feat: trying to fix the vertical lines collisions.
This commit is contained in:
parent
ca0e87b4d1
commit
88c1aa9577
16 changed files with 199 additions and 33 deletions
39
cmd/math/main.go
Normal file
39
cmd/math/main.go
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@ -0,0 +1,39 @@
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package main
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import (
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"vultras.su/core/gg"
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"fmt"
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"encoding/json"
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)
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type Float = gg.Float
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func EdgesFromVals(vals ...Float) gg.Edges {
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ret := gg.Edges{}
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for i:=0 ; i<len(vals) ; i += 4 {
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ret = append(
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ret,
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gg.Edge{
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gg.Point{
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vals[i], vals[i+1],
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},
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gg.Point{
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vals[i+2], vals[i+3],
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},
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},
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)
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}
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return ret
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}
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func main() {
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e1 := EdgesFromVals(
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0, 0, 5, 5,
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)
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e2 := EdgesFromVals(
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0, 1, 5, 0,
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0, 0, 5, 5,
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)
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val, ok := e1.CrossWithEdges(e2)
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bts, _ := json.MarshalIndent(val, "", "\t")
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fmt.Println(string(bts), ok)
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}
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@ -9,6 +9,17 @@ import (
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type Debug struct {
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type Debug struct {
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gg.Object
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gg.Object
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gg.Visibility
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}
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func (d *Debug) Update(c *Context) {
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for _, e := range c.Events { switch ec := e.(type) {
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case *gg.KeyDown :
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switch ec.Key {
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case gg.KeyF11 :
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d.Visible = !d.Visible
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}
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}}
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}
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}
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func (d *Debug) Draw(c *Context) []gg.EVertex {
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func (d *Debug) Draw(c *Context) []gg.EVertex {
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@ -87,4 +98,3 @@ func (d *Debug) Draw(c *Context) []gg.EVertex {
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return nil
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return nil
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}
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}
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func (d *Debug) IsVisible() bool { return true }
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@ -50,6 +50,13 @@ func (p *Player) Draw(c *Context) []gg.EVertex {
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}
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}
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func (p *Player) Update(c *Context) {
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func (p *Player) Update(c *Context) {
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/*r := gg.Rectangle{
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Transform: gg.T(),
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}
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r.Width = 150
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r.Height = 150
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col, _ := gg.Collide(p, r)
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fmt.Println(col.Crosses)*/
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//p.SetPosition(p.Position().Sub(gg.Y(2)))
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//p.SetPosition(p.Position().Sub(gg.Y(2)))
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p.Move(gg.Y(1))
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p.Move(gg.Y(1))
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if p.Spawned {
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if p.Spawned {
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@ -71,7 +78,7 @@ func (p *Player) Update(c *Context) {
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),
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),
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)
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)
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case gg.KeyW:
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case gg.KeyW:
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p.Move(gg.Y(-p.MoveSpeed * dt *10))
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p.Move(gg.Y(-p.MoveSpeed * dt ))
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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case gg.KeyA:
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case gg.KeyA:
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@ -80,7 +87,7 @@ func (p *Player) Update(c *Context) {
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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case gg.KeyS:
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case gg.KeyS:
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p.Move(gg.X(-p.MoveSpeed * dt))
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p.Move(gg.Y(p.MoveSpeed * dt))
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//p.Position.Y -= p.MoveSpeed * dt
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//p.Position.Y -= p.MoveSpeed * dt
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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@ -160,8 +167,11 @@ func (p *Player) GetCollisionInterest() []gg.CollisionType {
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func (p *Player) Resolve(c *Context) {
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func (p *Player) Resolve(c *Context) {
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col := c.Collisions[0]
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col := c.Collisions[0]
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if !p.Spawned {
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if !p.Spawned && false {
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fmt.Printf("frame[%d]: the col[0] len(%d): %T, %T\n", c.Frame(), len(c.Collisions), col.What, col.With)
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fmt.Printf(
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"frame[%d]: the col[0] len(%d): %T, %T, %d %d\n",
