Various performance improvements

This commit is contained in:
2021-09-23 15:27:37 +01:00
parent 7b6904b51f
commit 85edd98d62
17 changed files with 137 additions and 81 deletions
+41 -6
View File
@@ -90,17 +90,50 @@ collideDirectionIndirect d p1 p2 wls
where
p3 = p1 +.+ d *.* safeNormalizeV (p2 -.- p1)
collidePointUpToIndirect
:: Point2 -- ^start point
-> Point2 -- ^end point
-> IM.IntMap Wall
-> Point2
{-# INLINE collidePointUpToIndirect #-}
collidePointUpToIndirect p1 p2 = foldr f p2 . IM.filter (not . _wlIsSeeThrough)
where
f wl x = fromMaybe x . uncurry (intersectSegSeg p1 x) $ _wlLine wl
collidePointUpToIndirectMinDist
:: Point2 -- ^start point
-> Point2 -- ^end point
-> Float -- ^minimal possible distance
-> IM.IntMap Wall
-> Point2
{-# INLINE collidePointUpToIndirectMinDist #-}
collidePointUpToIndirectMinDist p1 p2 md = ssfold prop f p2 . IM.filter (not . _wlIsSeeThrough)
where
f x wl = fromMaybe x . uncurry (intersectSegSeg p1 x) $ _wlLine wl
prop p3 = dist p1 p3 < md
-- from haskell-cafe
-- short circuit a fold when a given property is satisfied
-- the fold builds a function that is then called on a0
ssfold :: Foldable t => (a -> Bool) -> (a -> b -> a) -> a -> t b -> a
{-# INLINABLE ssfold #-}
ssfold p f a0 xs = foldr (\x g a -> if p a then a else g (f a x)) id xs a0
collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
{-# INLINE collidePointIndirect #-}
collidePointIndirect p1 p2
collidePointIndirect p1 p2 = test . foldr f p2 . IM.filter (not . _wlIsSeeThrough)
where
f wl p = fromMaybe p $ uncurry (intersectSegSeg p1 p) $ _wlLine wl
test p | p == p2 = Nothing
| otherwise = Just p
collidePointIndirect' :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
{-# INLINE collidePointIndirect' #-}
collidePointIndirect' p1 p2
= L.fold
. L.prefilter (not . _wlIsSeeThrough)
. L.premapMaybe (uncurry (intersectSegSeg p1 p2) . _wlLine)
$ L.minimumOn (dist p1)
--collidePointIndirect p1 p2
-- = safeMinimumOn (dist p1)
-- . IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine)
-- . IM.filter (not . _wlIsSeeThrough)
{- | Checks to see whether someone can fire bullets effectively between two points.
- Not sure if this needs vision as well, need to make this uniform. -}
@@ -120,8 +153,10 @@ collidePointFireVision p1 p2 ws
Just _ -> not $ _wlIsSeeThrough wl
Nothing -> True
-- the reason for using the dashed version is the hope that this will short
-- circuit
hasLOSIndirect :: Point2 -> Point2 -> World -> Bool
hasLOSIndirect p1 p2 w = case collidePointIndirect p1 p2 $ wallsAlongLine p1 p2 w of
hasLOSIndirect p1 p2 w = case collidePointIndirect' p1 p2 $ wallsAlongLine p1 p2 w of
Just _ -> False
Nothing -> True