feat: FINALLY FUCKING FIXED THE DAMN EDGES INTERESECTION PROBLEM.
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parent
88c1aa9577
commit
86ae2fbde9
6 changed files with 16 additions and 12 deletions
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@ -29,8 +29,8 @@ func NewPlayer() *Player {
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ret.Visible = true
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ret.Layer = PlayerL
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ret.Collidable = true
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ret.Resolvable = true
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//ret.Collidable = true
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//ret.Resolvable = true
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return ret
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@ -17,7 +17,7 @@ func NewRect() *Rect {
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}
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ret.Layer = RectL
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ret.Visible = true
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ret.Collidable = true
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//ret.Collidable = true
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ret.Width = 100
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ret.Height = 200
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@ -25,7 +25,7 @@ func NewTri() *Tri {
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}
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ret.Color = gg.Rgba(1, 1, 0, 1)
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ret.Visible = true
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ret.Collidable = true
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//ret.Collidable = true
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ret.Type = gg.CollisionStaticPhysics
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ret.Layer = TriangleL
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//ret.Connect(player)
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@ -43,7 +43,7 @@ func (t *Tri) Update(c *Context) {
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//fmt.Println("edges:", tedges)
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}
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col, hasCol := gg.Collide(t, rect)
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if hasCol{
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if hasCol && len(col.Crosses) > 0 {
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fmt.Println("col:", col)
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}
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dt := c.Dt().Seconds()
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6
edge.go
6
edge.go
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@ -32,8 +32,8 @@ func (l Edge) Line() Line {
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k := (p0.Y - p1.Y) / (p0.X - p1.X)
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c := p0.Y - p0.X*k
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if p0.X == p1.X {
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vertical = true
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x = p0.X
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vertical = true
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}
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return Line{k, c, x, vertical}
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@ -62,8 +62,8 @@ func (l Edge) ContainsPoint(p Point) bool {
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yMax := Max(l[0].Y, l[1].Y)
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yMin := Min(l[0].Y, l[1].Y)
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if !(xMin < p.X && p.X < xMax) ||
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!(yMin < p.Y && p.Y < yMax) {
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if !(xMin <= p.X && p.X <= xMax) ||
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!(yMin <= p.Y && p.Y <= yMax) {
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return false
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}
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11
line.go
11
line.go
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@ -20,6 +20,7 @@ func (l Line) ContainsPoint(p Point) bool {
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return false
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}
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//Println("points:", l, p, pc)
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return Neq(pc.X, p.X) && Neq(pc.Y, p.Y)
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}
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@ -29,17 +30,21 @@ func (l1 Line) crossesLine(l2 Line) (Point, bool) {
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return Point{}, false
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}
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if l1.Vertical {
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switch {
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case l1.Vertical :
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x = l1.X
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y = l2.K*x + l2.C
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} else if l2.Vertical {
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//Println("l1-vert:", x, y)
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case l2.Vertical :
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x = l2.X
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y = l1.K*x + l1.C
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} else {
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//Println("l2-vert:", x, y)
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default:
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x = (l1.C - l2.C) / (l2.K - l1.K)
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y = l1.K*x + l1.C
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}
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//Println("in:", x, y)
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return Point{x, y}, true
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}
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@ -43,7 +43,6 @@ func T() Transform {
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scale: Vector{1, 1},
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// Rotate around the center.
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around: V(.5, .5),
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rotation: EqualityThreshold,
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}
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return ret
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}
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