Files
loop/src/Dodge/Base/Collide.hs
T
2022-06-19 12:56:30 +01:00

537 lines
20 KiB
Haskell

{-# LANGUAGE TupleSections #-}
{- | Basic collision detection for a moving point -}
module Dodge.Base.Collide
( hasLOS
, collidePointWallsWall
, hasButtonLOS
, reflectPointWalls
, reflectPointWallsDamp
, ssfold
, collidePointUpToIndirectMinDist
, canSeeIndirect
, isWalkable
, canSee
, hasLOSIndirect
, wlIsOpaque
, wlIsSeeThrough
, wallsOnCirc
, wallsOnLineHit
, collideCircWalls
, collideCircWalls'
, circOnSomeWall
, collidePointWalls
, collidePointWallsNorm
, collidePointWalls'
, overlapCircWallsReturnWall
, collideCircCrsPoint
, collideCircCreatures
, collidePointCreatures
, collidePointAnyWallsReflect
, crsNearPoint
, crsOnLine
, crsOnThickLine
, nearestCrInRad
, nearestCrInTri
, nearestCrInFront
) where
import Dodge.Data
import Dodge.Zone
import Dodge.Wall.Reflect
import Geometry
import FoldableHelp
--import Data.List
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import Control.Lens
import qualified FoldlHelp as L
import Data.Monoid
hasLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasLOS #-}
hasLOS p1 p2 = not . pointHitsWalls p1 p2 . wallsAlongLine p1 p2
hasButtonLOS :: Point2 -> Point2 -> World -> Bool
{-# INLINE hasButtonLOS #-}
hasButtonLOS p1 p2 = not . pointHitsWalls p1 p2
. IM.filter (not . _wlTouchThrough)
. wallsAlongLine p1 p2
--hitPointLines
-- :: Point2
-- -> Point2
-- -> [(Point2,Point2)]
-- -> Maybe (Point2,(Point2,Point2))
--hitPointLines p1 p2
-- = safeMinimumOn (dist p1 . fst)
-- . mapMaybe
-- (\(x,y) -> (, (x,y)) <$> intersectSegSeg p1 p2 x y)
reflectPointWallsDamp :: Float -> Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
reflectPointWallsDamp x p1 p2 = fmap (f p1 p2) . collidePointWallsWall p1 p2
where
f a b (p,wl) = ( p +.+ errorNormalizeV 139 (vNormal (uncurry (-.-) $ _wlLine wl))
, reflVelWallDamp x wl (b-.-a)
)
-- | Looks for first collision of a point with walls.
-- If found, gives point and wall.
-- (This can probably be improved, eg by folding over the walls and on finding a
-- wall moving the end point to the collision point, but the returns in speed
-- are probably minimal)
collidePointWallsWall :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Wall)
collidePointWallsWall p1 p2
= safeMinimumOn (dist p1 . fst)
. IM.mapMaybe ( \wl -> uncurry (intersectSegSeg p1 p2) (_wlLine wl) <&> ( , wl ) )
-- | looks for first collision of a point with walls
-- if found, gives point and reflection velocity
reflectPointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
reflectPointWalls p1 p2
= safeMinimumOn (dist p1 . fst)
. IM.mapMaybe
(( \(x,y) ->
fmap ( (, reflectIn (x -.- y) (p2 -.- p1))
. (+.+ errorNormalizeV 39 (vNormal (x -.- y)))
)
(intersectSegSeg p1 p2 x y)
)
. _wlLine)
---- | Looks for first collision of a point with walls.
---- If found, gives point and reflection velocity, reflection damped in normal.
