From 62ff5245c26c305e35a2903cc64a60cb20718e96 Mon Sep 17 00:00:00 2001 From: Indrajith K L Date: Sun, 27 Feb 2022 01:15:31 +0530 Subject: Initial Commit * ECS - In-Progress * GameStates - Skeleton Implemented * Library Integrations - Completed * Levels - In-Progress --- libs/windfield/init.lua | 929 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 929 insertions(+) create mode 100644 libs/windfield/init.lua (limited to 'libs/windfield/init.lua') diff --git a/libs/windfield/init.lua b/libs/windfield/init.lua new file mode 100644 index 0000000..2c7192a --- /dev/null +++ b/libs/windfield/init.lua @@ -0,0 +1,929 @@ +--[[ +The MIT License (MIT) + +Copyright (c) 2018 SSYGEN + +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. +]]-- + +local path = ... .. '.' +local wf = {} +wf.Math = require(path .. 'mlib.mlib') + +World = {} +World.__index = World + +function wf.newWorld(xg, yg, sleep) + local world = wf.World.new(wf, xg, yg, sleep) + + world.box2d_world:setCallbacks(world.collisionOnEnter, world.collisionOnExit, world.collisionPre, world.collisionPost) + world:collisionClear() + world:addCollisionClass('Default') + + -- Points all box2d_world functions to this wf.World object + -- This means that the user can call world:setGravity for instance without having to say world.box2d_world:setGravity + for k, v in pairs(world.box2d_world.__index) do + if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'update' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then + world[k] = function(self, ...) + return v(self.box2d_world, ...) + end + end + end + + return world +end + +function World.new(wf, xg, yg, sleep) + local self = {} + local settings = settings or {} + self.wf = wf + + self.draw_query_for_n_frames = 10 + self.query_debug_drawing_enabled = false + self.explicit_collision_events = false + self.collision_classes = {} + self.masks = {} + self.is_sensor_memo = {} + self.query_debug_draw = {} + + love.physics.setMeter(32) + self.box2d_world = love.physics.newWorld(xg, yg, sleep) + + return setmetatable(self, World) +end + +function World:update(dt) + self:collisionEventsClear() + self.box2d_world:update(dt) +end + +function World:draw(alpha) + -- get the current color values to reapply + local r, g, b, a = love.graphics.getColor() + -- alpha value is optional + alpha = alpha or 255 + -- Colliders debug + love.graphics.setColor(222, 222, 222, alpha) + local bodies = self.box2d_world:getBodies() + for _, body in ipairs(bodies) do + local fixtures = body:getFixtures() + for _, fixture in ipairs(fixtures) do + if fixture:getShape():type() == 'PolygonShape' then + love.graphics.polygon('line', body:getWorldPoints(fixture:getShape():getPoints())) + elseif fixture:getShape():type() == 'EdgeShape' or fixture:getShape():type() == 'ChainShape' then + local points = {body:getWorldPoints(fixture:getShape():getPoints())} + for i = 1, #points, 2 do + if i < #points-2 then love.graphics.line(points[i], points[i+1], points[i+2], points[i+3]) end + end + elseif fixture:getShape():type() == 'CircleShape' then + local body_x, body_y = body:getPosition() + local shape_x, shape_y = fixture:getShape():getPoint() + local r = fixture:getShape():getRadius() + love.graphics.circle('line', body_x + shape_x, body_y + shape_y, r, 360) + end + end + end + love.graphics.setColor(255, 255, 255, alpha) + + -- Joint debug + love.graphics.setColor(222, 128, 64, alpha) + local joints = self.box2d_world:getJoints() + for _, joint in ipairs(joints) do + local x1, y1, x2, y2 = joint:getAnchors() + if x1 and y1 then love.graphics.circle('line', x1, y1, 4) end + if x2 and y2 then love.graphics.circle('line', x2, y2, 4) end + end + love.graphics.setColor(255, 255, 255, alpha) + + -- Query debug + love.graphics.setColor(64, 64, 222, alpha) + for _, query_draw in ipairs(self.query_debug_draw) do + query_draw.frames = query_draw.frames - 1 + if query_draw.type == 'circle' then + love.graphics.circle('line', query_draw.x, query_draw.y, query_draw.r) + elseif