package resolv import ( "math" ) type Shape interface { // Intersection tests to see if a Shape intersects with the other given Shape. dx and dy are delta movement variables indicating // movement to be applied before the intersection check (thereby allowing you to see if a Shape would collide with another if it // were in a different relative location). If an Intersection is found, a ContactSet will be returned, giving information regarding // the intersection. Intersection(dx, dy float64, other Shape) *ContactSet // Bounds returns the top-left and bottom-right points of the Shape. Bounds() (Vector, Vector) // Position returns the X and Y position of the Shape. Position() (float64, float64) // SetPosition allows you to place a Shape at another location. SetPosition(x, y float64) // Clone duplicates the Shape. Clone() Shape } // A Line is a helper shape used to determine if two ConvexPolygon lines intersect; you can't create a Line to use as a Shape. // Instead, you can create a ConvexPolygon, specify two points, and set its Closed value to false. type Line struct { Start, End Vector } func NewLine(x, y, x2, y2 float64) *Line { return &Line{ Start: Vector{x, y}, End: Vector{x2, y2}, } } func (line *Line) Project(axis Vector) Vector { return line.Vector().Scale(axis.Dot(line.Start.Sub(line.End))) } func (line *Line) Normal() Vector { dy := line.End[1] - line.Start[1] dx := line.End[0] - line.Start[0] return Vector{dy, -dx}.Unit() } func (line *Line) Vector() Vector { return line.End.Clone().Sub(line.Start).Unit() } // IntersectionPointsLine returns the intersection point of a Line with another Line as a Vector. If no intersection is found, it will return nil. func (line *Line) IntersectionPointsLine(other *Line) Vector { det := (line.End[0]-line.Start[0])*(other.End[1]-other.Start[1]) - (other.End[0]-other.Start[0])*(line.End[1]-line.Start[1]) if det != 0 { // MAGIC MATH; the extra + 1 here makes it so that corner cases (literally, lines going through corners) works. // lambda := (float32(((line.Y-b.Y)*(b.X2-b.X))-((line.X-b.X)*(b.Y2-b.Y))) + 1) / float32(det) lambda := (((line.Start[1] - other.Start[1]) * (other.End[0] - other.Start[0])) - ((line.Start[0] - other.Start[0]) * (other.End[1] - other.Start[1])) + 1) / det // gamma := (float32(((line.Y-b.Y)*(line.X2-line.X))-((line.X-b.X)*(line.Y2-line.Y))) + 1) / float32(det) gamma := (((line.Start[1] - other.Start[1]) * (line.End[0] - line.Start[0])) - ((line.Start[0] - other.Start[0]) * (line.End[1] - line.Start[1])) + 1) / det if (0 < lambda && lambda < 1) && (0 < gamma && gamma < 1) { // Delta dx := line.End[0] - line.Start[0] dy := line.End[1] - line.Start[1] // dx, dy := line.GetDelta() return Vector{line.Start[0] + (lambda * dx), line.Start[1] + (lambda * dy)} } } return nil } // IntersectionPointsCircle returns a slice of Vectors, each indicating the intersection point. If no intersection is found, it will return an empty slice. func (line *Line) IntersectionPointsCircle(circle *Circle) []Vector { points := []Vector{} cp := Vector{circle.X, circle.Y} lStart := line.Start.Sub(cp) lEnd := line.End.Sub(cp) diff := lEnd.Sub(lStart) a := diff[0]*diff[0] + diff[1]*diff[1] b := 2 * ((diff[0] * lStart[0]) + (diff[1] * lStart[1])) c := (lStart[0] * lStart[0]) + (lStart[1] * lStart[1]) - (circle.Radius * circle.Radius) det := b*b - (4 * a * c) if det < 0 { // Do nothing, no intersections } else if det == 0 { t := -b / (2 * a) if t >= 0 && t <= 1 { points = append(points, Vector{line.Start[0] + t*diff[0], line.Start[1] + t*diff[1]}) } } else { t := (-b + math.Sqrt(det)) / (2 * a) // We have to ensure t is between 0 and 1; otherwise, the collision points are on the circle as though the lines were infinite in length. if t >= 0 && t <= 1 { points = append(points, Vector{line.Start[0] + t*diff[0], line.Start[1] + t*diff[1]}) } t = (-b - math.Sqrt(det)) / (2 * a) if t >= 0 && t <= 1 { points = append(points, Vector{line.Start[0] + t*diff[0], line.Start[1] + t*diff[1]}) } } return points } type ConvexPolygon struct { Points *RingBuffer X, Y float64 Closed bool } // NewConvexPolygon creates a new convex polygon from the provided set of X and Y positions of 2D points (or vertices). Should generally be ordered clockwise, // from X and Y of the first, to X and Y of the last. For example: NewConvexPolygon(0, 0, 10, 0, 10, 10, 0, 10) would create a 10x10 convex // polygon square, with the vertices at {0,0}, {10,0}, {10, 10}, and {0, 10}. func NewConvexPolygon(points ...float64) *ConvexPolygon { cp := &ConvexPolygon{ Points: NewRingBuffer(6), // I don't expected more points to be coped with in this particular game Closed: true, } cp.AddPoints(points...) return cp } func (cp *ConvexPolygon) GetPointByOffset(offset int32) Vector { if cp.Points.Cnt <= offset { return nil } return cp.Points.GetByFrameId(cp.Points.StFrameId + offset).(Vector) } func (cp *ConvexPolygon) Clone() Shape { newPoly := NewConvexPolygon() newPoly.X = cp.X newPoly.Y = cp.Y for i := int32(0); i < cp.Points.Cnt; i++ { newPoly.Points.Put(cp.GetPointByOffset(i)) } newPoly.Closed = cp.Closed return newPoly } // 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 // a point / vertex (i.e. AddPoints(0, 1, 2, 3) would add two points - one at {0, 1}, and another at {2, 3}). func (cp *ConvexPolygon) AddPoints(vertexPositions ...float64) { for v := 0; v < len(vertexPositions); v += 2 { // "resolv.Vector" is an alias of "[]float64", thus already a pointer type cp.Points.Put(Vector{vertexPositions[v], vertexPositions[v+1]}) } } func (cp *ConvexPolygon) UpdateAsRectangle(x, y, w, h float64) bool { // This function might look ugly but it's a fast in-place update! if 4 != cp.Points.Cnt { panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#1!") } for i := int32(0); i < cp.Points.Cnt; i++ { thatVec := cp.GetPointByOffset(i) if nil == thatVec { panic("ConvexPolygon not having exactly 4 vertices to form a rectangle#2!") } switch i { case 0: thatVec[0] = x thatVec[1] = y case 1: thatVec[0] = x + w thatVec[1] = y case 2: thatVec[0] = x + w thatVec[1] = y + h case 3: thatVec[0] = x thatVec[1] = y + h } } return true } // Lines returns a slice of transformed Lines composing the ConvexPolygon. func (cp *ConvexPolygon) Lines() []*Line { vertices := cp.Transformed() linesCnt := len(vertices) if !cp.Closed { linesCnt -= 1 } lines := make([]*Line, linesCnt) for i := 0; i < linesCnt; i++ { start, end := vertices[i], vertices[0] if i < len(vertices)-1 { end = vertices[i+1] } line := NewLine(start[0], start[1], end[0], end[1]) lines[i] = line } return lines } // Transformed returns the ConvexPolygon's points / vertices, transformed according to the ConvexPolygon's position. func (cp *ConvexPolygon) Transformed() []Vector { transformed := make([]Vector, cp.Points.Cnt) for i := int32(0); i < cp.Points.Cnt; i++ { point := cp.GetPointByOffset(i) transformed[i] = Vector{point[0] + cp.X, point[1] + cp.Y} } return transformed } // Bounds returns two Vectors, comprising the top-left and bottom-right positions of the bounds of the // ConvexPolygon, post-transformation. func (cp *ConvexPolygon) Bounds() (Vector, Vector) { transformed := cp.Transformed() topLeft := Vector{transformed[0][0], transformed[0][1]} bottomRight := topLeft.Clone() for i := 0; i < len(transformed); i++ { point := transformed[i] if point[0] < topLeft[0] { topLeft[0] = point[0] } else if point[0] > bottomRight[0] { bottomRight[0] = point[0] } if point[1] < topLeft[1] { topLeft[1] = point[1] } else if point[1] > bottomRight[1] { bottomRight[1] = point[1] } } return topLeft, bottomRight } // Position returns the position of the ConvexPolygon. func (cp *ConvexPolygon) Position() (float64, float64) { return cp.X, cp.Y } // SetPosition sets the position of the ConvexPolygon. The offset of the vertices compared to the X and Y position is relative to however // you