gosling 2.3.0 → 2.3.2
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- checksums.yaml +5 -5
- data/lib/gosling.rb +4 -4
- data/lib/gosling/actor.rb +328 -328
- data/lib/gosling/circle.rb +65 -65
- data/lib/gosling/collision.rb +499 -499
- data/lib/gosling/image_library.rb +24 -24
- data/lib/gosling/inheritance_error.rb +4 -4
- data/lib/gosling/matrix_cache.rb +23 -21
- data/lib/gosling/object_cache.rb +48 -48
- data/lib/gosling/patches.rb +42 -42
- data/lib/gosling/polygon.rb +122 -122
- data/lib/gosling/rect.rb +41 -41
- data/lib/gosling/sprite.rb +50 -50
- data/lib/gosling/transformable.rb +413 -413
- data/lib/gosling/utils.rb +20 -20
- data/lib/gosling/vector_cache.rb +21 -21
- data/lib/gosling/version.rb +7 -7
- data/spec/actor_spec.rb +627 -627
- data/spec/circle_spec.rb +46 -46
- data/spec/collision_spec.rb +1755 -1755
- data/spec/image_library_spec.rb +19 -19
- data/spec/matrix_cache_spec.rb +25 -25
- data/spec/object_cache_spec.rb +22 -22
- data/spec/polygon_spec.rb +284 -284
- data/spec/rect_spec.rb +86 -86
- data/spec/spec_helper.rb +3 -3
- data/spec/sprite_spec.rb +45 -45
- data/spec/transformable_spec.rb +479 -479
- data/spec/vector_cache_spec.rb +80 -80
- metadata +3 -4
data/lib/gosling/circle.rb
CHANGED
@@ -1,65 +1,65 @@
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1
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-
require_relative 'actor.rb'
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2
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-
require_relative 'collision.rb'
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3
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-
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4
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module Gosling
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5
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-
##
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6
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# Represents an Actor with a circular shape, defined by a mutable radius. The circle is rendered relative to the
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7
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# Circle's center (see Transformable#center).
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8
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#
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9
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class Circle < Actor
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10
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##
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11
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# How many vertices to use when rendering circles. More vertices means more accurate rendering at the cost of
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12
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# performance.
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13
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#
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14
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RENDER_VERTEX_COUNT = 16
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15
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-
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16
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attr_reader :radius
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17
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-
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##
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# Creates a new Circle with initial radius of zero.
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#
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def initialize(window)
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22
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super(window)
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@radius = 0
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-
end
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25
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-
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##
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27
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# Sets this circle's radius. Radius must be a positive integer.
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#
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def radius=(val)
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30
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raise ArgumentError.new("Circle.radius cannot be negative") if val < 0
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31
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@radius = val
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-
end
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-
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##
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35
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# Returns the angle's corresponding unit vector times this circle's radius.
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#
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37
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def get_point_at_angle(radians, out = nil)
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38
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raise ArgumentError.new("Expected Numeric, but received #{radians.inspect}!") unless radians.is_a?(Numeric)
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39
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out ||= Snow::Vec3.new
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40
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out.set(Math.cos(radians) * @radius, Math.sin(radians) * @radius, 0)
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41
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-
end
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42
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##
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44
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# Returns true if the point is inside the Circle, false otherwise.
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45
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#
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46
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def is_point_in_bounds(point)
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47
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Collision.is_point_in_shape?(point, self)
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48
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-
end
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49
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-
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50
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private
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51
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52
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# TODO: keep a cached, class-level list of local vertices that can be re-used during rendering
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53
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-
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54
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def render(matrix)
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55
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# TODO: store these vertices in a cached, class-level array (see above)
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56
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local_vertices = (0...RENDER_VERTEX_COUNT).map do |i|
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57
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get_point_at_angle(Math::PI * 2 * i / RENDER_VERTEX_COUNT)
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58
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-
end
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59
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# TODO: retain an array of vertices in memory; write transformed vertices to this array
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60
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global_vertices = local_vertices.map { |v| Transformable.transform_point(matrix, v) }
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61
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-
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62
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fill_polygon(global_vertices)
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63
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-
end
|
64
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-
end
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65
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-
end
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1
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+
require_relative 'actor.rb'
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2
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+
require_relative 'collision.rb'
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3
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+
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4
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+
module Gosling
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5
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+
##
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6
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+
# Represents an Actor with a circular shape, defined by a mutable radius. The circle is rendered relative to the
|
7
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+
# Circle's center (see Transformable#center).
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8
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+
#
|
9
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+
class Circle < Actor
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10
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##
|
11
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# How many vertices to use when rendering circles. More vertices means more accurate rendering at the cost of
|
12
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# performance.
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13
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#
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14
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+
RENDER_VERTEX_COUNT = 16
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15
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+
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16
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attr_reader :radius
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17
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+
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18
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##
|
19
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# Creates a new Circle with initial radius of zero.
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20
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#
|
21
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def initialize(window)
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22
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super(window)
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23
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@radius = 0
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24
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end
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25
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+
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26
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##
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27
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# Sets this circle's radius. Radius must be a positive integer.
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28
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#
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29
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def radius=(val)
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30
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raise ArgumentError.new("Circle.radius cannot be negative") if val < 0
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31
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@radius = val
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32
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end
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33
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34
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##
|
35
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# Returns the angle's corresponding unit vector times this circle's radius.
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36
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#
|
37
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def get_point_at_angle(radians, out = nil)
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38
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raise ArgumentError.new("Expected Numeric, but received #{radians.inspect}!") unless radians.is_a?(Numeric)
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39
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out ||= Snow::Vec3.new
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40
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out.set(Math.cos(radians) * @radius, Math.sin(radians) * @radius, 0)
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41
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+
end
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42
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+
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43
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##
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44
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# Returns true if the point is inside the Circle, false otherwise.
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#
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46
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def is_point_in_bounds(point)
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47
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Collision.is_point_in_shape?(point, self)
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48
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end
|
49
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50
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private
|
51
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52
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# TODO: keep a cached, class-level list of local vertices that can be re-used during rendering
|
53
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+
|
54
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def render(matrix)
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55
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# TODO: store these vertices in a cached, class-level array (see above)
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56
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local_vertices = (0...RENDER_VERTEX_COUNT).map do |i|
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57
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get_point_at_angle(Math::PI * 2 * i / RENDER_VERTEX_COUNT)
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58
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end
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59
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# TODO: retain an array of vertices in memory; write transformed vertices to this array
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60
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global_vertices = local_vertices.map { |v| Transformable.transform_point(matrix, v) }
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61
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62
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fill_polygon(global_vertices)
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63
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end
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end
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end
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data/lib/gosling/collision.rb
CHANGED
@@ -1,499 +1,499 @@
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require 'singleton'
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2
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require_relative 'utils.rb'
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5
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module Gosling
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6
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##
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7
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# Very basic 2D collision detection. It is naive to where actors were during the last physics step or how fast they are
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8
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# moving. But it does a fine job of detecting collisions between actors in their present state.
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9
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#
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10
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# Keep in mind that Actors and their subclasses each have their own unique shapes. Actors, by themselves, have no
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# shape and will never collide with anything. To see collisions in action, you'll need to use Circle, Polygon, or
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# something else that has an actual shape.
