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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Refactored use of SAT collision checking.
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parent
3baaf1d52c
commit
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@ -4,6 +4,7 @@ import (
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. "dnmshared"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/kvartborg/vector"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"image/color"
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@ -56,7 +57,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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if moveToCollide {
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toTestPlayerCollider := playerColliders[0]
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oldDx := 0.0
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oldDy := 180.0
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oldDy := 135.0
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dx := oldDx
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dy := oldDy
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if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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@ -64,11 +65,26 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
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origX, origY := playerShape.Position()
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playerShape.SetPosition(origX+oldDx, origY+oldDy)
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if mtv := CalculateMTVForConvexPolygon(playerShape, barrierShape); mtv != nil {
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Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, MTV=%v", toTestPlayerCollider.Shape, oldDx, oldDy, mtv))
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//dx, dy = mtv[0], mtv[1]
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if colliding := IsPolygonPairColliding(playerShape, barrierShape, nil); colliding {
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Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v", playerShape, oldDx, oldDy))
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overlapResult := &SatResult{
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Overlap: 0,
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OverlapX: 0,
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OverlapY: 0,
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AContainedInB: true,
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BContainedInA: true,
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Axis: vector.Vector{0, 0},
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}
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e := vector.Vector{oldDx, oldDy}.Unit()
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if separatableAlongMovement := IsPolygonPairSeparatedByDir(playerShape, barrierShape, e, overlapResult); !separatableAlongMovement {
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerShape, oldDx, oldDy, barrierShape, pushbackX, pushbackY))
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dx, dy = oldDx-pushbackX, oldDy-pushbackY
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} else {
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Logger.Info(fmt.Sprintf("Not Collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, e=%v", playerShape, oldDx, oldDy, barrierShape, e))
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}
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} else {
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Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, not intersecting", toTestPlayerCollider.Shape, oldDx, oldDy, barrierShape))
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Logger.Info(fmt.Sprintf("Not collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v", playerShape, oldDx, oldDy, barrierShape))
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}
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playerShape.SetPosition(origX, origY)
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@ -15,6 +15,10 @@ type Vec2D struct {
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Y float64 `json:"y,omitempty"`
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}
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func NormVec2D(dx, dy float64) Vec2D {
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return Vec2D{dy, -dx}
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}
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type Polygon2D struct {
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Anchor *Vec2D `json:"-"` // This "Polygon2D.Anchor" is used to be assigned to "B2BodyDef.Position", which in turn is used as the position of the FIRST POINT of the polygon.
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Points []*Vec2D `json:"-"`
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@ -3,80 +3,169 @@ package dnmshared
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import (
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"github.com/kvartborg/vector"
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"github.com/solarlune/resolv"
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"math"
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"math"
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)
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func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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collider := resolv.NewObject(origX-w*0.5+spaceOffsetX, origY-h*0.5+spaceOffsetY, w, h, tag)
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shape := resolv.NewRectangle(0, 0, w, h)
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collider.SetShape(shape)
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return collider
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collider := resolv.NewObject(origX-w*0.5+spaceOffsetX, origY-h*0.5+spaceOffsetY, w, h, tag)
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shape := resolv.NewRectangle(0, 0, w, h)
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collider.SetShape(shape)
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return collider
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}
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func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
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var w, h float64 = 0, 0
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aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
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var w, h float64 = 0, 0
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shape := resolv.NewConvexPolygon()
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for i, pi := range aligned.Points {
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for j, pj := range aligned.Points {
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if i == j {
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continue
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}
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if math.Abs(pj.X-pi.X) > w {
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w = math.Abs(pj.X - pi.X)
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}
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if math.Abs(pj.Y-pi.Y) > h {
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h = math.Abs(pj.Y - pi.Y)
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}
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}
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}
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shape := resolv.NewConvexPolygon()
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for i, pi := range aligned.Points {
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for j, pj := range aligned.Points {
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if i == j {
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continue
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}
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if math.Abs(pj.X-pi.X) > w {
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w = math.Abs(pj.X - pi.X)
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}
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if math.Abs(pj.Y-pi.Y) > h {
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h = math.Abs(pj.Y - pi.Y)
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}
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}
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}
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for i := 0; i < len(aligned.Points); i++ {
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p := aligned.Points[i]
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shape.AddPoints(p.X, p.Y)
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}
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for i := 0; i < len(aligned.Points); i++ {
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p := aligned.Points[i]
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shape.AddPoints(p.X, p.Y)
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}
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collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
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collider.SetShape(shape)
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collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
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collider.SetShape(shape)
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return collider
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return collider
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}
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func CalculateMTVForConvexPolygon(cp *resolv.ConvexPolygon, other *resolv.ConvexPolygon) vector.Vector {
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delta := vector.Vector{0, 0}
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smallest := vector.Vector{math.MaxFloat64, 0}
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for _, axis := range cp.SATAxes() {
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if !cp.Project(axis).Overlapping(other.Project(axis)) {
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return nil
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}
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overlap := cp.Project(axis).Overlap(other.Project(axis))
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if smallest.Magnitude() > overlap {
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smallest = axis.Scale(overlap)
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}
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}
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for _, axis := range other.SATAxes() {
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if !cp.Project(axis).Overlapping(other.Project(axis)) {
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return nil
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}
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overlap := cp.Project(axis).Overlap(other.Project(axis))
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if smallest.Magnitude() > overlap {
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smallest = axis.Scale(overlap)
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}
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}
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delta[0] = smallest[0]
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delta[1] = smallest[1]
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return delta
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type SatResult struct {
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Overlap float64
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OverlapX float64
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OverlapY float64
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AContainedInB bool
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BContainedInA bool
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Axis vector.Vector
