modules/world: add needed libs

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Kazhnuz 2019-04-07 13:15:55 +02:00
parent 836fd77435
commit 696a568d0c
8 changed files with 4116 additions and 0 deletions

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local bump = {
_VERSION = 'bump-3dpd v0.2.0',
_URL = 'https://github.com/oniietzschan/bump-3dpd',
_DESCRIPTION = 'A 3D collision detection library for Lua.',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2014 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
------------------------------------------
-- Auxiliary functions
------------------------------------------
local DELTA = 1e-10 -- floating-point margin of error
local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
local function sign(x)
if x > 0 then return 1 end
if x == 0 then return 0 end
return -1
end
local function nearest(x, a, b)
if abs(a - x) < abs(b - x) then return a else return b end
end
local function assertType(desiredType, value, name)
if type(value) ~= desiredType then
error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
end
end
local function assertIsPositiveNumber(value, name)
if type(value) ~= 'number' or value <= 0 then
error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
end
end
local function assertIsCube(x,y,z,w,h,d)
assertType('number', x, 'x')
assertType('number', y, 'y')
assertType('number', z, 'z')
assertIsPositiveNumber(w, 'w')
assertIsPositiveNumber(h, 'h')
assertIsPositiveNumber(d, 'd')
end
local defaultFilter = function()
return 'slide'
end
------------------------------------------
-- Cube functions
------------------------------------------
local function cube_getNearestCorner(x,y,z,w,h,d, px, py, pz)
return nearest(px, x, x + w),
nearest(py, y, y + h),
nearest(pz, z, z + d)
end
-- This is a generalized implementation of the liang-barsky algorithm, which also returns
-- the normals of the sides where the segment intersects.
-- Returns nil if the segment never touches the cube
-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
local function cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1,x2,y2,z2, ti1,ti2)
ti1, ti2 = ti1 or 0, ti2 or 1
local dx = x2 - x1
local dy = y2 - y1
local dz = z2 - z1
local nx, ny, nz
local nx1, ny1, nz1, nx2, ny2, nz2 = 0,0,0,0,0,0
local p, q, r
for side = 1,6 do
if side == 1 then -- Left
nx,ny,nz,p,q = -1, 0, 0, -dx, x1 - x
elseif side == 2 then -- Right
nx,ny,nz,p,q = 1, 0, 0, dx, x + w - x1
elseif side == 3 then -- Top
nx,ny,nz,p,q = 0, -1, 0, -dy, y1 - y
elseif side == 4 then -- Bottom
nx,ny,nz,p,q = 0, 1, 0, dy, y + h - y1
elseif side == 5 then -- Front
nx,ny,nz,p,q = 0, 0, -1, -dz, z1 - z
else -- Back
nx,ny,nz,p,q = 0, 0, 1, dz, z + d - z1
end
if p == 0 then
if q <= 0 then
return nil
end
else
r = q / p
if p < 0 then
if r > ti2 then
return nil
elseif r > ti1 then
ti1, nx1,ny1,nz1 = r, nx,ny,nz
end
else -- p > 0
if r < ti1 then
return nil
elseif r < ti2 then
ti2, nx2,ny2,nz2 = r,nx,ny,nz
end
end
end
end
return ti1,ti2, nx1,ny1,nz1, nx2,ny2,nz2
end
-- Calculates the minkowsky difference between 2 cubes, which is another cube
local function cube_getDiff(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
return x2 - x1 - w1,
y2 - y1 - h1,
z2 - z1 - d1,
w1 + w2,
h1 + h2,
d1 + d2
end
local function cube_containsPoint(x,y,z,w,h,d, px,py,pz)
return px - x > DELTA
and py - y > DELTA
and pz - z > DELTA
and x + w - px > DELTA
and y + h - py > DELTA
and z + d - pz > DELTA
end
local function cube_isIntersecting(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
return x1 < x2 + w2 and x2 < x1 + w1 and
y1 < y2 + h2 and y2 < y1 + h1 and
z1 < z2 + d2 and z2 < z1 + d1
end
local function cube_getCubeDistance(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
local dx = x1 - x2 + (w1 - w2)/2
local dy = y1 - y2 + (h1 - h2)/2
local dz = z1 - z2 + (d1 - d2)/2
return (dx * dx) + (dy * dy) + (dz * dz)
end
local function cube_detectCollision(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2, goalX, goalY, goalZ)
goalX = goalX or x1
goalY = goalY or y1
goalZ = goalZ or z1
local dx = goalX - x1
local dy = goalY - y1
local dz = goalZ - z1
local x,y,z,w,h,d = cube_getDiff(x1,y1,z1,w1,h1,d1, x2,y2,z2,w2,h2,d2)
local overlaps, ti, nx, ny, nz
if cube_containsPoint(x,y,z,w,h,d, 0,0,0) then -- item was intersecting other
local px, py, pz = cube_getNearestCorner(x,y,z,w,h,d, 0,0,0)
-- Volume of intersection:
local wi = min(w1, abs(px))
local hi = min(h1, abs(py))
local di = min(d1, abs(pz))
ti = wi * hi * di * -1 -- ti is the negative volume of intersection
overlaps = true
else
local ti1,ti2,nx1,ny1,nz1 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, 0,0,0,dx,dy,dz, -math.huge, math.huge)
-- item tunnels into other
if ti1
and ti1 < 1
and (abs(ti1 - ti2) >= DELTA) -- special case for cube going through another cube's corner
and (0 < ti1 + DELTA
or 0 == ti1 and ti2 > 0)
then
ti, nx, ny, nz = ti1, nx1, ny1, nz1
overlaps = false
end
end
if not ti then
return
end
local tx, ty, tz
if overlaps then
if dx == 0 and dy == 0 and dz == 0 then
-- intersecting and not moving - use minimum displacement vector
local px, py, pz = cube_getNearestCorner(x,y,z,w,h,d, 0,0,0)
if abs(px) <= abs(py) and abs(px) <= abs(pz) then
-- X axis has minimum displacement
py, pz = 0, 0
elseif abs(py) <= abs(pz) then
-- Y axis has minimum displacement
px, pz = 0, 0
else
-- Z axis has minimum displacement
px, py = 0, 0
end
nx, ny, nz = sign(px), sign(py), sign(pz)
tx = x1 + px
ty = y1 + py
tz = z1 + pz
else
-- intersecting and moving - move in the opposite direction
local ti1, _
ti1,_,nx,ny,nz = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, 0,0,0,dx,dy,dz, -math.huge, 1)
if not ti1 then
return
end
tx = x1 + dx * ti1
ty = y1 + dy * ti1
tz = z1 + dz * ti1
end
else -- tunnel
tx = x1 + dx * ti
ty = y1 + dy * ti
tz = z1 + dz * ti
end
return {
overlaps = overlaps,
ti = ti,
move = {x = dx, y = dy, z = dz},
normal = {x = nx, y = ny, z = nz},
touch = {x = tx, y = ty, z = tz},
itemCube = {x = x1, y = y1, z = z1, w = w1, h = h1, d = d1},
otherCube = {x = x2, y = y2, z = z2, w = w2, h = h2, d = d2},
}
end