initially defined the polygon and added the vertices. func (cp *ConvexPolygon) SetPosition(x, y float64) { cp.X = x cp.Y = y } // SetPositionVec allows you to set the position of the ConvexPolygon using a Vector. The offset of the vertices compared to the X and Y // position is relative to however you initially defined the polygon and added the vertices. func (cp *ConvexPolygon) SetPositionVec(vec Vector) { cp.X = vec.X() cp.Y = vec.Y() } // Move translates the ConvexPolygon by the designated X and Y values. func (cp *ConvexPolygon) Move(x, y float64) { cp.X += x cp.Y += y } // MoveVec translates the ConvexPolygon by the designated Vector. func (cp *ConvexPolygon) MoveVec(vec Vector) { cp.X += vec.X() cp.Y += vec.Y() } // Center returns the transformed Center of the ConvexPolygon. func (cp *ConvexPolygon) Center() Vector { pos := Vector{0, 0} vertices := cp.Transformed() for _, v := range vertices { pos.Add(v) } denom := float64(len(vertices)) pos[0] /= denom pos[1] /= denom return pos } // Project projects (i.e. flattens) the ConvexPolygon onto the provided axis. func (cp *ConvexPolygon) Project(axis Vector) Projection { axis = axis.Unit() vertices := cp.Transformed() min := axis.Dot(Vector{vertices[0][0], vertices[0][1]}) max := min for i := 1; i < len(vertices); i++ { p := axis.Dot(Vector{vertices[i][0], vertices[i][1]}) if p < min { min = p } else if p > max { max = p } } return Projection{min, max} } // SATAxes returns the axes of the ConvexPolygon for SAT intersection testing. func (cp *ConvexPolygon) SATAxes() []Vector { lines := cp.Lines() axes := make([]Vector, len(lines)) for i, line := range lines { axes[i] = line.Normal() } return axes } // PointInside returns if a Point (a Vector) is inside the ConvexPolygon. func (polygon *ConvexPolygon) PointInside(point Vector) bool { pointLine := NewLine(point[0], point[1], point[0]+999999999999, point[1]) contactCount := 0 for _, line := range polygon.Lines() { if line.IntersectionPointsLine(pointLine) != nil { contactCount++ } } return contactCount == 1 } type ContactSet struct { Points []Vector // Slice of Points indicating contact between the two Shapes. MTV Vector // Minimum Translation Vector; this is the vector to move a Shape on to move it outside of its contacting Shape. Center Vector // Center of the Contact set; this is the average of all Points contained within the Contact Set. } func NewContactSet() *ContactSet { return &ContactSet{ Points: []Vector{}, MTV: Vector{0, 0}, Center: Vector{0, 0}, } } // LeftmostPoint returns the left-most point out of the ContactSet's Points slice. If the Points slice is empty somehow, this returns nil. func (cs *ContactSet) LeftmostPoint() Vector { var left Vector for _, point := range cs.Points { if left == nil || point[0] < left[0] { left = point } } return left } // RightmostPoint returns the right-most point out of the ContactSet's Points slice. If the Points slice is empty somehow, this returns nil. func (cs *ContactSet) RightmostPoint() Vector { var right Vector for _, point := range cs.Points { if right == nil || point[0] > right[0] { right = point } } return right } // TopmostPoint returns the top-most point out of the ContactSet's Points slice. If the Points slice is empty somehow, this returns nil. func (cs *ContactSet) TopmostPoint() Vector { var top Vector for _, point := range cs.Points { if top == nil || point[1] < top[1] { top = point } } return top } // BottommostPoint returns the bottom-most point out of the ContactSet's Points slice. If the Points slice is empty somehow, this returns nil. func (cs *ContactSet) BottommostPoint() Vector { var bottom Vector for _, point := range cs.Points { if bottom == nil || point[1] > bottom[1] { bottom = point } } return bottom } // Intersection tests to see if a ConvexPolygon intersects with the other given Shape. dx and dy are delta movement variables indicating // movement to be applied before the intersection check (thereby allowing you to see if a Shape would collide with another if it // were in a different relative location). If an Intersection is found, a ContactSet will be returned, giving information regarding // the intersection. func (cp *ConvexPolygon) Intersection(dx, dy float64, other Shape) *ContactSet { contactSet := NewContactSet() ogX := cp.X ogY := cp.Y cp.X += dx cp.Y += dy if circle, isCircle := other.