X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Fmod.rs;h=cccd2538a4a1a69eafd3ddeed08ea2b3ed00ba60;hb=8065e2645a936275c7d69c6068d80ece598d6e57;hp=78fb199b74c4e116b62113b634c394138717baea;hpb=e570927ad1703298a2c85599c7e25475c60b33d4;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/mod.rs b/src/core/level/mod.rs index 78fb199..cccd253 100644 --- a/src/core/level/mod.rs +++ b/src/core/level/mod.rs @@ -1,6 +1,8 @@ -use common::Point; +use common::{Point, Dimension, Intersection, Radians, supercover_line}; use core::render::Renderer; use sprites::SpriteManager; +use std::rc::Rc; +use {point, dimen}; mod lvlgen; @@ -11,46 +13,244 @@ pub use self::lvlgen::LevelGenerator; #[derive(Default)] pub struct Level { pub gravity: Point, - pub grid: Grid, - walls: Vec>>, + pub grid: Grid, + 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, + wall_grid, + } + } + + /// 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)); + } + } + } + + grid + } pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { + // original grid 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 { + 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 as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap(); + 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(); } } } - let off = (size / 2) as i32; + // 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 { + let c = (e.p1 + e.p2) / 2.0; + let mut rad = (e.p2 - e.p1).to_radians(); + rad.0 += std::f64::consts::FRAC_PI_2; + + renderer.draw_line( + <(i32, i32)>::from(c.to_i32()), + <(i32, i32)>::from((c + Point::from(rad) * 10.0).to_i32()), + (255, 128, 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) { + let wall = Wall { + region: &self.walls[w.region], + edge: w, + }; + return IntersectResult::Intersection(wall, p) + } + } + } + IntersectResult::None + } +} + +pub enum IntersectResult<'a> { + Intersection(Wall<'a>, Point), + None } ////////// GRID //////////////////////////////////////////////////////////////// -#[derive(Default)] -pub struct Grid { - pub width: usize, - pub height: usize, - pub cell_size: usize, - pub cells: Vec>, +#[derive(Debug, Default)] +pub struct Grid { + 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)] +pub struct WallRegion { + edges: Vec>, +} + +impl WallRegion { + pub fn new(points: Vec>) -> Self { + let index: RegionIndex = 0; // use as param + 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 } + } + + // #[allow(dead_code)] + // fn next(&self, index: EdgeIndex) -> Rc { + // let index = (index + 1) % self.edges.len(); + // Rc::clone(&self.edges[index]) + // } + + // #[allow(dead_code)] + // fn previous(&self, index: EdgeIndex) -> Rc { + // let index = (index + self.edges.len() + 1) % self.edges.len(); + // Rc::clone(&self.edges[index]) + // } +} + +////////// WALL EDGE /////////////////////////////////////////////////////////// + +type RegionIndex = usize; +type EdgeIndex = usize; + +#[derive(Debug, Default)] +struct WallEdge { + region: RegionIndex, + id: EdgeIndex, + pub p1: Point, + pub p2: Point, +} + +////////// WALL //////////////////////////////////////////////////////////////// + +/// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall? +/// kanske istället ska lägga Vec i en Rc och skicka med en klon av den, samt id:n till regionen och väggen? +pub struct Wall<'a> { + region: &'a WallRegion, + edge: &'a WallEdge, +} + +impl<'a> Wall<'a> { + pub fn next(&self) -> Wall<'a> { + let next = (self.edge.id + 1) % self.region.edges.len(); + let edge = &self.region.edges[next]; + Wall { + region: self.region, + edge, + } + } + + pub fn previous(&self) -> Wall<'a> { + let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len(); + let edge = &self.region.edges[prev]; + Wall { + region: self.region, + edge, + } + } + + pub fn normal(&self) -> Radians { + let mut rad = (self.edge.p2 - self.edge.p1).to_radians(); + rad.0 += std::f64::consts::FRAC_PI_2; + rad + } }