Geometry 2D
KorMA provides some geometry utilities: Point, Matrix, Ray, PointArrayList, Rectangle, Size, Anchor, Orientation, ScaleMode, BoundsBuilder, BVH, BVH2D...
Point and Matrix
Point
and Matrix
are classes holding doubles (to get consistency among targets including JavaScript) that represent a 2D Point (with x and y) and a 2D Affine Transform Matrix (with a, b, c, d, tx and ty).
Point is a typealias of Vector2
.
Vector2
Polar coordinates
You can construct a Vector2/Point from polar coordinates like:
Point.polar(Point(100, 100), 45.degrees, 50f, up = Vector2.UP_SCREEN) // (135.35535, 64.64466)
Point.polar(Point(100, 100), 45.degrees, 50f, up = Vector2.UP) // (135.35535, 135.35535)
Point.polar(Point(100, 100), 45.degrees, 50f) // (135.35535, 135.35535)
The up vector is to determine where the up is, since by default it is going to be Y+ up, and that would be interpreted differently for drawn points in the case of KorGE since Y+ is down.
BoundsBuilder
BoundsBuilder
is a class that allows to compute the bounds of a set of points without additional allocations.
class BoundsBuilder {
fun reset()
fun add(x: Double, y: Double): BoundsBuilder
fun getBounds(out: Rectangle = Rectangle()): Rectangle
}
inline fun BoundsBuilder.add(x: Number, y: Number)
fun BoundsBuilder.add(p: IPoint)
fun BoundsBuilder.add(ps: Iterable<IPoint>)
fun BoundsBuilder.add(ps: IPointArrayList)
fun BoundsBuilder.add(rect: Rectangle)
PointArrayList
PointArrayList
and PointIntArrayList
can be used to store a list of points (pair of numbers) without allocating objects per element. You can later access x and y components with getX
and getY
or convert them into a list of Point
for convenience that actually allocate objects.
class PointArrayList(capacity: Int = 7) {
constructor(capacity: Int = 7, callback: PointArrayList.() -> Unit)
constructor(points: List<IPoint>): PointArrayList
constructor(vararg points: IPoint): PointArrayList
val size: Int
fun isEmpty(): Boolean
fun isNotEmpty(): Boolean
fun add(x: Double, y: Double)
fun getX(index: Int)
fun getY(index: Int)
fun setX(index: Int, x: Double)
fun setY(index: Int, y: Double)
fun setXY(index: Int, x: Double, y: Double)
fun reverse()
fun sort()
}
fun PointArrayList.getPoint(index: Int): Point
fun PointArrayList.toPoints(): List<Point>
inline fun IPointArrayList.contains(x: Number, y: Number): Boolean
inline fun PointArrayList.add(x: Number, y: Number)
fun PointArrayList.add(p: Point)
fun PointArrayList.add(other: PointArrayList)
inline fun PointArrayList.setX(index: Int, x: Number)
inline fun PointArrayList.setY(index: Int, y: Number)
inline fun PointArrayList.setXY(index: Int, x: Number, y: Number)
Rectangle, Size, Anchor, Orientation and ScaleMode
data class Rectangle(
var x: Double, var y: Double,
var width: Double, var height: Double
) : MutableInterpolable<Rectangle>, Interpolable<Rectangle>, IRectangle, Sizeable
inline class Size(val p: Point) : MutableInterpolable<Size>, Interpolable<Size>, ISize, Sizeable
data class Anchor(val sx: Double, val sy: Double) : Interpolable<Anchor>
enum class Orientation(val value: Int) { CW(+1), CCW(-1), COLLINEAR(0) }
class ScaleMode {
operator fun invoke(item: Size, container: Size, target: Size = Size()): Size
companion object {
val COVER: ScaleMode
val SHOW_ALL: ScaleMode
val EXACT: ScaleMode
val NO_SCALE: ScaleMode
}
}
As a sample combining most of these entities:
assertEquals(
Rectangle(0, -150, 600, 600),
Size(100, 100).applyScaleMode(
Rectangle(0, 0, 600, 300),
ScaleMode.COVER,
Anchor.MIDDLE_CENTER
)
)
Ray
The Ray
class represents an infinite Line starting in a specific point
and in a direction
.
Constructing Ray
You can construct a Ray instance with:
val ray: Ray = Ray.fromTwoPoints(Point(1, 1), Point(3, 1)) // A ray starting at 1,1 and going to the right
val ray: Ray = Ray(point = Point(1, 1), direction = Vector2(1, 0)) // A ray starting at 1,1 and going to the right
val ray: Ray = Ray(point = Point(1, 1), angle = 0.degrees) // A ray starting at 1,1 and going to the right
The angle represents: 0 degrees
is right, 90 degrees
down, 180 degrees
left, 270 degrees
up.
Getting the starting point and the direction
You have point
for the starting point, and direction
(that is normalized) and angle
representing the direction of the Ray.
val startPoint: Point = ray.point
val normalizedDirection: Vector2 = ray.direction // direction.length will be ~1
val angle: Angle = ray.angle // the angle: 0.degrees, right, 90.degrees down
Transforming and converting the Ray
You can apply an affine transformation to a Ray
instance, and also we can convert it into a Line
instance providing a length:
val newRay: Ray = ray.transformed(matrix) // Creates a new ray transformed
val line: Line = ray.toLine(10f) // Creates a new line going from the start point of the ray to its direction with a length of 10f
Checking for equality
Since Ray uses floating point, it provides a way to check for equality using an epsilon value as tolerance:
val isEquals: Boolean = ray1.isAlmostEquals(ray2, epsilon = 0.00001f)
BVH
N-dimensional Bounding Volume Hierarchy implementation
class BVH<T> {
data class IntersectResult<T>(val intersect: Double, val obj: Node<T>)
}
BVH2D
A Bounding Volume Hierarchy implementation for 2D. It uses Rectangle
to describe volumes and Ray
for raycasting.
open class BVH2D<T>(val allowUpdateObjects: Boolean = true) {
val bvh = BVH<T>(allowUpdateObjects = allowUpdateObjects)
fun intersectRay(ray: Ray, rect: Rectangle? = null): BVHIntervals?
fun envelope(): Rectangle
fun intersect(ray: Ray, return_array = fastArrayListOf()): FastArrayList<IntersectResult<T>>
fun search(rect: IRectangle, return_array = fastArrayListOf()): FastArrayList<BVH.Node<T>>
fun insertOrUpdate(rect: IRectangle, obj: T)
fun remove(rect: IRectangle, obj: T? = null)
fun remove(obj: T)
fun getObjectBounds(obj: T, out: Rectangle = Rectangle()): Rectangle
fun debug()
}
fun BVHIntervals.toRectangle(out: Rectangle = Rectangle())
fun IRectangle.toBVH(out: BVHIntervals = BVHIntervals(2)): BVHIntervals
fun Ray.toBVH(out: BVHIntervals = BVHIntervals(2)): BVHIntervals