From: Tomas Wenström Date: Sun, 31 Jan 2021 17:29:38 +0000 (+0100) Subject: Collect wall points into walls and place them in a wall grid X-Git-Url: http://www.dolda2000.com/gitweb/?p=kaka%2Frust-sdl-test.git;a=commitdiff_plain;h=1f42d724d84ed1c014ff40ccc91058472391be0c Collect wall points into walls and place them in a wall grid --- diff --git a/src/common/geometry.rs b/src/common/geometry.rs index 02f93b1..5a03ffb 100644 --- a/src/common/geometry.rs +++ b/src/common/geometry.rs @@ -182,28 +182,28 @@ impl Radians { } #[macro_export] -macro_rules! rect { - ( $x:expr, $y:expr ) => { - Rect { x: $x, y: $y } +macro_rules! dimen { + ( $w:expr, $h:expr ) => { + Dimension { width: $w, height: $h } }; } -#[derive(Default)] -pub struct Rect { +#[derive(Debug, Default)] +pub struct Dimension { pub width: T, pub height: T, } -impl + Copy> Rect { +impl + Copy> Dimension { #[allow(dead_code)] pub fn area(&self) -> T { self.width * self.height } } -impl From<(T, T)> for Rect { +impl From<(T, T)> for Dimension { fn from(item: (T, T)) -> Self { - Rect { + Dimension { width: item.0, height: item.1, } @@ -291,9 +291,9 @@ mod tests { } #[test] - fn area_for_rect_of_multipliable_type() { - let r: Rect<_> = (30, 20).into(); // the Into trait uses the From trait + fn area_for_dimension_of_multipliable_type() { + let r: Dimension<_> = (30, 20).into(); // the Into trait uses the From trait assert_eq!(r.area(), 30 * 20); - // let a = Rect::from(("a".to_string(), "b".to_string())).area(); // this doesn't work, because area() is not implemented for String + // let a = Dimension::from(("a".to_string(), "b".to_string())).area(); // this doesn't work, because area() is not implemented for String } } diff --git a/src/common/mod.rs b/src/common/mod.rs index 3f5ba26..9c39453 100644 --- a/src/common/mod.rs +++ b/src/common/mod.rs @@ -1,6 +1,6 @@ mod geometry; pub use common::geometry::Point; -pub use common::geometry::Rect; +pub use common::geometry::Dimension; pub use common::geometry::Radians; pub use common::geometry::Degrees; diff --git a/src/core/app.rs b/src/core/app.rs index 9298ece..434f56c 100644 --- a/src/core/app.rs +++ b/src/core/app.rs @@ -1,5 +1,5 @@ use boll::*; -use common::{Point, Rect}; +use common::{Point, Dimension}; use core::controller::ControllerManager; use core::render::Renderer; use point; // defined in common, but loaded from main... @@ -18,14 +18,14 @@ const NS_PER_FRAME: u32 = 1_000_000_000 / FPS; #[derive(Default)] pub struct AppBuilder { - resolution: Rect, + resolution: Dimension, state: Option>, title: Option, } impl AppBuilder { pub fn with_resolution(mut self, width: u16, height: u16) -> Self { - self.resolution = Rect { width, height }; + self.resolution = Dimension { width, height }; self } @@ -283,7 +283,7 @@ type Bollar = Vec>; #[derive(Default)] pub struct ActiveState { - screen: Rect, + screen: Dimension, bolls: Bollar, boll_size: u32, mario_angle: f64, @@ -294,7 +294,7 @@ impl ActiveState { ActiveState { bolls: Bollar::new(), boll_size: 1, - screen: Rect::from(screen), + screen: Dimension::from(screen), ..Default::default() } } diff --git a/src/core/game.rs b/src/core/game.rs index 3e424fd..554bde7 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -173,8 +173,8 @@ impl Object for Character { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { let ctrl = self.ctrl.borrow(); - let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize; - let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize; + let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; + let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize; self.vel += lvl.gravity; if lvl.grid.cells[x][y] { if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) { @@ -271,8 +271,8 @@ impl Object for Boll { self.vel += lvl.gravity; self.pos += self.vel; - let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize; - let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize; + let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; + let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize; if lvl.grid.cells[x][y] { if self.bounces == 0 { return Dead diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs index 4a22807..c2a02b5 100644 --- a/src/core/level/lvlgen.rs +++ b/src/core/level/lvlgen.rs @@ -1,8 +1,9 @@ -use {point, time_scope}; -use common::Point; -use super::{Grid, Level}; +use common::{Point, Dimension}; +use std::rc::Rc; use noise::{NoiseFn, OpenSimplex, Seedable}; use rand::Rng; +use super::{Grid, Level, WallRegion}; +use {point, time_scope}; ////////// LEVEL GENERATOR ///////////////////////////////////////////////////// @@ -23,16 +24,15 @@ impl LevelGenerator { } pub fn generate(&self) -> Level { - println!("new level from {:?