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#
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14
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15
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class Collision
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include Singleton
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COLLISION_TOLERANCE = 0.000001
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19
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20
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##
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21
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# Tests two Actors or child classes to see whether they overlap. Actors, having no shape, never overlap. Child
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22
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# classes use appropriate algorithms based on their shape.
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23
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#
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24
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# Arguments:
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25
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# - shapeA: an Actor
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26
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# - shapeB: another Actor
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27
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#
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# Returns:
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29
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# - true if the actors' shapes overlap, false otherwise
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30
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#
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31
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def self.test(shapeA, shapeB)
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32
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return false if shapeA.instance_of?(Actor) || shapeB.instance_of?(Actor)
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33
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34
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return false if shapeA === shapeB
|
35
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36
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get_separation_axes(shapeA, shapeB)
|
37
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|
38
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reset_projection_axis_tracking
|
39
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separation_axes.each do |axis|
|
40
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next if axis_already_projected?(axis)
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41
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projectionA = project_onto_axis(shapeA, axis)
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42
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projectionB = project_onto_axis(shapeB, axis)
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43
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return false unless projections_overlap?(projectionA, projectionB)
|
44
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end
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45
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46
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return true
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47
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end
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48
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-
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49
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##
|
50
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# Tests two Actors or child classes to see whether they overlap. This is similar to #test, but returns additional
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# information.
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52
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#
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53
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# Arguments:
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54
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# - shapeA: an Actor
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# - shapeB: another Actor
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56
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#
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# Returns a hash with the following key/value pairs:
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58
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# - colliding: true if the Actors overlap; false otherwise
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# - overlap: if colliding, the smallest overlapping distance; nil otherwise
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# - penetration: if colliding, a vector representing how far shape B must move to be separated from (or merely
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# touching) shape A; nil otherwise
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#
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def self.get_collision_info(shapeA, shapeB, info = nil)
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if info
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info.clear
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else
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info = {}
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end
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info.merge!(actors: [shapeA, shapeB], colliding: false, overlap: nil, penetration: nil)
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return info if shapeA.instance_of?(Actor) || shapeB.instance_of?(Actor)
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-
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return info if shapeA === shapeB
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75
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get_separation_axes(shapeA, shapeB)
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return info if separation_axes.empty?
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|
78
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smallest_overlap = nil
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smallest_axis = nil
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80
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reset_projection_axis_tracking
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separation_axes.each do |axis|
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next if axis_already_projected?(axis)
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projectionA = project_onto_axis(shapeA, axis)
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projectionB = project_onto_axis(shapeB, axis)
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overlap = get_overlap(projectionA, projectionB)
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86
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return info unless overlap && overlap > COLLISION_TOLERANCE
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if smallest_overlap.nil? || smallest_overlap > overlap
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smallest_overlap = overlap
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flip = (projectionA[0] + projectionA[1]) * 0.5 > (projectionB[0] + projectionB[1]) * 0.5
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90
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smallest_axis = axis
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smallest_axis.negate! if flip
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end
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end
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-
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info[:colliding] = true
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info[:overlap] = smallest_overlap
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info[:penetration] = smallest_axis.normalize * smallest_overlap
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info
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end
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##
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# Tests a point in space to see whether it is inside the actor's shape or not.
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#
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# Arguments:
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# - point: a Snow::Vec3
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# - shape: an Actor
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#
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# Returns:
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# - true if the point is inside of the actor's shape, false otherwise
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#
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def self.is_point_in_shape?(point, shape)
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type_check(point, Snow::Vec3)
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type_check(shape, Actor)
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-
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116
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return false if shape.instance_of?(Actor)
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-
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118
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global_pos = nil
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centers_axis = nil
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global_vertices = nil
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if shape.instance_of?(Circle)
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unless @@global_position_cache.key?(shape)
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global_pos = VectorCache.instance.get
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shape.get_global_position(global_pos)
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end
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126
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centers_axis = VectorCache.instance.get
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127
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point.subtract(@@global_position_cache.fetch(shape, global_pos), centers_axis)
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next_separation_axis.set(centers_axis) if centers_axis && (centers_axis[0] != 0 || centers_axis[1] != 0)
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129
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else
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130
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unless @@global_vertices_cache.key?(shape)
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global_vertices = Array.new(shape.get_vertices.length) { VectorCache.instance.get }
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shape.get_global_vertices(global_vertices)
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end
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get_polygon_separation_axes(@@global_vertices_cache.fetch(shape, global_vertices))
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end
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-
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137
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reset_projection_axis_tracking
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separation_axes.each do |axis|
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next if axis_already_projected?(axis)
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140
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shape_projection = project_onto_axis(shape, axis)
|
141
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point_projection = point.dot_product(axis)
|
142
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return false unless shape_projection.first <= point_projection && point_projection <= shape_projection.last
|
143
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end
|
144
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-
|
145
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return true
|
146
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ensure
|
147
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VectorCache.instance.recycle(global_pos) if global_pos
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148
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VectorCache.instance.recycle(centers_axis) if centers_axis
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149
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global_vertices.each { |v| VectorCache.instance.recycle(v) } if global_vertices
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150
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end
|
151
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-
|
152
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@@collision_buffer = []
|
153
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@@global_position_cache = {}
|
154
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@@global_vertices_cache = {}
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155
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@@global_transform_cache = {}
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156
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-
@@buffer_iterator_a = nil
|
157
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@@buffer_iterator_b = nil
|
158
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-
|
159
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##
|
160
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# Adds one or more descendents of Actor to the collision testing buffer. The buffer's iterators will be reset to the
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161
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# first potential collision in the buffer.
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162
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#
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163
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# When added to the buffer, important and expensive global-space collision values for each Actor - transform,
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164
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# position, and any vertices - are calculated and cached for re-use. This ensures that expensive transform
|
165
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# calculations are only performed once per actor during each collision resolution step.
|
166
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#
|
167
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# If you modify a buffered actor's transforms in any way, you will need to update its cached values by calling
|
168
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# buffer_shapes again. Otherwise, it will continue to use stale and inaccurate transform information.