--reflectPointWallsDamped
-- :: Float -- ^ Damping factor, probably should be in (0,1)
-- -> Point2
-- -> Point2
-- -> IM.IntMap Wall
-- -> Maybe (Point2,Point2)
--reflectPointWallsDamped dfact p1 p2 ws
-- = safeMinimumOn (dist p1 . fst)
-- $ IM.mapMaybe
-- (( \(x,y) -> fmap ((, reflectInParam dfact (x -.- y) (p2 -.- p1))
-- . (+.+ errorNormalizeV 40 (vNormal (x -.- y))))
-- (intersectSegSeg p1 p2 x y))
-- . _wlLine
-- ) ws
-- | Test if a point collides with walls
pointHitsWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
pointHitsWalls p1 p2
= any $ isJust . uncurry (intersectSegSeg p1 p2) . _wlLine
-- | Test if there something blocking a walk
collidePointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
collidePointWalkable p1 p2 ws
= any (isJust . uncurry (intersectSegSeg p1 p2) . _wlLine)
$ IM.filter (not . fromMaybe True . (^? wlPathable)) ws
--furthestPointWalkable :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
--furthestPointWalkable p1 p2 ws
-- = fromMaybe p2
-- . safeMinimumOn (dist p1)
-- $ IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine) ws
--collideDirectionIndirect
-- :: Float -- ^max distance to look
-- -> Point2 -- ^start point
-- -> Point2 -- ^point in direction
-- -> IM.IntMap Wall
-- -> Float
--{-# INLINE collideDirectionIndirect #-}
--collideDirectionIndirect d p1 p2 wls
-- = fromMaybe d
-- $
-- ( L.fold
-- . L.prefilter wlIsOpaque
-- . L.premapMaybe (fmap (dist p1) . uncurry (intersectSegSeg p1 p3) . _wlLine)
-- ) L.minimum
-- wls
-- where
-- p3 = p1 +.+ d *.* safeNormalizeV (p2 -.- p1)
wlIsOpaque :: Wall -> Bool
wlIsOpaque wl = case _wlOpacity wl of
Opaque -> True
_ -> False
wlIsSeeThrough :: Wall -> Bool
wlIsSeeThrough wl = case _wlOpacity wl of
SeeThrough -> True
_ -> False
--collidePointUpToIndirect
-- :: Point2 -- ^start point
-- -> Point2 -- ^end point
-- -> IM.IntMap Wall
-- -> Point2
--{-# INLINE collidePointUpToIndirect #-}
--collidePointUpToIndirect p1 p2 = foldr f p2 . IM.filter wlIsOpaque
-- 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 wlIsOpaque
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 = test . foldr f p2 . IM.filter wlIsOpaque
-- 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 wlIsOpaque
. L.premapMaybe (uncurry (intersectSegSeg p1 p2) . _wlLine)
$ L.minimumOn (dist p1)
--{- | 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. -}
--collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
--collidePointFire p1 p2 ws
-- = safeMinimumOn (dist p1)
-- . IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine )
-- $ IM.filter (\wl -> not (_wlFireThrough wl) || wlIsOpaque wl) ws
--{- | 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. -}
--collidePointFireVision :: Point2 -> Point2 -> IM.IntMap Wall -> Bool
--collidePointFireVision p1 p2 ws
-- = any ( isJust . uncurry (intersectSegSeg p1 p2) . _wlLine)
-- $ IM.filter theTest ws
-- where
-- theTest wl = not (_wlFireThrough wl) || wlIsOpaque wl
-- 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
Just _ -> False
Nothing -> True
isWalkable :: Point2 -> Point2 -> World -> Bool
isWalkable p1 p2 w = not
$ collidePointWalkable p1 p2
$ _walls w
-- $ wallsAlongLine p1 p2 w
canSee :: Int -> Int -> World -> Bool
canSee i j w = hasLOS p1 p2 w
where
p1 = _crPos (_creatures w IM.! i)
p2 = _crPos (_creatures w IM.! j)
--canSeePoint :: Int -> Point2 -> World -> Bool
--canSeePoint i p w = hasLOS p1 p w
-- where
-- p1 = _crPos (_creatures w IM.! i)