query_draw.type == 'rectangle' then + love.graphics.rectangle('line', query_draw.x, query_draw.y, query_draw.w, query_draw.h) + elseif query_draw.type == 'line' then + love.graphics.line(query_draw.x1, query_draw.y1, query_draw.x2, query_draw.y2) + elseif query_draw.type == 'polygon' then + local triangles = love.math.triangulate(query_draw.vertices) + for _, triangle in ipairs(triangles) do love.graphics.polygon('line', triangle) end + end + end + for i = #self.query_debug_draw, 1, -1 do + if self.query_debug_draw[i].frames <= 0 then + table.remove(self.query_debug_draw, i) + end + end + love.graphics.setColor(r, g, b, a) +end + +function World:setQueryDebugDrawing(value) + self.query_debug_drawing_enabled = value +end + +function World:setExplicitCollisionEvents(value) + self.explicit_collision_events = value +end + +function World:addCollisionClass(collision_class_name, collision_class) + if self.collision_classes[collision_class_name] then error('Collision class ' .. collision_class_name .. ' already exists.') end + + if self.explicit_collision_events then + self.collision_classes[collision_class_name] = collision_class or {} + else + self.collision_classes[collision_class_name] = collision_class or {} + self.collision_classes[collision_class_name].enter = {} + self.collision_classes[collision_class_name].exit = {} + self.collision_classes[collision_class_name].pre = {} + self.collision_classes[collision_class_name].post = {} + for c_class_name, _ in pairs(self.collision_classes) do + table.insert(self.collision_classes[collision_class_name].enter, c_class_name) + table.insert(self.collision_classes[collision_class_name].exit, c_class_name) + table.insert(self.collision_classes[collision_class_name].pre, c_class_name) + table.insert(self.collision_classes[collision_class_name].post, c_class_name) + end + for c_class_name, _ in pairs(self.collision_classes) do + table.insert(self.collision_classes[c_class_name].enter, collision_class_name) + table.insert(self.collision_classes[c_class_name].exit, collision_class_name) + table.insert(self.collision_classes[c_class_name].pre, collision_class_name) + table.insert(self.collision_classes[c_class_name].post, collision_class_name) + end + end + + self:collisionClassesSet() +end + +function World:collisionClassesSet() + self:generateCategoriesMasks() + + self:collisionClear() + local collision_table = self:getCollisionCallbacksTable() + for collision_class_name, collision_list in pairs(collision_table) do + for _, collision_info in ipairs(collision_list) do + if collision_info.type == 'enter' then self:addCollisionEnter(collision_class_name, collision_info.other) end + if collision_info.type == 'exit' then self:addCollisionExit(collision_class_name, collision_info.other) end + if collision_info.type == 'pre' then self:addCollisionPre(collision_class_name, collision_info.other) end + if collision_info.type == 'post' then self:addCollisionPost(collision_class_name, collision_info.other) end + end + end + + self:collisionEventsClear() +end + +function World:collisionClear() + self.collisions = {} + self.collisions.on_enter = {} + self.collisions.on_enter.sensor = {} + self.collisions.on_enter.non_sensor = {} + self.collisions.on_exit = {} + self.collisions.on_exit.sensor = {} + self.collisions.on_exit.non_sensor = {} + self.collisions.pre = {} + self.collisions.pre.sensor = {} + self.collisions.pre.non_sensor = {} + self.collisions.post = {} + self.collisions.post.sensor = {} + self.collisions.post.non_sensor = {} +end + +function World:collisionEventsClear() + local bodies = self.box2d_world:getBodies() + for _, body in ipairs(bodies) do + local collider = body:getFixtures()[1]:getUserData() + collider:collisionEventsClear() + end +end + +function World:addCollisionEnter(type1, type2) + if not self:isCollisionBetweenSensors(type1, type2) then + table.insert(self.collisions.on_enter.non_sensor, {type1 = type1, type2 = type2}) + else table.insert(self.collisions.on_enter.sensor, {type1 = type1, type2 = type2}) end +end + +function World:addCollisionExit(type1, type2) + if not self:isCollisionBetweenSensors(type1, type2) then + table.insert(self.collisions.on_exit.non_sensor, {type1 = type1, type2 = type2}) + else table.insert(self.collisions.on_exit.sensor, {type1 = type1, type2 = type2}) end +end + +function World:addCollisionPre(type1, type2) + if not self:isCollisionBetweenSensors(type1, type2) then + table.insert(self.collisions.pre.non_sensor, {type1 = type1, type2 = type2}) + else table.insert(self.collisions.pre.sensor, {type1 = type1, type2 = type2}) end +end + +function World:addCollisionPost(type1, type2) + if not self:isCollisionBetweenSensors(type1, type2) then + table.insert(self.collisions.post.non_sensor, {type1 = type1, type2 = type2}) + else table.insert(self.collisions.post.sensor, {type1 = type1, type2 = type2}) end +end + +function World:doesType1IgnoreType2(type1, type2) + local collision_ignores = {} + for collision_class_name, collision_class in pairs(self.collision_classes) do + collision_ignores[collision_class_name] = collision_class.ignores or {} + end + local all = {} + for collision_class_name, _ in pairs(collision_ignores) do + table.insert(all, collision_class_name) + end + local ignored_types = {} + for _, collision_class_type in ipairs(collision_ignores[type1]) do + if collision_class_type == 'All' then + for _, collision_class_name in ipairs(all) do + table.insert(ignored_types, collision_class_name) + end + else table.insert(ignored_types, collision_class_type) end + end + for key, _ in pairs(collision_ignores[type1]) do + if key == 'except' then + for _, except_type in ipairs(collision_ignores[type1].except) do + for i = #ignored_types, 1, -1 do + if ignored_types[i] == except_type then table.remove(ignored_types, i) end + end + end + end + end + for _, ignored_type in ipairs(ignored_types) do + if ignored_type == type2 then return true end + end +end + +function World:isCollisionBetweenSensors(type1, type2) + if not self.is_sensor_memo[type1] then self.is_sensor_memo[type1] = {} end + if not self.is_sensor_memo[type1][type2] then self.is_sensor_memo[type1][type2] = (self:doesType1IgnoreType2(type1, type2) or self:doesType1IgnoreType2(type2, type1)) end + if self.is_sensor_memo[type1][type2] then return true + else return false end +end + +-- https://love2d.org/forums/viewtopic.php?f=4&t=75441 +function World:generateCategoriesMasks() + local collision_ignores = {} + for collision_class_name, collision_class in pairs(self.collision_classes) do + collision_ignores[collision_class_name] = collision_class.ignores or {} + end + local incoming = {} + local expanded = {} + local all = {} + for object_type, _ in pairs(collision_ignores) do + incoming[object_type] = {} + expanded[object_type] = {} + table.insert(all, object_type) + end + for object_type, ignore_list in pairs(collision_ignores) do + for key, ignored_type in pairs(ignore_list) do + if ignored_type == 'All' then + for _, all_object_type in ipairs(all) do + table.insert(incoming[all_object_type], object_type) + table.insert(expanded[object_type], all_object_type) + end + elseif type(ignored_type) == 'string' then + if ignored_type ~= 'All' then + table.insert(incoming[ignored_type], object_type) + table.insert(expanded[object_type], ignored_type) + end + end + if key == 'except' then + for _, except_ignored_type in ipairs(ignored_type) do + for i, v in ipairs(incoming[except_ignored_type]) do + if v == object_type then + table.remove(incoming[except_ignored_type], i) + break + end + end + end + for _, except_ignored_type in ipairs(ignored_type) do + for i, v in ipairs(expanded[object_type]) do + if v == except_ignored_type then + table.remove(expanded[object_type], i) + break + end + end + end + end + end + end + local edge_groups = {} + for k, v in pairs(incoming) do + table.sort(v, function(a, b) return string.lower(a) < string.lower(b) end) + end + local i = 0 + for k, v in pairs(incoming) do + local str = "" + for _, c in