X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Fmod.rs;h=47a4703e8904f65315d8fe76c6b971237ab13289;hb=d67471eea7777938ffe9fb82ac2e060133b655d9;hp=3336b95993f3dd9a40f836a0e6bc2e12ac497d31;hpb=37f3e1edd969b4ede9dd033895ff806477f6e866;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/mod.rs b/src/core/level/mod.rs index 3336b95..47a4703 100644 --- a/src/core/level/mod.rs +++ b/src/core/level/mod.rs @@ -1,6 +1,8 @@ -use common::Point; use core::render::Renderer; +use geometry::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line}; use sprites::SpriteManager; +use std::rc::Rc; +use {point, dimen}; mod lvlgen; @@ -12,45 +14,303 @@ pub use self::lvlgen::LevelGenerator; pub struct Level { pub gravity: Point, pub grid: Grid, - walls: Vec>>, + walls: Vec>, + wall_grid: Grid>>, } impl Level { - // pub fn new(gravity: Point) -> Self { - // let seed = std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32; - // let mut lvl = Level { gravity, grid: Grid::generate(seed, 10), iterations: 10, walls: vec!() }; - // lvl.filter_regions(); - // lvl - // } + pub fn new(gravity: Point, grid: Grid, mut walls: Vec) -> Self { + let size = (2560, 1440); // TODO: get actual size from walls or something + let wall_grid = Level::build_wall_grid(&mut walls, &size.into()); + dbg!(&wall_grid.scale); + Level { + gravity, + grid, + walls: walls.into_iter().map(|i| Rc::new(i)).collect(), + wall_grid, + } + } - pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { - renderer.canvas().set_draw_color((64, 64, 64)); - let size = self.grid.cell_size; - for x in 0..self.grid.width { - for y in 0..self.grid.height { - if self.grid.cells[x][y] { - renderer.canvas().fill_rect(sdl2::rect::Rect::new(x as i32 * size as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap(); + /// Creates a grid of wall edges for fast lookup + fn build_wall_grid(walls: &mut Vec, lvlsize: &Dimension) -> Grid>> { + let size = dimen!(lvlsize.width / 20, lvlsize.height / 20); // TODO: make sure all walls fit within the grid bounds + let cs = point!(lvlsize.width / size.width, lvlsize.height / size.height); + //let cs = point!(scale.width as f64, scale.height as f64); + let mut grid = Grid { + cells: vec!(vec!(vec!(); size.height); size.width), + size, + scale: dimen!(cs.x as f64, cs.y as f64), + }; + + for wall in walls { + for edge in &wall.edges { + for c in grid.grid_coordinates_on_line(edge.p1, edge.p2) { + grid.cells[c.x][c.y].push(Rc::clone(edge)); } } } - let off = (size / 2) as i32; + grid + } + + pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager, debug_mode: bool) { + if debug_mode { + // original grid + renderer.canvas().set_draw_color((64, 64, 64)); + let size = &self.grid.scale; + for x in 0..self.grid.size.width { + for y in 0..self.grid.size.height { + if self.grid.cells[x][y] { + renderer.canvas().fill_rect(sdl2::rect::Rect::new( + x as i32 * size.width as i32, + y as i32 * size.height as i32, + size.width as u32, + size.height as u32)).unwrap(); + } + } + } + + // wall grid + renderer.canvas().set_draw_color((0, 32, 0)); + let size = &self.wall_grid.scale; + for x in 0..self.wall_grid.size.width { + for y in 0..self.wall_grid.size.height { + if !self.wall_grid.cells[x][y].is_empty() { + let num = self.wall_grid.cells[x][y].len(); + renderer.canvas().set_draw_color((0, 32*num as u8, 0)); + renderer.canvas().fill_rect(sdl2::rect::Rect::new( + x as i32 * size.width as i32, + y as i32 * size.height as i32, + size.width as u32, + size.height as u32)).unwrap(); + } + } + } + + // wall normals + for wall in &self.walls { + for e in &wall.edges { + let c = (e.p1 + e.p2) / 2.0; + let a = (e.p2 - e.