Refactor walls
[kaka/rust-sdl-test.git] / src / core / level / mod.rs
CommitLineData
8012f86b 1use common::{Point, Dimension, Intersection, supercover_line};
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2use core::render::Renderer;
3use sprites::SpriteManager;
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4use std::rc::Rc;
5use {point, dimen};
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6
7mod lvlgen;
8
9pub use self::lvlgen::LevelGenerator;
10
11////////// LEVEL ///////////////////////////////////////////////////////////////
12
13#[derive(Default)]
14pub struct Level {
e570927a 15 pub gravity: Point<f64>,
37f3e1ed 16 pub grid: Grid<bool>,
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17 walls: Vec<Rc<WallRegion>>,
18 wall_grid: Grid<Vec<Rc<WallEdge>>>,
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19}
20
21impl Level {
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22 pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<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.cell_size);
26 Level {
27 gravity,
28 grid,
29 walls,
30 wall_grid,
31 }
32 }
33
34 /// Creates a grid of wall edges for fast lookup
d01df1fc 35 fn build_wall_grid(walls: &mut Vec<WallRegion>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
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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!(cell_size.width as f64, cell_size.height as f64);
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39 let mut grid = Grid {
40 cells: vec!(vec!(vec!(); size.height); size.width),
41 size,
42 cell_size: dimen!(cs.x, cs.y),
43 };
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44
45 for wall in walls {
46 for edge in &wall.edges {
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47 for c in grid.grid_coordinates_on_line(edge.p1, edge.p2) {
48 grid.cells[c.x][c.y].push(Rc::clone(edge));
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49 }
50 }
51 }
52
8012f86b 53 grid
1f42d724 54 }
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55
56 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
1f42d724 57 // original grid
79914631 58 renderer.canvas().set_draw_color((64, 64, 64));
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59 let size = &self.grid.cell_size;
60 for x in 0..self.grid.size.width {
61 for y in 0..self.grid.size.height {
79914631 62 if self.grid.cells[x][y] {
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63 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
64 x as i32 * size.width as i32,
65 y as i32 * size.height as i32,
66 size.width as u32,
67 size.height as u32)).unwrap();
68 }
69 }
70 }
71
72 // wall grid
73 renderer.canvas().set_draw_color((0, 32, 0));
74 let size = &self.wall_grid.cell_size;
75 for x in 0..self.wall_grid.size.width {
76 for y in 0..self.wall_grid.size.height {
77 if !self.wall_grid.cells[x][y].is_empty() {
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78 let num = self.wall_grid.cells[x][y].len();
79 renderer.canvas().set_draw_color((0, 32*num as u8, 0));
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80 renderer.canvas().fill_rect(sdl2::rect::Rect::new(
81 x as i32 * size.width as i32,
82 y as i32 * size.height as i32,
83 size.width as u32,
84 size.height as u32)).unwrap();
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85 }
86 }
87 }
88
1f42d724 89 // walls
79914631 90 for wall in &self.walls {
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91 for e in &wall.edges {
92 renderer.draw_line(
93 <(i32, i32)>::from(e.p1.to_i32()),
94 <(i32, i32)>::from(e.p2.to_i32()),
95 (255, 255, 0));
79914631 96 }
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97 }
98 }
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99
100 pub fn intersect_walls(&self, p1: Point<f64>, p2: Point<f64>) -> IntersectResult {
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101 for c in self.wall_grid.grid_coordinates_on_line(p1, p2) {
102 if let walls = &self.wall_grid.cells[c.x][c.y] {
103 for w in walls {
104 if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) {
105 let wall = Wall {
106 region: &self.walls[w.region],
d01df1fc 107 edge: w,
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108 };
109 return IntersectResult::Intersection(wall, p)
110 }
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111 }
112 }
113 }
114 IntersectResult::None
115 }
116}
117
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118pub enum IntersectResult<'a> {
119 Intersection(Wall<'a>, Point<f64>),
60058b91 120 None
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121}
122
123////////// GRID ////////////////////////////////////////////////////////////////
124
1f42d724 125#[derive(Debug, Default)]
37f3e1ed 126pub struct Grid<T> {
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127 pub size: Dimension<usize>,
128 pub cell_size: Dimension<usize>,
37f3e1ed 129 pub cells: Vec<Vec<T>>,
79914631 130}
1f42d724 131
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132impl<T> Grid<T> {
133 pub fn at<C>(&self, c: C) -> Option<&T>
134 where C: Into<(isize, isize)>
135 {
136 let c = c.into();
137 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
138 Some(&self.cells[c.0 as usize][c.1 as usize])
139 } else {
140 None
141 }
142 }
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143
144 pub fn to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
145 where C: Into<(isize, isize)>
146 {
147 let c = c.into();
148 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
149 Some(point!(c.0 as usize, c.1 as usize))
150 } else {
151 None
152 }
153 }
154
155 /// Returns a list of grid coordinates that a line in world coordinates passes through.
156 pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
157 let scale = (self.cell_size.width as f64, self.cell_size.height as f64);
158 supercover_line(p1 / scale, p2 / scale)
159 .iter()
160 .map(|c| self.to_grid_coordinate(*c))
161 .flatten()
162 .collect()
163 }
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164}
165
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166////////// WALL REGION /////////////////////////////////////////////////////////
167
168#[derive(Debug)]
169pub struct WallRegion {
170 edges: Vec<Rc<WallEdge>>,
171}
172
173impl WallRegion {
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174 pub fn new(points: Vec<Point<f64>>) -> Self {
175 let index: RegionIndex = 0; // use as param
60058b91 176 let mut edges = Vec::with_capacity(points.len());
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177
178 for i in 0..points.len() {
179 let edge = Rc::new(WallEdge {
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180 region: index,
181 id: i,
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182 p1: points[i],
183 p2: points[(i + 1) % points.len()],
184 });
185 edges.push(edge);
186 }
187
d01df1fc 188 WallRegion { edges }
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189 }
190
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191 // #[allow(dead_code)]
192 // fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
193 // let index = (index + 1) % self.edges.len();
194 // Rc::clone(&self.edges[index])
195 // }
196
197 // #[allow(dead_code)]
198 // fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
199 // let index = (index + self.edges.len() + 1) % self.edges.len();
200 // Rc::clone(&self.edges[index])
201 // }
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202}
203
204////////// WALL EDGE ///////////////////////////////////////////////////////////
205
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206type RegionIndex = usize;
207type EdgeIndex = usize;
208
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209#[derive(Debug, Default)]
210struct WallEdge {
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211 region: RegionIndex,
212 id: EdgeIndex,
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213 pub p1: Point<f64>,
214 pub p2: Point<f64>,
215}
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216
217////////// WALL ////////////////////////////////////////////////////////////////
218
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219/// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall?
220/// kanske istället ska lägga Vec<WallRegion> i en Rc<Walls> och skicka med en klon av den, samt id:n till regionen och väggen?
221pub struct Wall<'a> {
222 region: &'a WallRegion,
223 edge: &'a WallEdge,
224}
225
226impl<'a> Wall<'a> {
227 pub fn next(&self) -> Wall<'a> {
228 let next = (self.edge.id + 1) % self.region.edges.len();
229 let edge = &self.region.edges[next];
230 Wall {
231 region: self.region,
232 edge,
233 }
234 }
235
236 pub fn previous(&self) -> Wall<'a> {
237 let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len();
238 let edge = &self.region.edges[prev];
239 Wall {
240 region: self.region,
241 edge,
242 }
243 }
60058b91 244}