From 0b7bd32caa6af9f8b5de065e0722bc80686b43e5 Mon Sep 17 00:00:00 2001 From: Kazhnuz Date: Sun, 3 Feb 2019 20:22:59 +0100 Subject: [PATCH] src: add libs used by the world manager --- .../libs/level-libs/bump-3dpd.lua | 947 ++++++++++++++++++ sonic-boost.love/libs/level-libs/bump.lua | 769 ++++++++++++++ sonic-boost.love/libs/level-libs/tsort.lua | 84 ++ 3 files changed, 1800 insertions(+) create mode 100644 sonic-boost.love/libs/level-libs/bump-3dpd.lua create mode 100644 sonic-boost.love/libs/level-libs/bump.lua create mode 100644 sonic-boost.love/libs/level-libs/tsort.lua diff --git a/sonic-boost.love/libs/level-libs/bump-3dpd.lua b/sonic-boost.love/libs/level-libs/bump-3dpd.lua new file mode 100644 index 0000000..f094f8d --- /dev/null +++ b/sonic-boost.love/libs/level-libs/bump-3dpd.lua @@ -0,0 +1,947 @@ +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 diff --git a/sonic-boost.love/libs/level-libs/bump.lua b/sonic-boost.love/libs/level-libs/bump.lua new file mode 100644 index 0000000..66d4cf1 --- /dev/null +++ b/sonic-boost.love/libs/level-libs/bump.lua @@ -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 diff --git a/sonic-boost.love/libs/level-libs/tsort.lua b/sonic-boost.love/libs/level-libs/tsort.lua new file mode 100644 index 0000000..3f8dfc9 --- /dev/null +++ b/sonic-boost.love/libs/level-libs/tsort.lua @@ -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