mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
A temp dirty commit having mysterious left moving players.
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@@ -24,7 +24,7 @@ func (cc *Collision) Clear() {
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cc.Cells.Clear()
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}
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func (cc *Collision) FirstCollidedObject() *Object {
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func (cc *Collision) PopFirstCollidedObject() *Object {
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if 0 >= cc.Objects.Cnt {
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return nil
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}
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@@ -254,7 +254,7 @@ func (obj *Object) CheckAllWithHolder(dx, dy float64, cc *Collision) bool {
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if obj.Space == nil {
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return false
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}
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cc.Clear()
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cc.checkingObject = obj
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if dx < 0 {
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@@ -125,7 +125,7 @@ func (line *Line) IntersectionPointsCircle(circle *Circle) []Vector {
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}
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type ConvexPolygon struct {
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Points []Vector
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Points *RingBuffer
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X, Y float64
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Closed bool
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}
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@@ -135,46 +135,72 @@ type ConvexPolygon struct {
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// polygon square, with the vertices at {0,0}, {10,0}, {10, 10}, and {0, 10}.
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func NewConvexPolygon(points ...float64) *ConvexPolygon {
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// if len(points)/2 < 2 {
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// return nil
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// }
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cp := &ConvexPolygon{Points: []Vector{}, Closed: true}
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cp := &ConvexPolygon{
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Points: NewRingBuffer(6), // I don't expected more points to be coped with in this particular game
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Closed: true,
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}
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cp.AddPoints(points...)
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return cp
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}
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func (cp *ConvexPolygon) Clone() Shape {
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points := []Vector{}
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for _, point := range cp.Points {
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points = append(points, point.Clone())
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func (cp *ConvexPolygon) GetPointByOffset(offset int32) Vector {
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if cp.Points.Cnt <= offset {
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return nil
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}
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return cp.Points.GetByFrameId(cp.Points.StFrameId + offset).(Vector)
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}
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func (cp *ConvexPolygon) Clone() Shape {
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newPoly := NewConvexPolygon()
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newPoly.X = cp.X
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newPoly.Y = cp.Y
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newPoly.AddPointsVec(points...)
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for i := int32(0); i < cp.Points.Cnt; i++ {
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newPoly.Points.Put(cp.GetPointByOffset(i))
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}
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newPoly.Closed = cp.Closed
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return newPoly
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}
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// AddPointsVec allows you to add points to the ConvexPolygon with a slice of Vectors, each indicating a point / vertex.
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func (cp *ConvexPolygon) AddPointsVec(points ...Vector) {
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cp.Points = append(cp.Points, points...)
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}
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// AddPoints allows you to add points to the ConvexPolygon with a slice or selection of float64s, with each pair indicating an X or Y value for
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// a point / vertex (i.e. AddPoints(0, 1, 2, 3) would add two points - one at {0, 1}, and another at {2, 3}).
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func (cp *ConvexPolygon) AddPoints(vertexPositions ...float64) {
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for v := 0; v < len(vertexPositions); v += 2 {
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cp.Points = append(cp.Points, Vector{vertexPositions[v], vertexPositions[v+1]})
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// "resolv.Vector" is an alias of "[]float64", thus already a pointer type
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cp.Points.Put(Vector{vertexPositions[v], vertexPositions[v+1]})
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}
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}
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func (cp *ConvexPolygon) UpdateAsRectangle(x, y, w, h float64) bool {
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// This function might look ugly but it's a fast in-place update!
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if 4 != cp.Points.Cnt {
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panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#1!")
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}
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for i := int32(0); i < cp.Points.Cnt; i++ {
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thatVec := cp.GetPointByOffset(i)
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if nil == thatVec {
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panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#2!")
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}
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switch i {
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case 0:
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thatVec[0] = x
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thatVec[1] = y
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case 1:
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thatVec[0] = x + w
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thatVec[1] = y
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case 2:
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thatVec[0] = x + w
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thatVec[1] = y + h
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case 3:
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thatVec[0] = x
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thatVec[1] = y + h
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}
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}
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return true
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}
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// Lines returns a slice of transformed Lines composing the ConvexPolygon.
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func (cp *ConvexPolygon) Lines() []*Line {
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@@ -200,8 +226,9 @@ func (cp *ConvexPolygon) Lines() []*Line {
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// Transformed returns the ConvexPolygon's points / vertices, transformed according to the ConvexPolygon's position.
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func (cp *ConvexPolygon) Transformed() []Vector {
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transformed := make([]Vector, len(cp.Points))
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for i, point := range cp.Points {
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transformed := make([]Vector, cp.Points.Cnt)
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for i := int32(0); i < cp.Points.Cnt; i++ {
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point := cp.GetPointByOffset(i)
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transformed[i] = Vector{point[0] + cp.X, point[1] + cp.Y}
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}
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return transformed
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@@ -331,10 +358,6 @@ func (polygon *ConvexPolygon) PointInside(point Vector) bool {
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return contactCount == 1
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}
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func (polygon *ConvexPolygon) GetPoints() []Vector {
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return polygon.Points
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}
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type ContactSet struct {
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Points []Vector // Slice of Points indicating contact between the two Shapes.
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MTV Vector // Minimum Translation Vector; this is the vector to move a Shape on to move it outside of its contacting Shape.
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@@ -553,42 +576,6 @@ func (cp *ConvexPolygon) ContainedBy(otherShape Shape) bool {
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return true
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}
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// FlipH flips the ConvexPolygon's vertices horizontally according to their initial offset when adding the points.
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func (cp *ConvexPolygon) FlipH() {
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for _, v := range cp.Points {
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v[0] = -v[0]
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}
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// We have to reverse vertex order after flipping the vertices to ensure the winding order is consistent between Objects (so that the normals are consistently outside or inside, which is important
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// when doing Intersection tests). If we assume that the normal of a line, going from vertex A to vertex B, is one direction, then the normal would be inverted if the vertices were flipped in position,
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// but not in order. This would make Intersection tests drive objects into each other, instead of giving the delta to move away.
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cp.ReverseVertexOrder()
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}
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// FlipV flips the ConvexPolygon's vertices vertically according to their initial offset when adding the points.
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func (cp *ConvexPolygon) FlipV() {
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for _, v := range cp.Points {
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v[1] = -v[1]
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}
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cp.ReverseVertexOrder()
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}
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// ReverseVertexOrder reverses the vertex ordering of the ConvexPolygon.
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func (cp *ConvexPolygon) ReverseVertexOrder() {
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verts := []Vector{cp.Points[0]}
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for i := len(cp.Points) - 1; i >= 1; i-- {
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verts = append(verts, cp.Points[i])
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}
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cp.Points = verts
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}
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// NewRectangle returns a rectangular ConvexPolygon with the vertices in clockwise order. In actuality, an AABBRectangle should be its own
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// "thing" with its own optimized Intersection code check.
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func NewRectangle(x, y, w, h float64) *ConvexPolygon {
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