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c.Frame(), len(c.Collisions), col.What, col.With, len(col.Crosses), len(col.Points),
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)
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}
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}
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for _, col := range c.Collisions {switch col.Type{
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for _, col := range c.Collisions {switch col.Type{
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case gg.CollisionStaticPhysics :
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case gg.CollisionStaticPhysics :
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@ -8,7 +8,7 @@ type Rect struct {
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func NewRect() *Rect {
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func NewRect() *Rect {
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ret := &Rect{}
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ret := &Rect{}
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ret.SetScale(gg.V(200, 400))
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ret.SetScale(gg.V(5, 5))
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ret.Color = gg.Color{
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ret.Color = gg.Color{
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gg.MaxColorV,
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gg.MaxColorV,
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0,
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0,
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@ -1,7 +1,7 @@
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package main
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package main
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import "vultras.su/core/gg"
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import "vultras.su/core/gg"
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//import "fmt"
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import "fmt"
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var (
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var (
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counter int
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counter int
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@ -15,6 +15,7 @@ type Tri struct {
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func NewTri() *Tri {
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func NewTri() *Tri {
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ret := &Tri{}
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ret := &Tri{}
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ret.Transform = gg.T()
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ret.Transform = gg.T()
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ret.SetPosition(gg.V(-100, -100))
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ret.Triangles = gg.Triangles{
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ret.Triangles = gg.Triangles{
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gg.Triangle{
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gg.Triangle{
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gg.V(0, 10),
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gg.V(0, 10),
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@ -24,13 +25,27 @@ func NewTri() *Tri {
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}
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}
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ret.Color = gg.Rgba(1, 1, 0, 1)
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ret.Color = gg.Rgba(1, 1, 0, 1)
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ret.Visible = true
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ret.Visible = 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.Layer = TriangleL
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ret.Connect(player)
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//ret.Connect(player)
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return ret
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return ret
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}
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}
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func (t *Tri) Update(c *Context) {
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func (t *Tri) Update(c *Context) {
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//redges := rect.Edges()
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//tedges := t.Edges()
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//crosses, ok := tedges.CrossWithEdges(redges)
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//fmt.Println("shit:", crosses, ok)
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if false {
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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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fmt.Println("col:", col)
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}
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dt := c.Dt().Seconds()
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dt := c.Dt().Seconds()
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if !t.ContainedPoints(gg.Points{c.AbsCursorPosition()}).Empty() {
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if !t.ContainedPoints(gg.Points{c.AbsCursorPosition()}).Empty() {
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t.Color = gg.Rgba(0, 1, 0, 1)
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t.Color = gg.Rgba(0, 1, 0, 1)
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@ -83,7 +83,7 @@ func (r Resolvability) GetCollisionInterest() []CollisionType {
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func Collide(c1, c2 Collider) (Collision, bool) {
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func Collide(c1, c2 Collider) (Collision, bool) {
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vertices := c1.Vertices()
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vertices := c1.Vertices()
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es1, es2 := c1.Edges(), c2.Edges()
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es1, es2 := c1.Edges(), c2.Edges()
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crosses, doCross := es1.LineCrossWith(es2)
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crosses, doCross := es1.CrossWithEdges(es2)
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pts := c2.ContainedPoints(vertices)
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pts := c2.ContainedPoints(vertices)
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return Collision{
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return Collision{
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Type: c2.CollisionType(),
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Type: c2.CollisionType(),
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@ -91,7 +91,7 @@ func Collide(c1, c2 Collider) (Collision, bool) {
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With: c2,
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With: c2,
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Points: pts,
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Points: pts,
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Crosses: crosses,
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Crosses: crosses,
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}, len(pts) != 0 || doCross
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}, len(pts) > 0 || doCross
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}
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}
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func GetCollisions(c Collider, cs []Collider) []Collision {
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func GetCollisions(c Collider, cs []Collider) []Collision {
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29
edge.go
29
edge.go
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@ -2,7 +2,7 @@ package gg
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type Edges []Edge
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type Edges []Edge
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// Get crosses of edges.
