jamshred: some dodgy debug logging, and some dodgy collision detection :)

db4
Alex Chapman 2008-05-07 13:58:03 +10:00
parent 6ba999933e
commit 78712fef1b
6 changed files with 157 additions and 89 deletions

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@ -1,7 +1,6 @@
! Copyright (C) 2007 Alex Chapman ! Copyright (C) 2007 Alex Chapman
! See http://factorcode.org/license.txt for BSD license. ! See http://factorcode.org/license.txt for BSD license.
USING: kernel opengl arrays sequences jamshred.tunnel USING: accessors kernel opengl arrays sequences jamshred.log jamshred.player jamshred.tunnel math.vectors ;
jamshred.player math.vectors ;
IN: jamshred.game IN: jamshred.game
TUPLE: jamshred tunnel players running ; TUPLE: jamshred tunnel players running ;
@ -12,15 +11,15 @@ TUPLE: jamshred tunnel players running ;
: jamshred-player ( jamshred -- player ) : jamshred-player ( jamshred -- player )
! TODO: support more than one player ! TODO: support more than one player
jamshred-players first ; players>> first ;
: jamshred-update ( jamshred -- ) : jamshred-update ( jamshred -- )
dup jamshred-running [ dup running>> [
jamshred-player update-player jamshred-player update-player
] [ drop ] if ; ] [ drop ] if ;
: toggle-running ( jamshred -- ) : toggle-running ( jamshred -- )
dup jamshred-running not swap set-jamshred-running ; [ running>> not ] [ (>>running) ] bi ;
: mouse-moved ( x-radians y-radians jamshred -- ) : mouse-moved ( x-radians y-radians jamshred -- )
jamshred-player -rot turn-player ; jamshred-player -rot turn-player ;

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@ -1,14 +1,12 @@
! Copyright (C) 2007, 2008 Alex Chapman ! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license. ! See http://factorcode.org/license.txt for BSD license.
USING: alarms arrays calendar jamshred.game jamshred.gl kernel math USING: accessors alarms arrays calendar jamshred.game jamshred.gl jamshred.log kernel math math.constants namespaces sequences ui ui.gadgets ui.gestures ui.render math.vectors ;
math.constants namespaces sequences ui ui.gadgets ui.gestures ui.render
math.vectors ;
IN: jamshred IN: jamshred
TUPLE: jamshred-gadget jamshred last-hand-loc alarm ; TUPLE: jamshred-gadget jamshred last-hand-loc alarm ;
: <jamshred-gadget> ( jamshred -- gadget ) : <jamshred-gadget> ( jamshred -- gadget )
jamshred-gadget construct-gadget tuck set-jamshred-gadget-jamshred ; jamshred-gadget construct-gadget swap >>jamshred ;
: default-width ( -- x ) 1024 ; : default-width ( -- x ) 1024 ;
: default-height ( -- y ) 768 ; : default-height ( -- y ) 768 ;
@ -17,22 +15,21 @@ M: jamshred-gadget pref-dim*
drop default-width default-height 2array ; drop default-width default-height 2array ;
M: jamshred-gadget draw-gadget* ( gadget -- ) M: jamshred-gadget draw-gadget* ( gadget -- )
dup jamshred-gadget-jamshred swap rect-dim first2 draw-jamshred ; [ jamshred>> ] [ rect-dim first2 draw-jamshred ] bi ;
: tick ( gadget -- ) : tick ( gadget -- )
dup jamshred-gadget-jamshred jamshred-update relayout-1 ; [ jamshred>> jamshred-update ] [ relayout-1 ] bi ;
M: jamshred-gadget graft* ( gadget -- ) M: jamshred-gadget graft* ( gadget -- )
[ [
[ tick ] curry 10 milliseconds from-now 10 milliseconds add-alarm [ tick ] curry 10 milliseconds from-now 10 milliseconds add-alarm
] keep set-jamshred-gadget-alarm ; ] keep (>>alarm) ;
M: jamshred-gadget ungraft* ( gadget -- ) M: jamshred-gadget ungraft* ( gadget -- )
[ jamshred-gadget-alarm cancel-alarm f ] keep [ alarm>> cancel-alarm ] [ f >>alarm drop ] bi ;
set-jamshred-gadget-alarm ;
: jamshred-restart ( jamshred-gadget -- ) : jamshred-restart ( jamshred-gadget -- )
<jamshred> swap set-jamshred-gadget-jamshred ; <jamshred> >>jamshred drop ;
: pix>radians ( n m -- theta ) : pix>radians ( n m -- theta )
2 / / pi 2 * * ; 2 / / pi 2 * * ;
@ -46,21 +43,20 @@ M: jamshred-gadget ungraft* ( gadget -- )
rect-dim second pix>radians ; rect-dim second pix>radians ;
: (handle-mouse-motion) ( jamshred-gadget mouse-motion -- ) : (handle-mouse-motion) ( jamshred-gadget mouse-motion -- )
over jamshred-gadget-jamshred >r over jamshred>> >r
[ first swap x>radians ] 2keep second swap y>radians [ first swap x>radians ] 2keep second swap y>radians
r> mouse-moved ; r> mouse-moved ;
: handle-mouse-motion ( jamshred-gadget -- ) : handle-mouse-motion ( jamshred-gadget -- )
hand-loc get [ hand-loc get [
over jamshred-gadget-last-hand-loc [ over last-hand-loc>> [
v- (handle-mouse-motion) v- (handle-mouse-motion)
] [ 2drop ] if* ] [ 2drop ] if*
] 2keep swap set-jamshred-gadget-last-hand-loc ; ] 2keep >>last-hand-loc drop ;
USE: vocabs.loader
jamshred-gadget H{ jamshred-gadget H{
{ T{ key-down f f "r" } [ jamshred-restart ] } { T{ key-down f f "r" } [ jamshred-restart ] }
{ T{ key-down f f " " } [ jamshred-gadget-jamshred toggle-running ] } { T{ key-down f f " " } [ jamshred>> toggle-running ] }
{ T{ motion } [ handle-mouse-motion ] } { T{ motion } [ handle-mouse-motion ] }
} set-gestures } set-gestures

