2020-11-14 11:12:00 -07:00
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from ..geom import Rect, Polygon
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2020-11-14 13:24:44 -07:00
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from .. import WIDTH, HEIGHT, get_cursor_pos, get_inputs
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2020-11-14 11:12:00 -07:00
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from ..colors import *
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from ..math import *
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from ..draw import *
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2020-11-14 13:24:44 -07:00
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2020-11-14 11:12:00 -07:00
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class SeparatingAxisTheorem:
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title = "Separating Axis Theorem"
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def __init__(self):
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self.shape1 = Polygon(0, 0, [
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(0, 60),
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(60, 0),
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(0, -60),
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(-60, 0)
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])
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self.shape2 = Polygon(*get_cursor_pos(), [
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(60, 60),
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(60, -60),
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(-60, -60),
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(-60, 60)
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])
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2020-11-14 13:24:44 -07:00
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def handle_input(self):
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self.shape2.set_position(*get_cursor_pos())
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2020-11-14 13:24:44 -07:00
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inputs = get_inputs()
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if inputs[pygame.K_q]:
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self.shape2.rotate((1/60) * -90)
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if inputs[pygame.K_e]:
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self.shape2.rotate((1/60) * 90)
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def draw_axis(self, surface, normal, colliding, min1, max1, min2, max2):
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offset = scale(*rnormal(*normal), 300)
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# axis
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line(surface, WHITE,
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add(*scale(*reverse(*normal), 1000), *offset),
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add(*scale(*normal, 1000), *offset))
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# shape 1
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line(surface, GREEN if not colliding else RED,
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add(*scale(*normal, min1), *offset),
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add(*scale(*normal, max1), *offset), 8)
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# shape 2
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line(surface, GREEN if not colliding else RED,
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add(*scale(*normal, min2), *offset),
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add(*scale(*normal, max2), *offset), 8)
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def render(self, surface):
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self.handle_input()
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2020-11-14 11:12:00 -07:00
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normals = []
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def add_if_not_exists(normal):
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for existing in normals:
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if is_equal(*existing, *normal):
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return
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normals.append(normal)
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for normal in self.shape1.get_normals() + self.shape2.get_normals():
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add_if_not_exists(normal)
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def get_min_max(normal, vertices):
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_min = float('inf')
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_max = float('-inf')
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for vertex in vertices:
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proj = dot(*normal, *vertex)
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_min = min(_min, proj)
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_max = max(_max, proj)
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return _min, _max
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overlaps = []
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for normal in normals:
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min1, max1 = get_min_max(normal,
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self.shape1.get_translated_vertices())
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min2, max2 = get_min_max(normal,
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self.shape2.get_translated_vertices())
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overlap = max(min2 - max1, min1 - max2)
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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)
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if colliding:
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text_screen(surface, WHITE, (10, HEIGHT - 20),
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f"Min Distance to Resolve: {max(overlaps)}")
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self.shape1.draw(surface, YELLOW, 4)
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self.shape2.draw(surface, RED if colliding else WHITE, 4)
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