+
+impl Wall {
+ #[allow(dead_code)]
+ pub fn next(&self) -> Wall {
+ Wall {
+ edge: self.region.next(self.edge.id),
+ region: self.region.clone(),
+ }
+ }
+
+ #[allow(dead_code)]
+ pub fn previous(&self) -> Wall {
+ Wall {
+ edge: self.region.previous(self.edge.id),
+ region: self.region.clone(),
+ }
+ }
+
+ pub fn normal(&self) -> Angle {
+ self.edge.normal()
+ }
+
+ pub fn angle(&self) -> Angle {
+ self.edge.angle()
+ }
+
+ pub fn from_2d(&self, pos: &Point<f64>, vel: &Point<f64>) -> (f64, f64) {
+ let pos = self.projection_of(*pos - self.edge.p1);
+ let vel = self.projection_of(*vel);
+ (pos, vel)
+ }
+
+ pub fn to_2d(&self, pos: f64, vel: f64) -> (Point<f64>, Point<f64>) {
+ let a = Point::from(self.edge.angle());
+ let pos = self.edge.p1 + a * pos;
+ let vel = a * vel;
+ (pos, vel)
+ }
+
+ /// Returns the 1D position of a point projected onto this wall.
+ /// This is done by rotating the point using a rotation matrix and then taking the resulting x value.
+ /// x'=xcosâysin <- only this is used
+ /// y'=xsin+ycos
+ fn projection_of(&self, p: Point<f64>) -> f64 {
+ let r = Point::from(self.edge.angle());
+ p.x * r.x + p.y * r.y // r.y is inverted here instead of inverting the angle
+ }
+}