------------------------------------------
-- Grid functions
------------------------------------------
local function grid_toWorld(cellSize, cx, cy, cz)
return (cx - 1) * cellSize,
(cy - 1) * cellSize,
(cz - 1) * cellSize
end
local function grid_toCell(cellSize, x, y, z)
return floor(x / cellSize) + 1,
floor(y / cellSize) + 1,
floor(z / cellSize) + 1
end
-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
-- It has been modified to include both cells when the ray "touches a grid corner",
-- and with a different exit condition
local function grid_traverse_initStep(cellSize, ct, t1, t2)
local v = t2 - t1
if v > 0 then
return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
elseif v < 0 then
return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
else
return 0, math.huge, math.huge
end
end
local function grid_traverse(cellSize, x1,y1,z1,x2,y2,z2, f)
local cx1, cy1, cz1 = grid_toCell(cellSize, x1, y1, z1)
local cx2, cy2, cz2 = grid_toCell(cellSize, x2, y2, z2)
local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
local stepZ, dz, tz = grid_traverse_initStep(cellSize, cz1, z1, z2)
local cx, cy, cz = cx1, cy1, cz1
f(cx, cy, cz)
-- The default implementation had an infinite loop problem when
-- approaching the last cell in some occassions. We finish iterating
-- when we are *next* to the last cell
while abs(cx - cx2) + abs(cy - cy2) + abs(cz - cz2) > 1 do
if tx < ty and tx < tz then -- tx is smallest
tx = tx + dx
cx = cx + stepX
f(cx, cy, cz)
elseif ty < tz then -- ty is smallest
-- Addition: include both cells when going through corners
if tx == ty then
f(cx + stepX, cy, cz)
end
ty = ty + dy
cy = cy + stepY
f(cx, cy, cz)
else -- tz is smallest
-- Addition: include both cells when going through corners
if tx == tz then
f(cx + stepX, cy, cz)
end
if ty == tz then
f(cx, cy + stepY, cz)
end
tz = tz + dz
cz = cz + stepZ
f(cx, cy, cz)
end
end
-- If we have not arrived to the last cell, use it
if cx ~= cx2 or cy ~= cy2 or cz ~= cz2 then
f(cx2, cy2, cz2)
end
end
local function grid_toCellCube(cellSize, x,y,z,w,h,d)
local cx,cy,cz = grid_toCell(cellSize, x, y, z)
local cx2 = ceil((x + w) / cellSize)
local cy2 = ceil((y + h) / cellSize)
local cz2 = ceil((z + d) / cellSize)
return cx,
cy,
cz,
cx2 - cx + 1,
cy2 - cy + 1,
cz2 - cz + 1
end
------------------------------------------
-- Responses
------------------------------------------
local touch = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
return col.touch.x, col.touch.y, col.touch.z, {}, 0
end
local cross = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
return goalX, goalY, goalZ, cols, len
end
local slide = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
goalX = goalX or x
goalY = goalY or y
goalZ = goalZ or z
local tch, move = col.touch, col.move
if move.x ~= 0 or move.y ~= 0 or move.z ~= 0 then
if col.normal.x ~= 0 then
goalX = tch.x
end
if col.normal.y ~= 0 then
goalY = tch.y
end
if col.normal.z ~= 0 then
goalZ = tch.z
end
end
col.slide = {x = goalX, y = goalY, z = goalZ}
x, y, z = tch.x, tch.y, tch.z
local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
return goalX, goalY, goalZ, cols, len
end
local bounce = function(world, col, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
goalX = goalX or x
goalY = goalY or y
goalZ = goalZ or z
local tch, move = col.touch, col.move
local tx, ty, tz = tch.x, tch.y, tch.z
local bx, by, bz = tx, ty, tz
if move.x ~= 0 or move.y ~= 0 or move.z ~= 0 then
local bnx = goalX - tx
local bny = goalY - ty
local bnz = goalZ - tz
if col.normal.x ~= 0 then
bnx = -bnx
end
if col.normal.y ~= 0 then
bny = -bny
end
if col.normal.z ~= 0 then
bnz = -bnz
end
bx = tx + bnx
by = ty + bny
bz = tz + bnz
end
col.bounce = {x = bx, y = by, z = bz}
x, y, z = tch.x, tch.y, tch.z
goalX, goalY, goalZ = bx, by, bz
local cols, len = world:project(col.item, x,y,z,w,h,d, goalX, goalY, goalZ, filter)
return goalX, goalY, goalZ, cols, len
end
------------------------------------------
-- World
------------------------------------------
local World = {}
local World_mt = {__index = World}
-- Private functions and methods
local function sortByWeight(a,b)
return a.weight < b.weight
end
local function sortByTiAndDistance(a,b)
if a.ti == b.ti then
local ir, ar, br = a.itemCube, a.otherCube, b.otherCube
local ad = cube_getCubeDistance(ir.x,ir.y,ir.z,ir.w,ir.h,ir.d, ar.x,ar.y,ar.z,ar.w,ar.h,ar.d)
local bd = cube_getCubeDistance(ir.x,ir.y,ir.z,ir.w,ir.h,ir.d, br.x,br.y,br.z,br.w,br.h,br.d)
return ad < bd
end
return a.ti < b.ti
end
local function addItemToCell(self, item, cx, cy, cz)
self.cells[cz] = self.cells[cz] or {}
self.cells[cz][cy] = self.cells[cz][cy] or setmetatable({}, {__mode = 'v'})
if self.cells[cz][cy][cx] == nil then
self.cells[cz][cy][cx] = {
itemCount = 0,
x = cx,
y = cy,
z = cz,
items = setmetatable({}, {__mode = 'k'})
}
end
local cell = self.cells[cz][cy][cx]
self.nonEmptyCells[cell] = true
if not cell.items[item] then
cell.items[item] = true
cell.itemCount = cell.itemCount + 1
end
end
local function removeItemFromCell(self, item, cx, cy, cz)
if not self.cells[cz]
or not self.cells[cz][cy]
or not self.cells[cz][cy][cx]
or not self.cells[cz][cy][cx].items[item]
then
return false
end
local cell = self.cells[cz][cy][cx]
cell.items[item] = nil
cell.itemCount = cell.itemCount - 1
if cell.itemCount == 0 then
self.nonEmptyCells[cell] = nil
end
return true
end
local function getDictItemsInCellCube(self, cx,cy,cz, cw,ch,cd)
local items_dict = {}
for z = cz, cz + cd - 1 do
local plane = self.cells[z]
if plane then
for y = cy, cy + ch - 1 do
local row = plane[y]
if row then
for x = cx, cx + cw - 1 do
local cell = row[x]
if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
for item,_ in pairs(cell.items) do
items_dict[item] = true
end
end
end
end
end
end
end
return items_dict
end
local function getCellsTouchedBySegment(self, x1,y1,z1,x2,y2,z2)
local cells, cellsLen, visited = {}, 0, {}
grid_traverse(self.cellSize, x1,y1,z1,x2,y2,z2, function(cx, cy, cz)
local plane = self.cells[cz]
if not plane then
return
end
local row = plane[cy]
if not row then
return
end
local cell = row[cx]
if not cell or visited[cell] then