ipairs(v) do + str = str .. c + end + if not edge_groups[str] then i = i + 1; edge_groups[str] = {n = i} end + table.insert(edge_groups[str], k) + end + local categories = {} + for k, _ in pairs(collision_ignores) do + categories[k] = {} + end + for k, v in pairs(edge_groups) do + for i, c in ipairs(v) do + categories[c] = v.n + end + end + for k, v in pairs(expanded) do + local category = {categories[k]} + local current_masks = {} + for _, c in ipairs(v) do + table.insert(current_masks, categories[c]) + end + self.masks[k] = {categories = category, masks = current_masks} + end +end + +function World:getCollisionCallbacksTable() + local collision_table = {} + for collision_class_name, collision_class in pairs(self.collision_classes) do + collision_table[collision_class_name] = {} + for _, v in ipairs(collision_class.enter or {}) do table.insert(collision_table[collision_class_name], {type = 'enter', other = v}) end + for _, v in ipairs(collision_class.exit or {}) do table.insert(collision_table[collision_class_name], {type = 'exit', other = v}) end + for _, v in ipairs(collision_class.pre or {}) do table.insert(collision_table[collision_class_name], {type = 'pre', other = v}) end + for _, v in ipairs(collision_class.post or {}) do table.insert(collision_table[collision_class_name], {type = 'post', other = v}) end + end + return collision_table +end + +local function collEnsure(collision_class_name1, a, collision_class_name2, b) + if a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1 then return b, a + else return a, b end +end + +local function collIf(collision_class_name1, collision_class_name2, a, b) + if (a.collision_class == collision_class_name1 and b.collision_class == collision_class_name2) or + (a.collision_class == collision_class_name2 and b.collision_class == collision_class_name1) then + return true + else return false end +end + +function World.collisionOnEnter(fixture_a, fixture_b, contact) + local a, b = fixture_a:getUserData(), fixture_b:getUserData() + + if fixture_a:isSensor() and fixture_b:isSensor() then + if a and b then + for _, collision in ipairs(a.world.collisions.on_enter.sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact}) + if collision.type1 == collision.type2 then + table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact}) + end + end + end + end + + elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then + if a and b then + for _, collision in ipairs(a.world.collisions.on_enter.non_sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + table.insert(a.collision_events[collision.type2], {collision_type = 'enter', collider_1 = a, collider_2 = b, contact = contact}) + if collision.type1 == collision.type2 then + table.insert(b.collision_events[collision.type1], {collision_type = 'enter', collider_1 = b, collider_2 = a, contact = contact}) + end + end + end + end + end +end + +function World.collisionOnExit(fixture_a, fixture_b, contact) + local a, b = fixture_a:getUserData(), fixture_b:getUserData() + + if fixture_a:isSensor() and fixture_b:isSensor() then + if a and b then + for _, collision in ipairs(a.world.collisions.on_exit.sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact}) + if collision.type1 == collision.type2 then + table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact}) + end + end + end + end + + elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then + if a and b then + for _, collision in ipairs(a.world.collisions.on_exit.non_sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + table.insert(a.collision_events[collision.type2], {collision_type = 'exit', collider_1 = a, collider_2 = b, contact = contact}) + if collision.type1 == collision.type2 then + table.insert(b.collision_events[collision.type1], {collision_type = 'exit', collider_1 = b, collider_2 = a, contact = contact}) + end + end + end + end + end +end + +function World.collisionPre(fixture_a, fixture_b, contact) + local a, b = fixture_a:getUserData(), fixture_b:getUserData() + + if