1 use core::render::Renderer;
2 use geometry::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line};
3 use sprites::SpriteManager;
9 pub use self::lvlgen::LevelGenerator;
11 ////////// LEVEL ///////////////////////////////////////////////////////////////
15 pub gravity: Point<f64>,
17 walls: Vec<Rc<WallRegion>>,
18 wall_grid: Grid<Vec<Rc<WallEdge>>>,
22 pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<WallRegion>) -> Self {
23 let size = (2560, 1440); // TODO: get actual size from walls or something
24 let wall_grid = Level::build_wall_grid(&mut walls, &size.into());
25 dbg!(&wall_grid.scale);
29 walls: walls.into_iter().map(|i| Rc::new(i)).collect(),
34 /// Creates a grid of wall edges for fast lookup
35 fn build_wall_grid(walls: &mut Vec<WallRegion>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
36 let size = dimen!(lvlsize.width / 20, lvlsize.height / 20); // TODO: make sure all walls fit within the grid bounds
37 let cs = point!(lvlsize.width / size.width, lvlsize.height / size.height);
38 //let cs = point!(scale.width as f64, scale.height as f64);
40 cells: vec!(vec!(vec!(); size.height); size.width),
42 scale: dimen!(cs.x as f64, cs.y as f64),
46 for edge in &wall.edges {
47 for c in grid.grid_coordinates_on_line(edge.p1, edge.p2) {
48 grid.cells[c.x][c.y].push(Rc::clone(edge));
56 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager, debug_mode: bool) {
59 renderer.canvas().set_draw_color((64, 64, 64));
60 let size = &self.grid.scale;
61 for x in 0..self.grid.size.width {
62 for y in 0..self.grid.size.height {
63 if self.grid.cells[x][y] {
64 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
65 x as i32 * size.width as i32,
66 y as i32 * size.height as i32,
68 size.height as u32)).unwrap();
74 renderer.canvas().set_draw_color((0, 32, 0));
75 let size = &self.wall_grid.scale;
76 for x in 0..self.wall_grid.size.width {
77 for y in 0..self.wall_grid.size.height {
78 if !self.wall_grid.cells[x][y].is_empty() {
79 let num = self.wall_grid.cells[x][y].len();
80 renderer.canvas().set_draw_color((0, 32*num as u8, 0));
81 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
82 x as i32 * size.width as i32,
83 y as i32 * size.height as i32,
85 size.height as u32)).unwrap();
91 for wall in &self.walls {
92 for e in &wall.edges {
93 let c = (e.p1 + e.p2) / 2.0;
94 let a = (e.p2 - e.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians();
97 <(i32, i32)>::from(c.to_i32()),
98 <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()),
105 for wall in &self.walls {
106 for e in &wall.edges {
108 let c = (e.p1 + e.p2) / 2.0;
109 let a = e.normal().reverse();
112 <(i32, i32)>::from(c.to_i32()),
113 <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()),
117 <(i32, i32)>::from(e.p1.to_i32()),
118 <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()),
121 <(i32, i32)>::from(e.p2.to_i32()),
122 <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()),
127 <(i32, i32)>::from(e.p1.to_i32()),
128 <(i32, i32)>::from(e.p2.to_i32()),
134 pub fn intersect_walls(&self, p1: Point<f64>, p2: Point<f64>) -> IntersectResult {
135 for c in self.wall_grid.grid_coordinates_on_line(p1, p2) {
136 for w in &self.wall_grid.cells[c.x][c.y] {
137 if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) {
138 if w.point_is_in_front(p1) {
140 region: Rc::clone(&self.walls[w.region]),
143 return IntersectResult::Intersection(wall, p)
148 IntersectResult::None
152 pub enum IntersectResult {
153 Intersection(Wall, Point<f64>),
157 ////////// GRID ////////////////////////////////////////////////////////////////
159 #[derive(Debug, Default)]
161 pub size: Dimension<usize>,
162 pub scale: Dimension<f64>,
163 pub cells: Vec<Vec<T>>,
167 // pub fn at<C>(&self, c: C) -> Option<&T>
168 // where C: Into<(isize, isize)>
171 // if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
172 // Some(&self.cells[c.0 as usize][c.1 as usize])
178 pub fn to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
179 where C: Into<(isize, isize)>
182 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
183 Some(point!(c.0 as usize, c.1 as usize))
189 /// Returns a list of grid coordinates that a line in world coordinates passes through.
190 pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
191 supercover_line(p1 / self.scale, p2 / self.scale)
193 .map(|c| self.to_grid_coordinate(*c))
199 ////////// WALL REGION /////////////////////////////////////////////////////////
201 #[derive(Debug, Default)]
202 pub struct WallRegion {
203 edges: Vec<Rc<WallEdge>>,
207 pub fn new(index: RegionIndex, points: Vec<Point<f64>>) -> Self {
208 let mut edges = Vec::with_capacity(points.len());
210 for i in 0..points.len() {
211 let edge = Rc::new(WallEdge {
215 p2: points[(i + 1) % points.len()],
223 fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
224 let index = (index + 1) % self.edges.len();
225 self.edges[index].clone()
228 fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
229 let index = (index + self.edges.len() - 1) % self.edges.len();
230 self.edges[index].clone()
234 ////////// WALL EDGE ///////////////////////////////////////////////////////////
236 type RegionIndex = usize;
237 type EdgeIndex = usize;
239 #[derive(Debug, Default)]
248 fn point_is_in_front(&self, p: Point<f64>) -> bool {
249 let cross = (self.p2 - self.p1).cross_product(p - self.p1);
253 fn normal(&self) -> Angle {
254 self.angle() + std::f64::consts::FRAC_PI_2.radians()
257 /// Angle from the right to the left point if the normal is up.
258 fn angle(&self) -> Angle {
259 (self.p2 - self.p1).to_angle()
263 ////////// WALL ////////////////////////////////////////////////////////////////
266 region: Rc<WallRegion>,
272 pub fn next(&self) -> Wall {
274 edge: self.region.next(self.edge.id),
275 region: self.region.clone(),
280 pub fn previous(&self) -> Wall {
282 edge: self.region.previous(self.edge.id),
283 region: self.region.clone(),
287 pub fn normal(&self) -> Angle {
291 pub fn angle(&self) -> Angle {
295 pub fn from_2d(&self, pos: &Point<f64>, vel: &Point<f64>) -> (f64, f64) {
296 let pos = self.projection_of(*pos - self.edge.p1);
297 let vel = self.projection_of(*vel);
301 pub fn to_2d(&self, pos: f64, vel: f64) -> (Point<f64>, Point<f64>) {
302 let a = Point::from(self.edge.angle());
303 let pos = self.edge.p1 + a * pos;
308 /// Returns the 1D position of a point projected onto this wall.
309 /// This is done by rotating the point using a rotation matrix and then taking the resulting x value.
310 /// x'=xcosâysin <- only this is used
312 fn projection_of(&self, p: Point<f64>) -> f64 {
313 let r = Point::from(self.edge.angle());
314 p.x * r.x + p.y * r.y // r.y is inverted here instead of inverting the angle