-use common::{Point, Dimension, Intersection, supercover_line};
+use common::{Point, Dimension, Intersection, Radians, supercover_line};
use core::render::Renderer;
use sprites::SpriteManager;
use std::rc::Rc;
// walls
for wall in &self.walls {
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()),
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) {
- let wall = Wall {
- region: &self.walls[w.region],
- edge: w,
- };
- return IntersectResult::Intersection(wall, p)
- }
+ 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)
}
}
}
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
+ }
}