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// Get crosses of edges.
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func (what Edges) LineCrossWith(with Edges) ([]LineCross, bool) {
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func (what Edges) CrossWithEdges(with Edges) ([]LineCross, bool) {
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ret := []LineCross{}
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ret := []LineCross{}
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for i := range what {
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for i := range what {
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for j := range with {
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for j := range with {
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@ -13,11 +13,7 @@ func (what Edges) LineCrossWith(with Edges) ([]LineCross, bool) {
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}
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}
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}
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}
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if len(ret) == 0 {
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return ret, len(ret) > 0
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return nil, false
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}
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return ret, true
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}
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}
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// The type represents a line segment. The name is for short.
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// The type represents a line segment. The name is for short.
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// Returns corresponding to the segment Line.
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// Returns corresponding to the segment Line.
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func (l Edge) Line() Line {
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func (l Edge) Line() Line {
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var (
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x Float
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vertical bool
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)
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p0 := l[0]
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p0 := l[0]
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p1 := l[1]
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p1 := l[1]
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k := (p0.Y - p1.Y) / (p0.X - p1.X)
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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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c := p0.Y - p0.X*k
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if p0.X == p1.X {
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return Line{k, c}
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vertical = true
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x = p0.X
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}
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return Line{k, c, x, vertical}
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}
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}
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func (l Edge) ContainedPoints(pts Points) (Points) {
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func (l Edge) ContainedPoints(pts Points) (Points) {
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@ -51,11 +56,11 @@ func (l Edge) ContainsPoint(p Point) bool {
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return false
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return false
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}
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}
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xMax := Max(l[0].X, l[1].X)
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xMax := Max(l[0].X, l[1].X)
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xMin := Min(l[0].X, l[1].X)
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xMin := Min(l[0].X, l[1].X)
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yMax := Max(l[0].Y, l[1].Y)
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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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yMin := Min(l[0].Y, l[1].Y)
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if !(xMin < p.X && p.X < xMax) ||
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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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!(yMin < p.Y && p.Y < yMax) {
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13
fmt.go
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13
fmt.go
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@ -0,0 +1,13 @@
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package gg
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import (
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"fmt"
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)
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func Println(v ...any) {
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fmt.Println(v...)
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}
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func Printf(format string, v ...any) {
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fmt.Printf(format, v...)
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}
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25
line.go
25
line.go
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@ -1,8 +1,11 @@
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package gg
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package gg
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//import "fmt"
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// The type represents mathematical equation of line and line itself.
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// The type represents mathematical equation of line and line itself.
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type Line struct {
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type Line struct {
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K, C Float
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K, C, X Float
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Vertical bool
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}
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}
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// Returns the line itself. Made to implement the Liner interface.
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// Returns the line itself. Made to implement the Liner interface.
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@ -11,22 +14,32 @@ func (l Line) Line() Line {
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}
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}
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func (l Line) ContainsPoint(p Point) bool {
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func (l Line) ContainsPoint(p Point) bool {
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buf := Line{0, p.Y}
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buf := Line{0, p.Y, 0, false}
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pc, ok := l.crossesLine(buf)
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pc, ok := l.crossesLine(buf)
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if !ok {
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if !ok {
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return false
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return false
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}
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}
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return pc == p
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return Neq(pc.X, p.X) && Neq(pc.Y, p.Y)
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}
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}
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func (l1 Line) crossesLine(l2 Line) (Point, bool) {
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func (l1 Line) crossesLine(l2 Line) (Point, bool) {
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var x, y Float
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if LinersParallel(l1, l2) {
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if LinersParallel(l1, l2) {
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return Point{}, false
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return Point{}, false
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}
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}
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x := (l1.C - l2.C) / (l2.K - l1.K)
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if l1.Vertical {
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y := l1.K*x + l1.C
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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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x = l2.X
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y = l1.K*x + l1.C
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} else {
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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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return Point{x, y}, true
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return Point{x, y}, true
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}
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}
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9
liner.go
9
liner.go
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@ -22,16 +22,15 @@ func LinersCross(lp1, lp2 LinerPointContainer) (LineCross, bool) {
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l2 := lp2.Line()
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l2 := lp2.Line()
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crossPt, doCross := l1.crossesLine(l2)
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crossPt, doCross := l1.crossesLine(l2)
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if !doCross ||
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if len(lp1.ContainedPoints([]Point{crossPt}))==0 ||
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len(lp1.ContainedPoints([]Point{crossPt}))==0 ||
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len(lp2.ContainedPoints([]Point{crossPt}))==0 {
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len(lp2.ContainedPoints([]Point{crossPt}))==0 {
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return LineCross{}, false
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doCross = false
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}
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}
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return LineCross{
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return LineCross{
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Pair: [2]Line{l1, l2},
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Pair: [2]Line{l1, l2},
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Point: crossPt,
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Point: crossPt,
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}, true
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}, doCross
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}
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}
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// Check whether the liner is parallel to the other liner.
