geom-demo/geom/demos/sat.py

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import pygame
from ..geom import Polygon, generate_polygon
from .. import WIDTH, HEIGHT, get_cursor_pos, get_inputs
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from ..colors import *
from ..math import *
from ..draw import *
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class SeparatingAxisTheorem:
title = "Separating Axis Theorem"
def __init__(self):
self.shape1 = generate_polygon(0, 0, sides=4, radius=60)
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self.shape2 = None
self.shape2_sides = 4
self.shape2_radius = 60
self.generate_shape2()
def generate_shape2(self):
rotation = 45 if self.shape2 is None else self.shape2.rotation
self.shape2 = generate_polygon(*get_cursor_pos(),
rotation,
sides=self.shape2_sides,
radius=self.shape2_radius)
def handle_key_down(self, key):
if key == pygame.K_a:
self.shape2_sides = max(self.shape2_sides - 1, 3)
self.generate_shape2()
if key == pygame.K_d:
self.shape2_sides = min(self.shape2_sides + 1, 31)
self.generate_shape2()
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def handle_input(self):
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self.shape2.set_position(*get_cursor_pos())
inputs = get_inputs()
if inputs[pygame.K_q]:
self.shape2.rotate((1/60) * -90)
if inputs[pygame.K_e]:
self.shape2.rotate((1/60) * 90)
def draw_axis(self, surface, normal, colliding, min1, max1, min2, max2):
offset = scale(*rnormal(*normal), 300)
# axis
line(surface, WHITE,
add(*scale(*reverse(*normal), 1000), *offset),
add(*scale(*normal, 1000), *offset))
# shape 1
line(surface, GREEN if not colliding else RED,
add(*scale(*normal, min1), *offset),
add(*scale(*normal, max1), *offset), 8)
# shape 2
line(surface, GREEN if not colliding else RED,
add(*scale(*normal, min2), *offset),
add(*scale(*normal, max2), *offset), 8)
def render(self, surface):
self.handle_input()
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normals = []
def add_if_not_exists(normal):
for existing in normals:
if is_equal(*existing, *normal):
return
normals.append(normal)
for normal in self.shape1.get_normals() + self.shape2.get_normals():
add_if_not_exists(normal)
def get_min_max(normal, vertices):
_min = float('inf')
_max = float('-inf')
for vertex in vertices:
proj = dot(*normal, *vertex)
_min = min(_min, proj)
_max = max(_max, proj)
return _min, _max
overlaps = []
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for normal in normals:
min1, max1 = get_min_max(normal,
self.shape1.get_translated_vertices())
min2, max2 = get_min_max(normal,
self.shape2.get_translated_vertices())
overlap = max(min2 - max1, min1 - max2)
overlaps.append(overlap)
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self.draw_axis(surface, normal, overlap < 0,
min1, max1, min2, max2)
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colliding = all(overlap < 0 for overlap in overlaps)
if colliding:
text_screen(surface, WHITE, (10, HEIGHT - 20),
f"Min Distance to Resolve: {max(overlaps)}")
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self.shape1.draw(surface, YELLOW, 4)
self.shape2.draw(surface, RED if colliding else WHITE, 4)