return
end
visited[cell] = true
cellsLen = cellsLen + 1
cells[cellsLen] = cell
end)
return cells, cellsLen
end
local function getInfoAboutItemsTouchedBySegment(self, x1,y1,z1, x2,y2,z2, filter)
local cells, len = getCellsTouchedBySegment(self, x1,y1,z1,x2,y2,z2)
local cell, cube, x,y,z,w,h,d, ti1, ti2, tii0,tii1
local visited, itemInfo, itemInfoLen = {}, {}, 0
for i = 1, len do
cell = cells[i]
for item in pairs(cell.items) do
if not visited[item] then
visited[item] = true
if (not filter or filter(item)) then
cube = self.cubes[item]
x, y, z, w, h, d = cube.x, cube.y, cube.z, cube.w, cube.h, cube.d
ti1, ti2 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1, x2,y2,z2, 0, 1)
if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
-- the sorting is according to the t of an infinite line, not the segment
tii0, tii1 = cube_getSegmentIntersectionIndices(x,y,z,w,h,d, x1,y1,z1, x2,y2,z2, -math.huge, math.huge)
itemInfoLen = itemInfoLen + 1
itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0, tii1)}
end
end
end
end
end
table.sort(itemInfo, sortByWeight)
return itemInfo, itemInfoLen
end
local function getResponseByName(self, name)
local response = self.responses[name]
if not response then
error(('Unknown collision type: %s (%s)'):format(name, type(name)))
end
return response
end
-- Misc Public Methods
function World:addResponse(name, response)
self.responses[name] = response
end
function World:projectMove(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
local cols, len = {}, 0
filter = filter or defaultFilter
local visited = {[item] = true}
local visitedFilter = function(itm, other)
if visited[other] then
return false
end
return filter(itm, other)
end
local projected_cols, projected_len = self:project(item, x,y,z,w,h,d, goalX,goalY,goalZ, visitedFilter)
while projected_len > 0 do
local col = projected_cols[1]
len = len + 1
cols[len] = col
visited[col.other] = true
local response = getResponseByName(self, col.type)
goalX, goalY, goalZ, projected_cols, projected_len = response(
self,
col,
x, y, z, w, h, d,
goalX, goalY, goalZ,
visitedFilter
)
end
return goalX, goalY, goalZ, cols, len
end
function World:project(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
assertIsCube(x, y, z, w, h, d)
goalX = goalX or x
goalY = goalY or y
goalZ = goalZ or z
filter = filter or defaultFilter
local collisions, len = {}, 0
local visited = {}
if item ~= nil then
visited[item] = true
end
-- This could probably be done with less cells using a polygon raster over the cells instead of a
-- bounding cube of the whole movement. Conditional to building a queryPolygon method
local tx = min(goalX, x)
local ty = min(goalY, y)
local tz = min(goalZ, z)
local tx2 = max(goalX + w, x + w)
local ty2 = max(goalY + h, y + h)
local tz2 = max(goalZ + d, z + d)
local tw = tx2 - tx
local th = ty2 - ty
local td = tz2 - tz
local cx,cy,cz,cw,ch,cd = grid_toCellCube(self.cellSize, tx,ty,tz, tw,th,td)
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz,cw,ch,cd)
for other,_ in pairs(dictItemsInCellCube) do
if not visited[other] then
visited[other] = true
local responseName = filter(item, other)
if responseName then
local ox,oy,oz,ow,oh,od = self:getCube(other)
local col = cube_detectCollision(x,y,z,w,h,d, ox,oy,oz,ow,oh,od, goalX, goalY, goalZ)
if col then
col.other = other
col.item = item
col.type = responseName
len = len + 1
collisions[len] = col
end
end
end
end
table.sort(collisions, sortByTiAndDistance)
return collisions, len
end
function World:countCells()
local count = 0
for _, plane in pairs(self.cells) do
for _, row in pairs(plane) do
for _,_ in pairs(row) do
count = count + 1
end
end
end
return count
end
function World:hasItem(item)
return not not self.cubes[item]
end
function World:getItems()
local items, len = {}, 0
for item,_ in pairs(self.cubes) do
len = len + 1
items[len] = item
end
return items, len
end
function World:countItems()
local len = 0
for _ in pairs(self.cubes) do len = len + 1 end
return len
end
function World:getCube(item)
local cube = self.cubes[item]
if not cube then
error('Item ' .. tostring(item) .. ' must be added to the world before getting its cube. Use world:add(item, x,y,z,w,h,d) to add it first.')
end
return cube.x, cube.y, cube.z, cube.w, cube.h, cube.d
end
function World:toWorld(cx, cy, cz)
return grid_toWorld(self.cellSize, cx, cy, cz)
end
function World:toCell(x,y,z)
return grid_toCell(self.cellSize, x, y, z)
end
-- Query methods
function World:queryCube(x,y,z,w,h,d, filter)
assertIsCube(x,y,z,w,h,d)
local cx,cy,cz,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz,cw,ch,cd)
local items, len = {}, 0
local cube
for item,_ in pairs(dictItemsInCellCube) do
cube = self.cubes[item]
if (not filter or filter(item))
and cube_isIntersecting(x,y,z,w,h,d, cube.x, cube.y, cube.z, cube.w, cube.h, cube.d)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:queryPoint(x,y,z, filter)
local cx,cy,cz = self:toCell(x,y,z)
local dictItemsInCellCube = getDictItemsInCellCube(self, cx,cy,cz, 1,1,1)
local items, len = {}, 0
local cube
for item,_ in pairs(dictItemsInCellCube) do
cube = self.cubes[item]
if (not filter or filter(item))
and cube_containsPoint(cube.x, cube.y, cube.z, cube.w, cube.h, cube.d, x, y, z)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:querySegment(x1, y1, z1, x2, y2, z2, filter)
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, z1, x2, y2, z2, filter)
local items = {}
for i = 1, len do
items[i] = itemInfo[i].item
end
return items, len
end
-- function World:querySegmentWithCoords(x1, y1, z1, x2, y2, z2, filter)
-- local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, z1, x2, y2, z2, filter)
-- local dx, dy, dz = x2 - x1, y2 - y1, z2 - z1
-- local info, ti1, ti2
-- for i=1, len do
-- info = itemInfo[i]
-- ti1 = info.ti1
-- ti2 = info.ti2
-- info.weight = nil
-- info.x1 = x1 + dx * ti1
-- info.y1 = y1 + dy * ti1
-- info.x2 = x1 + dx * ti2
-- info.y2 = y1 + dy * ti2
-- end
-- return itemInfo, len
-- end
--- Main methods
function World:add(item, x,y,z,w,h,d)
local cube = self.cubes[item]
if cube then
error('Item ' .. tostring(item) .. ' added to the world twice.')
