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.DS_Store | ||
.tmp | ||
sample/bin/ |
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{ | ||
"version": "0.2.0", | ||
"configurations": [ | ||
{ | ||
"type": "chrome", | ||
"request": "launch", | ||
"name": "Chrome Debugger", | ||
"url": "file://${workspaceFolder}/index.html", | ||
"webRoot": "${workspaceFolder}", | ||
"preLaunchTask": { | ||
"type" : "haxe", | ||
"args" : "active configuration" | ||
} | ||
}, | ||
{ | ||
"request": "launch", | ||
"type": "hl", | ||
"name": "HashLink Debugger (WIP)", | ||
"hxml": "compile.hxml", | ||
"cwd": "${workspaceRoot}", | ||
"preLaunchTask": { | ||
"type" : "haxe", | ||
"args" : "active configuration" | ||
} | ||
} | ||
] | ||
} |
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{ | ||
"[haxe]": { | ||
"editor.formatOnSave": true | ||
} | ||
} |
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{ | ||
"version": "2.0.0", | ||
"tasks": [ | ||
{ | ||
"type": "haxe", | ||
"args": "active configuration", | ||
"problemMatcher": [ | ||
"$haxe-absolute", | ||
"$haxe", | ||
"$haxe-error", | ||
"$haxe-trace" | ||
], | ||
"group": { | ||
"kind": "build", | ||
"isDefault": true | ||
} | ||
}, | ||
{ | ||
"type": "hxml", | ||
"file": "js.hxml", | ||
"problemMatcher": [ | ||
"$haxe-absolute", | ||
"$haxe", | ||
"$haxe-error", | ||
"$haxe-trace" | ||
] | ||
} | ||
] | ||
} |
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MIT License | ||
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Copyright (c) 2019 Austin East | ||
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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: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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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. |
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package echo; | ||
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import hxmath.math.Vector2; | ||
import echo.shape.Shape; | ||
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class Body { | ||
public var shape:Shape; | ||
public var collides:Bool; | ||
public var moves:Bool; | ||
public var solid:Bool; | ||
@:isVar | ||
public var x(get, set):Float; | ||
@:isVar | ||
public var y(get, set):Float; | ||
@:isVar | ||
public var elasticity(get, set):Float; | ||
public var velocity(get, null):Vector2; | ||
public var drag(get, null):Vector2; | ||
public var dirty:Bool; | ||
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public function new(?options:BodyOptions) { | ||
load(options); | ||
} | ||
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public function load(?options:BodyOptions) { | ||
if (options == null) options = {}; | ||
if (options.shape != null) shape = Shape.get(options.shape); | ||
} | ||
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public function dispose() { | ||
shape.put(); | ||
} | ||
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// getters | ||
function get_x():Float return x; | ||
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function get_y():Float return y; | ||
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function get_elasticity():Float return elasticity; | ||
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function get_velocity():Vector2 return velocity; | ||
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function get_drag():Vector2 return drag; | ||
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// setters | ||
function set_x(value:Float) return x = value; | ||
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function set_y(value:Float) return y = value; | ||
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function set_elasticity(value:Float) return elasticity = value; | ||
} | ||
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typedef BodyOptions = { | ||
var ?shape:ShapeOptions; | ||
var ?moves:Bool; | ||
var ?collides:Bool; | ||
var ?solid:Bool; | ||
var ?x:Float; | ||
var ?y:Float; | ||
var ?elasticity:Float; | ||
var ?velocity_x:Float; | ||
var ?velocity_y:Float; | ||
var ?drag_x:Float; | ||
var ?drag_y:Float; | ||
} |
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package echo; | ||
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import hxmath.math.Vector2; | ||
import echo.shape.*; | ||
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using hxmath.math.MathUtil; | ||
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class Collisions { | ||
public static inline function point_in_rect(p:Vector2, r:Rect):Bool { | ||
return r.left <= p.x && | ||
r.right >= p.x && | ||
r.top <= p.x && | ||
r.bottom >= p.y; | ||
} | ||
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public static inline function point_in_circle(p:Vector2, c:Circle):Bool { | ||
return p.distanceTo(c.position) < c.radius; | ||
} | ||
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public static inline function rect_contains(r:Rect, p:Vector2):Bool { | ||
return point_in_rect(p, r); | ||
} | ||
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public static inline function circle_contains(c:Circle, p:Vector2):Bool { | ||
return point_in_circle(p, c); | ||
} | ||
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public static inline function line_interects_rect(l:Line, r:Rect):Null<IntersectionData> { | ||
return null; | ||
} | ||
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public static inline function line_intersects_circle(l:Line, c:Circle):Null<IntersectionData> { | ||
return null; | ||
} | ||
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public static inline function rect_intersects(r:Rect, l:Line):Null<IntersectionData> { | ||
return line_interects_rect(l, r); | ||
} | ||
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public static inline function circle_intersects(c:Circle, l:Line):Null<IntersectionData> { | ||
return line_intersects_circle(l, c); | ||
} | ||
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public static function rect_and_rect(rect1:Rect, rect2:Rect, flip:Bool = false):Null<CollisionData> { | ||
var s1 = flip ? rect2 : rect1; | ||
var s2 = flip ? rect1 : rect2; | ||
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// Vector from A to B | ||
var n = s2.position - s1.position; | ||
