Cleanup, improve auto wall rotate

This commit is contained in:
2026-03-24 11:28:11 +00:00
parent be2f7160ba
commit 32f1740577
25 changed files with 226 additions and 252 deletions
+20 -32
View File
@@ -21,7 +21,6 @@ module Dodge.Base.Collide (
bouncePoint,
circOnSomeWall,
circOnAnyCr,
overlapCircWalls,
overlapCircWallsClosest,
crsNearPoint,
allVisibleWalls,
@@ -73,15 +72,15 @@ doBounce x sp ep (p, mwl) = fmap f mwl
, reflVelWallDamp x wl (ep -.- sp)
)
--bounceBall ::
-- bounceBall ::
-- Float ->
-- Point2 ->
-- Point2 ->
-- Float ->
-- [Wall] ->
-- Maybe (Point2, Point2)
--{-# INLINE bounceBall #-}
--bounceBall x sp ep r = doBounce x sp ep . collideCircWalls sp ep r
-- {-# INLINE bounceBall #-}
-- bounceBall x sp ep r = doBounce x sp ep . collideCircWalls sp ep r
bouncePoint ::
(Wall -> Bool) ->
@@ -106,7 +105,7 @@ collide3Chasms sp w m =
foldl'
(flip (collide3Chasm sp))
m
--(foldMap loopPairs $ w ^. cWorld . chasms)
-- (foldMap loopPairs $ w ^. cWorld . chasms)
(w ^. cWorld . cliffs)
collide3Chasm :: Point3 -> (Point2, Point2) -> (Point3, MPO) -> (Point3, MPO)
@@ -194,9 +193,9 @@ collidePointTestFilter t sp ep =
---- this COULD be written in terms of collidePointWallsFilterStream, TODO test
---- whether this is actually faster
--collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> StreamOf Wall -> Bool
--{-# INLINE collidePointTestFilter #-}
--collidePointTestFilter t sp ep = runIdentity
-- collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> StreamOf Wall -> Bool
-- {-# INLINE collidePointTestFilter #-}
-- collidePointTestFilter t sp ep = runIdentity
-- . S.any_ (isJust . uncurry (intersectSegSeg sp ep) . _wlLine)
-- . S.filter t
@@ -204,15 +203,15 @@ collidePointWallsFilter :: (Wall -> Bool) -> Point2 -> Point2 -> World -> (Point
{-# INLINE collidePointWallsFilter #-}
collidePointWallsFilter t sp ep = collidePoint sp ep . filter t . wlsNearSeg sp ep
--overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall
-- overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall
-- -> StreamOf (Point2,Wall)
--{-# INLINE overlapSegWalls #-}
--overlapSegWalls sp ep = S.mapMaybe $ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
-- {-# INLINE overlapSegWalls #-}
-- overlapSegWalls sp ep = S.mapMaybe $ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
overlapSegWalls :: Point2 -> Point2 -> [Wall] -> [(Point2, Wall)]
{-# INLINE overlapSegWalls #-}
overlapSegWalls sp ep = mapMaybe
$ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
overlapSegWalls sp ep = mapMaybe $
\wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl)
visibleWalls :: Point2 -> Point2 -> World -> [(Point2, Wall)]
{-# INLINE visibleWalls #-}
@@ -228,16 +227,12 @@ allVisibleWalls w = concatMap (flip (visibleWalls vPos) w . (+.+ vPos)) $ nRays
where
vPos = w ^. wCam . camViewFrom
overlapCircWalls ::
Point2 ->
Float ->
[Wall] ->
[(Point2, Wall)]
overlapCircWalls :: Point2 -> Float -> [Wall] -> [(Point2, Wall)]
{-# INLINE overlapCircWalls #-}
overlapCircWalls p r = mapMaybe dointersect
overlapCircWalls p r = mapMaybe g
where
dointersect wl = f (_wlLine wl) <&> (,wl)
f (a, b) = intersectSegSeg p (p +.+ r *.* normalizeV ((0.5 *.* (a +.+ b)) -.- p)) a b
g wl = f (_wlLine wl) <&> (,wl)
f (a, b) = intersectSegSeg p (p + r *^ vNormal (normalizeV (b - a))) a b
circHitWall :: Point2 -> Point2 -> Float -> World -> Bool
circHitWall sp ep r w =
@@ -256,7 +251,8 @@ collideCircWalls :: Point2 -> Point2 -> Float -> [Wall] -> (Point2, Maybe Wall)
collideCircWalls sp ep rad = foldl' findPoint (ep, Nothing)
where
findPoint (p, mwl) wl =
maybe (p, mwl) (,Just wl) . uncurry (intersectSegSeg sp p)
maybe (p, mwl) (,Just wl)
. uncurry (intersectSegSeg sp p)
. shiftbyrad
. _wlLine
$ wl
@@ -272,14 +268,7 @@ collideCircWalls sp ep rad = foldl' findPoint (ep, Nothing)
overlapCircWallsClosest :: Point2 -> Float -> [Wall] -> Maybe (Point2, Wall)
{-# INLINE overlapCircWallsClosest #-}
overlapCircWallsClosest p r =
safeMinimumOn (dist p . fst)
. overlapCircWalls p r
--overlapCircWallsClosest :: Point2 -> Float -> StreamOf Wall -> Maybe (Point2,Wall)
--{-# INLINE overlapCircWallsClosest #-}
--overlapCircWallsClosest p r = minStreamOn (dist p . fst)
-- . overlapCircWalls p r
overlapCircWallsClosest p r = safeMinimumOn (dist p . fst) . overlapCircWalls p r
{- | Test if a circle collides with any wall.
- Note no check on whether the wall is walkable.
@@ -313,7 +302,7 @@ hasButtonLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasButtonLOS #-}
hasButtonLOS _ _ = const True
--hasButtonLOS p1 p2 =
-- hasButtonLOS p1 p2 =
-- not
-- . collidePointTestFilter (not . _wlTouchThrough) p1 p2
-- . wlsNearSeg p1 p2
@@ -325,7 +314,6 @@ hasLOSIndirect p1 p2 =
. collidePointTestFilter wlIsOpaque p1 p2
. wlsNearSeg p1 p2
canSee :: Int -> Int -> World -> Bool
{-# INLINE canSee #-}
canSee i j w = hasLOS p1 p2 w