end
assertIsCube(x,y,z,w,h,d)
self.cubes[item] = {x=x,y=y,z=z,w=w,h=h,d=d}
local cl,ct,cs,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
for cz = cs, cs + cd - 1 do
for cy = ct, ct + ch - 1 do
for cx = cl, cl + cw - 1 do
addItemToCell(self, item, cx, cy, cz)
end
end
end
return item
end
function World:remove(item)
local x,y,z,w,h,d = self:getCube(item)
self.cubes[item] = nil
local cl,ct,cs,cw,ch,cd = grid_toCellCube(self.cellSize, x,y,z,w,h,d)
for cz = cs, cs + cd - 1 do
for cy = ct, ct + ch - 1 do
for cx = cl, cl + cw - 1 do
removeItemFromCell(self, item, cx, cy, cz)
end
end
end
end
function World:update(item, x2,y2,z2,w2,h2,d2)
local x1,y1,z1, w1,h1,d1 = self:getCube(item)
w2 = w2 or w1
h2 = h2 or h1
d2 = d2 or d1
assertIsCube(x2,y2,z2,w2,h2,d2)
if x1 == x2 and y1 == y2 and z1 == z2 and w1 == w2 and h1 == h2 and d1 == d2 then
return
end
local cl1,ct1,cs1,cw1,ch1,cd1 = grid_toCellCube(self.cellSize, x1,y1,z1, w1,h1,d1)
local cl2,ct2,cs2,cw2,ch2,cd2 = grid_toCellCube(self.cellSize, x2,y2,z2, w2,h2,d2)
if cl1 ~= cl2 or ct1 ~= ct2 or cs1 ~= cs2 or cw1 ~= cw2 or ch1 ~= ch2 or cd1 ~= cd2 then
local cr1 = cl1 + cw1 - 1
local cr2 = cl2 + cw2 - 1
local cb1 = ct1 + ch1 - 1
local cb2 = ct2 + ch2 - 1
local css1 = cs1 + cd1 - 1
local css2 = cs2 + cd2 - 1
local cyOut, czOut
for cz = cs1, css1 do
czOut = cz < cs2 or cz > css2
for cy = ct1, cb1 do
cyOut = cy < ct2 or cy > cb2
for cx = cl1, cr1 do
if czOut or cyOut or cx < cl2 or cx > cr2 then
removeItemFromCell(self, item, cx, cy, cz)
end
end
end
end
for cz = cs2, css2 do
czOut = cz < cs1 or cz > css1
for cy = ct2, cb2 do
cyOut = cy < ct1 or cy > cb1
for cx = cl2, cr2 do
if czOut or cyOut or cx < cl1 or cx > cr1 then
addItemToCell(self, item, cx, cy, cz)
end
end
end
end
end
local cube = self.cubes[item]
cube.x, cube.y, cube.z, cube.w, cube.h, cube.d = x2, y2, z2, w2, h2, d2
end
function World:move(item, goalX, goalY, goalZ, filter)
local actualX, actualY, actualZ, cols, len = self:check(item, goalX, goalY, goalZ, filter)
self:update(item, actualX, actualY, actualZ)
return actualX, actualY, actualZ, cols, len
end
function World:check(item, goalX, goalY, goalZ, filter)
local x,y,z,w,h,d = self:getCube(item)
return self:projectMove(item, x,y,z,w,h,d, goalX,goalY,goalZ, filter)
end
-- Public library functions
bump.newWorld = function(cellSize)
cellSize = cellSize or 64
assertIsPositiveNumber(cellSize, 'cellSize')
local world = setmetatable({
cellSize = cellSize,
cubes = {},
cells = {},
nonEmptyCells = {},
responses = {},
}, World_mt)
world:addResponse('touch', touch)
world:addResponse('cross', cross)
world:addResponse('slide', slide)
world:addResponse('bounce', bounce)
return world
end
bump.cube = {
getNearestCorner = cube_getNearestCorner,
getSegmentIntersectionIndices = cube_getSegmentIntersectionIndices,
getDiff = cube_getDiff,
containsPoint = cube_containsPoint,
isIntersecting = cube_isIntersecting,
getCubeDistance = cube_getCubeDistance,
detectCollision = cube_detectCollision
}
bump.responses = {
touch = touch,
cross = cross,
slide = slide,
bounce = bounce
}
return bump

View file

@ -0,0 +1,769 @@
local bump = {
_VERSION = 'bump v3.1.7',
_URL = 'https://github.com/kikito/bump.lua',
_DESCRIPTION = 'A collision detection library for Lua',
_LICENSE = [[
MIT LICENSE
Copyright (c) 2014 Enrique García Cota
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
}
------------------------------------------
-- Auxiliary functions
------------------------------------------
local DELTA = 1e-10 -- floating-point margin of error
local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max
local function sign(x)
if x > 0 then return 1 end
if x == 0 then return 0 end
return -1
end
local function nearest(x, a, b)
if abs(a - x) < abs(b - x) then return a else return b end
end
local function assertType(desiredType, value, name)
if type(value) ~= desiredType then
error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')')
end
end
local function assertIsPositiveNumber(value, name)
if type(value) ~= 'number' or value <= 0 then
error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')')
end
end
local function assertIsRect(x,y,w,h)
assertType('number', x, 'x')
assertType('number', y, 'y')
assertIsPositiveNumber(w, 'w')
assertIsPositiveNumber(h, 'h')
end
local defaultFilter = function()
return 'slide'
end
------------------------------------------
-- Rectangle functions
------------------------------------------
local function rect_getNearestCorner(x,y,w,h, px, py)
return nearest(px, x, x+w), nearest(py, y, y+h)
end
-- This is a generalized implementation of the liang-barsky algorithm, which also returns
-- the normals of the sides where the segment intersects.
-- Returns nil if the segment never touches the rect
-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge
local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2)
ti1, ti2 = ti1 or 0, ti2 or 1
local dx, dy = x2-x1, y2-y1
local nx, ny
local nx1, ny1, nx2, ny2 = 0,0,0,0
local p, q, r
for side = 1,4 do
if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left
elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right
elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top
else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom
end
if p == 0 then
if q <= 0 then return nil end
else
r = q / p
if p < 0 then
if r > ti2 then return nil
elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny
end
else -- p > 0
if r < ti1 then return nil
elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny
end
end
end
end
return ti1,ti2, nx1,ny1, nx2,ny2
end
-- Calculates the minkowsky difference between 2 rects, which is another rect
local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
return x2 - x1 - w1,
y2 - y1 - h1,
w1 + w2,
h1 + h2
end
local function rect_containsPoint(x,y,w,h, px,py)
return px - x > DELTA and py - y > DELTA and
x + w - px > DELTA and y + h - py > DELTA
end
local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2)
return x1 < x2+w2 and x2 < x1+w1 and
y1 < y2+h2 and y2 < y1+h1
end
local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2)
local dx = x1 - x2 + (w1 - w2)/2
local dy = y1 - y2 + (h1 - h2)/2
return dx*dx + dy*dy
end
local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY)
goalX = goalX or x1
goalY = goalY or y1
local dx, dy = goalX - x1, goalY - y1
local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2)
local overlaps, ti, nx, ny
if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other
local px, py = rect_getNearestCorner(x,y,w,h, 0, 0)
local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection
ti = -wi * hi -- ti is the negative area of intersection
overlaps = true
else
local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge)
-- item tunnels into other
if ti1
and ti1 < 1
and (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner
and (0 < ti1 + DELTA
or 0 == ti1 and ti2 > 0)
then
ti, nx, ny = ti1, nx1, ny1
overlaps = false
end
end
if not ti then return end
local tx, ty
if overlaps then
if dx == 0 and dy == 0 then
-- intersecting and not moving - use minimum displacement vector
local px, py = rect_getNearestCorner(x,y,w,h, 0,0)
if abs(px) < abs(py) then py = 0 else px = 0 end
nx, ny = sign(px), sign(py)
tx, ty = x1 + px, y1 + py
else
-- intersecting and moving - move in the opposite direction
local ti1, _
ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1)
if not ti1 then return end
tx, ty = x1 + dx * ti1, y1 + dy * ti1
end
else -- tunnel
tx, ty = x1 + dx * ti, y1 + dy * ti
end
return {
overlaps = overlaps,
ti = ti,
move = {x = dx, y = dy},
normal = {x = nx, y = ny},
touch = {x = tx, y = ty},
itemRect = {x = x1, y = y1, w = w1, h = h1},
otherRect = {x = x2, y = y2, w = w2, h = h2}
}
end
------------------------------------------
-- Grid functions
------------------------------------------
local function grid_toWorld(cellSize, cx, cy)
return (cx - 1)*cellSize, (cy-1)*cellSize
end
local function grid_toCell(cellSize, x, y)
return floor(x / cellSize) + 1, floor(y / cellSize) + 1
end
-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing",
-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf
-- It has been modified to include both cells when the ray "touches a grid corner",
-- and with a different exit condition
local function grid_traverse_initStep(cellSize, ct, t1, t2)
local v = t2 - t1
if v > 0 then
return 1, cellSize / v, ((ct + v) * cellSize - t1) / v
elseif v < 0 then
return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v
else
return 0, math.huge, math.huge
end
end
local function grid_traverse(cellSize, x1,y1,x2,y2, f)
local cx1,cy1 = grid_toCell(cellSize, x1,y1)
