Fix bug in line zoning by using less ambitious algorithm
This commit is contained in:
+6
-3
@@ -143,7 +143,7 @@ updateInstantParticles w = case _instantParticles w of
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in updateInstantParticles $ w' & particles %~ (catMaybes ps' ++)
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updateMIM :: ASetter' World (IM.IntMap a) -> (a -> a -> Maybe a) -> World -> World
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updateMIM f up w = w & f %~ IM.mapMaybe (dbArg up)
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updateMIM f up = f %~ IM.mapMaybe (dbArg up)
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-- Note that this updates the randgen
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--updateCreatures :: World -> World
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@@ -160,12 +160,15 @@ updateMIM f up w = w & f %~ IM.mapMaybe (dbArg up)
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ppEvents :: World -> World
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ppEvents w = IM.foldl' (flip $ \pp -> _ppEvent pp pp) w $ _pressPlates w
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-- this is not working correctly, maybe a problem with wallsAlongLine
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updateSeenWalls :: World -> World
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updateSeenWalls w = foldl' markWallSeen w wallsToUpdate
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where
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vPos = _cameraViewFrom w
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wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ wallsAlongLine vPos (vPos +.+ p) w)
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$ nRays 20
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-- wallsToUpdate = concatMap (\p -> visibleWalls vPos (vPos +.+p) $ _walls w)
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-- $ nRays 20
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markWallSeen :: World -> Wall -> World
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markWallSeen w wl = w { _walls = IM.adjust mw (_wlID wl) $ _walls w }
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@@ -269,7 +272,7 @@ crCrSpring c1 c2 w
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{- Finds the visible walls from a point to another point. -}
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visibleWalls :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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visibleWalls p1 p2 ws
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= takeUntil theTest
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= takeUntil isOpaque
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. map snd
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. sortOn (dist p1 . fromJust . fst)
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. filter (isJust . fst)
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@@ -277,7 +280,7 @@ visibleWalls p1 p2 ws
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$ IM.elems ws
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where
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f wl = (uncurry intersectSegSeg (_wlLine wl) p1 p2, wl)
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theTest wl = _wlOpacity wl /= Opaque
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isOpaque wl = _wlOpacity wl == Opaque
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updateDelayedEvents :: World -> World
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updateDelayedEvents w = let (neww,newde) = mapAccumR f w (_delayedEvents w)
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@@ -81,11 +81,13 @@ pushOrCrush wls cr = case mapMaybe (pushOutFromWall (_crRad cr) cpos) wls of
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-- note the inclusion of endpoints in circOnSeg
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crOnWall :: Creature -> World -> Bool
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crOnWall cr w = any (\(a,b) -> circOnSeg a b p r) wls
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crOnWall cr = any (\(a,b) -> circOnSeg a b p r)
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. fmap _wlLine
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. IM.filter (not . _wlWalkable)
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. wallsNearPoint p
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where
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p = _crPos cr
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r = _crRad cr
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wls = fmap _wlLine . IM.filter (not . _wlWalkable) $ wallsNearPoint p w
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-- assumes that the wall is orientated
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-- assumes wall points are different
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@@ -1,5 +0,0 @@
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{- |
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Placeholder... not sure of its purpose, but might deal with pure world change functions.
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The world datatype itself is very intertwined with the creature, weapon, etc datatypes.
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-}
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module Dodge.World where
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+8
-2
@@ -29,6 +29,9 @@ import Data.List
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import qualified Data.IntMap.Strict as IM
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import qualified Data.IntSet as IS
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--flattenZones :: Zone (IM.IntMap a) -> IM.IntMap a
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--flattenZones = flattenIMIMIM . _znObjects
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zoneSize :: Float
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zoneSize = 50
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@@ -68,10 +71,12 @@ zoneOfLine (V2 aa ab) (V2 ba bb)
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$ digitalLine (zoneOfPoint (V2 aa ab)) (zoneOfPoint (V2 ba bb))
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where
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f (x,y) = [(p,r) | p <-[x-1,x,x+1] , r<-[y-1,y,y+1]]
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--f (x,y) = [(p,r) | p <-[x-2..x+2] , r<-[y-2..y+2]]
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zoneOfLineIntMap :: Point2 -> Point2 -> IM.IntMap IS.IntSet
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--{-# INLINE zoneOfLineIntMap #-}
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zoneOfLineIntMap = ddaExt zoneSize
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--zoneOfLineIntMap = ddaExt zoneSize
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zoneOfLineIntMap = ddaSq zoneSize
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zoneOfCircle :: Point2 -> Float -> [(Int,Int)]
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zoneOfCircle p r = concatMap zoneNearPoint $ divideCircle (1.5 * zoneSize) p r
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@@ -148,7 +153,8 @@ cloudsNearPoint p w = f (IM.lookup x (_znObjects $ _cloudsZone w) >>= IM.lookup
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-- within this function
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wallsAlongLine :: Point2 -> Point2 -> World -> IM.IntMap Wall
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--{-# INLINE wallsAlongLine #-}
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wallsAlongLine a b w = IM.foldlWithKey' g IM.empty kps
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wallsAlongLine a b w =
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IM.foldlWithKey' g IM.empty kps
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where
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g m x s = IM.union (IM.unions (IM.restrictKeys (f x $ _znObjects $ _wallsZone w) s)) m
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kps = zoneOfLineIntMap a b
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+1
-1
@@ -140,7 +140,7 @@ prependTwo sep (x:y:xs) = sep : x : y : prependTwo sep (y:xs)
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-- | Return n equidistant points on a circle with a radius of 600.