--pathToPointFireable :: Int -> Point2 -> World -> Bool
--pathToPointFireable i p w
-- = not
-- . pointHitsWalls (_crPos $ _creatures w IM.! i) p
-- $ IM.filter (not . _wlFireThrough ) $ wallsAlongLine p1 p w
-- where
-- p1 = _crPos (_creatures w IM.! i)
--canSeePointAll :: Int -> Point2 -> World -> Bool
--canSeePointAll i targPos w
-- = all (flip (canSeePoint i) w . (\p -> targPos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
-- where
-- cr = _creatures w IM.! i
-- radius = _crRad cr
--canSeeAny :: Int -> Int -> World -> Bool
--canSeeAny fromID toID w
-- = any (flip (canSeePoint fromID) w . (\p -> cpos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
-- where
-- cr = _creatures w IM.! toID
-- cpos = _crPos cr
-- radius = _crRad cr
--canSeeAll :: Int -> Int -> World -> Bool
--canSeeAll fromID toID w
-- = all (flip (canSeePoint fromID) w . (\p -> cpos +.+ radius *.* p) . toV2) [(1,0),(0,1),(-1,0),(0,-1)]
-- where
-- cr = _creatures w IM.! toID
-- cpos = _crPos cr
-- radius = _crRad cr
--canWalk :: Int -> Int -> World -> Bool
--canWalk i j w = not $ collidePointWalkable ipos jpos $ wallsAlongLine ipos jpos w
-- where
-- ipos = _crPos (_creatures w IM.! i)
-- jpos = _crPos (_creatures w IM.! j)
canSeeIndirect :: Int -> Int -> World -> Bool
canSeeIndirect i j w = not
$ any (isJust . uncurry (intersectSegSeg ipos jpos) . _wlLine)
$ IM.filter wlIsOpaque
$ wallsAlongLine ipos jpos w
where
ipos = _crPos (_creatures w IM.! i)
jpos = _crPos (_creatures w IM.! j)
--canSeeFire :: Point2 -> Point2 -> World -> Bool
--canSeeFire p p' w = not $ collidePointFireVision p p' $ wallsAlongLine p p' w
--canSeeFireVision :: Int -> Int -> World -> Bool
--canSeeFireVision i j w = canSeeFire ipos jpos w
-- where
-- ipos = _crPos (_creatures w IM.! i)
-- jpos = _crPos (_creatures w IM.! j)
--{- | Test whether both of the outside lines between two creatures are blocked -}
--canSeeFireVisionAny :: Int -> Int -> World -> Bool
--canSeeFireVisionAny i j w
-- = not
-- $ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
-- (wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
-- && collidePointFireVision (ipos -.- ni) (jpos -.- nj)
-- (wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
-- where
-- icr = _creatures w IM.! i
-- jcr = _creatures w IM.! j
-- ipos = _crPos icr
-- jpos = _crPos jcr
-- n = normalizeV $ vNormal $ ipos -.- jpos
-- ni = _crRad icr *.* n
-- nj = _crRad jcr *.* n
--{- | Test whether either of the outside lines between two creatures are blocked -}
--canSeeFireVisionAll :: Int -> Int -> World -> Bool
--canSeeFireVisionAll i j w
-- = not
-- $ collidePointFireVision (ipos +.+ ni) (jpos +.+ nj)
-- (wallsAlongLine (ipos +.+ ni) (jpos +.+ nj) w)
-- || collidePointFireVision (ipos -.- ni) (jpos -.- nj)
-- (wallsAlongLine (ipos -.- ni) (jpos -.- nj) w)
-- where
-- icr = _creatures w IM.! i
-- jcr = _creatures w IM.! j
-- ipos = _crPos icr
-- jpos = _crPos jcr
-- n = normalizeV $ vNormal $ ipos -.- jpos
-- ni = _crRad icr *.* n
-- nj = _crRad jcr *.* n
wallsOnLineHit :: Point2 -> Point2 -> IM.IntMap Wall -> IM.IntMap (Point2, Wall)
wallsOnLineHit p1 p2 = IM.mapMaybe f
where
f wl = uncurry (intersectSegSeg p1 p2) (_wlLine wl) <&> (, wl)
wallsOnCirc :: Point2 -> Float -> IM.IntMap Wall -> IM.IntMap Wall
wallsOnCirc p r = IM.filter f
where
f wl = uncurry circOnSeg (_wlLine wl) p r
--wallNormal :: Wall -> Point2
--wallNormal = normalizeV . vNormal . uncurry (-.-) . _wlLine
-- | Looks for overlap of a circle with walls.