local cx2,cy2 = grid_toCell(cellSize, x2,y2)
local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2)
local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2)
local cx,cy = cx1,cy1
f(cx, cy)
-- The default implementation had an infinite loop problem when
-- approaching the last cell in some occassions. We finish iterating
-- when we are *next* to the last cell
while abs(cx - cx2) + abs(cy - cy2) > 1 do
if tx < ty then
tx, cx = tx + dx, cx + stepX
f(cx, cy)
else
-- Addition: include both cells when going through corners
if tx == ty then f(cx + stepX, cy) end
ty, cy = ty + dy, cy + stepY
f(cx, cy)
end
end
-- If we have not arrived to the last cell, use it
if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end
end
local function grid_toCellRect(cellSize, x,y,w,h)
local cx,cy = grid_toCell(cellSize, x, y)
local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize)
return cx, cy, cr - cx + 1, cb - cy + 1
end
------------------------------------------
-- Responses
------------------------------------------
local touch = function(world, col, x,y,w,h, goalX, goalY, filter)
return col.touch.x, col.touch.y, {}, 0
end
local cross = function(world, col, x,y,w,h, goalX, goalY, filter)
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
local slide = function(world, col, x,y,w,h, goalX, goalY, filter)
goalX = goalX or x
goalY = goalY or y
local tch, move = col.touch, col.move
if move.x ~= 0 or move.y ~= 0 then
if col.normal.x ~= 0 then
goalX = tch.x
else
goalY = tch.y
end
end
col.slide = {x = goalX, y = goalY}
x,y = tch.x, tch.y
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
local bounce = function(world, col, x,y,w,h, goalX, goalY, filter)
goalX = goalX or x
goalY = goalY or y
local tch, move = col.touch, col.move
local tx, ty = tch.x, tch.y
local bx, by = tx, ty
if move.x ~= 0 or move.y ~= 0 then
local bnx, bny = goalX - tx, goalY - ty
if col.normal.x == 0 then bny = -bny else bnx = -bnx end
bx, by = tx + bnx, ty + bny
end
col.bounce = {x = bx, y = by}
x,y = tch.x, tch.y
goalX, goalY = bx, by
local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter)
return goalX, goalY, cols, len
end
------------------------------------------
-- World
------------------------------------------
local World = {}
local World_mt = {__index = World}
-- Private functions and methods
local function sortByWeight(a,b) return a.weight < b.weight end
local function sortByTiAndDistance(a,b)
if a.ti == b.ti then
local ir, ar, br = a.itemRect, a.otherRect, b.otherRect
local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h)
local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h)
return ad < bd
end
return a.ti < b.ti
end
local function addItemToCell(self, item, cx, cy)
self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'})
local row = self.rows[cy]
row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})}
local cell = row[cx]
self.nonEmptyCells[cell] = true
if not cell.items[item] then
cell.items[item] = true
cell.itemCount = cell.itemCount + 1
end
end
local function removeItemFromCell(self, item, cx, cy)
local row = self.rows[cy]
if not row or not row[cx] or not row[cx].items[item] then return false end
local cell = row[cx]
cell.items[item] = nil
cell.itemCount = cell.itemCount - 1
if cell.itemCount == 0 then
self.nonEmptyCells[cell] = nil
end
return true
end
local function getDictItemsInCellRect(self, cl,ct,cw,ch)
local items_dict = {}
for cy=ct,ct+ch-1 do
local row = self.rows[cy]
if row then
for cx=cl,cl+cw-1 do
local cell = row[cx]
if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling
for item,_ in pairs(cell.items) do
items_dict[item] = true
end
end
end
end
end
return items_dict
end
local function getCellsTouchedBySegment(self, x1,y1,x2,y2)
local cells, cellsLen, visited = {}, 0, {}
grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy)
local row = self.rows[cy]
if not row then return end
local cell = row[cx]
if not cell or visited[cell] then return end
visited[cell] = true
cellsLen = cellsLen + 1
cells[cellsLen] = cell
end)
return cells, cellsLen
end
local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter)
local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2)
local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1
local visited, itemInfo, itemInfoLen = {},{},0
for i=1,len do
cell = cells[i]
for item in pairs(cell.items) do
if not visited[item] then
visited[item] = true
if (not filter or filter(item)) then
rect = self.rects[item]
l,t,w,h = rect.x,rect.y,rect.w,rect.h
ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1)
if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then
-- the sorting is according to the t of an infinite line, not the segment
tii0,tii1 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge)
itemInfoLen = itemInfoLen + 1
itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)}
end
end
end
end
end
table.sort(itemInfo, sortByWeight)
return itemInfo, itemInfoLen
end
local function getResponseByName(self, name)
local response = self.responses[name]
if not response then
error(('Unknown collision type: %s (%s)'):format(name, type(name)))
end
return response
end
-- Misc Public Methods
function World:addResponse(name, response)
self.responses[name] = response
end
function World:project(item, x,y,w,h, goalX, goalY, filter)
assertIsRect(x,y,w,h)
goalX = goalX or x
goalY = goalY or y
filter = filter or defaultFilter
local collisions, len = {}, 0
local visited = {}
if item ~= nil then visited[item] = true end
-- This could probably be done with less cells using a polygon raster over the cells instead of a
-- bounding rect of the whole movement. Conditional to building a queryPolygon method
local tl, tt = min(goalX, x), min(goalY, y)
local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h)
local tw, th = tr-tl, tb-tt
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th)
local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
for other,_ in pairs(dictItemsInCellRect) do
if not visited[other] then
visited[other] = true
local responseName = filter(item, other)
if responseName then
local ox,oy,ow,oh = self:getRect(other)
local col = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY)
if col then
col.other = other
col.item = item
col.type = responseName
len = len + 1
collisions[len] = col
end
end
end
end
table.sort(collisions, sortByTiAndDistance)
return collisions, len
end
function World:countCells()
local count = 0
for _,row in pairs(self.rows) do
for _,_ in pairs(row) do
count = count + 1
end
end
return count
end
function World:hasItem(item)
return not not self.rects[item]
end
function World:getItems()
local items, len = {}, 0
for item,_ in pairs(self.rects) do
len = len + 1
items[len] = item
end
return items, len
end
function World:countItems()
local len = 0
for _ in pairs(self.rects) do len = len + 1 end
return len
end
function World:getRect(item)
local rect = self.rects[item]
if not rect then
error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.')
end
return rect.x, rect.y, rect.w, rect.h
end
function World:toWorld(cx, cy)
return grid_toWorld(self.cellSize, cx, cy)
end
function World:toCell(x,y)
return grid_toCell(self.cellSize, x, y)
end
--- Query methods
function World:queryRect(x,y,w,h, filter)
assertIsRect(x,y,w,h)
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch)
local items, len = {}, 0
local rect
for item,_ in pairs(dictItemsInCellRect) do
rect = self.rects[item]
if (not filter or filter(item))
and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:queryPoint(x,y, filter)
local cx,cy = self:toCell(x,y)
local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1)
local items, len = {}, 0
local rect
for item,_ in pairs(dictItemsInCellRect) do
rect = self.rects[item]
if (not filter or filter(item))
and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y)
then
len = len + 1
items[len] = item
end
end
return items, len
end
function World:querySegment(x1, y1, x2, y2, filter)
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
local items = {}
for i=1, len do
items[i] = itemInfo[i].item
end
return items, len
end
function World:querySegmentWithCoords(x1, y1, x2, y2, filter)
local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter)
local dx, dy = x2-x1, y2-y1
local info, ti1, ti2
for i=1, len do
info = itemInfo[i]
ti1 = info.ti1
ti2 = info.ti2
info.weight = nil
info.x1 = x1 + dx * ti1
info.y1 = y1 + dy * ti1
info.x2 = x1 + dx * ti2
info.y2 = y1 + dy * ti2
end
return itemInfo, len
end
--- Main methods
function World:add(item, x,y,w,h)
local rect = self.rects[item]
if rect then
error('Item ' .. tostring(item) .. ' added to the world twice.')