(*Circle); isCircle { for _, line := range cp.Lines() { contactSet.Points = append(contactSet.Points, line.IntersectionPointsCircle(circle)...) } } else if poly, isPoly := other.(*ConvexPolygon); isPoly { for _, line := range cp.Lines() { for _, otherLine := range poly.Lines() { if point := line.IntersectionPointsLine(otherLine); point != nil { contactSet.Points = append(contactSet.Points, point) } } } } if len(contactSet.Points) > 0 { for _, point := range contactSet.Points { contactSet.Center = contactSet.Center.Add(point) } contactSet.Center[0] /= float64(len(contactSet.Points)) contactSet.Center[1] /= float64(len(contactSet.Points)) if mtv := cp.calculateMTV(contactSet, other); mtv != nil { contactSet.MTV = mtv } } else { contactSet = nil } // If dx or dy aren't 0, then the MTV will be greater to compensate; this adjusts the vector back. if contactSet != nil && (dx != 0 || dy != 0) { deltaMagnitude := Vector{dx, dy}.Magnitude() ogMagnitude := contactSet.MTV.Magnitude() contactSet.MTV = contactSet.MTV.Unit().Scale(ogMagnitude - deltaMagnitude) } cp.X = ogX cp.Y = ogY return contactSet } // calculateMTV returns the MTV, if possible, and a bool indicating whether it was possible or not. func (cp *ConvexPolygon) calculateMTV(contactSet *ContactSet, otherShape Shape) Vector { delta := Vector{0, 0} smallest := Vector{math.MaxFloat64, 0} switch other := otherShape.(type) { case *ConvexPolygon: for _, axis := range cp.SATAxes() { if !cp.Project(axis).Overlapping(other.Project(axis)) { return nil } overlap := cp.Project(axis).Overlap(other.Project(axis)) if smallest.Magnitude() > overlap { smallest = axis.Scale(overlap) } } for _, axis := range other.SATAxes() { if !cp.Project(axis).Overlapping(other.Project(axis)) { return nil } overlap := cp.Project(axis).Overlap(other.Project(axis)) if smallest.Magnitude() > overlap { smallest = axis.Scale(overlap) } } // Removed support of "Circle" to remove dependency of "sort" module } delta[0] = smallest[0] delta[1] = smallest[1] return delta } // ContainedBy returns if the ConvexPolygon is wholly contained by the other shape provided. func (cp *ConvexPolygon) ContainedBy(otherShape Shape) bool { switch other := otherShape.(type) { case *ConvexPolygon: for _, axis := range cp.SATAxes() { if !cp.Project(axis).IsInside(other.Project(axis)) { return false } } for _, axis := range other.SATAxes() { if !cp.Project(axis).IsInside(other.Project(axis)) { return false } } } return true } // NewRectangle returns a rectangular ConvexPolygon with the vertices in clockwise order. In actuality, an AABBRectangle should be its own // "thing" with its own optimized Intersection code check. func NewRectangle(x, y, w, h float64) *ConvexPolygon { return NewConvexPolygon( x, y, x+w, y, x+w, y+h, x, y+h, ) } type Circle struct { X, Y, Radius float64 } // NewCircle returns a new Circle, with its center at the X and Y position given, and with the defined radius. func NewCircle(x, y, radius float64) *Circle { circle := &Circle{ X: x, Y: y, Radius: radius, } return circle } func (circle *Circle) Clone() Shape { return NewCircle(circle.X, circle.Y, circle.Radius) } // Bounds returns the top-left and bottom-right corners of the Circle. func (circle *Circle) Bounds() (Vector, Vector) { return Vector{circle.X - circle.Radius, circle.Y - circle.Radius}, Vector{circle.X + circle.Radius, circle.Y + circle.Radius} } // Intersection tests to see if a Circle intersects with the other given Shape. dx and dy are delta movement variables indicating // movement to be applied before the intersection check (thereby allowing you to see if a Shape would collide with another if it // were in a different relative location). If an Intersection is found, a ContactSet will be returned, giving information regarding // the intersection. func (circle *Circle) Intersection(dx, dy float64, other Shape) *ContactSet { var contactSet *ContactSet ox := circle.X oy := circle.Y circle.X += dx circle.Y += dy // here switch shape := other.