Only collide with walls from the front
[kaka/rust-sdl-test.git] / src / core / level / mod.rs
index 5df8ba6..bdc6cb0 100644 (file)
@@ -1,5 +1,5 @@
-use common::{Point, Dimension, Intersection, supercover_line};
 use core::render::Renderer;
+use geometry::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line};
 use sprites::SpriteManager;
 use std::rc::Rc;
 use {point, dimen};
@@ -14,7 +14,7 @@ pub use self::lvlgen::LevelGenerator;
 pub struct Level {
     pub gravity: Point<f64>,
     pub grid: Grid<bool>,
-    walls: Vec<WallRegion>,
+    walls: Vec<Rc<WallRegion>>,
     wall_grid: Grid<Vec<Rc<WallEdge>>>,
 }
 
@@ -26,7 +26,7 @@ impl Level {
        Level {
            gravity,
            grid,
-           walls,
+           walls: walls.into_iter().map(|i| Rc::new(i)).collect(),
            wall_grid,
        }
     }
@@ -53,35 +53,50 @@ impl Level {
        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.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();
+    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 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));
                }
            }
        }
@@ -89,6 +104,25 @@ impl Level {
        // walls
        for wall in &self.walls {
            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();
+
+                   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()),
@@ -99,12 +133,12 @@ impl Level {
 
     pub fn intersect_walls(&self, p1: Point<f64>, p2: Point<f64>) -> IntersectResult {
        for c in self.wall_grid.grid_coordinates_on_line(p1, p2) {
-           if let walls = &self.wall_grid.cells[c.x][c.y] {
-               for w in walls {
-                   if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.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: &self.walls[w.region],
-                           edge: w,
+                           region: Rc::clone(&self.walls[w.region]),
+                           edge: Rc::clone(w),
                        };
                        return IntersectResult::Intersection(wall, p)
                    }
@@ -115,8 +149,8 @@ impl Level {
     }
 }
 
-pub enum IntersectResult<'a> {
-    Intersection(Wall<'a>, Point<f64>),
+pub enum IntersectResult {
+    Intersection(Wall, Point<f64>),
     None
 }
 
@@ -130,16 +164,16 @@ pub struct Grid<T> {
 }
 
 impl<T> Grid<T> {
-    pub fn at<C>(&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 at<C>(&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<C>(&self, c: C) -> Option<Point<usize>>
     where C: Into<(isize, isize)>
@@ -164,7 +198,7 @@ impl<T> Grid<T> {
 
 ////////// WALL REGION /////////////////////////////////////////////////////////
 
-#[derive(Debug)]
+#[derive(Debug, Default)]
 pub struct WallRegion {
     edges: Vec<Rc<WallEdge>>,
 }
@@ -187,17 +221,15 @@ impl WallRegion {
        WallRegion { edges }
     }
 
-    // #[allow(dead_code)]
-    // fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
-    //         let index = (index + 1) % self.edges.len();
-    //         Rc::clone(&self.edges[index])
-    // }
+    fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
+       let index = (index + 1) % self.edges.len();
+       Rc::clone(&self.edges[index])
+    }
 
-    // #[allow(dead_code)]
-    // fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
-    //         let index = (index + self.edges.len() + 1) % self.edges.len();
-    //         Rc::clone(&self.edges[index])
-    // }
+    fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
+       let index = (index + self.edges.len() + 1) % self.edges.len();
+       Rc::clone(&self.edges[index])
+    }
 }
 
 ////////// WALL EDGE ///////////////////////////////////////////////////////////
@@ -213,31 +245,38 @@ struct WallEdge {
     pub p2: Point<f64>,
 }
 
+impl WallEdge {
+    fn point_is_in_front(&self, p: Point<f64>) -> bool {
+       let cross = (self.p2 - self.p1).cross_product(p - self.p1);
+       cross > 0.0
+    }
+}
+
 ////////// WALL ////////////////////////////////////////////////////////////////
 
-/// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall?
-/// kanske istället ska lägga Vec<WallRegion> i en Rc<Walls> och skicka med en klon av den, samt id:n till regionen och väggen?
-pub struct Wall<'a> {
-    region: &'a WallRegion,
-    edge: &'a WallEdge,
+pub struct Wall {
+    region: Rc<WallRegion>,
+    edge: Rc<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];
+impl Wall {
+    #[allow(dead_code)]
+    pub fn next(self) -> Wall {
        Wall {
+           edge: self.region.next(self.edge.id),
            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];
+    #[allow(dead_code)]
+    pub fn previous(self) -> Wall {
        Wall {
+           edge: self.region.previous(self.edge.id),
            region: self.region,
-           edge,
        }
     }
+
+    pub fn normal(&self) -> Angle {
+       (self.edge.p2 - self.edge.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians()
+    }
 }