-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;
pub struct Level {
pub gravity: Point<f64>,
pub grid: Grid<bool>,
- walls: Vec<Vec<Point<isize>>>,
+ walls: Vec<WallRegion>,
+ wall_grid: Grid<Vec<Rc<WallEdge>>>,
}
impl Level {
- // pub fn new(gravity: Point<f64>) -> 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<f64>, grid: Grid<bool>, mut walls: Vec<WallRegion>) -> 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<WallRegion>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
+ 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<f64>, p2: Point<f64>) -> 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<f64>),
+ None
}
////////// GRID ////////////////////////////////////////////////////////////////
-#[derive(Default)]
+#[derive(Debug, Default)]
pub struct Grid<T> {
- pub width: usize,
- pub height: usize,
- pub cell_size: usize,
+ pub size: Dimension<usize>,
+ pub scale: Dimension<f64>,
pub cells: Vec<Vec<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 to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
+ 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<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
+ 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<Rc<WallEdge>>,
+}
+
+impl WallRegion {
+ pub fn new(points: Vec<Point<f64>>) -> 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<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])
+ // }
+}
+
+////////// WALL EDGE ///////////////////////////////////////////////////////////
+
+type RegionIndex = usize;
+type EdgeIndex = usize;
+
+#[derive(Debug, Default)]
+struct WallEdge {
+ region: RegionIndex,
+ id: EdgeIndex,
+ pub p1: Point<f64>,
+ pub p2: Point<f64>,
+}
+
+////////// 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,
+}
+
+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
+ }
+}