}", self); + dbg!(self); time_scope!("level generation"); let cell_size = 20; let (width, height) = (2560 / cell_size, 1440 / cell_size); let mut grid = Grid { - cell_size, - width, - height, + cell_size: (cell_size, cell_size).into(), + size: (width, height).into(), cells: vec!(vec!(true; height); width), }; @@ -54,11 +54,7 @@ impl LevelGenerator { self.filter_regions(&mut grid); let walls = self.find_walls(&grid); - Level { - gravity: point!(0.0, 0.1), - grid, - walls, - } + Level::new(point!(0.0, 0.1), grid, walls) } #[allow(dead_code)] @@ -80,9 +76,9 @@ impl LevelGenerator { fn smooth(&self, grid: &mut Grid) { let distance = 1; for _i in 0..self.iterations { - let mut next = vec!(vec!(true; grid.height); grid.width); - for x in distance..(grid.width - distance) { - for y in distance..(grid.height - distance) { + let mut next = vec!(vec!(true; grid.size.height); grid.size.width); + for x in distance..(grid.size.width - distance) { + for y in distance..(grid.size.height - distance) { match self.neighbours(&grid.cells, x, y, distance) { n if n < 4 => next[x][y] = false, n if n > 4 => next[x][y] = true, @@ -104,9 +100,9 @@ impl LevelGenerator { let mut count = 0; loop { count += 1; - let mut next = vec!(vec!(true; grid.height); grid.width); - for x in distance..(grid.width - distance) { - for y in distance..(grid.height - distance) { + let mut next = vec!(vec!(true; grid.size.height); grid.size.width); + for x in distance..(grid.size.width - distance) { + for y in distance..(grid.size.height - distance) { match self.neighbours(&grid.cells, x, y, distance) { n if n < 4 => next[x][y] = false, n if n > 4 => next[x][y] = true, @@ -136,15 +132,15 @@ impl LevelGenerator { } fn set_each bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { - for x in walls..(grid.width - walls) { - for y in walls..(grid.height - walls) { + for x in walls..(grid.size.width - walls) { + for y in walls..(grid.size.height - walls) { grid.cells[x][y] = func(x, y); } } } fn subdivide(&self, grid: &mut Grid) -> Grid { - let (width, height) = (grid.width * 2, grid.height * 2); + let (width, height) = (grid.size.width * 2, grid.size.height * 2); let mut cells = vec!(vec!(true; height); width); for x in 1..(width - 1) { for y in 1..(height - 1) { @@ -152,9 +148,8 @@ impl LevelGenerator { } } Grid { - cell_size: grid.cell_size / 2, - width, - height, + cell_size: (grid.cell_size.width / 2, grid.cell_size.height / 2).into(), + size: (width, height).into(), cells } } @@ -162,9 +157,9 @@ impl LevelGenerator { fn find_regions(&self, grid: &Grid) -> Vec { time_scope!(" finding all regions"); let mut regions = vec!(); - let mut marked = vec!(vec!(false; grid.height); grid.width); - for x in 0..grid.width { - for y in 0..grid.height { + let mut marked = vec!(vec!(false; grid.size.height); grid.size.width); + for x in 0..grid.size.width { + for y in 0..grid.size.height { if !marked[x][y] { regions.push(self.get_region_at_point(grid, x, y, &mut marked)); } @@ -183,7 +178,7 @@ impl LevelGenerator { cells.push(p); for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { let ip = (p.0 as isize + i.0, p.1 as isize + i.1); - if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize { + if ip.0 >= 0 && ip.0 < grid.size.width as isize && ip.1 >= 0 && ip.1 < grid.size.height as isize { let up = (ip.0 as usize, ip.1 as usize); if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] { marked[up.0][up.1] = true; @@ -204,12 +199,12 @@ impl LevelGenerator { fn filter_regions(&self, grid: &mut Grid) { let min_wall_size = 0.0015; - println!(" grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height); - println!(" min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size); + println!(" grid size: ({}, {}) = {} cells", grid.size.width, grid.size.height, grid.size.width * grid.size.height); + println!(" min wall size: {}", (grid.size.width * grid.size.height) as f64 * min_wall_size); // delete all smaller wall regions for r in self.find_regions(grid).iter().filter(|r| r.value) { - let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64; + let percent = r.cells.len() as f64 / (grid.size.width * grid.size.height) as f64; if percent < min_wall_size { // println!(" delete wall region of size {}", r.cells.len()); self.delete_region(grid, r); @@ -226,20 +221,30 @@ impl LevelGenerator { } } - fn find_walls(&self, grid: &Grid) -> Vec>> { + fn find_walls(&self, grid: &Grid) -> Vec> { let mut walls = vec!(); for r in self.find_regions(&grid) { if r.value { - let mut outline = r.outline(grid.cell_size); - for i in 2..