package dnmshared import ( . "dnmshared/sharedprotos" "fmt" "github.com/kvartborg/vector" "github.com/solarlune/resolv" "math" "strings" ) func ConvexPolygonStr(body *resolv.ConvexPolygon) string { var s []string = make([]string, len(body.Points)) for i, p := range body.Points { s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y) } return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n")) } func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY) return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag) } func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object { collider := resolv.NewObject(cx, cy, w, h, tag) shape := resolv.NewRectangle(0, 0, w, h) collider.SetShape(shape) return collider } func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { aligned := AlignPolygon2DToBoundingBox(unalignedSrc) var w, h float64 = 0, 0 shape := resolv.NewConvexPolygon() for i, pi := range aligned.Points { for j, pj := range aligned.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 := 0; i < len(aligned.Points); i++ { p := aligned.Points[i] shape.AddPoints(p.X, p.Y) } collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag) collider.SetShape(shape) return collider } func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) { origX, origY := playerShape.Position() defer func() { playerShape.SetPosition(origX, origY) }() playerShape.SetPosition(origX+oldDx, origY+oldDy) overlapResult := &SatResult{ Overlap: 0, OverlapX: 0, OverlapY: 0, AContainedInB: true, BContainedInA: true, Axis: vector.Vector{0, 0}, } if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped { pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY return true, pushbackX, pushbackY, overlapResult } else { return false, 0, 0, overlapResult } } type SatResult struct { Overlap float64 OverlapX float64 OverlapY float64 AContainedInB bool BContainedInA bool Axis vector.Vector } func IsPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool { aCnt, bCnt := len(a.Points), len(b.Points) // Single point case if 1 == aCnt && 1 == bCnt { if nil != result { result.Overlap = 0 } return a.Points[0].X() == b.Points[0].X() && a.Points[0].Y() == b.Points[0].Y() } if 1 < aCnt { for _, axis := range a.SATAxes() { if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) { return false } } } if 1 < bCnt { for _, axis := range b.SATAxes() { if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) { return false } } } return true } func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, result *SatResult) bool { /* [WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless. Consider the following example a: { anchor: [1337.19 1696.74] points: [[0 0] [24 0] [24 24] [0 24]] }, b: { anchor: [1277.72 1570.56] points: [[642.57 319.16] [0 319.16] [5.73 0] [643.75 0.90]] } e = (-2.98, 1.49).Unit() */ var aStart, aEnd, bStart, bEnd float64 = math.MaxFloat64, -math.MaxFloat64, math.MaxFloat64, -math.MaxFloat64 for _, p := range a.Points { dot := (p.X()+a.X)*e.X() + (p.Y()+a.Y)*e.Y() if aStart > dot { aStart = dot } if aEnd < dot { aEnd = dot } } for _, p := range b.Points { dot := (p.X()+b.X)*e.X() + (p.Y()+b.Y)*e.Y() if bStart > dot { bStart = dot } if bEnd < dot { bEnd = dot } } if aStart > bEnd || aEnd < bStart { // Separated by unit vector "e" return true } if nil != result { result.Axis = e overlap := float64(0) if aStart < bStart { result.AContainedInB = false if aEnd < bEnd { overlap = aEnd - bStart result.BContainedInA = false } else { option1 := aEnd - bStart option2 := bEnd - aStart if option1 < option2 { overlap = option1 } else { overlap = -option2 } } } else { result.BContainedInA = false if aEnd > bEnd { overlap = aStart - bEnd result.AContainedInB = false } else { option1 := aEnd - bStart option2 := bEnd - aStart if option1 < option2 { overlap = option1 } else { overlap = -option2 } } } currentOverlap := result.Overlap absoluteOverlap := overlap if overlap < 0 { absoluteOverlap = -overlap } if 0 == currentOverlap || currentOverlap > absoluteOverlap { var sign float64 = 1 if overlap < 0 { sign = -1 } result.Overlap = absoluteOverlap result.OverlapX = e.X() * sign result.OverlapY = e.Y() * sign } } // the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated return false } func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) { // [WARNING] Introduces loss of precision! // In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains. var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio)) var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio)) return virtualGridX, virtualGridY } func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float64, float64) { // No loss of precision var wx float64 = float64(vx) * virtualGridToWorldRatio var wy float64 = float64(vy) * virtualGridToWorldRatio return wx, wy } func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY } func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) { return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY } func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) { wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY) return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio) } func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) { wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio) return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY) }