|
169
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#
|
170
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def self.buffer_shapes(actors)
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171
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type_check(actors, Array)
|
172
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actors.each { |a| type_check(a, Actor) }
|
173
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-
|
174
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reset_buffer_iterators
|
175
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-
|
176
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shapes = actors.reject { |a| a.instance_of?(Actor) }
|
177
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-
|
178
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@@collision_buffer = @@collision_buffer | shapes
|
179
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shapes.each do |shape|
|
180
|
-
unless @@global_transform_cache.key?(shape)
|
181
|
-
@@global_transform_cache[shape] = MatrixCache.instance.get
|
182
|
-
end
|
183
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-
shape.get_global_transform(@@global_transform_cache[shape])
|
184
|
-
|
185
|
-
unless @@global_position_cache.key?(shape)
|
186
|
-
@@global_position_cache[shape] = VectorCache.instance.get
|
187
|
-
end
|
188
|
-
# TODO: can we calculate this position using the global transform we already have?
|
189
|
-
@@global_position_cache[shape].set(shape.get_global_position)
|
190
|
-
|
191
|
-
if shape.is_a?(Polygon)
|
192
|
-
unless @@global_vertices_cache.key?(shape)
|
193
|
-
@@global_vertices_cache[shape] = Array.new(shape.get_vertices.length) { VectorCache.instance.get }
|
194
|
-
end
|
195
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-
# TODO: can we calculate these vertices using the global transform we already have?
|
196
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-
shape.get_global_vertices(@@global_vertices_cache[shape])
|
197
|
-
end
|
198
|
-
end
|
199
|
-
end
|
200
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-
|
201
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-
##
|
202
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-
# Removes one or more descendents of Actor from the collision testing buffer. Any cached values for the actors
|
203
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-
# are discarded. The buffer's iterators will be reset to the first potential collision in the buffer.
|
204
|
-
#
|
205
|
-
def self.unbuffer_shapes(actors)
|
206
|
-
type_check(actors, Array)
|
207
|
-
actors.each { |a| type_check(a, Actor) }
|
208
|
-
|
209
|
-
reset_buffer_iterators
|
210
|
-
|
211
|
-
@@collision_buffer = @@collision_buffer - actors
|
212
|
-
actors.each do |actor|
|
213
|
-
if @@global_transform_cache.key?(actor)
|
214
|
-
MatrixCache.instance.recycle(@@global_transform_cache[actor])
|
215
|
-
@@global_transform_cache.delete(actor)
|
216
|
-
end
|
217
|
-
|
218
|
-
if @@global_position_cache.key?(actor)
|
219
|
-
VectorCache.instance.recycle(@@global_position_cache[actor])
|
220
|
-
@@global_position_cache.delete(actor)
|
221
|
-
end
|
222
|
-
|
223
|
-
if @@global_vertices_cache.key?(actor)
|
224
|
-
@@global_vertices_cache[actor].each do |vertex|
|
225
|
-
VectorCache.instance.recycle(vertex)
|
226
|
-
end
|
227
|
-
@@global_vertices_cache.delete(actor)
|
228
|
-
end
|
229
|
-
end
|
230
|
-
end
|
231
|
-
|
232
|
-
##
|
233
|
-
# Removes all actors from the collision testing buffer. See Collision.unbuffer_shapes.
|
234
|
-
#
|
235
|
-
def self.clear_buffer
|
236
|
-
unbuffer_shapes(@@collision_buffer)
|
237
|
-
end
|
238
|
-
|
239
|
-
##
|
240
|
-
# Returns collision information for the next pair of actors in the collision buffer, or returns nil if all pairs in the
|
241
|
-
# buffer have been tested. Advances the buffer's iterators to the next pair. See Collision.get_collision_info.
|
242
|
-
#
|
243
|
-
def self.next_collision_info
|
244
|
-
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
245
|
-
return if iteration_complete?
|
246
|
-
|
247
|
-
info = get_collision_info(@@collision_buffer[@@buffer_iterator_a], @@collision_buffer[@@buffer_iterator_b])
|
248
|
-
skip_next_collision
|
249
|
-
info
|
250
|
-
end
|
251
|
-
|
252
|
-
##
|
253
|
-
# Returns the pair of actors in the collision buffer that would be tested during the next call to
|
254
|
-
# Collision.next_collision_info, or returns nil if all pairs in the buffer have been tested. Does not perform
|
255
|
-
# collision testing or advance the buffer's iterators.
|
256
|
-
#
|
257
|
-
# One use of this method is to look at the two actors about to be tested and, using some custom and likely more
|
258
|
-
# efficient logic, determine if it's worth bothering to collision test these actors at all. If not, the pair's collision test
|
259
|
-
# can be skipped by calling Collision.skip_next_collision.
|
260
|
-
#
|
261
|
-
def self.peek_at_next_collision
|
262
|
-
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
263
|
-
return if iteration_complete?
|
264
|
-
|
265
|
-
[@@collision_buffer[@@buffer_iterator_a], @@collision_buffer[@@buffer_iterator_b]]
|
266
|
-
end
|
267
|
-
|
268
|
-
##
|
269
|
-
# Advances the collision buffer's iterators to the next pair of actors in the buffer without performing any collision
|
270
|
-
# testing. By using this method in conjunction with Collision.peek_at_next_collision, it is possible to selectively
|
271
|
-
# skip collision testing for pairs of actors that meet certain criteria.
|
272
|
-
#
|
273
|
-
def self.skip_next_collision
|
274
|
-
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
275
|
-
return if iteration_complete?
|
276
|
-
|
277
|
-
@@buffer_iterator_b += 1
|
278
|
-
if @@buffer_iterator_b >= @@buffer_iterator_a
|
279
|
-
@@buffer_iterator_b = 0
|
280
|
-
@@buffer_iterator_a += 1
|
281
|
-
end
|
282
|
-
end
|
283
|
-
|
284
|
-
private
|
285
|
-
|
286
|
-
def self.iteration_complete?
|
287
|
-
@@buffer_iterator_a >= @@collision_buffer.length
|
288
|
-
end
|
289
|
-
|
290
|
-
def self.reset_buffer_iterators
|
291
|
-
@@buffer_iterator_a = 1
|
292
|
-
@@buffer_iterator_b = 0
|
293
|
-
end
|
294
|
-
|
295
|
-
def self.get_normal(vector, out = nil)
|
296
|
-
raise ArgumentError.new("Cannot determine normal of zero-length vector") if vector[0] == 0 && vector[1] == 0
|
297
|
-
out ||= Snow::Vec3.new
|
298
|
-
out.set(-vector[1], vector[0], 0)
|
299
|
-
end
|
300
|
-
|
301
|
-
@@separation_axes = []
|
302
|
-
@@separation_axis_count = 0
|
303
|
-
|
304
|
-
def self.reset_separation_axes
|
305
|
-
@@separation_axis_count = 0
|
306
|
-
end
|
307
|
-
|
308
|
-
def self.next_separation_axis
|
309
|
-
axis = @@separation_axes[@@separation_axis_count] ||= Snow::Vec3.new
|
310
|
-
@@separation_axis_count += 1
|
311
|
-
axis
|
312
|
-
end
|
313
|
-
|
314
|
-
def self.separation_axes
|
315
|
-
@@separation_axes[0...@@separation_axis_count]
|
316
|
-
end
|
317
|
-
|
318
|
-
@@gpsa_axis = Snow::Vec3.new
|
319
|
-
def self.get_polygon_separation_axes(vertices)
|
320
|
-
# TODO: special case for Rects - only return two axes to avoid duplicitous math
|
321
|
-
vertices.each_index do |i|
|
322
|
-
vertices[i].subtract(vertices[i - 1], @@gpsa_axis)
|
323
|
-
if @@gpsa_axis[0] != 0 || @@gpsa_axis[1] != 0
|
324
|
-
get_normal(@@gpsa_axis, @@gpsa_axis).normalize(next_separation_axis)
|
325
|
-
end
|
326
|
-
end
|
327
|
-
nil
|
328
|
-
end
|
329
|
-
|
330
|
-
@@global_pos_a = nil
|
331
|
-
@@global_pos_b = nil
|
332
|
-
@@gcsa_axis = nil
|
333
|
-
def self.get_circle_separation_axis(circleA, circleB)
|
334
|
-
unless @@global_position_cache.key?(circleA)
|
335
|
-
@@global_pos_a ||= Snow::Vec3.new
|
336
|
-
circleA.get_global_position(@@global_pos_a)
|
337
|
-
end
|
338
|
-
|
339
|
-
unless @@global_position_cache.key?(circleB)
|
340
|
-
@@global_pos_b ||= Snow::Vec3.new
|
341
|
-
circleB.get_global_position(@@global_pos_b)
|
342
|
-
end
|
343
|
-
|
344
|
-
@@gcsa_axis ||= Snow::Vec3.new
|
345
|
-
@@global_pos_a = @@global_position_cache.fetch(circleA, @@global_pos_a)
|
346
|
-
@@global_pos_b = @@global_position_cache.fetch(circleB, @@global_pos_b)
|
347
|
-
@@global_pos_b.subtract(@@global_pos_a, @@gcsa_axis)
|
348
|
-
if @@gcsa_axis[0] != 0 || @@gcsa_axis[1] != 0
|
349
|
-
@@gcsa_axis.normalize(next_separation_axis)
|
350
|
-
end
|
351
|
-
nil
|
352
|
-
end
|
353
|
-
|
354
|
-
def self.get_separation_axes(shapeA, shapeB)
|
355
|
-
unless shapeA.is_a?(Actor) && !shapeA.instance_of?(Actor)
|
356
|
-
raise ArgumentError.new("Expected a child of the Actor class, but received #{shapeA.inspect}!")
