Stop bullets when they hit walls
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-1
@@ -82,7 +82,7 @@ wallNormal wl = normalizeV . vNormal $ a -.- b
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wallsOnLine :: Point2 -> Point2 -> IM.IntMap Wall -> [Wall]
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wallsOnLine p1 p2 ws = hitWalls
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where
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hitPoint w = uncurry (intersectSegSeg p1 p2) (_wlLine w)
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hitPoint = uncurry (intersectSegSeg p1 p2) . _wlLine
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hitWalls = filter (isJust . hitPoint) (IM.elems ws)
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wallsOnLine3D :: Point3 -> Point3 -> IM.IntMap Wall -> [Wall]
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@@ -15,13 +15,13 @@ import Control.Lens
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{- Update for a generic bullet. -}
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mvBullet :: World -> Particle -> (World, Maybe Particle)
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mvBullet w bt'
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| t <= 0 || magV (_btVel' bt) < 1 = wAnd Nothing
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| otherwise = second (fmap dodrag) $ hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
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| t <= 0 || magV (_btVel' bt) < 1 = (w,Nothing)
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| otherwise = second (fmap dodrag) $
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hiteff bt (thingsHitExceptCr mcr p (p +.+ vel) w) w
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where
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bt = foldr (\mg b -> _mgField mg mg b) bt' $ _magnets w
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dodrag = btVel' %~ (drag *.*)
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drag = _btDrag bt
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wAnd = (w,)
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mcr = _btPassThrough' bt
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(p:_) = _btTrail' bt
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vel = _btVel' bt
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@@ -36,8 +36,8 @@ putLasTurret rotSpeed = sps0 $ PutMachine blue (reverse $ square wdth) defaultMa
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}
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lasTurret :: MachineType
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lasTurret = Turret
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--{ _tuWeapon = lasGun
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{ _tuWeapon = lasGun
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--{ _tuWeapon = autoRifle
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, _tuTurnSpeed = 0.1
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, _tuFireTime = 0
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, _tuMCrID = Nothing
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@@ -51,9 +51,18 @@ mvPt pt = Just $ pt
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destroyAt :: Point2 -> Particle -> Maybe Particle
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destroyAt hitp pt = Just $ pt
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& ptUpdate .~ killBulletUpdate
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& btTrail' %~ (hitp :)
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& btTimer' %~ (\t -> min 3 (t-1))
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killBulletUpdate :: World -> Particle -> (World,Maybe Particle)
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killBulletUpdate w pt
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| _btTimer' pt <= 0 = (w,Nothing)
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| otherwise = (w
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,Just $ pt & btTimer' -~ 1
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& btTrail' %~ (\(x:xs) -> (x:x:xs))
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)
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penWalls
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:: HitCreatureEffect
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-> HitWallEffect
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@@ -31,12 +31,13 @@ thingsHit sp ep w
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where
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hitCrs = IM.elems
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$ IM.filter (\cr -> circOnSeg sp ep (_crPos cr) (_crRad cr))
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$ _creatures w
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-- $ creaturesAlongLine sp ep w
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crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
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-- $ _creatures w
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$ creaturesAlongLine sp ep w
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crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
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crs = zip crPs (map Left hitCrs)
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hitWls = wallsOnLine sp ep (IM.unions [f b $ f a $ _znObjects $ _wallsZone w | a<-[x-1,x,x+1]
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, b<-[y-1,y,y+1]])
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--hitWls = wallsOnLine sp ep $ _walls w
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(x,y) = zoneOfPoint (0.5 *.* (sp +.+ ep))
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f i m = case IM.lookup i m of
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Just val -> val
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+3
-8
@@ -182,24 +182,19 @@ pHalf !a !b = 0.5 *.* (a +.+ b)
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-- segment.
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circOnSegNoEndpoints :: Point2 -> Point2 -> Point2 -> Float -> Bool
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{-# INLINE circOnSegNoEndpoints #-}
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circOnSegNoEndpoints !p1 !p2 !c !rad = isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
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circOnSegNoEndpoints !p1 !p2 !c !rad = intersectSegSegTest p1 p2 (c -.- thenormal) (c +.+ thenormal)
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where
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y = intersectSegLine p1 p2 c (c +.+ vNormal (p1 -.- p2))
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isJustTrue (Just True) = True
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isJustTrue _ = False
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thenormal = rad *.* vNormal (normalizeV $ p1 -.- p2)
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-- | Test whether a circle is on a segment by intersecting a normal and testing
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-- the distance to the endpoints of the segment.
