# this module gets mixed into a stage to allow it to handle collision detection module Arbiter attr_reader :checks, :collisions def register_collidable(actor) stagehand(:spatial_tree).add(actor) end def unregister_collidable(actor) stagehand(:spatial_tree).remove(actor) end def on_collision_of(first_objs, second_objs, &block) first_objs = [first_objs].flatten second_objs = [second_objs].flatten @collision_handlers ||= {} first_objs.each do |fobj| second_objs.each do |sobj| if fobj < sobj @collision_handlers[fobj] ||= {} @collision_handlers[fobj][sobj] = [false,block] else @collision_handlers[sobj] ||= {} @collision_handlers[sobj][fobj] = [true,block] end end end end def run_callbacks(collisions) @collision_handlers ||= {} collisions.each do |collision| first = collision.first second = collision.last unless first.actor_type < second.actor_type tmp = first first = second second = tmp end colliders = @collision_handlers[first.actor_type] swapped, callback = colliders[second.actor_type] unless colliders.nil? unless callback.nil? if swapped callback.call second, first else callback.call first, second end end end end def interested_in_collision_of?(type1, type2) @collision_handlers ||= {} (@collision_handlers[type1] && @collision_handlers[type1][type2]) || (@collision_handlers[type2] && @collision_handlers[type2][type1]) end def find_collisions aabb_tree = stagehand(:spatial_tree) collidable_actors = aabb_tree.moved_items.values collisions = {} collidable_actors.each do |first| # if first.is? :collidable # HUH? it appears that querying modifies the tree somehow? aabb_tree.collisions(first) do |second| # if second.is? :collidable if first != second && interested_in_collision_of?(first.actor_type, second.actor_type) && collide?(first, second) if !collisions[second] || (collisions[second] && !collisions[second].include?(first)) collisions[first] ||= [] collisions[first] << second end # end # end end end end unique_collisions = [] collisions.each do |first,seconds| seconds.each do |second| unique_collisions << [first,second] end end run_callbacks unique_collisions aabb_tree.reset end def collide?(object, other) case object.shape_type when :circle case other.shape_type when :circle collide_circle_circle? object, other when :aabb collide_circle_aabb? object, other when :polygon collide_circle_polygon? object, other end when :aabb case other.shape_type when :circle collide_aabb_circle? object, other when :aabb collide_aabb_aabb? object, other when :polygon collide_aabb_polygon? object, other end when :polygon case other.shape_type when :circle collide_polygon_circle? object, other when :aabb collide_polygon_aabb? object, other when :polygon collide_polygon_polygon? object, other end end end def collide_circle_circle?(object, other) x_delta = other.center_x - object.center_x x_dist = x_delta * x_delta y_delta = other.center_y - object.center_y y_dist = y_delta * y_delta total_radius = object.radius + other.radius (x_dist + y_dist) <= (total_radius * total_radius) end # Idea from: # http://gpwiki.org/index.php/Polygon_Collision # and http://www.gamedev.net/community/forums/topic.asp?topic_id=540755&whichpage=1� def collide_polygon_polygon?(object, other) if collide_circle_circle? object, other # collect vector's perp potential_sep_axis = (object.cw_world_edge_normals | other.cw_world_edge_normals).uniq potential_sep_axis.each do |axis| return false unless project_and_detect(axis, object, other) end else return false end true end alias collide_aabb_aabb? collide_polygon_polygon? # returns true if the projections overlap def project_and_detect(axis, a, b) a_min, a_max = send("#{a.shape_type}_interval", axis, a) b_min, b_max = send("#{b.shape_type}_interval", axis, b) a_min <= b_max && b_min <= a_max end def polygon_interval(axis, object) min = max = nil object.cw_world_points.each do |edge| # vector dot product d = edge[0] * axis[0] + edge[1] * axis[1] min ||= d max ||= d min = d if d < min max = d if d > max end [min,max] end alias aabb_interval polygon_interval def circle_interval(axis, object) axis_x = axis[0] axis_y = axis[1] obj_x = object.center_x obj_y = object.center_y length = Math.sqrt(axis_x * axis_x + axis_y * axis_y) cn = axis_x*obj_x + axis_y*obj_y rlength = object.radius*length min = cn - rlength max = cn + rlength [min,max] end def collide_polygon_circle?(object, other) collide_circle_polygon?(other, object) end alias collide_aabb_circle? collide_polygon_circle? def collide_circle_polygon?(object, other) if collide_circle_circle? object, other potential_sep_axis = other.cw_world_edge_normals potential_sep_axis.each do |axis| return false unless project_and_detect(axis, object, other) end true else false end end alias collide_circle_aabb? collide_circle_polygon? end