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@ -0,0 +1,10 @@
USING: kernel logging ;
IN: jamshred.log
LOG: (jamshred-log) DEBUG
: with-jamshred-log ( quot -- )
"jamshred" swap with-logging ;
: jamshred-log ( message -- )
[ (jamshred-log) ] with-jamshred-log ; ! ugly...

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@ -1,6 +1,6 @@
! Copyright (C) 2007 Alex Chapman ! Copyright (C) 2007 Alex Chapman
! See http://factorcode.org/license.txt for BSD license. ! See http://factorcode.org/license.txt for BSD license.
USING: arrays float-arrays kernel math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ; USING: accessors arrays float-arrays kernel locals math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ;
IN: jamshred.oint IN: jamshred.oint
! An oint is a point with three linearly independent unit vectors ! An oint is a point with three linearly independent unit vectors
@ -10,46 +10,23 @@ IN: jamshred.oint
TUPLE: oint location forward up left ; TUPLE: oint location forward up left ;
: <oint> ( location forward up left -- oint )
oint boa ;
! : x-rotation ( theta -- matrix )
! #! construct this matrix:
! #! { { 1 0 0 }
! #! { 0 cos(theta) sin(theta) }
! #! { 0 -sin(theta) cos(theta) } }
! dup sin neg swap cos 2dup 0 -rot 3float-array >r
! swap neg 0 -rot 3float-array >r
! { 1 0 0 } r> r> 3float-array ;
!
! : y-rotation ( theta -- matrix )
! #! costruct this matrix:
! #! { { cos(theta) 0 -sin(theta) }
! #! { 0 1 0 }
! #! { sin(theta) 0 cos(theta) } }
! dup sin swap cos 2dup
! 0 swap 3float-array >r
! { 0 1 0 } >r
! 0 rot neg 3float-array r> r> 3float-array ;
: apply-to-oint ( oint quot -- )
#! apply quot to each of forward, up, and left, storing the results
over oint-forward over call pick set-oint-forward
over oint-up over call pick set-oint-up
over oint-left swap call swap set-oint-left ;
: rotation-quaternion ( theta axis -- quaternion ) : rotation-quaternion ( theta axis -- quaternion )
swap 2 / dup cos swap sin rot n*v first3 rect> >r rect> r> 2array ; swap 2 / dup cos swap sin rot n*v first3 rect> >r rect> r> 2array ;
: rotate-vector ( q qrecip v -- v )
v>q swap q* q* q>v ;
: rotate-oint ( oint theta axis -- ) : rotate-oint ( oint theta axis -- )
rotation-quaternion dup qrecip rotation-quaternion dup qrecip pick
[ rot v>q swap q* q* q>v ] curry curry apply-to-oint ; [ forward>> rotate-vector >>forward ]
[ up>> rotate-vector >>up ]
[ left>> rotate-vector >>left ] 3tri drop ;
: left-pivot ( oint theta -- ) : left-pivot ( oint theta -- )
over oint-left rotate-oint ; over left>> rotate-oint ;
: up-pivot ( oint theta -- ) : up-pivot ( oint theta -- )
over oint-up rotate-oint ; over up>> rotate-oint ;
: random-float+- ( n -- m ) : random-float+- ( n -- m )
#! find a random float between -n/2 and n/2 #! find a random float between -n/2 and n/2
@ -59,10 +36,10 @@ TUPLE: oint location forward up left ;
2 / 2dup random-float+- left-pivot random-float+- up-pivot ; 2 / 2dup random-float+- left-pivot random-float+- up-pivot ;
: go-forward ( distance oint -- ) : go-forward ( distance oint -- )
tuck oint-forward n*v over oint-location v+ swap set-oint-location ; [ forward>> n*v ] [ location>> v+ ] [ (>>location) ] tri ;
: distance-vector ( oint oint -- vector ) : distance-vector ( oint oint -- vector )
oint-location swap oint-location v- ; [ location>> ] bi@ swap v- ;
: distance ( oint oint -- distance ) : distance ( oint oint -- distance )
distance-vector norm ; distance-vector norm ;
@ -72,9 +49,16 @@ TUPLE: oint location forward up left ;
tuck v. swap norm / ; tuck v. swap norm / ;
: perpendicular-distance ( oint oint -- distance ) : perpendicular-distance ( oint oint -- distance )
tuck distance-vector swap 2dup oint-left scalar-projection abs tuck distance-vector swap 2dup left>> scalar-projection abs
-rot oint-up scalar-projection abs + ; -rot up>> scalar-projection abs + ;
:: reflect ( v l -- v' ) : proj-perp ( v u -- w )
#! reflect v on l dupd proj v- ;
v l v. l l v. / 2 * l n*v v v- ;
! :: reflect ( v l -- v' )
! #! reflect v on l
! v l v. l l v. / 2 * l n*v v v- ;
:: reflect ( vec n -- v' )
#! bounce v on a surface with normal n
vec n v. n n*v -2 * vec v+ ;