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}
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func IsPolygonPairColliding(a, b *resolv.ConvexPolygon, result *SatResult) bool {
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aCnt, bCnt := len(a.Points), len(b.Points)
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// Single point case
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if 1 == aCnt && 1 == bCnt {
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if nil != result {
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result.Overlap = 0
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}
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return a.Points[0].X() == b.Points[0].X() && a.Points[0].Y() == b.Points[0].Y()
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}
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if 1 < aCnt {
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for _, axis := range a.SATAxes() {
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if IsPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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return false
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}
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}
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}
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if 1 < bCnt {
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for _, axis := range b.SATAxes() {
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if IsPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
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return false
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}
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}
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}
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return true
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}
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func IsPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, result *SatResult) bool {
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var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64
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for _, p := range a.Points {
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dot := p.X()*e.X() + p.Y()*e.Y()
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if aStart > dot {
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aStart = dot
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}
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if aEnd < dot {
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aEnd = dot
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}
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}
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for _, p := range b.Points {
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dot := p.X()*e.X() + p.Y()*e.Y()
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if bStart > dot {
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bStart = dot
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}
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if bEnd < dot {
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bEnd = dot
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}
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}
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if aStart > bEnd || aEnd < bStart {
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// Separated by unit vector "e"
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return true
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}
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if nil != result {
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result.Axis = e
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overlap := float64(0)
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if aStart < bStart {
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result.AContainedInB = false
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if aEnd < bEnd {
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overlap = aEnd - bStart
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result.BContainedInA = false
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} else {
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option1 := aEnd - bStart
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option2 := bEnd - aStart
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if option1 < option2 {
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overlap = option1
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} else {
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overlap = -option2
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}
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}
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} else {
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result.BContainedInA = false
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if aEnd > bEnd {
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overlap = aStart - bEnd
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result.AContainedInB = false
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} else {
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option1 := aEnd - bStart
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option2 := bEnd - aStart
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if option1 < option2 {
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overlap = option1
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} else {
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overlap = -option2
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}
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}
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}
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currentOverlap := result.Overlap
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absoluteOverlap := overlap
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if overlap < 0 {
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absoluteOverlap = -overlap
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}
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if 0 == currentOverlap || currentOverlap > absoluteOverlap {
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var sign float64 = 1
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if overlap < 0 {
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sign = -1
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}
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result.Overlap = absoluteOverlap
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result.OverlapX = e.X() * sign
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result.OverlapY = e.Y() * sign
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}
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}
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// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
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return false
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}
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@ -444,38 +444,38 @@ func (pTmxMapIns *TmxMap) continuousObjLayerOffsetToContinuousMapNodePos(continu
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}
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func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
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// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
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float64Max := float64(99999999999999.9)
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boundingBoxTL := &Vec2D{
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X: float64Max,
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Y: float64Max,
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}
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for _, p := range input.Points {
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if p.X < boundingBoxTL.X {
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boundingBoxTL.X = p.X
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}
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if p.Y < boundingBoxTL.Y {
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boundingBoxTL.Y = p.Y
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}
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}
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// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
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float64Max := float64(99999999999999.9)
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boundingBoxTL := &Vec2D{
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X: float64Max,
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Y: float64Max,
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}
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for _, p := range input.Points {
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if p.X < boundingBoxTL.X {
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boundingBoxTL.X = p.X
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}
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if p.Y < boundingBoxTL.Y {
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boundingBoxTL.Y = p.Y
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}
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}
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// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
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output := &Polygon2D{
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Anchor: &Vec2D{
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X: input.Anchor.X+boundingBoxTL.X,
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Y: input.Anchor.Y+boundingBoxTL.Y,
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},
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Points: make([]*Vec2D, len(input.Points)),
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TileWidth: input.TileWidth,
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TileHeight: input.TileHeight,
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}
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// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
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output := &Polygon2D{
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Anchor: &Vec2D{
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X: input.Anchor.X + boundingBoxTL.X,
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Y: input.Anchor.Y + boundingBoxTL.Y,
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},
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Points: make([]*Vec2D, len(input.Points)),
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TileWidth: input.TileWidth,
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TileHeight: input.TileHeight,
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}
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for i, p := range input.Points {
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output.Points[i] = &Vec2D{
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X: p.X-boundingBoxTL.X,
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Y: p.Y-boundingBoxTL.Y,
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}
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}
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return output
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}
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for i, p := range input.Points {
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output.Points[i] = &Vec2D{
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X: p.X - boundingBoxTL.X,
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Y: p.Y - boundingBoxTL.Y,
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}
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}
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return output
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}
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