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians(); + + renderer.draw_line( + <(i32, i32)>::from(c.to_i32()), + <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()), + (0, 128, 255)); + } + } + } + + // walls for wall in &self.walls { - for w in wall.windows(2) { - renderer.draw_line((w[0].x as i32 + off, w[0].y as i32 + off), (w[1].x as i32 + off, w[1].y as i32 + off), (255, 255, 0)); + for e in &wall.edges { + if !debug_mode { + let c = (e.p1 + e.p2) / 2.0; + let a = e.normal().reverse(); + + renderer.draw_line( + <(i32, i32)>::from(c.to_i32()), + <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()), + (255, 128, 0)); + + renderer.draw_line( + <(i32, i32)>::from(e.p1.to_i32()), + <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()), + (96, 48, 0)); + renderer.draw_line( + <(i32, i32)>::from(e.p2.to_i32()), + <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()), + (96, 48, 0)); + } + + renderer.draw_line( + <(i32, i32)>::from(e.p1.to_i32()), + <(i32, i32)>::from(e.p2.to_i32()), + (255, 255, 0)); } - let last = wall.len() - 1; - renderer.draw_line((wall[0].x as i32 + off, wall[0].y as i32 + off), (wall[last].x as i32 + off, wall[last].y as i32 + off), (255, 255, 0)); } } + + pub fn intersect_walls(&self, p1: Point, p2: Point) -> IntersectResult { + for c in self.wall_grid.grid_coordinates_on_line(p1, p2) { + for w in &self.wall_grid.cells[c.x][c.y] { + if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) { + if w.point_is_in_front(p1) { + let wall = Wall { + region: Rc::clone(&self.walls[w.region]), + edge: Rc::clone(w), + }; + return IntersectResult::Intersection(wall, p) + } + } + } + } + IntersectResult::None + } +} + +pub enum IntersectResult { + Intersection(Wall, Point), + None } ////////// GRID //////////////////////////////////////////////////////////////// -#[derive(Default)] +#[derive(Debug, Default)] pub struct Grid { - pub width: usize, - pub height: usize, - pub cell_size: usize, + pub size: Dimension, + pub scale: Dimension, pub cells: Vec>, } + +impl Grid { + // pub fn at(&self, c: C) -> Option<&T> + // where C: Into<(isize, isize)> + // { + // let c = c.into(); + // if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize { + // Some(&self.cells[c.0 as usize][c.1 as usize]) + // } else { + // None + // } + // } + + pub fn to_grid_coordinate(&self, c: C) -> Option> + where C: Into<(isize, isize)> + { + let c = c.into(); + if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize { + Some(point!(c.0 as usize, c.1 as usize)) + } else { + None + } + } + + /// Returns a list of grid coordinates that a line in world coordinates passes through. + pub fn grid_coordinates_on_line(&self, p1: Point, p2: Point) -> Vec> { + supercover_line(p1 / self.scale, p2 / self.scale) + .iter() + .map(|c| self.to_grid_coordinate(*c)) + .flatten() + .collect() + } +} + +////////// WALL REGION ///////////////////////////////////////////////////////// + +#[derive(Debug, Default)] +pub struct WallRegion { + edges: Vec>, +} + +impl WallRegion { + pub fn new(index: RegionIndex, points: Vec>) -> Self { + let mut edges = Vec::with_capacity(points.len()); + + for i in 0..points.len() { + let edge = Rc::new(WallEdge { + region: index, + id: i, + p1: points[i], + p2: points[(i + 1) % points.len()], + }); + edges.push(edge); + } + + WallRegion { edges } + } + + fn next(&self, index: EdgeIndex) -> Rc { + let index = (index + 1) % self.edges.len(); + self.edges[index].clone() + } + + fn previous(&self, index: EdgeIndex) -> Rc { + let index = (index + self.edges.len() - 1) % self.edges.len(); + self.edges[index].clone() + } +} + +////////// WALL EDGE /////////////////////////////////////////////////////////// + +type RegionIndex = usize; +type EdgeIndex = usize; + +#[derive(Debug, Default)] +struct WallEdge { + region: RegionIndex, + id: EdgeIndex, + pub p1: Point, + pub p2: Point, +} + +impl WallEdge { + fn point_is_in_front(&self, p: Point) -> bool { + 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 struct Wall { + region: Rc, + edge: Rc, +} + +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, vel: &Point) -> (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, Point) { + 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'=xcos−ysin <- only this is used + /// y'=xsin+ycos + fn projection_of(&self, p: Point) -> 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 + } +}