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@ -1,39 +1,64 @@
! Copyright (C) 2007 Alex Chapman ! Copyright (C) 2007 Alex Chapman
! See http://factorcode.org/license.txt for BSD license. ! See http://factorcode.org/license.txt for BSD license.
USING: colors jamshred.oint jamshred.tunnel kernel USING: accessors colors jamshred.log jamshred.oint jamshred.tunnel kernel math math.constants math.order sequences ;
math math.constants sequences ;
IN: jamshred.player IN: jamshred.player
TUPLE: player name tunnel nearest-segment ; TUPLE: player < oint name tunnel nearest-segment ;
: <player> ( name -- player ) : <player> ( name -- player )
f f player boa [ F{ 0 0 5 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } ] dip f f player boa ;
F{ 0 0 5 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <oint> over set-delegate ;
: turn-player ( player x-radians y-radians -- ) : turn-player ( player x-radians y-radians -- )
>r over r> left-pivot up-pivot ; >r over r> left-pivot up-pivot ;
: to-tunnel-start ( player -- ) : to-tunnel-start ( player -- )
dup player-tunnel first dup oint-location pick set-oint-location [ tunnel>> first dup location>> ]
swap set-player-nearest-segment ; [ tuck (>>location) (>>nearest-segment) ] bi ;
: play-in-tunnel ( player segments -- ) : play-in-tunnel ( player segments -- )
over set-player-tunnel to-tunnel-start ; >>tunnel to-tunnel-start ;
: update-nearest-segment ( player -- ) : update-nearest-segment ( player -- )
dup player-tunnel over dup player-nearest-segment nearest-segment [ tunnel>> ] [ dup nearest-segment>> nearest-segment ]
swap set-player-nearest-segment ; [ (>>nearest-segment) ] tri ;
: max-speed ( -- speed ) : max-speed ( -- speed )
0.3 ; 0.01 ;
: player-speed ( player -- speed ) : player-speed ( player -- speed )
max-speed ; drop max-speed ;
! dup player-nearest-segment fraction-from-wall sq max-speed * ; ! dup nearest-segment>> fraction-from-wall sq max-speed * ;
! : move-player ( player -- )
! dup player-speed over go-forward update-nearest-segment ;
DEFER: (move-player)
: ?bounce ( distance-remaining player -- )
over 0 > [
[ dup nearest-segment>> bounce ]
! [ (move-player) ] ! uncomment when bounce works...
[ 2drop ]
bi
] [
2drop
] if ;
: move-player-distance ( distance-remaining player distance -- distance-remaining player )
pick min tuck over go-forward [ - ] dip ;
USE: prettyprint
USE: io.streams.string
: (move-player) ( distance-remaining player -- )
over 0 <= [
2drop
] [
dup dup nearest-segment>> distance-to-collision ! [ .s ] with-string-writer jamshred-log
move-player-distance ?bounce
] if ;
: move-player ( player -- ) : move-player ( player -- )
dup player-speed over go-forward update-nearest-segment ; [ player-speed ] [ (move-player) ] [ update-nearest-segment ] tri ;
: update-player ( player -- ) : update-player ( player -- )
dup move-player player-nearest-segment dup move-player nearest-segment>>
white swap set-segment-color ; white swap set-segment-color ;

