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[kaka/rust-sdl-test.git] / src / core / level / mod.rs
index 488cae1..578a94e 100644 (file)
@@ -1,4 +1,4 @@
-use common::{Point, Dimension, Intersection, supercover_line};
+use common::{Point, Dimension, Intersection, Angle, ToAngle, supercover_line};
 use core::render::Renderer;
 use sprites::SpriteManager;
 use std::rc::Rc;
@@ -14,15 +14,15 @@ pub use self::lvlgen::LevelGenerator;
 pub struct Level {
     pub gravity: Point<f64>,
     pub grid: Grid<bool>,
-    walls: Vec<Rc<WallRegion>>,
+    walls: Vec<WallRegion>,
     wall_grid: Grid<Vec<Rc<WallEdge>>>,
 }
 
 impl Level {
-    pub fn new(gravity: Point<f64>, grid: Grid<bool>, mut walls: Vec<Rc<WallRegion>>) -> Self {
+    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.cell_size);
+       dbg!(&wall_grid.scale);
        Level {
            gravity,
            grid,
@@ -32,14 +32,14 @@ impl Level {
     }
 
     /// Creates a grid of wall edges for fast lookup
-    fn build_wall_grid(walls: &mut Vec<Rc<WallRegion>>, lvlsize: &Dimension<usize>) -> Grid<Vec<Rc<WallEdge>>> {
+    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!(cell_size.width as f64, cell_size.height as f64);
+       //let cs = point!(scale.width as f64, scale.height as f64);
        let mut grid = Grid {
            cells: vec!(vec!(vec!(); size.height); size.width),
            size,
-           cell_size: dimen!(cs.x, cs.y),
+           scale: dimen!(cs.x as f64, cs.y as f64),
        };
 
        for wall in walls {
@@ -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.cell_size;
-       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.cell_size;
-       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()),
@@ -99,15 +133,13 @@ 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) {
-                       let wall = Wall {
-                           region: &self.walls[w.region],
-                           edge: Rc::clone(&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)
                }
            }
        }
@@ -115,8 +147,8 @@ impl Level {
     }
 }
 
-pub enum IntersectResult {
-    Intersection(Wall, Point<f64>),
+pub enum IntersectResult<'a> {
+    Intersection(Wall<'a>, Point<f64>),
     None
 }
 
@@ -125,7 +157,7 @@ pub enum IntersectResult {
 #[derive(Debug, Default)]
 pub struct Grid<T> {
     pub size: Dimension<usize>,
-    pub cell_size: Dimension<usize>,
+    pub scale: Dimension<f64>,
     pub cells: Vec<Vec<T>>,
 }
 
@@ -154,8 +186,7 @@ impl<T> Grid<T> {
 
     /// 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>> {
-       let scale = (self.cell_size.width as f64, self.cell_size.height as f64);
-       supercover_line(p1 / scale, p2 / scale)
+       supercover_line(p1 / self.scale, p2 / self.scale)
            .iter()
            .map(|c| self.to_grid_coordinate(*c))
            .flatten()
@@ -171,46 +202,78 @@ pub struct WallRegion {
 }
 
 impl WallRegion {
-    pub fn new(points: Vec<Point<f64>>) -> Rc<Self> {
+    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 {
-               index: i,
+               region: index,
+               id: i,
                p1: points[i],
                p2: points[(i + 1) % points.len()],
            });
            edges.push(edge);
        }
 
-       Rc::new(WallRegion { edges })
+       WallRegion { edges }
     }
 
-    #[allow(dead_code)]
-    fn next(&self, index: usize) -> Rc<WallEdge> {
-       let index = (index + 1) % self.edges.len();
-       Rc::clone(&self.edges[index])
-    }
+    // #[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: usize) -> Rc<WallEdge> {
-       let index = (index + self.edges.len() + 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 {
-    index: usize,
+    region: RegionIndex,
+    id: EdgeIndex,
     pub p1: Point<f64>,
     pub p2: Point<f64>,
 }
 
 ////////// WALL ////////////////////////////////////////////////////////////////
 
-pub struct Wall {
-//    region: Rc<WallRegion>,
-    edge: Rc<WallEdge>,
+/// 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) -> Angle {
+       (self.edge.p2 - self.edge.p1).to_angle() + std::f64::consts::FRAC_PI_2.radians()
+    }
 }