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// Check whether the liner is parallel to the other liner.
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@ -39,7 +38,7 @@ func LinersParallel(first, second Liner) bool {
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l1 := first.Line()
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l1 := first.Line()
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l2 := second.Line()
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l2 := second.Line()
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return l1.K == l2.K
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return l1.K == l2.K || l1.Vertical && l2.Vertical
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}
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}
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// Returns angle between liners in radians.
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// Returns angle between liners in radians.
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20
math.go
20
math.go
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@ -13,8 +13,17 @@ const (
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Pi = math.Pi
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Pi = math.Pi
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RadDegrees = 57.2958
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RadDegrees = 57.2958
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//PiRad = Pi * Rad
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//PiRad = Pi * Rad
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EqualityThreshold = 1e-9
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)
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)
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||||||
|
func IsNan(v Float) bool {
|
||||||
|
return math.IsNaN(v)
|
||||||
|
}
|
||||||
|
|
||||||
|
func IsInf(f Float, sign int) bool {
|
||||||
|
return math.IsInf(f, sign)
|
||||||
|
}
|
||||||
|
|
||||||
func Degree(f Float) Float {
|
func Degree(f Float) Float {
|
||||||
return (f/(2*Pi))*360
|
return (f/(2*Pi))*360
|
||||||
}
|
}
|
||||||
|
@ -64,6 +73,13 @@ func Min(v1, v2 Float) Float {
|
||||||
return v2
|
return v2
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func Abs(v Float) Float {
|
||||||
|
if v >= 0 {
|
||||||
|
return v
|
||||||
|
}
|
||||||
|
return -v
|
||||||
|
}
|
||||||
|
|
||||||
func RadiansToDegrees(v Float) Float {
|
func RadiansToDegrees(v Float) Float {
|
||||||
return v/Pi * 180
|
return v/Pi * 180
|
||||||
}
|
}
|
||||||
|
@ -72,4 +88,8 @@ func DeegresToRadians(v Float) Float {
|
||||||
return v
|
return v
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Returns whether the two floats are nearly equal.
|
||||||
|
func Neq(a, b Float) bool {
|
||||||
|
return Abs(a-b) <= EqualityThreshold
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
@ -28,6 +28,13 @@ func (p Polygon) MakeTriangles() Triangles {
|
||||||
return ret
|
return ret
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (p Polygon) Vertices() Vertices {
|
||||||
|
return p.MakeTriangles().Vertices()
|
||||||
|
}
|
||||||
|
func (p Polygon) Edges() Edges {
|
||||||
|
return p.MakeTriangles().Edges()
|
||||||
|
}
|
||||||
|
|
||||||
// Polygon that can be drawn.
|
// Polygon that can be drawn.
|
||||||
type DrawablePolygon struct {
|
type DrawablePolygon struct {
|
||||||
Polygon
|
Polygon
|
||||||
|
|
6
size.go
6
size.go
|
@ -6,7 +6,13 @@ type Size struct {
|
||||||
// The upper left corner position point.