(type) { case *ConvexPolygon: // Maybe this would work? contactSet = shape.Intersection(-dx, -dy, circle) if contactSet != nil { contactSet.MTV = contactSet.MTV.Scale(-1) } case *Circle: contactSet = NewContactSet() contactSet.Points = circle.IntersectionPointsCircle(shape) if len(contactSet.Points) == 0 { return nil } contactSet.MTV = Vector{circle.X - shape.X, circle.Y - shape.Y} dist := contactSet.MTV.Magnitude() contactSet.MTV = contactSet.MTV.Unit().Scale(circle.Radius + shape.Radius - dist) for _, point := range contactSet.Points { contactSet.Center = contactSet.Center.Add(point) } contactSet.Center[0] /= float64(len(contactSet.Points)) contactSet.Center[1] /= float64(len(contactSet.Points)) // if contactSet != nil { // contactSet.MTV[0] -= dx // contactSet.MTV[1] -= dy // } // contactSet.MTV = Vector{circle.X - shape.X, circle.Y - shape.Y} } circle.X = ox circle.Y = oy return contactSet } // Move translates the Circle by the designated X and Y values. func (circle *Circle) Move(x, y float64) { circle.X += x circle.Y += y } // MoveVec translates the Circle by the designated Vector. func (circle *Circle) MoveVec(vec Vector) { circle.X += vec.X() circle.Y += vec.Y() } // SetPosition sets the center position of the Circle using the X and Y values given. func (circle *Circle) SetPosition(x, y float64) { circle.X = x circle.Y = y } // SetPosition sets the center position of the Circle using the Vector given. func (circle *Circle) SetPositionVec(vec Vector) { circle.X = vec.X() circle.Y = vec.Y() } // Position() returns the X and Y position of the Circle. func (circle *Circle) Position() (float64, float64) { return circle.X, circle.Y } // PointInside returns if the given Vector is inside of the circle. func (circle *Circle) PointInside(point Vector) bool { return point.Sub(Vector{circle.X, circle.Y}).Magnitude() <= circle.Radius } // IntersectionPointsCircle returns the intersection points of the two circles provided. func (circle *Circle) IntersectionPointsCircle(other *Circle) []Vector { d := math.Sqrt(math.Pow(other.X-circle.X, 2) + math.Pow(other.Y-circle.Y, 2)) if d > circle.Radius+other.Radius || d < math.Abs(circle.Radius-other.Radius) || d == 0 && circle.Radius == other.Radius { return nil } a := (math.Pow(circle.Radius, 2) - math.Pow(other.Radius, 2) + math.Pow(d, 2)) / (2 * d) h := math.Sqrt(math.Pow(circle.Radius, 2) - math.Pow(a, 2)) x2 := circle.X + a*(other.X-circle.X)/d y2 := circle.Y + a*(other.Y-circle.Y)/d return []Vector{ {x2 + h*(other.Y-circle.Y)/d, y2 - h*(other.X-circle.X)/d}, {x2 - h*(other.Y-circle.Y)/d, y2 + h*(other.X-circle.X)/d}, } } type Projection struct { Min, Max float64 } // Overlapping returns whether a Projection is overlapping with the other, provided Projection. Credit to https://www.sevenson.com.au/programming/sat/ func (projection Projection) Overlapping(other Projection) bool { return projection.Overlap(other) > 0 } // Overlap returns the amount that a Projection is overlapping with the other, provided Projection. Credit to https://dyn4j.org/2010/01/sat/#sat-nointer func (projection Projection) Overlap(other Projection) float64 { return math.Min(projection.Max, other.Max) - math.Max(projection.Min, other.Min) } // IsInside returns whether the Projection is wholly inside of the other, provided Projection. func (projection Projection) IsInside(other Projection) bool { return projection.Min >= other.Min && projection.Max <= other.Max }