fixture_a:isSensor() and fixture_b:isSensor() then + if a and b then + for _, collision in ipairs(a.world.collisions.pre.sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + a:preSolve(b, contact) + if collision.type1 == collision.type2 then + b:preSolve(a, contact) + end + end + end + end + + elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then + if a and b then + for _, collision in ipairs(a.world.collisions.pre.non_sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + a:preSolve(b, contact) + if collision.type1 == collision.type2 then + b:preSolve(a, contact) + end + end + end + end + end +end + +function World.collisionPost(fixture_a, fixture_b, contact, ni1, ti1, ni2, ti2) + local a, b = fixture_a:getUserData(), fixture_b:getUserData() + + if fixture_a:isSensor() and fixture_b:isSensor() then + if a and b then + for _, collision in ipairs(a.world.collisions.post.sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + a:postSolve(b, contact, ni1, ti1, ni2, ti2) + if collision.type1 == collision.type2 then + b:postSolve(a, contact, ni1, ti1, ni2, ti2) + end + end + end + end + + elseif not (fixture_a:isSensor() or fixture_b:isSensor()) then + if a and b then + for _, collision in ipairs(a.world.collisions.post.non_sensor) do + if collIf(collision.type1, collision.type2, a, b) then + a, b = collEnsure(collision.type1, a, collision.type2, b) + a:postSolve(b, contact, ni1, ti1, ni2, ti2) + if collision.type1 == collision.type2 then + b:postSolve(a, contact, ni1, ti1, ni2, ti2) + end + end + end + end + end +end + +function World:newCircleCollider(x, y, r, settings) + return self.wf.Collider.new(self, 'Circle', x, y, r, settings) +end + +function World:newRectangleCollider(x, y, w, h, settings) + return self.wf.Collider.new(self, 'Rectangle', x, y, w, h, settings) +end + +function World:newBSGRectangleCollider(x, y, w, h, corner_cut_size, settings) + return self.wf.Collider.new(self, 'BSGRectangle', x, y, w, h, corner_cut_size, settings) +end + +function World:newPolygonCollider(vertices, settings) + return self.wf.Collider.new(self, 'Polygon', vertices, settings) +end + +function World:newLineCollider(x1, y1, x2, y2, settings) + return self.wf.Collider.new(self, 'Line', x1, y1, x2, y2, settings) +end + +function World:newChainCollider(vertices, loop, settings) + return self.wf.Collider.new(self, 'Chain', vertices, loop, settings) +end + +-- Internal AABB box2d query used before going for more specific and precise computations. +function World:_queryBoundingBox(x1, y1, x2, y2) + local colliders = {} + local callback = function(fixture) + if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end + return true + end + self.box2d_world:queryBoundingBox(x1, y1, x2, y2, callback) + return colliders +end + +function World:collisionClassInCollisionClassesList(collision_class, collision_classes) + if collision_classes[1] == 'All' then + local all_collision_classes = {} + for class, _ in pairs(self.collision_classes) do + table.insert(all_collision_classes, class) + end + if collision_classes.except then + for _, except in ipairs(collision_classes.except) do + for i, class in ipairs(all_collision_classes) do + if class == except then + table.remove(all_collision_classes, i) + break + end + end + end + end + for _, class in ipairs(all_collision_classes) do + if class == collision_class then return true end + end + else + for _, class in ipairs(collision_classes) do + if class == collision_class then return true end + end + end +end + +function World:queryCircleArea(x, y, radius, collision_class_names) + if not collision_class_names then collision_class_names = {'All'} end + if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'circle', x = x, y = y, r = radius, frames = self.draw_query_for_n_frames}) end + + local colliders = self:_queryBoundingBox(x-radius, y-radius, x+radius, y+radius) + local outs = {} + for _, collider in ipairs(colliders) do + if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then + for _, fixture in