// Calculate overlap on x axis | ||
var x_overlap = s1.ex + s2.ex - Math.abs(n.x); | ||
// SAT test on x axis | ||
if (x_overlap > 0) { | ||
// Calculate overlap on y axis | ||
var y_overlap = s1.ey + s2.ey - Math.abs(n.y); | ||
// SAT test on y axis. | ||
// If both axis overlap, the boxes are colliding | ||
if (y_overlap > 0) { | ||
// Find out which axis is axis of least penetration | ||
if (x_overlap < y_overlap) { | ||
// Point towards B knowing that n points from A to B | ||
return { | ||
normal: n.x < 0 ? new Vector2(-1, 0) : new Vector2(1, 0), | ||
overlap: x_overlap | ||
}; | ||
} | ||
else { | ||
// Point toward B knowing that n points from A to B | ||
return { | ||
normal: n.y < 0 ? new Vector2(0, -1) : new Vector2(0, 1), | ||
overlap: y_overlap | ||
} | ||
} | ||
} | ||
} | ||
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return null; | ||
} | ||
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public static function circle_and_circle(circle1:Circle, circle2:Circle, flip:Bool = false):Null<CollisionData> { | ||
var s1 = flip ? circle2 : circle1; | ||
var s2 = flip ? circle1 : circle2; | ||
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// Vector2 from s2 to s1 | ||
var n = s2.position - s1.position; | ||
// radii of circles | ||
var r = s1.radius + s2.radius; | ||
var d = n.lengthSq; | ||
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// Do quick check if circles are colliding | ||
if (d >= r * r) return null; | ||
// If distance between circles is zero, make up a number | ||
else if (d == 0) { | ||
return { | ||
overlap: s1.radius, | ||
normal: new Vector2(1, 0) | ||
}; | ||
} | ||
else { | ||
// Get actual square root | ||
d = Math.sqrt(d); | ||
// Distance is difference between radius and distance | ||
return { | ||
overlap: r - d, | ||
normal: n / d | ||
}; | ||
} | ||
} | ||
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public static function rect_and_circle(r:Rect, c:Circle, flip:Bool = false):Null<CollisionData> { | ||
// Vector from A to B | ||
var n = flip ? c.position - r.position : r.position - c.position; | ||
// Closest point on A to center of B | ||
var closest = n.clone(); | ||
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// Clamp point to edges of the AABB | ||
closest.x = closest.x.clamp(-r.ex, r.ex); | ||
closest.y = closest.y.clamp(-r.ey, r.ey); | ||
var inside = false; | ||
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// Circle is inside the AABB, so we need to clamp the circle's center | ||
// to the closest edge | ||
if (n == closest) { | ||
inside = true; | ||
// Find closest axis | ||
if (Math.abs(n.x) < Math.abs(n.y)) { | ||
// Clamp to closest extent | ||
closest.x = closest.x > 0 ? r.ex : -r.ex; | ||
} | ||
else { | ||
// Clamp to closest extent | ||
closest.y = closest.y > 0 ? r.ey : -r.ey; | ||
} | ||
} | ||
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var normal = n - closest; | ||
var d = normal.lengthSq; | ||
var rad = c.radius; | ||
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// Early out of the radius is shorter than distance to closest point and | ||
// Circle not inside the AABB | ||
if (d > rad * rad && !inside) return null; | ||
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// Avoided sqrt until we needed | ||
d = Math.sqrt(d); | ||
// n.normalize(); | ||
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// Collision normal needs to be flipped to point outside if circle was | ||
// inside the AABB | ||
return { | ||
normal: n.normalize(), | ||
overlap: rad - d | ||
}; | ||
} | ||
} | ||
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typedef CollisionData = { | ||
/** | ||
* The length of shape1's penetration into shape2. | ||
*/ | ||
var overlap:Float; | ||
/** | ||
* The normal vector (direction) of shape1's penetration into shape2. | ||
*/ | ||
var normal:Vector2; | ||
} | ||
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typedef IntersectionData = {} |
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package echo; | ||
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import haxe.ds.Vector; | ||
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class Echo { | ||
// var states:History; | ||
// var observers: | ||
public static function start(?options:StateOptions):State { | ||
return new State(options); | ||
} | ||
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public static function step(state:State, dt:Float) { | ||
// Broadphase | ||
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// Narrowphase | ||
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// Integrate | ||
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// Iterate NarrowPhase && Integrate | ||
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// Notify New State and Collisions to Listeners | ||
} | ||
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public static function undo(state:State):State { | ||
return state; | ||
} | ||
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public static function redo(state:State):State { | ||
return state; | ||
} | ||
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// returns observable | ||
public static function listen() {} | ||
} | ||
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typedef StateOptions = { | ||
var width:Float; | ||
var height:Float; | ||
var ?bodies:Array<Body>; | ||
var ?iterations:Int; | ||
var ?history:Int; | ||
} | ||
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class State { | ||
var width:Float; | ||
var height:Float; | ||
var bodies:Array<Body>; | ||
var iterations:Int; | ||
var history:Vector<Array<Body>>; | ||
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public function new(?options:StateOptions) {} | ||
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public function add(body:Body):Body { | ||
bodies.remove(body); | ||
bodies.push(body); | ||
return body; | ||
} | ||
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public function remove(body:Body):Body { | ||
return body; | ||
} | ||
} |
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package echo; | ||
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class Physics { | ||
public static function step() { | ||
// Integrate | ||
} | ||
} |
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