|
357
|
-
end
|
358
|
-
|
359
|
-
unless shapeB.is_a?(Actor) && !shapeB.instance_of?(Actor)
|
360
|
-
raise ArgumentError.new("Expected a child of the Actor class, but received #{shapeB.inspect}!")
|
361
|
-
end
|
362
|
-
|
363
|
-
reset_separation_axes
|
364
|
-
global_vertices = nil
|
365
|
-
|
366
|
-
unless shapeA.instance_of?(Circle)
|
367
|
-
unless @@global_vertices_cache.key?(shapeA)
|
368
|
-
global_vertices = Array.new(shapeA.get_vertices.length) { VectorCache.instance.get }
|
369
|
-
shapeA.get_global_vertices(global_vertices)
|
370
|
-
end
|
371
|
-
get_polygon_separation_axes(@@global_vertices_cache.fetch(shapeA, global_vertices))
|
372
|
-
end
|
373
|
-
|
374
|
-
unless shapeB.instance_of?(Circle)
|
375
|
-
unless @@global_vertices_cache.key?(shapeB)
|
376
|
-
global_vertices ||= []
|
377
|
-
(shapeB.get_vertices.length - global_vertices.length).times do
|
378
|
-
global_vertices.push(VectorCache.instance.get)
|
379
|
-
end
|
380
|
-
(global_vertices.length - shapeB.get_vertices.length).times do
|
381
|
-
VectorCache.instance.recycle(global_vertices.pop)
|
382
|
-
end
|
383
|
-
shapeB.get_global_vertices(global_vertices)
|
384
|
-
end
|
385
|
-
get_polygon_separation_axes(@@global_vertices_cache.fetch(shapeB, global_vertices))
|
386
|
-
end
|
387
|
-
|
388
|
-
if shapeA.instance_of?(Circle) || shapeB.instance_of?(Circle)
|
389
|
-
get_circle_separation_axis(shapeA, shapeB)
|
390
|
-
end
|
391
|
-
|
392
|
-
nil
|
393
|
-
ensure
|
394
|
-
global_vertices.each { |v| VectorCache.instance.recycle(v) } if global_vertices
|
395
|
-
end
|
396
|
-
|
397
|
-
@@poa_zero_z_axis = nil
|
398
|
-
@@poa_local_axis = nil
|
399
|
-
@@poa_intersection = nil
|
400
|
-
@@poa_global_tf = nil
|
401
|
-
@@poa_global_tf_inverse = nil
|
402
|
-
def self.get_circle_vertices_by_axis(shape, axis)
|
403
|
-
unless @@global_transform_cache.key?(shape)
|
404
|
-
@@poa_global_tf ||= Snow::Mat3.new
|
405
|
-
shape.get_global_transform(@@poa_global_tf)
|
406
|
-
end
|
407
|
-
|
408
|
-
@@poa_zero_z_axis ||= Snow::Vec3.new
|
409
|
-
@@poa_zero_z_axis.set(axis[0], axis[1], 0)
|
410
|
-
|
411
|
-
@@poa_global_tf_inverse ||= Snow::Mat3.new
|
412
|
-
@@global_transform_cache.fetch(shape, @@poa_global_tf).inverse(@@poa_global_tf_inverse)
|
413
|
-
|
414
|
-
@@poa_local_axis ||= Snow::Vec3.new
|
415
|
-
@@poa_global_tf_inverse.multiply(@@poa_zero_z_axis, @@poa_local_axis)
|
416
|
-
|
417
|
-
@@poa_intersection ||= Snow::Vec3.new
|
418
|
-
shape.get_point_at_angle(Math.atan2(@@poa_local_axis[1], @@poa_local_axis[0]), @@poa_intersection)
|
419
|
-
|
420
|
-
Transformable.transform_point(@@global_transform_cache.fetch(shape, @@poa_global_tf), @@poa_intersection, next_global_vertex)
|
421
|
-
|
422
|
-
@@poa_intersection.negate!
|
423
|
-
Transformable.transform_point(@@global_transform_cache.fetch(shape, @@poa_global_tf), @@poa_intersection, next_global_vertex)
|
424
|
-
end
|
425
|
-
|
426
|
-
@@global_vertices = nil
|
427
|
-
@@global_vertices_count = 0
|
428
|
-
|
429
|
-
def self.reset_global_vertices
|
430
|
-
@@global_vertices ||= []
|
431
|
-
@@global_vertices_count = 0
|
432
|
-
end
|
433
|
-
|
434
|
-
def self.next_global_vertex
|
435
|
-
vertex = @@global_vertices[@@global_vertices_count] ||= Snow::Vec3.new
|
436
|
-
@@global_vertices_count += 1
|
437
|
-
vertex
|
438
|
-
end
|
439
|
-
|
440
|
-
@@projected_axes = nil
|
441
|
-
|
442
|
-
def self.reset_projection_axis_tracking
|
443
|
-
@@projected_axes ||= {}
|
444
|
-
@@projected_axes.clear
|
445
|
-
end
|
446
|
-
|
447
|
-
def self.axis_already_projected?(axis)
|
448
|
-
key = axis.to_s
|
449
|
-
return true if @@projected_axes.key?(key)
|
450
|
-
@@projected_axes[key] = nil
|
451
|
-
end
|
452
|
-
|
453
|
-
def self.project_onto_axis(shape, axis, out = nil)
|
454
|
-
unless @@global_vertices_cache.key?(shape)
|
455
|
-
reset_global_vertices
|
456
|
-
if shape.instance_of?(Circle)
|
457
|
-
get_circle_vertices_by_axis(shape, axis)
|
458
|
-
else
|
459
|
-
shape.get_global_vertices(@@global_vertices)
|
460
|
-
@@global_vertices_count = shape.get_vertices.length
|
461
|
-
end
|
462
|
-
end
|
463
|
-
|
464
|
-
min = nil
|
465
|
-
max = nil
|
466
|
-
@@global_vertices_cache.fetch(shape, @@global_vertices[0...@@global_vertices_count]).each do |vertex|
|
467
|
-
projection = vertex.dot_product(axis)
|
468
|
-
if min.nil?