-- If found, gives wall
overlapCircWallsReturnWall :: Point2 -> Float -> IM.IntMap Wall -> Maybe Wall
overlapCircWallsReturnWall p rad
= L.fold (safeMinimumOnMaybeL (fmap (dist p) . f . _wlLine))
where
f (a,b) = intersectSegSeg p (p -.- rad *.* vNormal (normalizeV (a -.- b))) a b
-- | Looks for any collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that in this version the circle can overlap the wall
collidePointAnyWallsReflect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointAnyWallsReflect p1 p2
= getFirst
. foldMap (First . findPoint . _wlLine)
where
findPoint (x,y) = case intersectSegSeg p1 p2 x y of
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
Nothing -> Nothing
-- | Looks for collision of a point with walls.
-- If found, gives collision point
-- If not found, returns point
collidePointWalls :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
collidePointWalls p1 p2 = foldr findPoint p2 . fmap _wlLine
where
findPoint (x,y) p = fromMaybe p $ intersectSegSeg p1 p x y
collidePointWalls' :: Point2 -> Point2 -> IM.IntMap Wall -> Point2
collidePointWalls' p1 p2 = foldl' findPoint p2 . fmap _wlLine
where
findPoint p = fromMaybe p . uncurry (intersectSegSeg p1 p)
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
-- note that the "intersection" point is the center of the circle flush against the wall
collideCircWalls' :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls' p1 p2 rad = either (const Nothing) Just . foldr findPoint (Left p2)
where
findPoint wl eip = maybe eip Right $ doReflection (getp eip) $ shiftByRad $ _wlLine wl
getp (Left p) = p
getp (Right (p,_)) = p
doReflection p (x,y) = case intersectSegSeg p1 p x y of
Nothing -> Nothing
Just ip -> Just (ip +.+ normalizeV (vNormal (x -.- y)), reflectInParam 0.5 (x -.- y) (p2 -.- p1))
shiftByRad (a,b) =
(g $ a +.+ rad *.* normalizeV (a -.-b)
,g $ b +.+ rad *.* normalizeV (b -.-a)
)
where
g = ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
-- | Looks for first collision of a circle with walls.
-- If found, gives point and reflection velocity, reflection damped in normal.
collideCircWalls :: Point2 -> Point2 -> Float -> IM.IntMap Wall -> Maybe (Point2,Point2)
collideCircWalls p1 p2 rad
= safeMinimumOn (dist p1 . fst)
. IM.mapMaybe
(( \(x:y:_) -> fmap
((, reflectInParam 0.5 (x -.- y) (p2 -.- p1))
. (+.+ normalizeV (vNormal (x -.- y)))
)
(intersectSegSeg p1 p2 x y)
)
. shiftByRad . _wlLine
)
where
shiftByRad (a,b) = map ((rad *.* normalizeV (vNormal $ a -.- b)) +.+)
[a +.+ rad *.* normalizeV (a -.-b)
,b +.+ rad *.* normalizeV (b -.-a)
]
-- this shifts the wall out, and for outer corners extends the wall
-- not sure what this does for inner corners, hopefully won't cause a problem
-- the alternative would be to separately bounce off corner points...
-- unfortunately, doesn't allow for collisions when the circle spawns on the
-- wall
-- | Looks for first collision of a point with a list of lines.
-- If found, gives point and normal of wall.
--collidePointLines :: Point2 -> Point2 -> [Wall'] -> Maybe (Point2,Point2)
--collidePointLines p1 p2 ws
-- = safeMinimumOn f
-- $ mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
-- . _wlLine') ws
-- where
-- f (a,_) = magV (p1 -.- a)
--
-- | Looks for first collision of a point with walls.
-- If found, gives point and normal of wall.
collidePointWallsNorm :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe (Point2,Point2)
collidePointWallsNorm p1 p2 ws
= safeMinimumOn (dist p1 . fst)
$ IM.mapMaybe (( \(x,y) -> intersectSegSeg p1 p2 x y <&> ( , vNormal $ x -.- y ) )
. _wlLine) ws
-- | Returns the first creature, if any, that a point intersects with.
collidePointCreatures :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe Int
collidePointCreatures p1 p2 = fmap fst
. safeMinimumOn snd
. IM.toList
. IM.mapMaybe (\x -> dist p1 <$> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
-- | As for 'collidePointCreatures', only increases the radius of creatures by a
--fixed amount, thus collides a moving circle with creaures.
