Bounce bolls off of walls in a proper angle
[kaka/rust-sdl-test.git] / src / core / level / mod.rs
... / ...
CommitLineData
1use common::{Point, Dimension, Intersection, Radians, 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) {
57 // original grid
58 renderer.canvas().set_draw_color((64, 64, 64));
59 let size = &self.grid.scale;
60 for x in 0..self.grid.size.width {
61 for y in 0..self.grid.size.height {
62 if self.grid.cells[x][y] {
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.scale;
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() {
78 let num = self.wall_grid.cells[x][y].len();
79 renderer.canvas().set_draw_color((0, 32*num as u8, 0));
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();
85 }
86 }
87 }
88
89 // walls
90 for wall in &self.walls {
91 for e in &wall.edges {
92 let c = (e.p1 + e.p2) / 2.0;
93 let mut rad = (e.p2 - e.p1).to_radians();
94 rad.0 += std::f64::consts::FRAC_PI_2;
95
96 renderer.draw_line(
97 <(i32, i32)>::from(c.to_i32()),
98 <(i32, i32)>::from((c + Point::from(rad) * 10.0).to_i32()),
99 (255, 128, 0));
100
101 renderer.draw_line(
102 <(i32, i32)>::from(e.p1.to_i32()),
103 <(i32, i32)>::from(e.p2.to_i32()),
104 (255, 255, 0));
105 }
106 }
107 }
108
109 pub fn intersect_walls(&self, p1: Point<f64>, p2: Point<f64>) -> IntersectResult {
110 for c in self.wall_grid.grid_coordinates_on_line(p1, p2) {
111 for w in &self.wall_grid.cells[c.x][c.y] {
112 if let Intersection::Point(p) = Intersection::lines(p1, p2, w.p1, w.p2) {
113 let wall = Wall {
114 region: &self.walls[w.region],
115 edge: w,
116 };
117 return IntersectResult::Intersection(wall, p)
118 }
119 }
120 }
121 IntersectResult::None
122 }
123}
124
125pub enum IntersectResult<'a> {
126 Intersection(Wall<'a>, Point<f64>),
127 None
128}
129
130////////// GRID ////////////////////////////////////////////////////////////////
131
132#[derive(Debug, Default)]
133pub struct Grid<T> {
134 pub size: Dimension<usize>,
135 pub scale: Dimension<f64>,
136 pub cells: Vec<Vec<T>>,
137}
138
139impl<T> Grid<T> {
140 pub fn at<C>(&self, c: C) -> Option<&T>
141 where C: Into<(isize, isize)>
142 {
143 let c = c.into();
144 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
145 Some(&self.cells[c.0 as usize][c.1 as usize])
146 } else {
147 None
148 }
149 }
150
151 pub fn to_grid_coordinate<C>(&self, c: C) -> Option<Point<usize>>
152 where C: Into<(isize, isize)>
153 {
154 let c = c.into();
155 if c.0 >= 0 && c.0 < self.size.width as isize && c.1 >= 0 && c.1 < self.size.height as isize {
156 Some(point!(c.0 as usize, c.1 as usize))
157 } else {
158 None
159 }
160 }
161
162 /// Returns a list of grid coordinates that a line in world coordinates passes through.
163 pub fn grid_coordinates_on_line(&self, p1: Point<f64>, p2: Point<f64>) -> Vec<Point<usize>> {
164 supercover_line(p1 / self.scale, p2 / self.scale)
165 .iter()
166 .map(|c| self.to_grid_coordinate(*c))
167 .flatten()
168 .collect()
169 }
170}
171
172////////// WALL REGION /////////////////////////////////////////////////////////
173
174#[derive(Debug)]
175pub struct WallRegion {
176 edges: Vec<Rc<WallEdge>>,
177}
178
179impl WallRegion {
180 pub fn new(points: Vec<Point<f64>>) -> Self {
181 let index: RegionIndex = 0; // use as param
182 let mut edges = Vec::with_capacity(points.len());
183
184 for i in 0..points.len() {
185 let edge = Rc::new(WallEdge {
186 region: index,
187 id: i,
188 p1: points[i],
189 p2: points[(i + 1) % points.len()],
190 });
191 edges.push(edge);
192 }
193
194 WallRegion { edges }
195 }
196
197 // #[allow(dead_code)]
198 // fn next(&self, index: EdgeIndex) -> Rc<WallEdge> {
199 // let index = (index + 1) % self.edges.len();
200 // Rc::clone(&self.edges[index])
201 // }
202
203 // #[allow(dead_code)]
204 // fn previous(&self, index: EdgeIndex) -> Rc<WallEdge> {
205 // let index = (index + self.edges.len() + 1) % self.edges.len();
206 // Rc::clone(&self.edges[index])
207 // }
208}
209
210////////// WALL EDGE ///////////////////////////////////////////////////////////
211
212type RegionIndex = usize;
213type EdgeIndex = usize;
214
215#[derive(Debug, Default)]
216struct WallEdge {
217 region: RegionIndex,
218 id: EdgeIndex,
219 pub p1: Point<f64>,
220 pub p2: Point<f64>,
221}
222
223////////// WALL ////////////////////////////////////////////////////////////////
224
225/// kommer det här att fungera ifall nåt objekt ska spara en referens till Wall?
226/// kanske istället ska lägga Vec<WallRegion> i en Rc<Walls> och skicka med en klon av den, samt id:n till regionen och väggen?
227pub struct Wall<'a> {
228 region: &'a WallRegion,
229 edge: &'a WallEdge,
230}
231
232impl<'a> Wall<'a> {
233 pub fn next(&self) -> Wall<'a> {
234 let next = (self.edge.id + 1) % self.region.edges.len();
235 let edge = &self.region.edges[next];
236 Wall {
237 region: self.region,
238 edge,
239 }
240 }
241
242 pub fn previous(&self) -> Wall<'a> {
243 let prev = (self.edge.id + self.region.edges.len() - 1) % self.region.edges.len();
244 let edge = &self.region.edges[prev];
245 Wall {
246 region: self.region,
247 edge,
248 }
249 }
250
251 pub fn normal(&self) -> Radians {
252 let mut rad = (self.edge.p2 - self.edge.p1).to_radians();
253 rad.0 += std::f64::consts::FRAC_PI_2;
254 rad
255 }
256}