end
assertIsRect(x,y,w,h)
self.rects[item] = {x=x,y=y,w=w,h=h}
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
for cy = ct, ct+ch-1 do
for cx = cl, cl+cw-1 do
addItemToCell(self, item, cx, cy)
end
end
return item
end
function World:remove(item)
local x,y,w,h = self:getRect(item)
self.rects[item] = nil
local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h)
for cy = ct, ct+ch-1 do
for cx = cl, cl+cw-1 do
removeItemFromCell(self, item, cx, cy)
end
end
end
function World:update(item, x2,y2,w2,h2)
local x1,y1,w1,h1 = self:getRect(item)
w2,h2 = w2 or w1, h2 or h1
assertIsRect(x2,y2,w2,h2)
if x1 ~= x2 or y1 ~= y2 or w1 ~= w2 or h1 ~= h2 then
local cellSize = self.cellSize
local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x1,y1,w1,h1)
local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2)
if cl1 ~= cl2 or ct1 ~= ct2 or cw1 ~= cw2 or ch1 ~= ch2 then
local cr1, cb1 = cl1+cw1-1, ct1+ch1-1
local cr2, cb2 = cl2+cw2-1, ct2+ch2-1
local cyOut
for cy = ct1, cb1 do
cyOut = cy < ct2 or cy > cb2
for cx = cl1, cr1 do
if cyOut or cx < cl2 or cx > cr2 then
removeItemFromCell(self, item, cx, cy)
end
end
end
for cy = ct2, cb2 do
cyOut = cy < ct1 or cy > cb1
for cx = cl2, cr2 do
if cyOut or cx < cl1 or cx > cr1 then
addItemToCell(self, item, cx, cy)
end
end
end
end
local rect = self.rects[item]
rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2
end
end
function World:move(item, goalX, goalY, filter)
local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter)
self:update(item, actualX, actualY)
return actualX, actualY, cols, len
end
function World:check(item, goalX, goalY, filter)
filter = filter or defaultFilter
local visited = {[item] = true}
local visitedFilter = function(itm, other)
if visited[other] then return false end
return filter(itm, other)
end
local cols, len = {}, 0
local x,y,w,h = self:getRect(item)
local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter)
while projected_len > 0 do
local col = projected_cols[1]
len = len + 1
cols[len] = col
visited[col.other] = true
local response = getResponseByName(self, col.type)
goalX, goalY, projected_cols, projected_len = response(
self,
col,
x, y, w, h,
goalX, goalY,
visitedFilter
)
end
return goalX, goalY, cols, len
end
-- Public library functions
bump.newWorld = function(cellSize)
cellSize = cellSize or 64
assertIsPositiveNumber(cellSize, 'cellSize')
local world = setmetatable({
cellSize = cellSize,
rects = {},
rows = {},
nonEmptyCells = {},
responses = {}
}, World_mt)
world:addResponse('touch', touch)
world:addResponse('cross', cross)
world:addResponse('slide', slide)
world:addResponse('bounce', bounce)
return world
end
bump.rect = {
getNearestCorner = rect_getNearestCorner,
getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices,
getDiff = rect_getDiff,
containsPoint = rect_containsPoint,
isIntersecting = rect_isIntersecting,
getSquareDistance = rect_getSquareDistance,
detectCollision = rect_detectCollision
}
bump.responses = {
touch = touch,
cross = cross,
slide = slide,
bounce = bounce
}
return bump

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local lg = love.graphics
local graphics = { isCreated = lg and true or false }
function graphics.newSpriteBatch(...)
if graphics.isCreated then
return lg.newSpriteBatch(...)
end
end
function graphics.newCanvas(...)
if graphics.isCreated then
return lg.newCanvas(...)
end
end
function graphics.newImage(...)
if graphics.isCreated then
return lg.newImage(...)
end
end
function graphics.newQuad(...)
if graphics.isCreated then
return lg.newQuad(...)
end
end
function graphics.getCanvas(...)
if graphics.isCreated then
return lg.getCanvas(...)
end
end
function graphics.setCanvas(...)
if graphics.isCreated then
return lg.setCanvas(...)
end
end
function graphics.clear(...)
if graphics.isCreated then
return lg.clear(...)
end
end
function graphics.push(...)
if graphics.isCreated then
return lg.push(...)
end
end
function graphics.origin(...)
if graphics.isCreated then
return lg.origin(...)
end
end
function graphics.scale(...)
if graphics.isCreated then
return lg.scale(...)
end
end
function graphics.translate(...)
if graphics.isCreated then
return lg.translate(...)
end
end
function graphics.pop(...)
if graphics.isCreated then
return lg.pop(...)
end
end
function graphics.draw(...)
if graphics.isCreated then
return lg.draw(...)
end
end
function graphics.rectangle(...)
if graphics.isCreated then
return lg.rectangle(...)
end
end
function graphics.getColor(...)
if graphics.isCreated then
return lg.getColor(...)
end
end
function graphics.setColor(...)
if graphics.isCreated then
return lg.setColor(...)
end
end
function graphics.line(...)
if graphics.isCreated then
return lg.line(...)
end
end
function graphics.polygon(...)
if graphics.isCreated then
return lg.polygon(...)
end
end
function graphics.getWidth()
if graphics.isCreated then
return lg.getWidth()
end
return 0
end
function graphics.getHeight()
if graphics.isCreated then
return lg.getHeight()
end
return 0
end
return graphics

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--- Box2D plugin for STI
-- @module box2d
-- @author Landon Manning
-- @copyright 2017
-- @license MIT/X11
local utils = require((...):gsub('plugins.box2d', 'utils'))
local lg = require((...):gsub('plugins.box2d', 'graphics'))
return {
box2d_LICENSE = "MIT/X11",
box2d_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
box2d_VERSION = "2.3.2.6",
box2d_DESCRIPTION = "Box2D hooks for STI.",
--- Initialize Box2D physics world.
-- @param world The Box2D world to add objects to.
box2d_init = function(map, world)
assert(love.physics, "To use the Box2D plugin, please enable the love.physics module.")
