DelayNoMore/resolv_tailored/collision.go

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package resolv
// Collision contains the results of an Object.Check() call, and represents a collision between an Object and cells that contain other Objects.
// The Objects array indicate the Objects collided with.
type Collision struct {
checkingObject *Object // The checking object
dx, dy float64 // The delta the checking object was moving on that caused this collision
Objects *RingBuffer // Slice of objects that were collided with; sorted according to distance to calling Object.
Cells *RingBuffer // Slice of cells that were collided with; sorted according to distance to calling Object.
}
func NewCollision() *Collision {
return &Collision{
Objects: NewRingBuffer(16), // I don't expect it to exceed 10 actually
Cells: NewRingBuffer(16),
}
}
func (cc *Collision) Clear() {
cc.checkingObject = nil
cc.dx = 0
cc.dy = 0
cc.Objects.Clear()
cc.Cells.Clear()
}
func (cc *Collision) PopFirstCollidedObject() *Object {
if 0 >= cc.Objects.Cnt {
return nil
}
return cc.Objects.Pop().(*Object)
}
// HasTags returns whether any objects within the Collision have all of the specified tags. This slice does not contain the Object that called Check().
func (cc *Collision) HasTags(tags ...string) bool {
rb := cc.Objects
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
o := rb.GetByFrameId(i).(*Object)
if o == cc.checkingObject {
continue
}
if o.HasTags(tags...) {
return true
}
}
return false
}
// ObjectsByTags returns a slice of Objects from the cells reported by a Collision object by searching for Objects with a specific set of tags.
// This slice does not contain the Object that called Check().
func (cc *Collision) ObjectsByTags(tags ...string) []*Object {
objects := []*Object{}
rb := cc.Objects
for i := rb.StFrameId; i < rb.EdFrameId; i++ {
o := rb.GetByFrameId(i).(*Object)
if o == cc.checkingObject {
continue
}
if o.HasTags(tags...) {
objects = append(objects, o)
}
}
return objects
}
// ContactWithObject returns the delta to move to come into contact with the specified Object.
func (cc *Collision) ContactWithObject(object *Object) Vector {
delta := Vector{0, 0}
if cc.dx < 0 {
delta[0] = object.X + object.W - cc.checkingObject.X
} else if cc.dx > 0 {
delta[0] = object.X - cc.checkingObject.W - cc.checkingObject.X
}
if cc.dy < 0 {
delta[1] = object.Y + object.H - cc.checkingObject.Y
} else if cc.dy > 0 {
delta[1] = object.Y - cc.checkingObject.H - cc.checkingObject.Y
}
return delta
}
// ContactWithCell returns the delta to move to come into contact with the specified Cell.
func (cc *Collision) ContactWithCell(cell *Cell) Vector {
delta := Vector{0, 0}
cx := float64(cell.X * cc.checkingObject.Space.CellWidth)
cy := float64(cell.Y * cc.checkingObject.Space.CellHeight)
if cc.dx < 0 {
delta[0] = cx + float64(cc.checkingObject.Space.CellWidth) - cc.checkingObject.X
} else if cc.dx > 0 {
delta[0] = cx - cc.checkingObject.W - cc.checkingObject.X
}
if cc.dy < 0 {
delta[1] = cy + float64(cc.checkingObject.Space.CellHeight) - cc.checkingObject.Y
} else if cc.dy > 0 {
delta[1] = cy - cc.checkingObject.H - cc.checkingObject.Y
}
return delta
}
// SlideAgainstCell returns how much distance the calling Object can slide to avoid a collision with the targetObject. This only works on vertical and horizontal axes (x and y directly),
// primarily for platformers / top-down games. avoidTags is a sequence of tags (as strings) to indicate when sliding is valid (i.e. if a Cell contains an Object that has the tag given in
// the avoidTags slice, then sliding CANNOT happen). If sliding is not able to be done for whatever reason, SlideAgainstCell returns nil.
func (cc *Collision) SlideAgainstCell(cell *Cell, avoidTags ...string) Vector {
sp := cc.checkingObject.Space
collidingCell := cc.Cells.GetByFrameId(cc.Cells.StFrameId).(*Cell)
ccX, ccY := sp.SpaceToWorld(collidingCell.X, collidingCell.Y)
hX := float64(sp.CellWidth) / 2.0
hY := float64(sp.CellHeight) / 2.0
ccX += hX
ccY += hY
oX, oY := cc.checkingObject.Center()
diffX := oX - ccX
diffY := oY - ccY
left := sp.Cell(collidingCell.X-1, collidingCell.Y)
right := sp.Cell(collidingCell.X+1, collidingCell.Y)
up := sp.Cell(collidingCell.X, collidingCell.Y-1)
down := sp.Cell(collidingCell.X, collidingCell.Y+1)
slide := Vector{0, 0}
// Moving vertically
if cc.dy != 0 {
if diffX > 0 && (right == nil || !right.ContainsTags(avoidTags...)) {
// Slide right
slide[0] = ccX + hX - cc.checkingObject.X
} else if diffX < 0 && (left == nil || !left.ContainsTags(avoidTags...)) {
// Slide left
slide[0] = ccX - hX - (cc.checkingObject.X + cc.checkingObject.W)
} else {
return nil
}
}
if cc.dx != 0 {
if diffY > 0 && (down == nil || !down.ContainsTags(avoidTags...)) {
// Slide down
slide[1] = ccY + hY - cc.checkingObject.Y
} else if diffY < 0 && (up == nil || !up.ContainsTags(avoidTags...)) {
// Slide up
slide[1] = ccY - hY - (cc.checkingObject.Y + cc.checkingObject.H)
} else {
return nil
}
}
return slide
}