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[kaka/rust-sdl-test.git] / src / core / level / mod.rs
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1use common::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line};
2use core::render::Renderer;
3use sprites::SpriteManager;
4use std::rc::Rc;
5use {point, dimen};
6
7mod lvlgen;
8
9pub use self::lvlgen::LevelGenerator;
10
11////////// LEVEL ///////////////////////////////////////////////////////////////
12
13#[derive(Default)]
14pub struct Level {
15 pub gravity: Point<f64>,
16 pub grid: Grid<bool>,
17 walls: Vec<WallRegion>,
18 wall_grid: Grid<Vec<Rc<WallEdge>>>,
19}
20
21impl Level {
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);
26 Level {
27 gravity,
28 grid,
29 walls,
30 wall_grid,
31 }
32 }
33
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);
39 let mut grid = Grid {
40 cells: vec!(vec!(vec!(); size.height); size.width),
41 size,
42 scale: dimen!(cs.x as f64, cs.y as f64),
43 };
44
45 for wall in walls {
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));
49 }
50 }
51 }
52
53 grid
54 }
55
56 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager, debug_mode: bool) {
57 if debug_mode {
58 // original grid
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,
67 size.width as u32,
68 size.height as u32)).unwrap();
69 }
70 }
71 }
72
73 // wall grid
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,
84 size.width as u32,
85 size.height as u32)).unwrap();
86 }
87 }
88 }
89
90 // wall normals
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();
95
96 renderer.draw_line(
97 <(i32, i32)>::from(c.to_i32()),
98 <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()),
99 (0, 128, 255));
100 }
101 }
102 }
103
104 // walls
105 for wall in &self.walls {
106 for e in &wall.edges {
107 if !debug_mode {
108 let c = (e.p1 + e.p2) / 2.0;
109 let a = (e.p2 - e.p1).to_angle() - std::f64::consts::FRAC_PI_2.radians();
110
111 renderer.draw_line(
112 <(i32, i32)>::from(c.to_i32()),
113 <(i32, i32)>::from((c + Point::from(a) * 10.0).to_i32()),
114 (255, 128, 0));
115
116 renderer.draw_line(
117 <(i32, i32)>::from(e.p1.to_i32()),
118 <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()),
119 (96, 48, 0));
120 renderer.draw_line(
121 <(i32, i32)>::from(e.p2.to_i32()),
122 <(i32, i32)>::from((c + Point::from(a) * 20.0).to_i32()),
123 (96, 48, 0));
124 }
125
126 renderer.draw_line(
127 <(i32, i32)>::from(e.p1.to_i32()),
128 <(i32, i32)>::from(e.p2.to_i32()),
129 (255, 255, 0));
130 }
131 }
132 }
133
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 let wall = Wall {
139 region: &self.walls[w.region],
140 edge: w,
141 };
142 return IntersectResult::Intersection(wall, p)
143 }
144 }
145 }
146 IntersectResult::None
147 }
148}
149
150pub enum IntersectResult<'a> {
151 Intersection(Wall<'a>, Point<f64>),
152 None
153}
154
155////////// GRID ////////////////////////////////////////////////////////////////
156
157#[derive(Debug, Default)]
158pub struct Grid<T> {
159 pub size: Dimension<usize>,
160 pub scale: Dimension<f64>,
161 pub cells: Vec<Vec<T>>,
162}
163
164impl<T> Grid<T> {
165 pub fn at<C>(&self, c: C) -> Option<&T>
166 where C: Into<(isize, isize)>
167 {
168 let c = c.into();
169 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
170 Some(&self.cells[c.0 as usize][c.1 as usize])
171 } else {
172 None
173 }
174 }
175
176 pub fn to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
177 where C: Into<(isize, isize)>
178 {
179 let c = c.into();
180 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
181 Some(point!(c.0 as usize, c.1 as usize))
182 } else {
183 None
184 }
185 }
186
187 /// Returns a list of grid coordinates that a line in world coordinates passes through.
188 pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
189 supercover_line(p1 / self.scale, p2 / self.scale)
190 .iter()
191 .map(|c| self.to_grid_coordinate(*c))
192 .flatten()
193 .collect()
194 }
195}
196
197////////// WALL REGION /////////////////////////////////////////////////////////
198
199#[derive(Debug)]
200pub struct WallRegion {
201 edges: Vec<Rc<WallEdge>>,
202}
203
204impl WallRegion {
205 pub fn new(points: Vec<Point<f64>>) -> Self {
206 let index: RegionIndex = 0; // use as param
207 let mut edges = Vec::with_capacity(points.len());
208
209 for i in 0..points.len() {
210 let edge = Rc::new(WallEdge {
211 region: index,
212 id: i,
213 p1: points[i],
214 p2: points[(i + 1) % points.len()],
215 });
216 edges.push(edge);
217 }
218
219 WallRegion { edges }
220 }
221
222 // #[allow(dead_code)]
223 // fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
224 // let index = (index + 1) % self.edges.len();
225 // Rc::clone(&self.edges[index])
226 // }
227
228 // #[allow(dead_code)]
229 // fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
230 // let index = (index + self.edges.len() + 1) % self.edges.len();
231 // Rc::clone(&self.edges[index])
232 // }
233}
234
235////////// WALL EDGE ///////////////////////////////////////////////////////////
236
237type RegionIndex = usize;
238type EdgeIndex = usize;
239
240#[derive(Debug, Default)]
241struct WallEdge {
242 region: RegionIndex,
243 id: EdgeIndex,
244 pub p1: Point<f64>,
245 pub p2: Point<f64>,
246}
247
248////////// WALL ////////////////////////////////////////////////////////////////
249
250/// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall?
251/// kanske istället ska lägga Vec<WallRegion> i en Rc<Walls> och skicka med en klon av den, samt id:n till regionen och väggen?
252pub struct Wall<'a> {
253 region: &'a WallRegion,
254 edge: &'a WallEdge,
255}
256
257impl<'a> Wall<'a> {
258 pub fn next(&self) -> Wall<'a> {
259 let next = (self.edge.id + 1) % self.region.edges.len();
260 let edge = &self.region.edges[next];
261 Wall {
262 region: self.region,
263 edge,
264 }
265 }
266
267 pub fn previous(&self) -> Wall<'a> {
268 let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len();
269 let edge = &self.region.edges[prev];
270 Wall {
271 region: self.region,
272 edge,
273 }
274 }
275
276 pub fn normal(&self) -> Angle {
277 (self.edge.p2 - self.edge.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians()
278 }
279}