local body = love.physics.newBody(world, map.offsetx, map.offsety)
local collision = {
body = body,
}
local function addObjectToWorld(objshape, vertices, userdata, object)
local shape
if objshape == "polyline" then
if #vertices == 4 then
shape = love.physics.newEdgeShape(unpack(vertices))
else
shape = love.physics.newChainShape(false, unpack(vertices))
end
else
shape = love.physics.newPolygonShape(unpack(vertices))
end
local currentBody = body
if userdata.properties.dynamic == true then
currentBody = love.physics.newBody(world, map.offsetx, map.offsety, 'dynamic')
end
local fixture = love.physics.newFixture(currentBody, shape)
fixture:setUserData(userdata)
-- Set some custom properties from userdata (or use default set by box2d)
fixture:setFriction(userdata.properties.friction or 0.2)
fixture:setRestitution(userdata.properties.restitution or 0.0)
fixture:setSensor(userdata.properties.sensor or false)
fixture:setFilterData(userdata.properties.categories or 1,
userdata.properties.mask or 65535,
userdata.properties.group or 0)
local obj = {
object = object,
body = currentBody,
shape = shape,
fixture = fixture,
}
table.insert(collision, obj)
end
local function getPolygonVertices(object)
local vertices = {}
for _, vertex in ipairs(object.polygon) do
table.insert(vertices, vertex.x)
table.insert(vertices, vertex.y)
end
return vertices
end
local function calculateObjectPosition(object, tile)
local o = {
shape = object.shape,
x = (object.dx or object.x) + map.offsetx,
y = (object.dy or object.y) + map.offsety,
w = object.width,
h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle
}
local userdata = {
object = o,
properties = object.properties
}
if o.shape == "rectangle" then
o.r = object.rotation or 0
local cos = math.cos(math.rad(o.r))
local sin = math.sin(math.rad(o.r))
local oy = 0
if object.gid then
local tileset = map.tilesets[map.tiles[object.gid].tileset]
local lid = object.gid - tileset.firstgid
local t = {}
-- This fixes a height issue
o.y = o.y + map.tiles[object.gid].offset.y
oy = tileset.tileheight
for _, tt in ipairs(tileset.tiles) do
if tt.id == lid then
t = tt
break
end
end
if t.objectGroup then
for _, obj in ipairs(t.objectGroup.objects) do
-- Every object in the tile
calculateObjectPosition(obj, object)
end
return
else
o.w = map.tiles[object.gid].width
o.h = map.tiles[object.gid].height
end
end
o.polygon = {
{ x=o.x+0, y=o.y+0 },
{ x=o.x+o.w, y=o.y+0 },
{ x=o.x+o.w, y=o.y+o.h },
{ x=o.x+0, y=o.y+o.h }
}
for _, vertex in ipairs(o.polygon) do
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, o.x, o.y, cos, sin, oy)
end
local vertices = getPolygonVertices(o)
addObjectToWorld(o.shape, vertices, userdata, tile or object)
elseif o.shape == "ellipse" then
if not o.polygon then
o.polygon = utils.convert_ellipse_to_polygon(o.x, o.y, o.w, o.h)
end
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
addObjectToWorld(o.shape, triangle, userdata, tile or object)
end
elseif o.shape == "polygon" then
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
for _, triangle in ipairs(triangles) do
addObjectToWorld(o.shape, triangle, userdata, tile or object)
end
elseif o.shape == "polyline" then
local vertices = getPolygonVertices(o)
addObjectToWorld(o.shape, vertices, userdata, tile or object)
end
end
for _, tile in pairs(map.tiles) do
if map.tileInstances[tile.gid] then
for _, instance in ipairs(map.tileInstances[tile.gid]) do
-- Every object in every instance of a tile
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
object.dx = instance.x + object.x
object.dy = instance.y + object.y
calculateObjectPosition(object, instance)
end
end
end
-- Every instance of a tile
if tile.properties.collidable == true then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = map.tilewidth,
height = map.tileheight,
properties = tile.properties
}
calculateObjectPosition(object, instance)
end
end
end
end
for _, layer in ipairs(map.layers) do
-- Entire layer
if layer.properties.collidable == true then
if layer.type == "tilelayer" then
for gid, tiles in pairs(map.tileInstances) do
local tile = map.tiles[gid]
local tileset = map.tilesets[tile.tileset]
for _, instance in ipairs(tiles) do
if instance.layer == layer then
local object = {
shape = "rectangle",
x = instance.x,
y = instance.y,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties
}
calculateObjectPosition(object, instance)
end
end
end
elseif layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
calculateObjectPosition(object)
end
elseif layer.type == "imagelayer" then
local object = {
shape = "rectangle",
x = layer.x or 0,
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
}
calculateObjectPosition(object)
end
end
-- Individual objects
if layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
if object.properties.collidable == true then
calculateObjectPosition(object)
end
end
end
end
map.box2d_collision = collision
end,
--- Remove Box2D fixtures and shapes from world.
-- @param index The index or name of the layer being removed
box2d_removeLayer = function(map, index)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collision = map.box2d_collision
-- Remove collision objects
for i = #collision, 1, -1 do
local obj = collision[i]
if obj.object.layer == layer then
obj.fixture:destroy()
table.remove(collision, i)
end
end
end,
--- Draw Box2D physics world.
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
box2d_draw = function(map, tx, ty, sx, sy)
local collision = map.box2d_collision
lg.push()
lg.scale(sx or 1, sy or sx or 1)
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
for _, obj in ipairs(collision) do
local points = {obj.body:getWorldPoints(obj.shape:getPoints())}
local shape_type = obj.shape:getType()
if shape_type == "edge" or shape_type == "chain" then
love.graphics.line(points)
elseif shape_type == "polygon" then
love.graphics.polygon("line", points)
else
error("sti box2d plugin does not support "..shape_type.." shapes")
end
end
lg.pop()
end,
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
-- @table Properties
-- @field collidable set to true, can be used on any Layer, Tile, or Object
-- @field sensor set to true, can be used on any Tile or Object that is also collidable
-- @field dynamic set to true, can be used on any Tile or Object
-- @field friction can be used to define the friction of any Object
-- @field restitution can be used to define the restitution of any Object
-- @field categories can be used to set the filter Category of any Object
-- @field mask can be used to set the filter Mask of any Object
-- @field group can be used to set the filter Group of any Object

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--- Bump.lua plugin for STI
-- @module bump.lua
-- @author David Serrano (BobbyJones|FrenchFryLord)
-- @copyright 2016
-- @license MIT/X11
local lg = require((...):gsub('plugins.bump', 'graphics'))
return {
bump_LICENSE = "MIT/X11",
bump_URL = "https://github.com/karai17/Simple-Tiled-Implementation",
bump_VERSION = "3.1.6.1",
bump_DESCRIPTION = "Bump hooks for STI.",
--- Adds each collidable tile to the Bump world.
-- @param world The Bump world to add objects to.
-- @return collidables table containing the handles to the objects in the Bump world.
bump_init = function(map, world)
local collidables = {}
for _, tileset in ipairs(map.tilesets) do
for _, tile in ipairs(tileset.tiles) do
local gid = tileset.firstgid + tile.id
if map.tileInstances[gid] then
for _, instance in ipairs(map.tileInstances[gid]) do
-- Every object in every instance of a tile
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = instance.x + map.offsetx + object.x,
y = instance.y + map.offsety + object.y,
width = object.width,
height = object.height,
layer = instance.layer,
properties = object.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
-- Every instance of a tile
if tile.properties and tile.properties.collidable == true then
local t = {
x = instance.x + map.offsetx,
y = instance.y + map.offsety,
width = map.tilewidth,
height = map.tileheight,
layer = instance.layer,
properties = tile.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
end
end
for _, layer in ipairs(map.layers) do
-- Entire layer
if layer.properties.collidable == true then
if layer.type == "tilelayer" then
for y, tiles in ipairs(layer.data) do
for x, tile in pairs(tiles) do
if tile.objectGroup then
for _, object in ipairs(tile.objectGroup.objects) do
if object.properties.collidable == true then
local t = {
name = object.name,
type = object.type,
x = ((x-1) * map.tilewidth + tile.offset.x + map.offsetx) + object.x,
y = ((y-1) * map.tileheight + tile.offset.y + map.offsety) + object.y,
width = object.width,
height = object.height,
layer = layer,
properties = object.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
end
local t = {
x = (x-1) * map.tilewidth + tile.offset.x + map.offsetx,
y = (y-1) * map.tileheight + tile.offset.y + map.offsety,
width = tile.width,
height = tile.height,
layer = layer,
properties = tile.properties
}
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end
end
elseif layer.type == "imagelayer" then
world:add(layer, layer.x, layer.y, layer.width, layer.height)
table.insert(collidables, layer)
end
end
-- individual collidable objects in a layer that is not "collidable"
-- or whole collidable objects layer
if layer.type == "objectgroup" then
for _, obj in ipairs(layer.objects) do
if layer.properties.collidable == true or obj.properties.collidable == true then
if obj.shape == "rectangle" then
local t = {
name = obj.name,
type = obj.type,
x = obj.x + map.offsetx,
y = obj.y + map.offsety,
width = obj.width,
height = obj.height,
layer = layer,
properties = obj.properties
}
if obj.gid then
t.y = t.y - obj.height
end
world:add(t, t.x, t.y, t.width, t.height)
table.insert(collidables, t)
end -- TODO implement other object shapes?
end
end
end
end
map.bump_collidables = collidables
end,
--- Remove layer
-- @param index to layer to be removed
-- @param world bump world the holds the tiles
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
bump_removeLayer = function(map, index, world)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collidables = map.bump_collidables
-- Remove collision objects
for i = #collidables, 1, -1 do
local obj = collidables[i]
if obj.layer == layer
and (
layer.properties.collidable == true
or obj.properties.collidable == true
) then
world:remove(obj)
table.remove(collidables, i)
end
end
end,
--- Draw bump collisions world.
