ACF1: Fix 2 crate spawns being very close to each other in the difficult rope challenge
use std::ops::RangeInclusive;
use crate::{
common::{GearData, GearDataProcessor, GearId},
grid::Grid,
physics::PhysicsData,
};
use fpnum::*;
use integral_geometry::{GridIndex, Point, Size};
use land2d::Land2D;
pub fn fppoint_round(point: &FPPoint) -> Point {
Point::new(point.x().round() as i32, point.y().round() as i32)
}
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub struct CircleBounds {
pub center: FPPoint,
pub radius: FPNum,
}
impl CircleBounds {
pub fn intersects(&self, other: &CircleBounds) -> bool {
(other.center - self.center).is_in_range(self.radius + other.radius)
}
pub fn rows(&self) -> impl Iterator<Item = (usize, RangeInclusive<usize>)> {
let radius = self.radius.abs_round() as usize;
let center = Point::from_fppoint(&self.center);
(center.y as usize - radius..=center.y as usize + radius)
.map(move |row| (row, center.x as usize - radius..=center.x as usize + radius))
}
}
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub struct CollisionData {
pub bounds: CircleBounds,
}
impl GearData for CollisionData {}
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub struct ContactData {
pub elasticity: FPNum,
pub friction: FPNum,
}
impl GearData for ContactData {}
struct EnabledCollisionsCollection {
gear_ids: Vec<GearId>,
collisions: Vec<CollisionData>,
}
impl EnabledCollisionsCollection {
fn new() -> Self {
Self {
gear_ids: Vec::new(),
collisions: Vec::new(),
}
}
fn push(&mut self, gear_id: GearId, collision: CollisionData) {
self.gear_ids.push(gear_id);
self.collisions.push(collision);
}
fn iter(&self) -> impl Iterator<Item = (GearId, &CollisionData)> {
self.gear_ids.iter().cloned().zip(self.collisions.iter())
}
}
pub struct CollisionProcessor {
grid: Grid,
enabled_collisions: EnabledCollisionsCollection,
detected_collisions: DetectedCollisions,
}
pub struct DetectedCollisions {
pub pairs: Vec<(GearId, GearId)>,
pub positions: Vec<Point>,
}
impl DetectedCollisions {
pub fn new(capacity: usize) -> Self {
Self {
pairs: Vec::with_capacity(capacity),
positions: Vec::with_capacity(capacity),
}
}
pub fn push(&mut self, contact_gear_id1: GearId, contact_gear_id2: GearId, position: &FPPoint) {
self.pairs.push((contact_gear_id1, contact_gear_id2));
self.positions.push(fppoint_round(&position));
}
}
impl CollisionProcessor {
pub fn new(size: Size) -> Self {
Self {
grid: Grid::new(size),
enabled_collisions: EnabledCollisionsCollection::new(),
detected_collisions: DetectedCollisions::new(0),
}
}
pub fn process(&mut self, land: &Land2D<u32>, updates: &crate::physics::PositionUpdates) {
self.grid.check_collisions(&mut self.detected_collisions);
for (gear_id, collision) in self.enabled_collisions.iter() {
if collision
.bounds
.rows()
.any(|(y, r)| (&land[y][r]).iter().any(|v| *v != 0))
{
self.detected_collisions
.push(gear_id, 0, &collision.bounds.center)
}
}
}
}
impl GearDataProcessor<CollisionData> for CollisionProcessor {
fn add(&mut self, gear_id: GearId, gear_data: CollisionData) {
self.grid.insert_static(gear_id, &gear_data.bounds);
}
}