for e in &wall.edges {
if !debug_mode {
let c = (e.p1 + e.p2) / 2.0;
- let a = (e.p2 - e.p1).to_angle() - std::f64::consts::FRAC_PI_2.radians();
+ let a = e.normal().reverse();
renderer.draw_line(
<(i32, i32)>::from(c.to_i32()),
let cross = (self.p2 - self.p1).cross_product(p - self.p1);
cross > 0.0
}
+
+ fn normal(&self) -> Angle {
+ self.angle() + std::f64::consts::FRAC_PI_2.radians()
+ }
+
+ /// Angle from the right to the left point if the normal is up.
+ fn angle(&self) -> Angle {
+ (self.p2 - self.p1).to_angle()
+ }
}
////////// WALL ////////////////////////////////////////////////////////////////
}
pub fn normal(&self) -> Angle {
- (self.edge.p2 - self.edge.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians()
+ 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
}
}