Files
SpiderCut/src/Segment.lua

310 lines
9.5 KiB
Lua

-- require('mobdebug').start()
Segment = Class {}
local symbols = {['up'] = 207, ['down'] = 209, ['right'] = 199, ['left'] = 182}
function Segment:init(firstPoint, secondPoint, lineWidth, face, color)
self.firstPointX = firstPoint[1]
self.firstPointY = firstPoint[2]
self.secondPointX = secondPoint[1]
self.secondPointY = secondPoint[2]
self.lineWidth = lineWidth or 3
self.vertical = self.firstPointX == self.secondPointX
self.horizontal = self.firstPointY == self.secondPointY
self.face = face or ''
self.direction = self:calculateDirection()
self.color = color or {r = 255, g = 255, b = 255}
end
function Segment:render()
love.graphics.setColor(self.color.r, self.color.g, self.color.b, 1)
love.graphics.setLineWidth(self.lineWidth)
love.graphics.line(self.firstPointX, self.firstPointY, self.secondPointX,
self.secondPointY)
love.graphics.setColor(1, 1, 1, 1)
-- debug
-- love.graphics.setFont(gFonts['small'])
-- love.graphics.printf(self.face,self.firstPointX + 2, self.firstPointY + 2 / 2,25,'left' )
end
function Segment:segmentToPoints()
return self.firstPointX, self.firstPointY, self.secondPointX,
self.secondPointY
end
function Segment:length()
return math.sqrt((self.secondPointX - self.firstPointX) *
(self.secondPointX - self.firstPointX) +
(self.secondPointY - self.firstPointY) *
(self.secondPointY - self.firstPointY))
end
function Segment:sideOfSegment(x, y)
if y < self.firstPointY and y < self.secondPointY then -- above
return 'up'
end
if y > self.firstPointY and y > self.secondPointY then -- below
return 'down'
end
if x < self.firstPointX and x < self.secondPointX then -- left
return 'left'
end
if x > self.firstPointX and x > self.secondPointX then -- right
return 'right'
end
end
function Segment:debug(msg)
if not msg then msg = '' end
-- print("Segment:debug ".. msg .." ...............")
-- print("FirstPoint: "..tostring(self.firstPointX)..','..tostring(self.firstPointY))
-- print("SecondPoint: "..tostring(self.secondPointX)..','..tostring(self.secondPointY))
-- print("face: "..self.face.. ' - Direction: '..self.direction)
end
function Segment:copy()
local copy = {}
copy.firstPointX = self.firstPointX
copy.firstPointY = self.firstPointY
copy.secondPointX = self.secondPointX
copy.secondPointY = self.secondPointY
copy.lineWidth = self.lineWidth
copy.face = self.face
return Segment({copy.firstPointX, copy.firstPointY},
{copy.secondPointX, copy.secondPointY}, copy.lineWidth,
copy.face)
end
function Segment:endEqualsStartOf(s)
-- segments are linked at the end of this one
if self.secondPointX == s.firstPointX and self.secondPointY == s.firstPointY then
return true
end
return false
end
function Segment:endEqualsEndOf(s)
-- segments are linked at the end of this one
if self.secondPointX == s.secondPointX and self.secondPointY ==
s.secondPointY then return true end
return false
end
function Segment:startEqualsEndOf(s)
-- segments are linked at the beginning of this one
if self.firstPointX == s.secondPointX and self.firstPointY == s.secondPointY then
return true
end
return false
end
function Segment:startEqualsStartOf(s)
-- segments are linked at the beginning of this one
if self.firstPointX == s.firstPointX and self.firstPointY == s.PointY then
return true
end
return false
end
function Segment:calculateDirection()
local dir = ''
if self.vertical then
if self.firstPointY < self.secondPointY then
dir = 'down'
else
dir = 'up'
end
else
if self.firstPointX < self.secondPointX then
dir = 'right'
else
dir = 'left'
end
end
return dir
end
function Segment:splitInTwoWithPoint(point) -- number
local s1, s2 = {}
if point > 0 then
if self.vertical then
s1 = Segment({self.firstPointX, self.firstPointY},
{self.secondPointX, point}, self.lineWidth, self.face)
s2 = Segment({self.firstPointX, point},
{self.secondPointX, self.secondPointY}, self.lineWidth,
self.face)
else
s1 = Segment({self.firstPointX, self.firstPointY},
{point, self.secondPointY}, self.lineWidth, self.face)
s2 = Segment({point, self.firstPointY},
{self.secondPointX, self.secondPointY}, self.lineWidth,
self.face)
end
else
return nil, nil
end
return s1, s2
end
function Segment:splitInTwoWithSegment(segment)
local point = 0
if self.vertical then
if self.firstPointY == segment.firstPointY then
point = segment.firstPointY
else
point = segment.secondPointY
end
elseif self.horizontal then
if self.firstPointX == segment.firstPointX then
point = segment.firstPointX
else
point = segment.secondPointX
end
end
return self:splitInTwoWithPoint(point)
end
function Segment:joinPerpendicular(s)
-- changes the self, not the parameter
if s.vertical and self.horizontal then
local sx = s.firstPointX
if math.abs(self.firstPointX - sx) < math.abs(self.secondPointX - sx) then
self.firstPointX = sx
else
self.secondPointX = sx
end
elseif s.horizontal and self.vertical then
local sy = s.firstPointY
if math.abs(self.firstPointY - sy) < math.abs(self.secondPointY - sy) then
self.firstPointY = sy
else
self.secondPointY = sy
end
end
end
function Segment:switchDirection()
local temp = {}
temp.firstPointX = self.firstPointX
temp.firstPointY = self.firstPointY
self.firstPointX = self.secondPointX
self.firstPointY = self.secondPointY
self.secondPointX = temp.firstPointX
self.secondPointY = temp.firstPointY
self:notDirection()
end
function Segment:notDirection()
if self.direction == 'down' then
self.direction = 'up'
elseif self.direction == 'up' then
self.direction = 'down'
elseif self.direction == 'right' then
self.direction = 'left'
elseif self.direction == 'left' then
self.direction = 'right'
end
end
function Segment:notFace()
if self.face == 'up' then
self.face = 'down'
elseif self.face == 'down' then
self.face = 'up'
elseif self.face == 'right' then
self.face = 'left'
elseif self.face == 'left' then
self.face = 'right'
end
end
function Segment:joinContiguous(s)
-- second segment becomes part of first one
if self.vertical then
self.secondPointY = s.secondPointY
else
self.secondPointX = s.secondPointX
end
end
function Segment:compare(s)
-- returns >0 if self is to the right or below
-- returns <0 if self is to the left or above
-- returns 0 if both are same point
if self.vertical and s.vertical then
if self.firstPointX == s.firstPointX then
return 0
else
return self.firstPointX - s.firstPointX
end
elseif self.horizontal and s.horizontal then
if self.firstPointY == s.firstPointY then
return 0
else
return self.firstPointY - s.firstPointY
end
else
return (self.firstPointX + self.firstPointY + self.secondPointX +
self.secondPointY) -
(s.firstPointX + s.firstPointY + s.secondPointX +
s.secondPointY)
end
end
function Segment:splitInThreeWithSegments(s1, s2)
local p1, p2, p3, t = {}
if self.direction == 'down' or self.direction == 'right' then
if s1:compare(s2) < 0 then
p1, t = self:splitInTwoWithSegment(s1)
p2, p3 = t:splitInTwoWithSegment(s2)
else
p1, t = self:splitInTwoWithSegment(s2)
p2, p3 = t:splitInTwoWithSegment(s1)
end
else
if s1:compare(s2) < 0 then
p1, t = self:splitInTwoWithSegment(s2)
p2, p3 = t:splitInTwoWithSegment(s1)
else
p1, t = self:splitInTwoWithSegment(s1)
p2, p3 = t:splitInTwoWithSegment(s2)
end
end
return p1, p2, p3
end
function Segment:insert(list) end
function Segment:pointInSegment(point)
-- remove "+ 8" and replace by sprite.width / 2
if self.direction == 'up' or self.direction == 'down' then
if point[1] <= self.firstPointX + 1 and point[1] >= self.firstPointX - 1 then
if self.direction == 'down' then
if point[2] >= self.firstPointY and point[2] <=
self.secondPointY then return true end
else
if point[2] >= self.secondPointY and point[2] <=
self.firstPointY then return true end
end
end
else
if point[2] <= self.firstPointY + 1 and point[2] >= self.firstPointY - 1 then
if self.direction == 'right' then
if point[1] >= self.firstPointX and point[1] <=
self.secondPointX then return true end
else
if point[1] >= self.secondPointX and point[1] <=
self.firstPointX then return true end
end
end
end
return false
end