{-# LANGUAGE TupleSections #-} {- | Basic collision detection for a moving point. - Conventions: input is typically a stream of walls. - Collide returns an endpoint and maybe a collided with - object (wall). - Reflect maybe gives a slightly pushed out point from a collision and a - relection velocity. - Overlap returns a stream of walls. - A point will typically be moving. - A ball refers to a moving circle, i.e. a point with a radius. - -} module Dodge.Base.Collide ( collidePoint , collideSegCrs , collidePointWallsFilterStream , collidePointTestFilter , overlapSegWalls , overlapSegCrs , overlap1SegCrs , bounceBall , bouncePoint , sortStreamOn , minStreamOn , collideCircWallsStream , circOnSomeWall , circOnAnyCr , overlapCircWalls , overlapCircWallsClosest , crsNearPoint , allVisibleWalls , hasLOS , hasLOSIndirect , hasButtonLOS , canSee , canSeeIndirect , isWalkable , anythingHitCirc ) where import Dodge.Data import Dodge.Zone import Dodge.Zoning import Dodge.Base.Wall import Geometry import Data.Maybe import qualified IntMapHelp as IM import Control.Lens import Control.Monad import StreamingHelp import qualified Streaming.Prelude as S import qualified Data.IntSet as IS collidePoint :: Point2 -> Point2 -> StreamOf Wall -> (Point2, Maybe Wall) {-# INLINE collidePoint #-} collidePoint sp ep = runIdentity . S.fold_ findPoint (ep, Nothing) id where findPoint (p,mwl) wl = maybe (p,mwl) (,Just wl) . uncurry (intersectSegSeg sp p) . _wlLine $ wl overlap1SegCrs :: Point2 -> Point2 -> [Creature] -> [(Point2, Creature)] {-# INLINE overlap1SegCrs #-} overlap1SegCrs sp ep = mapMaybe (\cr -> (,cr) <$> listToMaybe (intersectCircSeg (_crPos cr) (_crRad cr) sp ep )) overlapSegCrs :: Point2 -> Point2 -> StreamOf Creature -> StreamOf ([Point2], Creature) {-# INLINE overlapSegCrs #-} overlapSegCrs sp ep = S.mapMaybe (\cr -> f cr $ intersectCircSeg (_crPos cr) (_crRad cr) sp ep ) where f _ [] = Nothing f cr ps = Just (ps,cr) collideSegCrs :: Point2 -> Point2 -> StreamOf Creature -> (Point2, Maybe Creature) {-# INLINE collideSegCrs #-} collideSegCrs sp ep = runIdentity . S.fold_ findPoint (ep, Nothing) id where findPoint (p,mcr) cr = maybe (p,mcr) (,Just cr) $ listToMaybe (intersectCircSeg (_crPos cr) (_crRad cr) sp p) doBounce :: Float -> Point2 -> Point2 -> (Point2, Maybe Wall) -> Maybe (Point2, Point2) {-# INLINE doBounce #-} doBounce x sp ep (p, mwl) = mwl <&> \wl -> ( p +.+ normalizeV (vNormal (uncurry (-.-) (_wlLine wl))) , reflVelWallDamp x wl (ep -.- sp) ) bounceBall :: Float -> Point2 -> Point2 -> Float -> StreamOf Wall -> Maybe (Point2,Point2) {-# INLINE bounceBall #-} bounceBall x sp ep r = doBounce x sp ep . collideCircWallsStream sp ep r bouncePoint :: (Wall -> Bool) -> Float -> Point2 -> Point2 -> World -> Maybe (Point2,Point2) {-# INLINE bouncePoint #-} bouncePoint t x sp ep = doBounce x sp ep . collidePointWallsFilterStream t sp ep -- this COULD be written in terms of collidePointWallsFilterStream, TODO test -- whether this is actually faster collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> StreamOf Wall -> Bool {-# INLINE collidePointTestFilter #-} collidePointTestFilter t sp ep = runIdentity . S.any_ (isJust . uncurry (intersectSegSeg sp ep) . _wlLine) . S.filter t collidePointWallsFilterStream :: (Wall -> Bool) -> Point2 -> Point2 -> World -> (Point2, Maybe Wall) {-# INLINE collidePointWallsFilterStream #-} collidePointWallsFilterStream t sp ep = collidePoint sp ep . S.filter t . wlsNearSeg sp ep overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall -> StreamOf (Point2,Wall) {-# INLINE overlapSegWalls #-} overlapSegWalls sp ep = S.mapMaybe $ \wl -> uncurry (intersectSegSeg sp ep) (_wlLine wl) <&> (,wl) visibleWalls :: Point2 -> Point2 -> World -> StreamOf (Point2,Wall) {-# INLINE visibleWalls #-} visibleWalls sp ep = S.take 1 <=< -- hlint, was using join and fmap ( S.span (not . wlIsOpaque . snd) . sortStreamOn (dist sp . fst) . overlapSegWalls sp ep . wlsNearSeg sp ep ) allVisibleWalls :: World -> StreamOf (Point2,Wall) {-# INLINE allVisibleWalls #-} allVisibleWalls w = concats $ S.subst (flip (visibleWalls vPos) w . (+.