|
// The upper left corner position point.
|
||||||
Position Point
|
Position Point
|
||||||
// Absolute width and height.
|
// Absolute width and height.
|
||||||
|
// Both must be positive values.
|
||||||
Width, Height Float
|
Width, Height Float
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (size Size) ContainsPoint(pt Point) bool {
|
||||||
|
return (size.Position.X < pt.X && (size.Position.X + size.Width) > pt.X ) &&
|
||||||
|
(size.Position.Y < pt.Y && (size.Position.Y + size.Height) > pt.Y )
|
||||||
|
}
|
||||||
|
|
||||||
//type (s Size) ContainsPoint
|
//type (s Size) ContainsPoint
|
||||||
|
|
|
@ -3,3 +3,6 @@ tasks:
|
||||||
btest:
|
btest:
|
||||||
cmds:
|
cmds:
|
||||||
- go build ./cmd/test/
|
- go build ./cmd/test/
|
||||||
|
bmath:
|
||||||
|
cmds:
|
||||||
|
- go build ./cmd/math/
|
||||||
|
|
|
@ -43,6 +43,7 @@ func T() Transform {
|
||||||
scale: Vector{1, 1},
|
scale: Vector{1, 1},
|
||||||
// Rotate around the center.
|
// Rotate around the center.
|
||||||
around: V(.5, .5),
|
around: V(.5, .5),
|
||||||
|
rotation: EqualityThreshold,
|
||||||
}
|
}
|
||||||
return ret
|
return ret
|
||||||
}
|
}
|
||||||
|
|
25
triangle.go
25
triangle.go
|
@ -86,6 +86,14 @@ func (t Triangle) Sgn() Float {
|
||||||
(t[1].X - t[2].X) * (t[0].Y - t[2].Y)
|
(t[1].X - t[2].X) * (t[0].Y - t[2].Y)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (t Triangle) Edges() Edges {
|
||||||
|
return Edges{
|
||||||
|
Edge{t[0], t[1]},
|
||||||
|
Edge{t[1], t[2]},
|
||||||
|
Edge{t[2], t[0]},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
func (t Triangle) Vertices() Vertices {
|
func (t Triangle) Vertices() Vertices {
|
||||||
return Vertices{
|
return Vertices{
|
||||||
t[0], t[1], t[2],
|
t[0], t[1], t[2],
|
||||||
|
@ -103,6 +111,22 @@ func (ts Triangles) ContainedPoints(pts Points) (Points) {
|
||||||
return ret
|
return ret
|
||||||
}
|
}
|
||||||
|
|
||||||
|
func (ts Triangles) Vertices() Vertices {
|
||||||
|
ret := make(Vertices, 0, len(ts)*3)
|
||||||
|
for _, t := range ts {
|
||||||
|
ret = append(ret, t.Vertices()...)
|
||||||
|
}
|
||||||
|
return ret
|
||||||
|
}
|
||||||
|
|
||||||
|
func (ts Triangles) Edges() Edges {
|
||||||
|
ret := make(Edges, 0, len(ts)*3)
|
||||||
|
for _, t := range ts {
|
||||||
|
ret = append(ret, t.Edges()...)
|
||||||
|
}
|
||||||
|
return ret
|
||||||
|
}
|
||||||
|
|
||||||
func (r *DrawableTriangles) MakeEVertices(c *Context) []EVertex {
|
func (r *DrawableTriangles) MakeEVertices(c *Context) []EVertex {
|
||||||
m := c.Camera.RealMatrix()
|
m := c.Camera.RealMatrix()
|
||||||
vs := make([]ebiten.Vertex, len(r.Triangles) * 3)
|
vs := make([]ebiten.Vertex, len(r.Triangles) * 3)
|
||||||
|
@ -117,3 +141,4 @@ func (r *DrawableTriangles) MakeEVertices(c *Context) []EVertex {
|
||||||
return vs
|
return vs
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue