Added a shatter function to subtract rectangles from a rectangle
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7f1c3ae870
commit
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@ -5,6 +5,7 @@ import "time"
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import "image"
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import "image/color"
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import "git.tebibyte.media/sashakoshka/tomo/artist"
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import "git.tebibyte.media/sashakoshka/tomo/shatter"
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import "git.tebibyte.media/sashakoshka/tomo/defaultfont"
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import "git.tebibyte.media/sashakoshka/tomo/elements/core"
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@ -118,6 +119,30 @@ func (element *Artist) draw () {
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x, element.cellAt(x, 3))
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}
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// 4, 3
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shatterPos := element.cellAt(4, 3).Min
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rocks := []image.Rectangle {
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image.Rect(3, 12, 13, 23).Add(shatterPos),
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// image.Rect(30, 10, 40, 23).Add(shatterPos),
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image.Rect(55, 40, 70, 49).Add(shatterPos),
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image.Rect(30, -10, 40, 43).Add(shatterPos),
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image.Rect(80, 30, 90, 45).Add(shatterPos),
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}
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tiles := shatter.Shatter(element.cellAt(4, 3), rocks...)
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for index, tile := range tiles {
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artist.FillRectangle (
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element, []artist.Pattern {
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uhex(0xFF0000FF),
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uhex(0x00FF00FF),
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uhex(0x0000FFFF),
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uhex(0xFF00FFFF),
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uhex(0xFFF00FFF),
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uhex(0xAAAAAAFF),
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uhex(0x699669FF),
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uhex(0x077777FF),
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} [index % 8], tile)
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}
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// 0, 4 - 3, 4
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for x := 0; x < 4; x ++ {
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artist.FillEllipse (
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96
shatter/shatter.go
Normal file
96
shatter/shatter.go
Normal file
@ -0,0 +1,96 @@
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package shatter
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import "image"
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// Shatter takes in a bounding rectangle, and several rectangles to be
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// subtracted from it. It returns a slice of rectangles that tile together to
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// make up the difference between them. This is intended to be used for figuring
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// out which areas of a container element's background are covered by other
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// elements so it doesn't waste CPU cycles drawing to those areas.
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func Shatter (
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glass image.Rectangle,
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rocks ...image.Rectangle,
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) (
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tiles []image.Rectangle,
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) {
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// in this function, the metaphor of throwing several rocks at a sheet
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// of glass is used to illustrate the concept.
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tiles = []image.Rectangle { glass }
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for _, rock := range rocks {
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// check each tile to see if the rock has collided with it
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tileLen := len(tiles)
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for tileIndex := 0; tileIndex < tileLen; tileIndex ++ {
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tile := tiles[tileIndex]
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if !rock.Overlaps(tile) { continue }
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newTiles, n := shatterOnce(tile, rock)
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if n > 0 {
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// the tile was shattered into one or more sub
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// tiles
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tiles[tileIndex] = newTiles[0]
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tiles = append(tiles, newTiles[1:n]...)
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} else {
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// the tile was entirely obscured by the rock
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// and must be wholly removed
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tiles = remove(tiles, tileIndex)
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tileIndex --
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tileLen --
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}
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}
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}
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return
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}
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func shatterOnce (glass, rock image.Rectangle) (tiles [4]image.Rectangle, n int) {
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rock = rock.Intersect(glass)
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// |'''''''''''|
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// | |
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// |###|'''| |
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// |###|___| |
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// | |
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// |___________|
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if rock.Min.X > glass.Min.X { tiles[n] = image.Rect (
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glass.Min.X, rock.Min.Y,
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rock.Min.X, rock.Max.Y,
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); n ++ }
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// |'''''''''''|
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// | |
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// | |'''|###|
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// | |___|###|
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// | |
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// |___________|
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if rock.Max.X < glass.Max.X { tiles[n] = image.Rect (
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rock.Max.X, rock.Min.Y,
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glass.Max.X, rock.Max.Y,
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); n ++ }
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// |###########|
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// |###########|
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// | |'''| |
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// | |___| |
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// | |
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// |___________|
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if rock.Min.Y > glass.Min.Y { tiles[n] = image.Rect (
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glass.Min.X, glass.Min.Y,
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glass.Max.X, rock.Min.Y,
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); n ++ }
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// |'''''''''''|
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// | |
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// | |'''| |
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// | |___| |
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// |###########|
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// |###########|
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if rock.Max.Y < glass.Max.Y { tiles[n] = image.Rect (
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glass.Min.X, rock.Max.Y,
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glass.Max.X, glass.Max.Y,
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); n ++ }
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return
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}
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func remove[ELEMENT any] (slice []ELEMENT, s int) []ELEMENT {
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return append(slice[:s], slice[s + 1:]...)
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}
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