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circOnSeg :: Point2 -> Point2 -> Point2 -> Float -> Bool
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{-# INLINE circOnSeg #-}
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circOnSeg !p1 !p2 !c !rad = magV (p1 -.- c) <= rad
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|| magV (p2 -.- c) <= rad
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-- || isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
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|| intersectSegSegTest p1 p2 (c -.- thenormal) (c +.+ thenormal)
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where
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thenormal = rad *.* vNormal (normalizeV $ p1 -.- p2)
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y = intersectSegLine p1 p2 c (c +.+ vNormal (p1 -.- p2))
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isJustTrue (Just True) = True
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isJustTrue _ = False
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cylinderOnSeg :: Point3 -> Point3 -> Point3 -> Float -> Bool
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{-# INLINE cylinderOnSeg #-}
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cylinderOnSeg = undefined
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@@ -2,9 +2,9 @@
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{-
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Testing for and finding intersection points.
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-}
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module Geometry.Intersect
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where
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module Geometry.Intersect where
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import Geometry.Data
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import Geometry.Vector
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import Geometry.LHS
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import Control.Applicative
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@@ -18,10 +18,21 @@ intersectLineLine' (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
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where
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den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
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t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
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intersectSegSegErrorTest :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
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{-# INLINE intersectSegSegErrorTest #-}
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intersectSegSegErrorTest a b c d = case intersectSegSeg a b c d of
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Nothing | intersectSegSegFullTest a b c d ->
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error $ "intersectSegSeg did not intersect"++show a ++ show b ++ show c++ show d
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Just x | not $ intersectSegSegFullTest a b c d ->
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error $ "intersectSegSeg did intersect"++show a ++ show b ++ show c++ show d
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++ " at " ++ show x
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m -> m
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-- | If two segments intersect, return 'Just' that point.
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intersectSegSeg :: Point2 -> Point2 -> Point2 -> Point2 -> Maybe Point2
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{-# INLINE intersectSegSeg #-}
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intersectSegSeg (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
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| V2 x1 y1 == V2 x2 y2 || V2 x3 y3 == V2 x4 y4 = Nothing
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| den == 0 = Nothing
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| den > 0 && (t' < 0 || u' < 0 || t' > den || u' > den)
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= Nothing
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@@ -75,9 +86,23 @@ intersectSegLine (V2 x1 y1) (V2 x2 y2) (V2 x3 y3) (V2 x4 y4)
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den = (x1-x2)*(y3-y4) - (y1-y2)*(x3-x4)
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t' = (x1-x3)*(y3-y4) - (y1-y3)*(x3-x4)
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--u' = (y1-y2)*(x1-x3) - (x1-x2)*(y1-y3)
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-- | A test that should align with Just values from intersectSegSeg.
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intersectSegSegFullTest
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:: Point2
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-> Point2
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-> Point2
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-> Point2
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-> Bool
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{-# INLINE intersectSegSegFullTest #-}
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intersectSegSegFullTest x y z w
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= f x y z w && f z w x y && x /= y && z /= w
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&& normalizeV (x -.- y) /= normalizeV (z -.- w)
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&& normalizeV (y -.- x) /= normalizeV (z -.- w)
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where
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f a b c d = ( not (isRHS a b c) && not (isLHS a b d) )
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|| ( not (isLHS a b c) && not (isRHS a b d) )
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-- | It is not always necessary to find a point of intersection, sometimes a
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-- test may suffice.
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-- IS THIS CORRECT? -- TODO tests
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intersectSegSegTest
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:: Point2
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-> Point2
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@@ -86,7 +111,7 @@ intersectSegSegTest
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-> Bool
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{-# INLINE intersectSegSegTest #-}
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intersectSegSegTest x y z w
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= f x y z w && f z w x y
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= f x y z w && f z w x y && x /= y && z /= w
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where
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f a b c d = ( not (isRHS a b c) && not (isLHS a b d) )
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|| ( not (isLHS a b c) && not (isRHS a b d) )
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