(outline.len() - 2) { -// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; - outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; - } - walls.push(outline); + let outline = r.outline(&grid.cell_size); + let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect(); + self.smooth_wall(&mut floats, self.wall_smooth_radius as isize); + let wall = WallRegion::new(floats); + walls.push(wall); } } walls } + + fn smooth_wall(&self, points: &mut Vec>, radius: isize) { + let idx = |n| (n as isize + points.len() as isize) as usize % points.len(); + let mut new_points = points.clone(); + for i in 0..points.len() { + new_points[i] = ((i as isize + 1 - radius)..=(i as isize + radius)) // aggregates all points from -radius to +radius + .fold(points[idx(i as isize - radius)], |acc, o| acc + points[idx(o)]) // with addition + / (radius * 2 + 1) as f64; + } + *points = new_points; + } } ////////// REGION ////////////////////////////////////////////////////////////// @@ -262,19 +267,21 @@ impl Region { (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) } - pub fn outline(&self, scale: usize) -> Vec> { + pub fn outline(&self, scale: &Dimension) -> Vec> { let rect = self.enclosing_rect(); let (ox, oy, w, h) = rect; let grid = self.grid(&rect); let mut marked = vec!(vec!(false; h); w); let mut outline = vec!(); let mut directions = vec!((1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)); // 8 directions rotating right from starting direction right + let multiplier = (scale.width as isize, scale.height as isize); + let offset = (scale.width as isize / 2, scale.height as isize / 2); let start = self.find_first_point_of_outline(&rect, &grid); let mut p = start; marked[p.x as usize][p.y as usize] = true; loop { - outline.push((p + (ox as isize, oy as isize)) * scale as isize); + outline.push((p + (ox as isize, oy as isize)) * multiplier + offset); self.find_next_point_of_outline(&grid, &mut p, &mut directions); if p == start { break; diff --git a/src/core/level/mod.rs b/src/core/level/mod.rs index 3336b95..3945776 100644 --- a/src/core/level/mod.rs +++ b/src/core/level/mod.rs @@ -1,6 +1,8 @@ -use common::Point; +use common::{Point, Dimension}; use core::render::Renderer; use sprites::SpriteManager; +use std::rc::Rc; +use {point, dimen}; mod lvlgen; @@ -12,45 +14,140 @@ pub use self::lvlgen::LevelGenerator; pub struct Level { pub gravity: Point, pub grid: Grid, - walls: Vec>>, + walls: Vec>, + wall_grid: Grid>>, } impl Level { - // pub fn new(gravity: Point) -> 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, grid: Grid, mut walls: Vec>) -> 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); + Level { + gravity, + grid, + walls, + wall_grid, + } + } + + /// Creates a grid of wall edges for fast lookup + fn build_wall_grid(walls: &mut Vec>, lvlsize: &Dimension) -> Grid>> { + 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 mut grid = vec!(vec!(vec!(); size.height); size.width); + + for wall in walls { + for edge in &wall.edges { + // TODO: include cells that this edge overlaps + for p in &[edge.p1, edge.p2] { + let p = point!(p.x as usize, p.y as usize) / cs; + grid[0.max(p.x as usize).min(size.width - 1)][0.max(p.y as usize).min(size.height - 1)].push(Rc::clone(edge)); + } + } + } + + Grid { + size, + cell_size: dimen!(cs.x, cs.y), + cells: 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.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 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.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() { + 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 { + 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)); } } } ////////// GRID //////////////////////////////////////////////////////////////// -#[derive(Default)] +#[derive(Debug, Default)] pub struct Grid { - pub width: usize, - pub height: usize, - pub cell_size: usize, + pub size: Dimension, + pub cell_size: Dimension, pub cells: Vec>, } + +////////// WALL REGION ///////////////////////////////////////////////////////// + +#[derive(Debug)] +pub struct WallRegion { + edges: Vec>, +} + +impl WallRegion { + pub fn new(points: Vec>) -> Rc { + let mut edges = vec!(); + + for i in 0..points.len() { + let edge = Rc::new(WallEdge { + index: i, + p1: points[i], + p2: points[(i + 1) % points.len()], + }); + edges.push(edge); + } + + Rc::new(WallRegion { edges }) + } + + #[allow(dead_code)] + fn next(&self, index: usize) -> Rc { + let index = (index + 1) % self.edges.len(); + Rc::clone(&self.edges[index]) + } + + #[allow(dead_code)] + fn previous(&self, index: usize) -> Rc { + let index = (index + self.edges.len() + 1) % self.edges.len(); + Rc::clone(&self.edges[index]) + } +} + +////////// WALL EDGE /////////////////////////////////////////////////////////// + +#[derive(Debug, Default)] +struct WallEdge { + index: usize, + pub p1: Point, + pub p2: Point, +}