.nonEmptyCells[cell] = true
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if not cell.items[item] then
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cell.items[item] = true
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cell.itemCount = cell.itemCount + 1
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end
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end
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local function removeItemFromCell(self, item, cx, cy)
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local row = self.rows[cy]
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if not row or not row[cx] or not row[cx].items[item] then
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return false
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end
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local cell = row[cx]
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cell.items[item] = nil
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cell.itemCount = cell.itemCount - 1
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if cell.itemCount == 0 then
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self.nonEmptyCells[cell] = nil
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end
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return true
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end
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local function getDictItemsInCellRect(self, cl, ct, cw, ch)
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local items_dict = {}
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for cy = ct, ct + ch - 1 do
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local row = self.rows[cy]
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if row then
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for cx = cl, cl + cw - 1 do
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local cell = row[cx]
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if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
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for item, _ in pairs(cell.items) do
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items_dict[item] = true
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end
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end
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end
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end
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end
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return items_dict
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end
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local function getCellsTouchedBySegment(self, x1, y1, x2, y2)
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local cells, cellsLen, visited = {}, 0, {}
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grid_traverse(self.cellSize, x1, y1, x2, y2, function(cx, cy)
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local row = self.rows[cy]
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if not row then
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return
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end
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local cell = row[cx]
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if not cell or visited[cell] then
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return
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end
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visited[cell] = true
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cellsLen = cellsLen + 1
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cells[cellsLen] = cell
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end)
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return cells, cellsLen
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end
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local function getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
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local cells, len = getCellsTouchedBySegment(self, x1, y1, x2, y2)
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local cell, rect, l, t, w, h, ti1, ti2, tii0, tii1
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local visited, itemInfo, itemInfoLen = {}, {}, 0
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for i = 1, len do
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cell = cells[i]
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for item in pairs(cell.items) do
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if not visited[item] then
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visited[item] = true
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if (not filter or filter(item)) then
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rect = self.rects[item]
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l, t, w, h = rect.x, rect.y, rect.w, rect.h
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ti1, ti2 = rect_getSegmentIntersectionIndices(l, t, w, h, x1, y1, x2, y2, 0, 1)
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if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
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-- the sorting is according to the t of an infinite line, not the segment
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tii0, tii1 = rect_getSegmentIntersectionIndices(l, t, w, h, x1, y1, x2, y2, -math.huge,
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math.huge)
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itemInfoLen = itemInfoLen + 1
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itemInfo[itemInfoLen] = {
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item = item,
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ti1 = ti1,
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ti2 = ti2,
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weight = min(tii0, tii1),
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}
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end
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end
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end
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end
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end
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table.sort(itemInfo, sortByWeight)
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return itemInfo, itemInfoLen
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end
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local function getResponseByName(self, name)
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local response = self.responses[name]
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if not response then
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error(('Unknown collision type: %s (%s)'):format(name, type(name)))
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end
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return response
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end
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-- Misc Public Methods
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function World:addResponse(name, response)
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self.responses[name] = response
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end
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function World:project(item, x, y, w, h, goalX, goalY, filter)
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assertIsRect(x, y, w, h)
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goalX = goalX or x
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goalY = goalY or y
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filter = filter or defaultFilter
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local collisions, len = {}, 0
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local visited = {}
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if item ~= nil then
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visited[item] = true
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end
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-- This could probably be done with less cells using a polygon raster over the cells instead of a
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-- bounding rect of the whole movement. Conditional to building a queryPolygon method
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local tl, tt = min(goalX, x), min(goalY, y)
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local tr, tb = max(goalX + w, x + w), max(goalY + h, y + h)
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|
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,
|
|
}
|
|
|
|
return bump
|