ipairs(collider.body:getFixtures()) do + if self.wf.Math.polygon.getCircleIntersection(x, y, radius, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then + table.insert(outs, collider) + break + end + end + end + end + return outs +end + +function World:queryRectangleArea(x, y, w, h, collision_class_names) + if not collision_class_names then collision_class_names = {'All'} end + if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'rectangle', x = x, y = y, w = w, h = h, frames = self.draw_query_for_n_frames}) end + + local colliders = self:_queryBoundingBox(x, y, x+w, y+h) + local outs = {} + for _, collider in ipairs(colliders) do + if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then + for _, fixture in ipairs(collider.body:getFixtures()) do + if self.wf.Math.polygon.isPolygonInside({x, y, x+w, y, x+w, y+h, x, y+h}, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then + table.insert(outs, collider) + break + end + end + end + end + return outs +end + +function World:queryPolygonArea(vertices, collision_class_names) + if not collision_class_names then collision_class_names = {'All'} end + if self.query_debug_drawing_enabled then table.insert(self.query_debug_draw, {type = 'polygon', vertices = vertices, frames = self.draw_query_for_n_frames}) end + + local cx, cy = self.wf.Math.polygon.getCentroid(vertices) + local d_max = 0 + for i = 1, #vertices, 2 do + local d = self.wf.Math.line.getLength(cx, cy, vertices[i], vertices[i+1]) + if d > d_max then d_max = d end + end + local colliders = self:_queryBoundingBox(cx-d_max, cy-d_max, cx+d_max, cy+d_max) + local outs = {} + for _, collider in ipairs(colliders) do + if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then + for _, fixture in ipairs(collider.body:getFixtures()) do + if self.wf.Math.polygon.isPolygonInside(vertices, {collider.body:getWorldPoints(fixture:getShape():getPoints())}) then + table.insert(outs, collider) + break + end + end + end + end + return outs +end + +function World:queryLine(x1, y1, x2, y2, collision_class_names) + if not collision_class_names then collision_class_names = {'All'} end + if self.query_debug_drawing_enabled then + table.insert(self.query_debug_draw, {type = 'line', x1 = x1, y1 = y1, x2 = x2, y2 = y2, frames = self.draw_query_for_n_frames}) + end + + local colliders = {} + local callback = function(fixture, ...) + if not fixture:isSensor() then table.insert(colliders, fixture:getUserData()) end + return 1 + end + self.box2d_world:rayCast(x1, y1, x2, y2, callback) + + local outs = {} + for _, collider in ipairs(colliders) do + if self:collisionClassInCollisionClassesList(collider.collision_class, collision_class_names) then + table.insert(outs, collider) + end + end + return outs +end + +function World:addJoint(joint_type, ...) + local args = {...} + if args[1].body then args[1] = args[1].body end + if type(args[2]) == "table" and args[2].body then args[2] = args[2].body end + local joint = love.physics['new' .. joint_type](unpack(args)) + return joint +end + +function World:removeJoint(joint) + joint:destroy() +end + +function World:destroy() + local bodies = self.box2d_world:getBodies() + for _, body in ipairs(bodies) do + local collider = body:getFixtures()[1]:getUserData() + collider:destroy() + end + local joints = self.box2d_world:getJoints() + for _, joint in ipairs(joints) do joint:destroy() end + self.box2d_world:destroy() + self.box2d_world = nil +end + + + +local Collider = {} +Collider.__index = Collider + +local generator = love.math.newRandomGenerator(os.time()) +local function UUID() + local fn = function(x) + local r = generator:random(16) - 1 + r = (x == "x") and (r + 1) or (r % 4) + 9 + return ("0123456789abcdef"):sub(r, r) + end + return (("xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx"):gsub("[xy]", fn)) +end + +function Collider.new(world, collider_type, ...) + local self = {} + self.id = UUID() + self.world = world + self.type = collider_type + self.object = nil + + self.shapes = {} + self.fixtures = {} + self.sensors = {} + + self.collision_events = {} + self.collision_stay = {} + self.enter_collision_data = {} + self.exit_collision_data = {} + self.stay_collision_data = {} + + local args = {...