|
469
|
-
min = projection
|
470
|
-
max = projection
|
471
|
-
else
|
472
|
-
min = projection if projection < min
|
473
|
-
max = projection if projection > max
|
474
|
-
end
|
475
|
-
end
|
476
|
-
out ||= []
|
477
|
-
out[1] = max
|
478
|
-
out[0] = min
|
479
|
-
out
|
480
|
-
end
|
481
|
-
|
482
|
-
def self.projections_overlap?(a, b)
|
483
|
-
overlap = get_overlap(a, b)
|
484
|
-
overlap != nil && overlap > COLLISION_TOLERANCE
|
485
|
-
end
|
486
|
-
|
487
|
-
def self.get_overlap(a, b)
|
488
|
-
raise ArgumentError.new("Projection array must be length 2, not #{a.inspect}!") unless a.length == 2
|
489
|
-
raise ArgumentError.new("Projection array must be length 2, not #{b.inspect}!") unless b.length == 2
|
490
|
-
a.sort! if a[0] > a[1]
|
491
|
-
b.sort! if b[0] > b[1]
|
492
|
-
return b[1] - b[0] if a[0] <= b[0] && b[1] <= a[1]
|
493
|
-
return a[1] - a[0] if b[0] <= a[0] && a[1] <= b[1]
|
494
|
-
return a[1] - b[0] if a[0] <= b[0] && b[0] <= a[1]
|
495
|
-
return b[1] - a[0] if b[0] <= a[0] && a[0] <= b[1]
|
496
|
-
nil
|
497
|
-
end
|
498
|
-
end
|
499
|
-
end
|
1
|
+
require 'singleton'
|
2
|
+
|
3
|
+
require_relative 'utils.rb'
|
4
|
+
|
5
|
+
module Gosling
|
6
|
+
##
|
7
|
+
# Very basic 2D collision detection. It is naive to where actors were during the last physics step or how fast they are
|
8
|
+
# moving. But it does a fine job of detecting collisions between actors in their present state.
|
9
|
+
#
|
10
|
+
# Keep in mind that Actors and their subclasses each have their own unique shapes. Actors, by themselves, have no
|
11
|
+
# shape and will never collide with anything. To see collisions in action, you'll need to use Circle, Polygon, or
|
12
|
+
# something else that has an actual shape.
|
13
|
+
#
|
14
|
+
|
15
|
+
class Collision
|
16
|
+
include Singleton
|
17
|
+
|
18
|
+
COLLISION_TOLERANCE = 0.000001
|
19
|
+
|
20
|
+
##
|
21
|
+
# Tests two Actors or child classes to see whether they overlap. Actors, having no shape, never overlap. Child
|
22
|
+
# classes use appropriate algorithms based on their shape.
|
23
|
+
#
|
24
|
+
# Arguments:
|
25
|
+
# - shapeA: an Actor
|
26
|
+
# - shapeB: another Actor
|
27
|
+
#
|
28
|
+
# Returns:
|
29
|
+
# - true if the actors' shapes overlap, false otherwise
|
30
|
+
#
|
31
|
+
def self.test(shapeA, shapeB)
|
32
|
+
return false if shapeA.instance_of?(Actor) || shapeB.instance_of?(Actor)
|
33
|
+
|
34
|
+
return false if shapeA === shapeB
|
35
|
+
|
36
|
+
get_separation_axes(shapeA, shapeB)
|
37
|
+
|
38
|
+
reset_projection_axis_tracking
|
39
|
+
separation_axes.each do |axis|
|
40
|
+
next if axis_already_projected?(axis)
|
41
|
+
projectionA = project_onto_axis(shapeA, axis)
|
42
|
+
projectionB = project_onto_axis(shapeB, axis)
|
43
|
+
return false unless projections_overlap?(projectionA, projectionB)
|
44
|
+
end
|
45
|
+
|
46
|
+
return true
|
47
|
+
end
|
48
|
+
|
49
|
+
##
|
50
|
+
# Tests two Actors or child classes to see whether they overlap. This is similar to #test, but returns additional
|
51
|
+
# information.
|
52
|
+
#
|
53
|
+
# Arguments:
|
54
|
+
# - shapeA: an Actor
|
55
|
+
# - shapeB: another Actor
|
56
|
+
#
|
57
|
+
# Returns a hash with the following key/value pairs:
|
58
|
+
# - colliding: true if the Actors overlap; false otherwise
|
59
|
+
# - overlap: if colliding, the smallest overlapping distance; nil otherwise
|
60
|
+
# - penetration: if colliding, a vector representing how far shape B must move to be separated from (or merely
|
61
|
+
# touching) shape A; nil otherwise
|
62
|
+
#
|
63
|
+
def self.get_collision_info(shapeA, shapeB, info = nil)
|
64
|
+
if info
|
65
|
+
info.clear
|
66
|
+
else
|
67
|
+
info = {}
|
68
|
+
end
|
69
|
+
info.merge!(actors: [shapeA, shapeB], colliding: false, overlap: nil, penetration: nil)
|
70
|
+
|
71
|
+
return info if shapeA.instance_of?(Actor) || shapeB.instance_of?(Actor)
|
72
|
+
|
73
|
+
return info if shapeA === shapeB
|
74
|
+
|
75
|
+
get_separation_axes(shapeA, shapeB)
|
76
|
+
return info if separation_axes.empty?
|
77
|
+
|
78
|
+
smallest_overlap = nil
|
79
|
+
smallest_axis = nil
|
80
|
+
reset_projection_axis_tracking
|
81
|
+
separation_axes.each do |axis|
|
82
|
+
next if axis_already_projected?(axis)
|
83
|
+
projectionA = project_onto_axis(shapeA, axis)
|
84
|
+
projectionB = project_onto_axis(shapeB, axis)
|
85
|
+
overlap = get_overlap(projectionA, projectionB)
|
86
|
+
return info unless overlap && overlap > COLLISION_TOLERANCE
|
87
|
+
if smallest_overlap.nil? || smallest_overlap > overlap
|
88
|
+
smallest_overlap = overlap
|
89
|
+
flip = (projectionA[0] + projectionA[1]) * 0.5 > (projectionB[0] + projectionB[1]) * 0.5
