Make item display universal

This commit is contained in:
2022-06-19 12:56:30 +01:00
parent df1f3ad6b0
commit 541a04f1bc
22 changed files with 349 additions and 358 deletions
+211
View File
@@ -16,6 +16,23 @@ module Dodge.Base.Collide
, wlIsSeeThrough
, wallsOnCirc
, wallsOnLineHit
, collideCircWalls
, collideCircWalls'
, circOnSomeWall
, collidePointWalls
, collidePointWallsNorm
, collidePointWalls'
, overlapCircWallsReturnWall
, collideCircCrsPoint
, collideCircCreatures
, collidePointCreatures
, collidePointAnyWallsReflect
, crsNearPoint
, crsOnLine
, crsOnThickLine
, nearestCrInRad
, nearestCrInTri
, nearestCrInFront
) where
import Dodge.Data
import Dodge.Zone
@@ -28,6 +45,7 @@ import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
import qualified FoldlHelp as L
import Data.Monoid
hasLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasLOS #-}
@@ -323,3 +341,196 @@ wallsOnCirc p r = IM.filter f
--wallNormal :: Wall -> Point2
--wallNormal = normalizeV . vNormal . uncurry (-.-) . _wlLine
-- | Looks for overlap of a circle with walls.
-- If found, gives wall
overlapCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
overlapCircWallsReturnWall p rad
= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
where
f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
-- | Looks for any collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that in this version the circle can overlap the wall
collidePointAnyWallsReflect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointAnyWallsReflect p1 p2
= getFirst
. foldMap (First . findPoint . _wlLine)
where
findPoint (x,y) = case intersectSegSeg p1 p2 x y of
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
Nothing -> Nothing
-- | Looks for collision of a point with walls.
-- If found, gives collision point
-- If not found, returns point
collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
collidePointWalls p1 p2 = foldr findPoint p2 . fmap _wlLine
where
findPoint (x,y) p = fromMaybe p $ intersectSegSeg p1 p x y
collidePointWalls' :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
collidePointWalls' p1 p2 = foldl' findPoint p2 . fmap _wlLine
where
findPoint p = fromMaybe p . uncurry (intersectSegSeg p1 p)
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that the "intersection" point is the center of the circle flush against the wall
collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls' p1 p2 rad = either (const Nothing) Just . foldr findPoint (Left p2)
where
findPoint wl eip = maybe eip Right $ doReflection (getp eip) $ shiftByRad $ _wlLine wl
getp (Left p) = p
getp (Right (p,_)) = p
doReflection p (x,y) = case intersectSegSeg p1 p x y of
Nothing -> Nothing
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
shiftByRad (a,b) =
(g $ a +.+ rad *.* normalizeV (a -.-b)
,g $ b +.+ rad *.* normalizeV (b -.-a)
)
where
g = ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
collideCircWalls :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls p1 p2 rad
= safeMinimumOn (dist p1 . fst)
. IM.mapMaybe
(( \(x:y:_) -> fmap
((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
. (+.+ normalizeV (vNormal (x -.- y)))
)
(intersectSegSeg p1 p2 x y)
)
. shiftByRad . _wlLine
)
where
shiftByRad (a,b) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
[a +.+ rad *.* normalizeV (a -.-b)
,b +.+ rad *.* normalizeV (b -.-a)
]
-- this shifts the wall out, and for outer corners extends the wall
-- not sure what this does for inner corners, hopefully won't cause a problem
-- the alternative would be to separately bounce off corner points...
-- unfortunately, doesn't allow for collisions when the circle spawns on the
-- wall
-- | Looks for first collision of a point with a list of lines.
-- If found, gives point and normal of wall.
--collidePointLines :: Point2 -> Point2 -> [Wall'] -> Maybe (Point2,Point2)
--collidePointLines p1 p2 ws
-- = safeMinimumOn f
-- $ mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
-- . _wlLine') ws
-- where
-- f (a,_) = magV (p1 -.- a)
--
-- | Looks for first collision of a point with walls.
-- If found, gives point and normal of wall.
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointWallsNorm p1 p2 ws
= safeMinimumOn (dist p1 . fst)
$ IM.mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
. _wlLine) ws
-- | Returns the first creature, if any, that a point intersects with.
collidePointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe Int
collidePointCreatures p1 p2 = fmap fst
. safeMinimumOn snd
. IM.toList
. IM.mapMaybe (\x -> dist p1 <$> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
-- | As for 'collidePointCreatures', only increases the radius of creatures by a
--fixed amount, thus collides a moving circle with creaures.
collideCircCreatures :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe Int
collideCircCreatures p1 p2 rad = collidePointCreatures p1 p2 . fmap (crRad +~ rad)
-- | Returns the first creature id, if any, that a point intersects with, gives point
--in creature on line.
collidePointCrsPoint :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Int)
collidePointCrsPoint p1 p2 = fmap f
. safeMinimumOn (dist p1 . snd)
. IM.toList
. IM.mapMaybe (\x -> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
where
f (cID,p) = (p,cID)
{- | Finds the first creature hit on a line.
Maybe evaluates the creature id and hit point. -}
collideCircCrsPoint :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe (Point2,Int)
collideCircCrsPoint p1 p2 rad = collidePointCrsPoint p1 p2 . fmap (crRad +~ rad)
---- | Makes a creature not hittable.
--collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
--collidePointCrsWithoutPoint cid p1 p2 w
-- = fmap f
-- . safeMinimumOn (snd . snd)
-- . IM.toList
-- . IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
-- . IM.delete cid
-- $ _creatures w
-- where
-- f (cID,(p,_)) = (p,cID)
{- | Test if a circle collides with any wall.
- Note no check on whether the wall is walkable. -}
circOnSomeWall :: Point2 -> Float -> World -> Bool
circOnSomeWall p rad
= any (\(x,y) -> circOnSeg x y p rad)
. fmap _wlLine
. IM.elems
. wallsNearPoint p
{- | Adds the distance to the creature radius, tests whether the center is in
the circle of this size centered at the point -}
crsNearPoint :: Float -> Point2 -> World -> Bool
crsNearPoint d p = any (\c -> dist (_crPos c) p < (d + _crRad c)) . _creatures
{- | Produce an unordered list of creatures on a line. -}
crsOnLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
crsOnLine p1 p2
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
. _creatures
{- | Produce an unordered list of creatures on a wide line. -}
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> IM.IntMap Creature
crsOnThickLine thickness p1 p2
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
. _creatures
{- | Find 'Maybe' the closest creature to a point, within a circle.
-}
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
nearestCrInRad p r
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> dist p (_crPos cr) < r)
. _creatures
{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape. -}
nearestCrInTri
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInTri p dir x
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> pointInPolygon (_crPos cr) tri)
. _creatures
where
tri =
[p
,p +.+ rotateV (dir-pi/4) (V2 x 0)
,p +.+ rotateV (dir+pi/4) (V2 x 0)
]
{- | Find 'Maybe' the closes creature in front of a point in a given direction for
a given distance.
The shapes within which creatures are searched are a triangle then rectangle. -}
nearestCrInFront
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInFront p dir x
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> pointInPolygon (_crPos cr) rec)
. _creatures
where
rec = [p, pR, pR1, pL1, pL ]
pR = p +.+ rotateV (dir - pi*(3/8)) (V2 (x/2) 0)
pL = p +.+ rotateV (dir + pi*(3/8)) (V2 (x/2) 0)
pR1 = pR +.+ rotateV dir (V2 (x/2) 0)
pL1 = pL +.+ rotateV dir (V2 (x/2) 0)