collideCircCreatures :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe Int
collideCircCreatures p1 p2 rad = collidePointCreatures p1 p2 . fmap (crRad +~ rad)
-- | Returns the first creature id, if any, that a point intersects with, gives point
--in creature on line.
collidePointCrsPoint :: Point2 -> Point2 -> IM.IntMap Creature -> Maybe (Point2,Int)
collidePointCrsPoint p1 p2 = fmap f
. safeMinimumOn (dist p1 . snd)
. IM.toList
. IM.mapMaybe (\x -> intersectCircSegFirst (_crPos x) (_crRad x) p1 p2)
where
f (cID,p) = (p,cID)
{- | Finds the first creature hit on a line.
Maybe evaluates the creature id and hit point. -}
collideCircCrsPoint :: Point2 -> Point2 -> Float -> IM.IntMap Creature -> Maybe (Point2,Int)
collideCircCrsPoint p1 p2 rad = collidePointCrsPoint p1 p2 . fmap (crRad +~ rad)
---- | Makes a creature not hittable.
--collidePointCrsWithoutPoint :: Int -> Point2 -> Point2 -> World -> Maybe (Point2,Int)
--collidePointCrsWithoutPoint cid p1 p2 w
-- = fmap f
-- . safeMinimumOn (snd . snd)
-- . IM.toList
-- . IM.mapMaybe (\x -> collidePointCirc'' p1 p2 (_crRad x) (_crPos x))
-- . IM.delete cid
-- $ _creatures w
-- where
-- f (cID,(p,_)) = (p,cID)
{- | Test if a circle collides with any wall.
- Note no check on whether the wall is walkable. -}
circOnSomeWall :: Point2 -> Float -> World -> Bool
circOnSomeWall p rad
= any (\(x,y) -> circOnSeg x y p rad)
. fmap _wlLine
. IM.elems
. wallsNearPoint p
{- | Adds the distance to the creature radius, tests whether the center is in
the circle of this size centered at the point -}
crsNearPoint :: Float -> Point2 -> World -> Bool
crsNearPoint d p = any (\c -> dist (_crPos c) p < (d + _crRad c)) . _creatures
{- | Produce an unordered list of creatures on a line. -}
crsOnLine :: Point2 -> Point2 -> World -> IM.IntMap Creature
crsOnLine p1 p2
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr))
. _creatures
{- | Produce an unordered list of creatures on a wide line. -}
crsOnThickLine :: Float -> Point2 -> Point2 -> World -> IM.IntMap Creature
crsOnThickLine thickness p1 p2
= IM.filter (\cr -> circOnSeg p1 p2 (_crPos cr) (_crRad cr + thickness))
. _creatures
{- | Find 'Maybe' the closest creature to a point, within a circle.
-}
nearestCrInRad :: Point2 -> Float -> World -> Maybe Creature
nearestCrInRad p r
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> dist p (_crPos cr) < r)
. _creatures
{- | Find 'Maybe' the closest creature in front of a point in a right-angle-triangle shape. -}
nearestCrInTri
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInTri p dir x
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> pointInPolygon (_crPos cr) tri)
. _creatures
where
tri =
[p
,p +.+ rotateV (dir-pi/4) (V2 x 0)
,p +.+ rotateV (dir+pi/4) (V2 x 0)
]
{- | Find 'Maybe' the closes creature in front of a point in a given direction for
a given distance.
The shapes within which creatures are searched are a triangle then rectangle. -}
nearestCrInFront
:: Point2
-> Float -- ^ Direction (radians +ve anticlockwise from x-axis).
-> Float -- ^ Distance.
-> World -> Maybe Creature
nearestCrInFront p dir x
= safeMinimumOn (dist p . _crPos)
. IM.filter (\cr -> pointInPolygon (_crPos cr) rec)
. _creatures
where
rec = [p, pR, pR1, pL1, pL ]
pR = p +.+ rotateV (dir - pi*(3/8)) (V2 (x/2) 0)
pL = p +.+ rotateV (dir + pi*(3/8)) (V2 (x/2) 0)
pR1 = pR +.+ rotateV dir (V2 (x/2) 0)
pL1 = pL +.+ rotateV dir (V2 (x/2) 0)