-- @param world bump world holding the tiles geometry
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
bump_draw = function(map, world, tx, ty, sx, sy)
lg.push()
lg.scale(sx or 1, sy or sx or 1)
lg.translate(math.floor(tx or 0), math.floor(ty or 0))
for _, collidable in pairs(map.bump_collidables) do
lg.rectangle("line", world:getRect(collidable))
end
lg.pop()
end
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
-- @table Properties
-- @field collidable set to true, can be used on any Layer, Tile, or Object

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-- Some utility functions that shouldn't be exposed.
local utils = {}
-- https://github.com/stevedonovan/Penlight/blob/master/lua/pl/path.lua#L286
function utils.format_path(path)
local np_gen1,np_gen2 = '[^SEP]+SEP%.%.SEP?','SEP+%.?SEP'
local np_pat1, np_pat2 = np_gen1:gsub('SEP','/'), np_gen2:gsub('SEP','/')
local k
repeat -- /./ -> /
path,k = path:gsub(np_pat2,'/')
until k == 0
repeat -- A/../ -> (empty)
path,k = path:gsub(np_pat1,'')
until k == 0
if path == '' then path = '.' end
return path
end
-- Compensation for scale/rotation shift
function utils.compensate(tile, tileX, tileY, tileW, tileH)
local compx = 0
local compy = 0
if tile.sx < 0 then compx = tileW end
if tile.sy < 0 then compy = tileH end
if tile.r > 0 then
tileX = tileX + tileH - compy
tileY = tileY + tileH + compx - tileW
elseif tile.r < 0 then
tileX = tileX + compy
tileY = tileY - compx + tileH
else
tileX = tileX + compx
tileY = tileY + compy
end
return tileX, tileY
end
-- Cache images in main STI module
function utils.cache_image(sti, path, image)
image = image or love.graphics.newImage(path)
image:setFilter("nearest", "nearest")
sti.cache[path] = image
end
-- We just don't know.
function utils.get_tiles(imageW, tileW, margin, spacing)
imageW = imageW - margin
local n = 0
while imageW >= tileW do
imageW = imageW - tileW
if n ~= 0 then imageW = imageW - spacing end
if imageW >= 0 then n = n + 1 end
end
return n
end
-- Decompress tile layer data
function utils.get_decompressed_data(data)
local ffi = require "ffi"
local d = {}
local decoded = ffi.cast("uint32_t*", data)
for i = 0, data:len() / ffi.sizeof("uint32_t") do
table.insert(d, tonumber(decoded[i]))
end
return d
end
-- Convert a Tiled ellipse object to a LOVE polygon
function utils.convert_ellipse_to_polygon(x, y, w, h, max_segments)
local ceil = math.ceil
local cos = math.cos
local sin = math.sin
local function calc_segments(segments)
local function vdist(a, b)
local c = {
x = a.x - b.x,
y = a.y - b.y,
}
return c.x * c.x + c.y * c.y
end
segments = segments or 64
local vertices = {}
local v = { 1, 2, ceil(segments/4-1), ceil(segments/4) }
local m
if love and love.physics then
m = love.physics.getMeter()
else
m = 32
end
for _, i in ipairs(v) do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px / m, y = py / m })
end
local dist1 = vdist(vertices[1], vertices[2])
local dist2 = vdist(vertices[3], vertices[4])
-- Box2D threshold
if dist1 < 0.0025 or dist2 < 0.0025 then
return calc_segments(segments-2)
end
return segments
end
local segments = calc_segments(max_segments)
local vertices = {}
table.insert(vertices, { x = x + w / 2, y = y + h / 2 })
for i = 0, segments do
local angle = (i / segments) * math.pi * 2
local px = x + w / 2 + cos(angle) * w / 2
local py = y + h / 2 + sin(angle) * h / 2
table.insert(vertices, { x = px, y = py })
end
return vertices
end
function utils.rotate_vertex(map, vertex, x, y, cos, sin)
if map.orientation == "isometric" then
x, y = utils.convert_isometric_to_screen(map, x, y)
vertex.x, vertex.y = utils.convert_isometric_to_screen(map, vertex.x, vertex.y)
end
vertex.x = vertex.x - x
vertex.y = vertex.y - y
return
x + cos * vertex.x - sin * vertex.y,
y + sin * vertex.x + cos * vertex.y
end
--- Project isometric position to cartesian position
function utils.convert_isometric_to_screen(map, x, y)
local mapH = map.height
local tileW = map.tilewidth
local tileH = map.tileheight
local tileX = x / tileH
local tileY = y / tileH
local offsetX = mapH * tileW / 2
return
(tileX - tileY) * tileW / 2 + offsetX,
(tileX + tileY) * tileH / 2
end
function utils.hex_to_color(hex)
if hex:sub(1, 1) == "#" then
hex = hex:sub(2)
end
return {
r = tonumber(hex:sub(1, 2), 16) / 255,
g = tonumber(hex:sub(3, 4), 16) / 255,
b = tonumber(hex:sub(5, 6), 16) / 255
}
end
function utils.pixel_function(_, _, r, g, b, a)
local mask = utils._TC
if r == mask.r and
g == mask.g and
b == mask.b then
return r, g, b, 0
end
return r, g, b, a
end
function utils.fix_transparent_color(tileset, path)
local image_data = love.image.newImageData(path)
tileset.image = love.graphics.newImage(image_data)
if tileset.transparentcolor then
utils._TC = utils.hex_to_color(tileset.transparentcolor)
image_data:mapPixel(utils.pixel_function)
tileset.image = love.graphics.newImage(image_data)
end
end
return utils

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@ -0,0 +1,84 @@
-- See: https://github.com/bungle/lua-resty-tsort
--
-- Copyright (c) 2016, Aapo Talvensaari
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without modification,
-- are permitted provided that the following conditions are met:
--
-- * Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
--
-- * Redistributions in binary form must reproduce the above copyright notice, this
-- list of conditions and the following disclaimer in the documentation and/or
-- other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
-- ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
local setmetatable = setmetatable
local pairs = pairs
local type = type
local function visit(k, n, m, s)
if m[k] == 0 then return 1 end
if m[k] == 1 then return end
m[k] = 0
local f = n[k]
for i=1, #f do
if visit(f[i], n, m, s) then return 1 end
end
m[k] = 1
s[#s+1] = k
end
local tsort = {}
tsort.__index = tsort
function tsort.new()
return setmetatable({ n = {} }, tsort)
end
function tsort:add(...)
local p = { ... }
local c = #p
if c == 0 then return self end
if c == 1 then
p = p[1]
if type(p) == "table" then
c = #p
else
p = { p }
end
end
local n = self.n
for i=1, c do
local f = p[i]
if n[f] == nil then n[f] = {} end
end
for i=2, c, 1 do
local f = p[i]
local t = p[i-1]
local o = n[f]
o[#o+1] = t
end
return self
end
function tsort:sort()
local n = self.n
local s = {}
local m = {}
for k in pairs(n) do
if m[k] == nil then
if visit(k, n, m, s) then
return nil, "There is a circular dependency in the graph. It is not possible to derive a topological sort."
end
end
end
return s
end
return tsort