Further tweak creature wall collisions
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@@ -10,7 +10,6 @@ import Shape
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import Geometry.Vector3D
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import Geometry
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import Linear.V3
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defaultGun :: Item
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defaultGun = Weapon
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{ _itName = "default"
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@@ -11,7 +11,6 @@ import Dodge.SoundLogic.LoadSound
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import Dodge.WorldEvent
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import Dodge.WorldEvent.Damage
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import Dodge.Default
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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import Dodge.Item.Weapon.AmmoParams
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@@ -4,7 +4,6 @@ module Dodge.Item.Weapon.Bezier
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import Dodge.Data
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import Dodge.Base
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import Dodge.Default.Weapon
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Targeting
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import Dodge.Item.Weapon.BulletGuns
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import Dodge.Item.Weapon.TriggerType
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@@ -7,7 +7,6 @@ import Dodge.Default.Weapon
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import Dodge.Default.Shell
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import Dodge.SoundLogic.LoadSound
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import Dodge.WorldEvent.Explosion
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Shell
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import Dodge.Item.Weapon.Remote
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import Dodge.Item.Weapon.TriggerType
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@@ -13,7 +13,6 @@ import Dodge.SoundLogic.LoadSound
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--import Dodge.Creature.Action
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import Dodge.WorldEvent
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import Dodge.Default
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import Dodge.Item.Draw
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--import Dodge.Item.Weapon.BulletGuns
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--import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.TriggerType
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@@ -26,8 +26,8 @@ colCrWall w c
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| _crPos c' == _crPos c'' = c'
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| otherwise = c & crPos .~ _crOldPos c
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where
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c'' = c & crPos %~ pushOutFromWalls rad ls
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c' = c & crPos %~ pushOutFromWalls rad (reverse ls)
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c'' = c' & crPos %~ pushOutFromWalls rad ls
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c' = c & crPos %~ pushOutFromWalls' rad (reverse ls)
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. pushOutFromWalls rad ls
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. flip (collidePointWalls p1) wls -- check push throughs
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rad = _crRad c + wallBuffer
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@@ -51,6 +51,12 @@ pushOutFromWalls rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall
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Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall rad p2)) wls
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-- possible improvement: choose between the closer of p2 and "p3" to p1
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pushOutFromWalls' :: Float -> [(Point2,Point2)] -> Point2 -> Point2
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pushOutFromWalls' rad wls p1 = case (getFirst . foldMap (First . pushOutFromWall' rad p1)) wls of
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Nothing -> p1
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Just p2 -> fromMaybe p2 $ (getLast . foldMap (Last . pushOutFromWall' rad p2)) wls
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-- possible improvement: choose between the closer of p2 and "p3" to p1
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pushOrCrush :: [(Point2,Point2)] -> Creature -> Creature
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pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
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[] -> cr
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@@ -73,6 +79,17 @@ pushOutFromWall rad cp2 (wp1,wp2)
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wp2' = wp2 +.+ rad *.* norm
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newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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pushOutFromWall' :: Float -> Point2 -> (Point2,Point2) -> Maybe Point2
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pushOutFromWall' rad cp2 (wp1,wp2)
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| isOnWall = Just newP
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| otherwise = Nothing
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where
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norm = errorNormalizeV 61 $ vNormal (wp1 -.- wp2)
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wp1' = wp1 +.+ rad *.* norm
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wp2' = wp2 +.+ rad *.* norm
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newP = errorClosestPointOnLine 5 wp1' wp2' cp2
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--isOnWall = circOnSegNoEndpoints wp1 wp2 cp2 rad
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isOnWall = circOnSeg wp1 wp2 cp2 rad
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--pushOutFromCorners :: World -> Creature -> Creature
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--pushOutFromCorners w cr = cr & crPos .~ newPos
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