} + local shape, fixture + if self.type == 'Circle' then + self.collision_class = (args[4] and args[4].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, args[1], args[2], (args[4] and args[4].body_type) or 'dynamic') + shape = love.physics.newCircleShape(args[3]) + + elseif self.type == 'Rectangle' then + self.collision_class = (args[5] and args[5].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[5] and args[5].body_type) or 'dynamic') + shape = love.physics.newRectangleShape(args[3], args[4]) + + elseif self.type == 'BSGRectangle' then + self.collision_class = (args[6] and args[6].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, args[1] + args[3]/2, args[2] + args[4]/2, (args[6] and args[6].body_type) or 'dynamic') + local w, h, s = args[3], args[4], args[5] + shape = love.physics.newPolygonShape({ + -w/2, -h/2 + s, -w/2 + s, -h/2, + w/2 - s, -h/2, w/2, -h/2 + s, + w/2, h/2 - s, w/2 - s, h/2, + -w/2 + s, h/2, -w/2, h/2 - s + }) + + elseif self.type == 'Polygon' then + self.collision_class = (args[2] and args[2].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[2] and args[2].body_type) or 'dynamic') + shape = love.physics.newPolygonShape(unpack(args[1])) + + elseif self.type == 'Line' then + self.collision_class = (args[5] and args[5].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[5] and args[5].body_type) or 'dynamic') + shape = love.physics.newEdgeShape(args[1], args[2], args[3], args[4]) + + elseif self.type == 'Chain' then + self.collision_class = (args[3] and args[3].collision_class) or 'Default' + self.body = love.physics.newBody(self.world.box2d_world, 0, 0, (args[3] and args[3].body_type) or 'dynamic') + shape = love.physics.newChainShape(args[1], unpack(args[2])) + end + + -- Define collision classes and attach them to fixture and sensor + fixture = love.physics.newFixture(self.body, shape) + if self.world.masks[self.collision_class] then + fixture:setCategory(unpack(self.world.masks[self.collision_class].categories)) + fixture:setMask(unpack(self.world.masks[self.collision_class].masks)) + end + fixture:setUserData(self) + local sensor = love.physics.newFixture(self.body, shape) + sensor:setSensor(true) + sensor:setUserData(self) + + self.shapes['main'] = shape + self.fixtures['main'] = fixture + self.sensors['main'] = sensor + self.shape = shape + self.fixture = fixture + + self.preSolve = function() end + self.postSolve = function() end + + -- Points all body, fixture and shape functions to this wf.Collider object + -- This means that the user can call collider:setLinearVelocity for instance without having to say collider.body:setLinearVelocity + for k, v in pairs(self.body.__index) do + if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then + self[k] = function(self, ...) + return v(self.body, ...) + end + end + end + for k, v in pairs(self.fixture.__index) do + if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then + self[k] = function(self, ...) + return v(self.fixture, ...) + end + end + end + for k, v in pairs(self.shape.__index) do + if k ~= '__gc' and k ~= '__eq' and k ~= '__index' and k ~= '__tostring' and k ~= 'destroy' and k ~= 'type' and k ~= 'typeOf' then + self[k] = function(self, ...) + return v(self.shape, ...) + end + end + end + + return setmetatable(self, Collider) +end + +function Collider:collisionEventsClear() + self.collision_events = {} + for other, _ in pairs(self.world.collision_classes) do + self.collision_events[other] = {} + end +end + +function Collider:setCollisionClass(collision_class_name) + if not self.world.collision_classes[collision_class_name] then error("Collision class " .. collision_class_name .. " doesn't exist.") end + self.collision_class = collision_class_name + for _, fixture in pairs(self.fixtures) do + if self.world.masks[collision_class_name] then + fixture:setCategory(unpack(self.world.masks[collision_class_name].categories)) + fixture:setMask(unpack(self.world.masks[collision_class_name].masks)) + end + end +end + +function Collider:enter(other_collision_class_name) + local events = self.collision_events[other_collision_class_name] + if events and #events >= 1 then + for _, e in ipairs(events) do + if e.collision_type == 'enter' then + if not self.collision_stay[other_collision_class_name] then self.collision_stay[other_collision_class_name] = {} end + table.insert(self.collision_stay[other_collision_class_name], {collider = e.collider_2, contact = e.contact}) + self.enter_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact} + return true + end + end + end +end + +function Collider:getEnterCollisionData(other_collision_class_name) + return self.enter_collision_data[other_collision_class_name] +end + +function Collider:exit(other_collision_class_name) + local events = self.collision_events[other_collision_class_name] + if events and #events >= 1 then + for _, e in ipairs(events) do + if e.collision_type == 'exit' then + if self.collision_stay[other_collision_class_name] then + for i = #self.collision_stay[other_collision_class_name], 1, -1 do + local collision_stay = self.collision_stay[other_collision_class_name][i] + if collision_stay.collider.id == e.collider_2.id then table.remove(self.collision_stay[other_collision_class_name], i) end + end + end + self.exit_collision_data[other_collision_class_name] = {collider = e.collider_2, contact = e.contact} + return true + end + end + end +end + +function Collider:getExitCollisionData(other_collision_class_name) + return self.exit_collision_data[other_collision_class_name] +end + +function Collider:stay(other_collision_class_name) + if self.collision_stay[other_collision_class_name] then + if #self.collision_stay[other_collision_class_name] >= 1 then + return true + end + end +end + +function Collider:getStayCollisionData(other_collision_class_name) + return self.collision_stay[other_collision_class_name] +end + +function Collider:setPreSolve(callback) + self.preSolve = callback +end + +function Collider:setPostSolve(callback) + self.postSolve = callback +end + +function Collider:setObject(object) + self.object = object +end + +function Collider:getObject() + return self.object +end + +function Collider:addShape(shape_name, shape_type, ...) + if self.shapes[shape_name] or self.fixtures[shape_name] then error("Shape/fixture " .. shape_name .. " already exists.") end + local args = {...} + local shape = love.physics['new' .. shape_type](unpack(args)) + local fixture = love.physics.newFixture(self.body, shape) + if self.world.masks[self.collision_class] then + fixture:setCategory(unpack(self.world.masks[self.collision_class].categories)) + fixture:setMask(unpack(self.world.masks[self.collision_class].masks)) + end + fixture:setUserData(self) + local sensor = love.physics.newFixture(self.body, shape) + sensor:setSensor(true) + sensor:setUserData(self) + + self.shapes[shape_name] = shape + self.fixtures[shape_name] = fixture + self.sensors[shape_name] = sensor +end + +function Collider:removeShape(shape_name) + if not self.shapes[shape_name] then return end + self.shapes[shape_name] = nil + self.fixtures[shape_name]:setUserData(nil) + self.fixtures[shape_name]:destroy() + self.fixtures[shape_name] = nil + self.sensors[shape_name]:setUserData(nil) + self.sensors[shape_name]:destroy() + self.sensors[shape_name] = nil +end + +function Collider:destroy() + self.collision_stay = nil + self.enter_collision_data = nil + self.exit_collision_data = nil + self:collisionEventsClear() + + self:setObject(nil) + for name, _ in pairs(self.fixtures) do + self.shapes[name] = nil + self.fixtures[name]:setUserData(nil) + self.fixtures[name] = nil + self.sensors[name]:setUserData(nil) + self.sensors[name] = nil + end + self.body:destroy() + self.body = nil +end + +wf.World = World +wf.Collider = Collider + +return wf + -- cgit v1.2.3