|
90
|
+
smallest_axis = axis
|
91
|
+
smallest_axis.negate! if flip
|
92
|
+
end
|
93
|
+
end
|
94
|
+
|
95
|
+
info[:colliding] = true
|
96
|
+
info[:overlap] = smallest_overlap
|
97
|
+
info[:penetration] = smallest_axis.normalize * smallest_overlap
|
98
|
+
|
99
|
+
info
|
100
|
+
end
|
101
|
+
|
102
|
+
##
|
103
|
+
# Tests a point in space to see whether it is inside the actor's shape or not.
|
104
|
+
#
|
105
|
+
# Arguments:
|
106
|
+
# - point: a Snow::Vec3
|
107
|
+
# - shape: an Actor
|
108
|
+
#
|
109
|
+
# Returns:
|
110
|
+
# - true if the point is inside of the actor's shape, false otherwise
|
111
|
+
#
|
112
|
+
def self.is_point_in_shape?(point, shape)
|
113
|
+
type_check(point, Snow::Vec3)
|
114
|
+
type_check(shape, Actor)
|
115
|
+
|
116
|
+
return false if shape.instance_of?(Actor)
|
117
|
+
|
118
|
+
global_pos = nil
|
119
|
+
centers_axis = nil
|
120
|
+
global_vertices = nil
|
121
|
+
if shape.instance_of?(Circle)
|
122
|
+
unless @@global_position_cache.key?(shape)
|
123
|
+
global_pos = VectorCache.instance.get
|
124
|
+
shape.get_global_position(global_pos)
|
125
|
+
end
|
126
|
+
centers_axis = VectorCache.instance.get
|
127
|
+
point.subtract(@@global_position_cache.fetch(shape, global_pos), centers_axis)
|
128
|
+
next_separation_axis.set(centers_axis) if centers_axis && (centers_axis[0] != 0 || centers_axis[1] != 0)
|
129
|
+
else
|
130
|
+
unless @@global_vertices_cache.key?(shape)
|
131
|
+
global_vertices = Array.new(shape.get_vertices.length) { VectorCache.instance.get }
|
132
|
+
shape.get_global_vertices(global_vertices)
|
133
|
+
end
|
134
|
+
get_polygon_separation_axes(@@global_vertices_cache.fetch(shape, global_vertices))
|
135
|
+
end
|
136
|
+
|
137
|
+
reset_projection_axis_tracking
|
138
|
+
separation_axes.each do |axis|
|
139
|
+
next if axis_already_projected?(axis)
|
140
|
+
shape_projection = project_onto_axis(shape, axis)
|
141
|
+
point_projection = point.dot_product(axis)
|
142
|
+
return false unless shape_projection.first <= point_projection && point_projection <= shape_projection.last
|
143
|
+
end
|
144
|
+
|
145
|
+
return true
|
146
|
+
ensure
|
147
|
+
VectorCache.instance.recycle(global_pos) if global_pos
|
148
|
+
VectorCache.instance.recycle(centers_axis) if centers_axis
|
149
|
+
global_vertices.each { |v| VectorCache.instance.recycle(v) } if global_vertices
|
150
|
+
end
|
151
|
+
|
152
|
+
@@collision_buffer = []
|
153
|
+
@@global_position_cache = {}
|
154
|
+
@@global_vertices_cache = {}
|
155
|
+
@@global_transform_cache = {}
|
156
|
+
@@buffer_iterator_a = nil
|
157
|
+
@@buffer_iterator_b = nil
|
158
|
+
|
159
|
+
##
|
160
|
+
# Adds one or more descendents of Actor to the collision testing buffer. The buffer's iterators will be reset to the
|
161
|
+
# first potential collision in the buffer.
|
162
|
+
#
|
163
|
+
# When added to the buffer, important and expensive global-space collision values for each Actor - transform,
|
164
|
+
# position, and any vertices - are calculated and cached for re-use. This ensures that expensive transform
|
165
|
+
# calculations are only performed once per actor during each collision resolution step.
|
166
|
+
#
|
167
|
+
# If you modify a buffered actor's transforms in any way, you will need to update its cached values by calling
|
168
|
+
# buffer_shapes again. Otherwise, it will continue to use stale and inaccurate transform information.
|
169
|
+
#
|
170
|
+
def self.buffer_shapes(actors)
|
171
|
+
type_check(actors, Array)
|
172
|
+
actors.each { |a| type_check(a, Actor) }
|
173
|
+
|
174
|
+
reset_buffer_iterators
|
175
|
+
|
176
|
+
shapes = actors.reject { |a| a.instance_of?(Actor) }
|
177
|
+
|
178
|
+
@@collision_buffer = @@collision_buffer | shapes
|
179
|
+
shapes.each do |shape|
|
180
|
+
unless @@global_transform_cache.key?(shape)
|
181
|
+
@@global_transform_cache[shape] = MatrixCache.instance.get
|
182
|
+
end
|
183
|
+
shape.get_global_transform(@@global_transform_cache[shape])
|
184
|
+
|
185
|
+
unless @@global_position_cache.key?(shape)
|
186
|
+
@@global_position_cache[shape] = VectorCache.instance.get
|
187
|
+
end
|
188
|
+
# TODO: can we calculate this position using the global transform we already have?
|
189
|
+
@@global_position_cache[shape].set(shape.get_global_position)
|
190
|
+
|
191
|
+
if shape.is_a?(Polygon)
|
192
|
+
unless @@global_vertices_cache.key?(shape)
|
193
|
+
@@global_vertices_cache[shape] = Array.new(shape.get_vertices.length) { VectorCache.instance.get }
|
194
|
+
end
|
195
|
+
# TODO: can we calculate these vertices using the global transform we already have?
|
196
|
+
shape.get_global_vertices(@@global_vertices_cache[shape])
|
197
|
+
end
|
198
|
+
end
|
199
|
+
end
|
200
|
+
|
201
|
+
##
|
202
|
+
# Removes one or more descendents of Actor from the collision testing buffer. Any cached values for the actors
|
203
|
+
# are discarded. The buffer's iterators will be reset to the first potential collision in the buffer.
|
204
|
+
#
|
205
|
+
def self.unbuffer_shapes(actors)
|
206
|
+
type_check(actors, Array)
|
207
|
+
actors.each { |a| type_check(a, Actor) }
|
208
|
+
|
209
|
+
reset_buffer_iterators
|
210
|
+
|
211
|
+
@@collision_buffer = @@collision_buffer - actors
|
212
|
+
actors.each do |actor|
|
213
|
+
if @@global_transform_cache.key?(actor)
|
214
|
+
MatrixCache.instance.recycle(@@global_transform_cache[actor])
|
215
|
+
@@global_transform_cache.delete(actor)
|
216
|
+
end
|
217
|
+
|
218
|
+
if @@global_position_cache.key?(actor)
|
219
|
+
VectorCache.instance.recycle(@@global_position_cache[actor])
|
220
|
+
@@global_position_cache.delete(actor)
|
221
|
+
end
|
222
|
+
|
223
|
+
if @@global_vertices_cache.key?(actor)
|
224
|
+
@@global_vertices_cache[actor].each do |vertex|
|
225
|
+
VectorCache.instance.recycle(vertex)
|
226
|
+
end
|
227
|
+
@@global_vertices_cache.delete(actor)
|
228
|
+
end
|
229
|
+
end
|
230
|
+
end
|
231
|
+
|
232
|
+
##
|
233
|
+
# Removes all actors from the collision testing buffer. See Collision.unbuffer_shapes.
|
234
|
+
#
|
235
|
+
def self.clear_buffer
|
236
|
+
unbuffer_shapes(@@collision_buffer)
|
237
|
+
end
|
238
|
+
|
239
|
+
##
|
240
|
+
# Returns collision information for the next pair of actors in the collision buffer, or returns nil if all pairs in the
|
241
|
+
# buffer have been tested. Advances the buffer's iterators to the next pair. See Collision.get_collision_info.
|
242
|
+
#
|
243
|
+
def self.next_collision_info
|
244
|
+
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
245
|
+
return if iteration_complete?
