Fixes for collider polygonal shape drawing.

This commit is contained in:
genxium
2022-10-15 16:51:38 +08:00
parent 1122f4d71c
commit d49e7830d4
31 changed files with 853 additions and 165 deletions

View File

@@ -1,66 +1,52 @@
package main
import (
"image/color"
"math"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/solarlune/resolv"
"image/color"
)
var circleBuffer map[resolv.Shape]*ebiten.Image = map[resolv.Shape]*ebiten.Image{}
func DrawPolygon(screen *ebiten.Image, shape *resolv.ConvexPolygon, color color.Color) {
verts := shape.Transformed()
for i := 0; i < len(verts); i++ {
vert := verts[i]
next := verts[0]
if i < len(verts)-1 {
next = verts[i+1]
}
ebitenutil.DrawLine(screen, vert.X(), vert.Y(), next.X(), next.Y(), color)
var (
PolygonFillerImage = ebiten.NewImage(1, 1)
)
func DrawPolygon(screen *ebiten.Image, shape *resolv.ConvexPolygon, clr color.Color) {
PolygonFillerImage.Fill(clr)
indices := []uint16{}
vs := []ebiten.Vertex{}
coors := shape.Transformed()
centerX := float64(0)
centerY := float64(0)
n := uint16(len(coors))
for i, coor := range coors {
centerX += coor.X()
centerY += coor.Y()
vs = append(vs, ebiten.Vertex{
DstX: float32(coor.X()),
DstY: float32(coor.Y()),
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
})
indices = append(indices, uint16(i), uint16(i+1)%n, n)
}
}
func DrawCircle(screen *ebiten.Image, circle *resolv.Circle, drawColor color.Color) {
// Actually drawing the circles live is too inefficient, so we will simply draw them to an image and then draw that instead
// when necessary.
if _, exists := circleBuffer[circle]; !exists {
newImg := ebiten.NewImage(int(circle.Radius)*2, int(circle.Radius)*2)
newImg.Set(int(circle.X), int(circle.Y), color.White)
stepCount := float64(32)
// Half image width and height.
hw := circle.Radius
hh := circle.Radius
for i := 0; i < int(stepCount); i++ {
x := (math.Sin(math.Pi*2*float64(i)/stepCount) * (circle.Radius - 2)) + hw
y := (math.Cos(math.Pi*2*float64(i)/stepCount) * (circle.Radius - 2)) + hh
x2 := (math.Sin(math.Pi*2*float64(i+1)/stepCount) * (circle.Radius - 2)) + hw
y2 := (math.Cos(math.Pi*2*float64(i+1)/stepCount) * (circle.Radius - 2)) + hh
ebitenutil.DrawLine(newImg, x, y, x2, y2, color.White)
}
circleBuffer[circle] = newImg
}
drawOpt := &ebiten.DrawImageOptions{}
r, g, b, _ := drawColor.RGBA()
drawOpt.ColorM.Scale(float64(r)/65535, float64(g)/65535, float64(b)/65535, 1)
drawOpt.GeoM.Translate(circle.X-circle.Radius, circle.Y-circle.Radius)
screen.DrawImage(circleBuffer[circle], drawOpt)
centerX = centerX / float64(n)
centerY = centerY / float64(n)
vs = append(vs, ebiten.Vertex{
DstX: float32(centerX),
DstY: float32(centerY),
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
})
screen.DrawTriangles(vs, indices, PolygonFillerImage, nil)
}

View File

@@ -85,12 +85,13 @@ type Game struct {
func NewGame() *Game {
stageName := "simple" // Use this for calibration
// stageName := "richsoil"
// stageName := "simple" // Use this for calibration
stageName := "simple2"
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage(stageName)
if nil != err {
panic(err)
}
PolygonFillerImage.Fill(color.RGBA{60, 60, 60, 255}) // Required to init color of the polygons!
spaceW := stageDiscreteW * stageTileW
spaceH := stageDiscreteH * stageTileH