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nRays :: Int -> [Point2]
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nRays n = take n $ iterate (rotateV (2*pi/fromIntegral n)) (V2 600 0)
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nRays n = nRaysRad n 600
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-- | Return n equidistant points on a circle with a radius of x.
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nRaysRad :: Int -> Float -> [Point2]
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nRaysRad n x = take n $ iterate (rotateV (2*pi/fromIntegral n)) (V2 x 0)
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+43
-3
@@ -1,8 +1,9 @@
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--{-# LANGUAGE TupleSections #-}
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module Geometry.Zone
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( ddaExt
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)
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where
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, ddaExt'
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, ddaSq
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) where
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import Geometry.Data
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import Data.Foldable
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@@ -77,10 +78,49 @@ sizeZoneOfPoint' s = fmap (divTo s)
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-- | y > x = [x .. y]
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-- | otherwise = [y .. x]
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-- | Determines a "square" zone of points for a line
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ddaSq :: Float -> V2 Float -> V2 Float -> IM.IntMap IS.IntSet
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ddaSq s (V2 sx sy) (V2 ex ey) = IM.fromSet (const ys) xs
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where
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maxMin a b | a >= b = (a,b)
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| otherwise = (b,a)
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(maxx,minx) = maxMin (divTo s sx) (divTo s ex)
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(maxy,miny) = maxMin (divTo s sy) (divTo s ey)
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xs = IS.fromDistinctAscList [minx-1..maxx+1]
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ys = IS.fromDistinctAscList [miny-1..maxy+1]
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-- | Determines which horizontal and vertical lines on a grid are crossed by a
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-- line. For each adds the x-y index of the square to the right or above the
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-- crossed grid line. Also adds the index of the square containing the start
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-- point.
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ddaExt' :: Float -> V2 Float -> V2 Float -> IM.IntMap IS.IntSet
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ddaExt' s sp@(V2 sx sy) ep@(V2 ex ey)
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| x1 <= x2 = addsp . addys . IM.fromDistinctAscList $ zip [x1 .. x2]
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$ map (IS.singleton . divTo s) [x1y,x1y+ydx..]
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| otherwise = ddaExt' s ep sp
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where
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addsp im = let V2 x y = sizeZoneOfPoint' s sp
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in insertXY im (x,y)
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x1 = divTo s sx
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x2 = divTo s ex
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x1y = fx' sp ep $ s * fromIntegral x1
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ydx = s * ydx' sp ep
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addys m = add2s m ypairs
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y1 = divTo s sy
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y2 = divTo s ey
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y1x = fy' sp ep $ s * fromIntegral y1
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y2x = fy' sp ep $ s * fromIntegral y2
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xdy = s * xdy' sp ep
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ypairs
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| y1 <= y2 = zip (map (divTo s) [y1x,y1x+xdy..])
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[y1 .. y2]
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| otherwise = zip (map (divTo s) [y2x,y2x+xdy..])
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[y2-1 .. y1-1]
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-- | Determines which horizontal and vertical lines on a grid are crossed by a
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-- line. For each adds the x-y index of the square to the right or above the
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-- crossed grid line. Also adds the index of the square containing the start
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-- point.
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-- Not correct, eg ddaExt 10 (V2 40 50) (V2 0 0)
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ddaExt :: Float -> V2 Float -> V2 Float -> IM.IntMap IS.IntSet
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ddaExt s sp@(V2 sx sy) ep@(V2 ex ey)
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| x1 <= x2 = addsp . addys . IM.fromDistinctAscList $ zip [x1 .. x2]
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@@ -89,7 +129,7 @@ ddaExt s sp@(V2 sx sy) ep@(V2 ex ey)
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$ map (IS.singleton . divTo s) [x2y,x2y+ydx..]
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where
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addsp im = let V2 x y = sizeZoneOfPoint' s sp
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in insertXY im (x,y)
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in insertXY im (x,y)
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x1 = divTo s sx
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x2 = divTo s ex
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x1y = fx' sp ep $ s * fromIntegral x1
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+2
-2
@@ -1,6 +1,6 @@
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module ListHelp
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(module Data.List
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,initOrNull
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( module Data.List
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, initOrNull
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, insertOver
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, swapIndices
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, (!?)
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@@ -239,4 +239,3 @@ cleanUpRenderPreload pd = do
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--mapM_ freeShaderPointers $ _pictureShaders pd
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freeShaderPointers $ _lightingWallShadShader pd
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freeShaderPointers $ _fullscreenShader pd
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@@ -243,4 +243,3 @@ compileAndCheckShader str (theShaderType,sourceCode) = do
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . (* floatSize) . fromIntegral
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+1
-2
@@ -26,7 +26,7 @@ pokeVerxs
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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pokeVerxs vbos count vxs = VS.mapM_ (pokeVerx vbos count) $ VS.fromList vxs
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pokeVerxs vbos count = VS.mapM_ (pokeVerx vbos count) . VS.fromList
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pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
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@@ -243,4 +243,3 @@ pokePoint33 ptr n (V3 a b c,V3 d e f) = do
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return (n+1)
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where
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off i = n*6 + i
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