|
246
|
+
|
247
|
+
info = get_collision_info(@@collision_buffer[@@buffer_iterator_a], @@collision_buffer[@@buffer_iterator_b])
|
248
|
+
skip_next_collision
|
249
|
+
info
|
250
|
+
end
|
251
|
+
|
252
|
+
##
|
253
|
+
# Returns the pair of actors in the collision buffer that would be tested during the next call to
|
254
|
+
# Collision.next_collision_info, or returns nil if all pairs in the buffer have been tested. Does not perform
|
255
|
+
# collision testing or advance the buffer's iterators.
|
256
|
+
#
|
257
|
+
# One use of this method is to look at the two actors about to be tested and, using some custom and likely more
|
258
|
+
# efficient logic, determine if it's worth bothering to collision test these actors at all. If not, the pair's collision test
|
259
|
+
# can be skipped by calling Collision.skip_next_collision.
|
260
|
+
#
|
261
|
+
def self.peek_at_next_collision
|
262
|
+
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
263
|
+
return if iteration_complete?
|
264
|
+
|
265
|
+
[@@collision_buffer[@@buffer_iterator_a], @@collision_buffer[@@buffer_iterator_b]]
|
266
|
+
end
|
267
|
+
|
268
|
+
##
|
269
|
+
# Advances the collision buffer's iterators to the next pair of actors in the buffer without performing any collision
|
270
|
+
# testing. By using this method in conjunction with Collision.peek_at_next_collision, it is possible to selectively
|
271
|
+
# skip collision testing for pairs of actors that meet certain criteria.
|
272
|
+
#
|
273
|
+
def self.skip_next_collision
|
274
|
+
reset_buffer_iterators if @@buffer_iterator_a.nil? || @@buffer_iterator_b.nil?
|
275
|
+
return if iteration_complete?
|
276
|
+
|
277
|
+
@@buffer_iterator_b += 1
|
278
|
+
if @@buffer_iterator_b >= @@buffer_iterator_a
|
279
|
+
@@buffer_iterator_b = 0
|
280
|
+
@@buffer_iterator_a += 1
|
281
|
+
end
|
282
|
+
end
|
283
|
+
|
284
|
+
private
|
285
|
+
|
286
|
+
def self.iteration_complete?
|
287
|
+
@@buffer_iterator_a >= @@collision_buffer.length
|
288
|
+
end
|
289
|
+
|
290
|
+
def self.reset_buffer_iterators
|
291
|
+
@@buffer_iterator_a = 1
|
292
|
+
@@buffer_iterator_b = 0
|
293
|
+
end
|
294
|
+
|
295
|
+
def self.get_normal(vector, out = nil)
|
296
|
+
raise ArgumentError.new("Cannot determine normal of zero-length vector") if vector[0] == 0 && vector[1] == 0
|
297
|
+
out ||= Snow::Vec3.new
|
298
|
+
out.set(-vector[1], vector[0], 0)
|
299
|
+
end
|
300
|
+
|
301
|
+
@@separation_axes = []
|
302
|
+
@@separation_axis_count = 0
|
303
|
+
|
304
|
+
def self.reset_separation_axes
|
305
|
+
@@separation_axis_count = 0
|
306
|
+
end
|
307
|
+
|
308
|
+
def self.next_separation_axis
|
309
|
+
axis = @@separation_axes[@@separation_axis_count] ||= Snow::Vec3.new
|
310
|
+
@@separation_axis_count += 1
|
311
|
+
axis
|
312
|
+
end
|
313
|
+
|
314
|
+
def self.separation_axes
|
315
|
+
@@separation_axes[0...@@separation_axis_count]
|
316
|
+
end
|
317
|
+
|
318
|
+
@@gpsa_axis = Snow::Vec3.new
|
319
|
+
def self.get_polygon_separation_axes(vertices)
|
320
|
+
# TODO: special case for Rects - only return two axes to avoid duplicitous math
|
321
|
+
vertices.each_index do |i|
|
322
|
+
vertices[i].subtract(vertices[i - 1], @@gpsa_axis)
|
323
|
+
if @@gpsa_axis[0] != 0 || @@gpsa_axis[1] != 0
|
324
|
+
get_normal(@@gpsa_axis, @@gpsa_axis).normalize(next_separation_axis)
|
325
|
+
end
|
326
|
+
end
|
327
|
+
nil
|
328
|
+
end
|
329
|
+
|
330
|
+
@@global_pos_a = nil
|
331
|
+
@@global_pos_b = nil
|
332
|
+
@@gcsa_axis = nil
|
333
|
+
def self.get_circle_separation_axis(circleA, circleB)
|
334
|
+
unless @@global_position_cache.key?(circleA)
|
335
|
+
@@global_pos_a ||= Snow::Vec3.new
|
336
|
+
circleA.get_global_position(@@global_pos_a)
|
337
|
+
end
|
338
|
+
|
339
|
+
unless @@global_position_cache.key?(circleB)
|
340
|
+
@@global_pos_b ||= Snow::Vec3.new
|
341
|
+
circleB.get_global_position(@@global_pos_b)
|
342
|
+
end
|
343
|
+
|
344
|
+
@@gcsa_axis ||= Snow::Vec3.new
|
345
|
+
@@global_pos_a = @@global_position_cache.fetch(circleA, @@global_pos_a)
|
346
|
+
@@global_pos_b = @@global_position_cache.fetch(circleB, @@global_pos_b)
|
347
|
+
@@global_pos_b.subtract(@@global_pos_a, @@gcsa_axis)
|
348
|
+
if @@gcsa_axis[0] != 0 || @@gcsa_axis[1] != 0
|
349
|
+
@@gcsa_axis.normalize(next_separation_axis)
|
350
|
+
end
|
351
|
+
nil
|
352
|
+
end
|
353
|
+
|
354
|
+
def self.get_separation_axes(shapeA, shapeB)
|
355
|
+
unless shapeA.is_a?(Actor) && !shapeA.instance_of?(Actor)
|
356
|
+
raise ArgumentError.new("Expected a child of the Actor class, but received #{shapeA.inspect}!")
|
357
|
+
end
|
358
|
+
|
359
|
+
unless shapeB.is_a?(Actor) && !shapeB.instance_of?(Actor)
|
360
|
+
raise ArgumentError.new("Expected a child of the Actor class, but received #{shapeB.inspect}!")
|
361
|
+
end
|
362
|
+
|
363
|
+
reset_separation_axes
|
364
|
+
global_vertices = nil
|
365
|
+
|
366
|
+
unless shapeA.instance_of?(Circle)
|
367
|
+
unless @@global_vertices_cache.key?(shapeA)
|
368
|
+
global_vertices = Array.new(shapeA.get_vertices.length) { VectorCache.instance.get }
|
369
|
+
shapeA.get_global_vertices(global_vertices)
|
370
|
+
end
|
371
|
+
get_polygon_separation_axes(@@global_vertices_cache.fetch(shapeA, global_vertices))
|
372
|
+
end
|
373
|
+
|
374
|
+
unless shapeB.instance_of?(Circle)
|
375
|
+
unless @@global_vertices_cache.key?(shapeB)
|
376
|
+
global_vertices ||= []
|
377
|
+
(shapeB.get_vertices.length - global_vertices.length).times do
|
378
|
+
global_vertices.push(VectorCache.instance.get)
|
379
|
+
end
|
380
|
+
(global_vertices.length - shapeB.get_vertices.length).times do
|
381
|
+
VectorCache.instance.recycle(global_vertices.pop)
|
382
|
+
end
|
383
|
+
shapeB.get_global_vertices(global_vertices)
|
384
|
+
end
|
385
|
+
get_polygon_separation_axes(@@global_vertices_cache.fetch(shapeB, global_vertices))
|
386
|
+
end
|
387
|
+
|
388
|
+
if shapeA.instance_of?(Circle) || shapeB.instance_of?(Circle)
|
389
|
+
get_circle_separation_axis(shapeA, shapeB)
|
390
|
+
end
|
391
|
+
|
392
|
+
nil
|
393
|
+
ensure
|
394
|
+
global_vertices.each { |v| VectorCache.instance.recycle(v) } if global_vertices
|
395
|
+
end
|
396
|
+
|
397
|
+
@@poa_zero_z_axis = nil
|
398
|
+
@@poa_local_axis = nil
|
399
|
+
@@poa_intersection = nil
|
400
|
+
@@poa_global_tf = nil
|
401
|
+
@@poa_global_tf_inverse = nil
|
402
|
+
def self.get_circle_vertices_by_axis(shape, axis)
|
403
|
+
unless @@global_transform_cache.key?(shape)
|
404
|
+
@@poa_global_tf ||= Snow::Mat3.new
|
405
|
+
shape.get_global_transform(@@poa_global_tf)
|
406
|
+
end
|
407
|
+
|
408
|
+
@@poa_zero_z_axis ||= Snow::Vec3.new
|
409
|
+
@@poa_zero_z_axis.set(axis[0], axis[1], 0)
|
410
|
+
|
411
|
+
@@poa_global_tf_inverse ||= Snow::Mat3.new
|
412
|
+
@@global_transform_cache.fetch(shape, @@poa_global_tf).inverse(@@poa_global_tf_inverse)
|
413
|
+
|
414
|
+
@@poa_local_axis ||= Snow::Vec3.new
|
415
|
+
@@poa_global_tf_inverse.multiply(@@poa_zero_z_axis, @@poa_local_axis)
|
416
|
+
|
417
|
+
@@poa_intersection ||= Snow::Vec3.new
|
418
|
+
shape.get_point_at_angle(Math.atan2(@@poa_local_axis[1], @@poa_local_axis[0]), @@poa_intersection)
|
419
|
+
|
420
|
+
Transformable.transform_point(@@global_transform_cache.fetch(shape, @@poa_global_tf), @@poa_intersection, next_global_vertex)
|
421
|
+
|
422
|
+
@@poa_intersection.negate!
|
423
|
+
Transformable.transform_point(@@global_transform_cache.fetch(shape, @@poa_global_tf), @@poa_intersection, next_global_vertex)
|
424
|
+
end
|
425
|
+
|
426
|
+
@@global_vertices = nil
|
427
|
+
@@global_vertices_count = 0
|
428
|
+
|
429
|
+
def self.reset_global_vertices
|
430
|
+
@@global_vertices ||= []
|
431
|
+
@@global_vertices_count = 0
|
432
|
+
end
|
433
|
+
|
434
|
+
def self.next_global_vertex
|
435
|
+
vertex = @@global_vertices[@@global_vertices_count] ||= Snow::Vec3.new
|
436
|
+
@@global_vertices_count += 1
|
437
|
+
vertex
|
438
|
+
end
|
439
|
+
|
440
|
+
@@projected_axes = nil
|
441
|
+
|
442
|
+
def self.reset_projection_axis_tracking
|
443
|
+
@@projected_axes ||= {}
|
444
|
+
@@projected_axes.clear
|
445
|
+
end
|
446
|
+
|
447
|
+
def self.axis_already_projected?(axis)
|
448
|
+
key = axis.to_s
|
449
|
+
return true if @@projected_axes.key?(key)
|
450
|
+
@@projected_axes[key] = nil
|
451
|
+
end
|
452
|
+
|
453
|
+
def self.project_onto_axis(shape, axis, out = nil)
|
454
|
+
unless @@global_vertices_cache.key?(shape)
|
455
|
+
reset_global_vertices
|
456
|
+
if shape.instance_of?(Circle)
|
457
|
+
get_circle_vertices_by_axis(shape, axis)
|
458
|
+
else
|
459
|
+
shape.get_global_vertices(@@global_vertices)
|
460
|
+
@@global_vertices_count = shape.get_vertices.length
|
461
|
+
end
|
462
|
+
end
|
463
|
+
|
464
|
+
min = nil
|
465
|
+
max = nil
|
466
|
+
@@global_vertices_cache.fetch(shape, @@global_vertices[0...@@global_vertices_count]).each do |vertex|
|
467
|
+
projection = vertex.dot_product(axis)
|
468
|
+
if min.nil?
|
469
|
+
min = projection
|
470
|
+
max = projection
|
471
|
+
else
|
472
|
+
min = projection if projection < min
|
473
|
+
max = projection if projection > max
|
474
|
+
end
|
475
|
+
end
|
476
|
+
out ||= []
|
477
|
+
out[1] = max
|
478
|
+
out[0] = min
|
479
|
+
out
|
480
|
+
end
|
481
|
+
|
482
|
+
def self.projections_overlap?(a, b)
|
483
|
+
overlap = get_overlap(a, b)
|
484
|
+
overlap != nil && overlap > COLLISION_TOLERANCE
|
485
|
+
end
|
486
|
+
|
487
|
+
def self.get_overlap(a, b)
|
488
|
+
raise ArgumentError.new("Projection array must be length 2, not #{a.inspect}!") unless a.length == 2
|
489
|
+
raise ArgumentError.new("Projection array must be length 2, not #{b.inspect}!") unless b.length == 2
|
490
|
+
a.sort! if a[0] > a[1]
|
491
|
+
b.sort! if b[0] > b[1]
|
492
|
+
return b[1] - b[0] if a[0] <= b[0] && b[1] <= a[1]
|
493
|
+
return a[1] - a[0] if b[0] <= a[0] && a[1] <= b[1]
|
494
|
+
return a[1] - b[0] if a[0] <= b[0] && b[0] <= a[1]
|
495
|
+
return b[1] - a[0] if b[0] <= a[0] && a[0] <= b[1]
|
496
|
+
nil
|
497
|
+
end
|
498
|
+
end
|
499
|
+
end
|