View File

@@ -1,20 +1,20 @@
package main
import (
. "dnmshared"
"fmt"
"image/color"
"go.uber.org/zap"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/solarlune/resolv"
. "dnmshared"
"go.uber.org/zap"
"image/color"
"math"
"math"
)
type WorldColliderDisplay struct {
Game *Game
Space *resolv.Space
Game *Game
Space *resolv.Space
}
func (world *WorldColliderDisplay) Init() {
@@ -22,7 +22,7 @@ func (world *WorldColliderDisplay) Init() {
func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
playerList := *(playerPosMap["PlayerStartingPos"])
playerList := *(playerPosMap["PlayerStartingPos"])
barrierList := *(barrierMap["Barrier"])
world := &WorldColliderDisplay{Game: game}
@@ -35,53 +35,51 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
// TODO: Move collider y-axis transformation to a "dnmshared"
// TODO: Move collider y-axis transformation to a "dnmshared"
playerColliderRadius := float64(12) // hardcoded
space := resolv.NewSpace(int(spaceW), int(spaceH), int(stageTileW), int(stageTileH))
for _, player := range playerList {
playerCollider := resolv.NewObject(player.X+spaceOffsetX, -player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
playerCollider.SetShape(playerColliderShape)
Logger.Info("player shape added:", zap.Any("shape", playerColliderShape))
space.Add(playerCollider)
}
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for _, player := range playerList {
playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
playerCollider.SetShape(playerColliderShape)
space.Add(playerCollider)
}
barrierLocalId := 0
for _, barrier := range barrierList {
var w float64 = 0
var h float64 = 0
barrierLocalId := 0
for _, barrier := range barrierList {
var w float64 = 0
var h float64 = 0
for i, pi := range barrier.Points {
for j, pj := range barrier.Points {
if i == j {
continue
}
if math.Abs(pj.X-pi.X) > w {
w = math.Abs(pj.X - pi.X)
}
if math.Abs(pj.Y-pi.Y) > h {
h = math.Abs(pj.Y - pi.Y)
}
}
}
for i, pi := range barrier.Points {
for j, pj := range barrier.Points {
if i == j {
continue
}
if math.Abs(pj.X-pi.X) > w {
w = math.Abs(pj.X - pi.X)
}
if math.Abs(pj.Y-pi.Y) > h {
h = math.Abs(pj.Y - pi.Y)
}
}
}
barrierColliderShape := resolv.NewConvexPolygon()
for i := 0; i < len(barrier.Points); i++ {
p := barrier.Points[i]
barrierColliderShape.AddPoints(p.X, p.Y)
}
barrierColliderShape := resolv.NewConvexPolygon()
for i := 0; i < len(barrier.Points); i++ {
p := barrier.Points[i]
barrierColliderShape.AddPoints(p.X, p.Y)
}
barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, -barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier")
barrierCollider.SetShape(barrierColliderShape)
barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier")
barrierCollider.SetShape(barrierColliderShape)
Logger.Info("barrier shape added:", zap.Any("barrierLocalId", barrierLocalId), zap.Any("shape", barrierColliderShape))
space.Add(barrierCollider)
space.Add(barrierCollider)
barrierLocalId++
}
barrierLocalId++
}
world.Space = space
return world
return world
}
func (world *WorldColliderDisplay) Update() {
@@ -91,14 +89,17 @@ func (world *WorldColliderDisplay) Update() {
func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
for _, o := range world.Space.Objects() {
drawColor := color.RGBA{60, 60, 60, 255}
if o.HasTags("Player") {
drawColor = color.RGBA{0, 255, 0, 255}
circle := o.Shape.(*resolv.Circle)
drawColor := color.RGBA{0, 255, 0, 255}
ebitenutil.DrawCircle(screen, circle.X, circle.Y, circle.Radius, drawColor)
} else {
drawColor := color.RGBA{60, 60, 60, 255}
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
}
ebitenutil.DrawRect(screen, o.X, o.Y, o.W, o.H, drawColor)
}
// world.Game.DebugDraw(screen, world.Space)
// world.Game.DebugDraw(screen, world.Space)
if world.Game.ShowHelpText {