+ vPos)) $ S.each (nRays 20) where vPos = _cameraViewFrom w overlapCircWalls :: Point2 -> Float -> StreamOf Wall -> StreamOf (Point2,Wall) {-# INLINE overlapCircWalls #-} overlapCircWalls p r = S.mapMaybe dointersect where dointersect wl = f (_wlLine wl) <&> (,wl) f (a,b) = intersectSegSeg p (p +.+ r *.* normalizeV ((0.5 *.* (a +.+ b)) -.- p)) a b -- | note that this does not push the circle away from the wall at all collideCircWallsStream :: Point2 -> Point2 -> Float -> StreamOf Wall -> (Point2, Maybe Wall) {-# INLINE collideCircWallsStream #-} collideCircWallsStream sp ep rad = runIdentity . S.fold_ findPoint (ep, Nothing) id where findPoint (p,mwl) wl = maybe (p,mwl) (,Just wl) . uncurry (intersectSegSeg sp p) . shiftbyrad . _wlLine $ wl shiftbyrad (a,b) = bimap f f (a +.+ rad *.* normalizeV (a -.-b) ,b +.+ rad *.* normalizeV (b -.-a) ) where f = (+.+) (rad *.* normalizeV (vNormal $ a -.- b)) overlapCircWallsClosest :: Point2 -> Float -> StreamOf Wall -> Maybe (Point2,Wall) {-# INLINE overlapCircWallsClosest #-} overlapCircWallsClosest p r = minStreamOn (dist p . fst) . overlapCircWalls p r {- | Test if a circle collides with any wall. - Note no check on whether the wall is walkable. -} circOnSomeWall :: Point2 -> Float -> World -> Bool {-# INLINE circOnSomeWall #-} circOnSomeWall p rad = runIdentity . S.any_ (uncurry (circOnSeg p rad) . _wlLine) . wlsNearPoint p circOnAnyCr :: Point2 -> Float -> World -> Bool {-# INLINE circOnAnyCr #-} circOnAnyCr p r w = IS.foldr f False $ crIXsNearPoint p w where f cid bl = maybe False (\cr -> dist p (_crPos cr) < r + _crRad cr) (w ^? creatures . ix cid) || bl {- | More general collision tests follow -} hasLOS :: Point2 -> Point2 -> World -> Bool {-# INLINE hasLOS #-} hasLOS p1 p2 = not . collidePointTestFilter (const True) p1 p2 . wlsNearSeg p1 p2 hasButtonLOS :: Point2 -> Point2 -> World -> Bool {-# INLINE hasButtonLOS #-} hasButtonLOS p1 p2 = not . collidePointTestFilter (not . _wlTouchThrough) p1 p2 . wlsNearSeg p1 p2 hasLOSIndirect :: Point2 -> Point2 -> World -> Bool {-# INLINE hasLOSIndirect #-} hasLOSIndirect p1 p2 = not . collidePointTestFilter wlIsOpaque p1 p2 . wlsNearSeg p1 p2 isWalkable :: Point2 -> Point2 -> World -> Bool {-# INLINE isWalkable #-} isWalkable p1 p2 = not . collidePointTestFilter (not . (^?! wlPathable)) p1 p2 . wlsNearSeg p1 p2 canSee :: Int -> Int -> World -> Bool {-# INLINE canSee #-} canSee i j w = hasLOS p1 p2 w where p1 = _crPos (_creatures w IM.! i) p2 = _crPos (_creatures w IM.! j) canSeeIndirect :: Int -> Int -> World -> Bool {-# INLINE canSeeIndirect #-} canSeeIndirect i j w = hasLOSIndirect ipos jpos w where ipos = _crPos (_creatures w IM.! i) jpos = _crPos (_creatures w IM.! j) anythingHitCirc :: Float -> Point2 -> Point2 -> World -> Bool anythingHitCirc rad sp ep w = hitCr || isJust (sequence hitWl) where hitCr = IS.foldr f False $ crsNearSeg sp ep w f cid bl = maybe False (\cr -> null $ intersectCircSeg (_crPos cr) (rad + _crRad cr) sp ep) (w ^? creatures . ix cid) || bl hitWl = collideCircWallsStream sp ep rad $ wlsNearPoint ep w -- this should probably be wallsOnLine or something