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@ -1,23 +1,20 @@
! Copyright (C) 2007 Alex Chapman ! Copyright (C) 2007 Alex Chapman
! See http://factorcode.org/license.txt for BSD license. ! See http://factorcode.org/license.txt for BSD license.
USING: arrays float-arrays kernel jamshred.oint math math.functions USING: accessors arrays float-arrays kernel jamshred.oint locals math math.functions math.constants math.matrices math.order math.ranges math.vectors random sequences vectors ;
math.ranges math.vectors math.constants random sequences vectors ;
IN: jamshred.tunnel IN: jamshred.tunnel
: n-segments ( -- n ) 5000 ; inline : n-segments ( -- n ) 5000 ; inline
TUPLE: segment number color radius ; TUPLE: segment < oint number color radius ;
C: <segment> segment
: <segment> ( number color radius location forward up left -- segment )
<oint> >r segment boa r> over set-delegate ;
: segment-vertex ( theta segment -- vertex ) : segment-vertex ( theta segment -- vertex )
tuck 2dup oint-up swap sin v*n tuck 2dup up>> swap sin v*n
>r oint-left swap cos v*n r> v+ >r left>> swap cos v*n r> v+
swap oint-location v+ ; swap location>> v+ ;
: segment-vertex-normal ( vertex segment -- normal ) : segment-vertex-normal ( vertex segment -- normal )
oint-location swap v- normalize ; location>> swap v- normalize ;
: segment-vertex-and-normal ( segment theta -- vertex normal ) : segment-vertex-and-normal ( segment theta -- vertex normal )
swap [ segment-vertex ] keep dupd segment-vertex-normal ; swap [ segment-vertex ] keep dupd segment-vertex-normal ;
@ -50,15 +47,15 @@ TUPLE: segment number color radius ;
: default-segment-radius ( -- r ) 1 ; : default-segment-radius ( -- r ) 1 ;
: initial-segment ( -- segment ) : initial-segment ( -- segment )
0 random-color default-segment-radius F{ 0 0 0 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 }
F{ 0 0 0 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <segment> ; 0 random-color default-segment-radius <segment> ;
: random-segments ( n -- segments ) : random-segments ( n -- segments )
initial-segment 1vector swap (random-segments) ; initial-segment 1vector swap (random-segments) ;
: simple-segment ( n -- segment ) : simple-segment ( n -- segment )
random-color default-segment-radius pick F{ 0 0 -1 } n*v [ F{ 0 0 -1 } n*v F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } ] keep
F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <segment> ; random-color default-segment-radius <segment> ;
: simple-segments ( n -- segments ) : simple-segments ( n -- segments )
[ simple-segment ] map ; [ simple-segment ] map ;
@ -111,3 +108,60 @@ TUPLE: segment number color radius ;
: fraction-from-wall ( oint segment -- fraction ) : fraction-from-wall ( oint segment -- fraction )
fraction-from-centre 1 swap - ; fraction-from-centre 1 swap - ;
: sideways-heading ( oint segment -- v )
[ forward>> ] bi@ proj-perp ;
! : facing-nearest-wall? ( oint segment -- ? )
! [ [ location>> ] bi@ distance ]
! [ sideways-heading ]
! [ [ location>> ] bi@ [ v+ ] dip distance ] tri < ;
! : distance-to-collision ( oint segment -- distance )
! ! TODO: this isn't right. If oint is facing away from the wall then it should return a much bigger distance...
! #! distance on the oint's heading to the segment wall
! facing-nearest-wall? [
! [ sideways-heading norm ]
! [ distance-from-wall ] 2bi swap /
! ] [
! ] if ;
:: (collision-coefficient) ( -2b sqrt(b^2-2ac) 2a -- c )
-2b sqrt(b^2-2ac) + 2a /
-2b sqrt(b^2-2ac) - 2a / max ; ! the -ve answer is behind us (I think..)
:: collision-coefficient ( v w -- c )
[let* | a [ v dup v. ]
b [ v w v. 2 * ]
c [ w dup v. v dup v. - ] |
b -2 * b sq a c * 2 * - sqrt a 2 * (collision-coefficient) ] ;
: distance-to-collision ( oint segment -- distance )
[ sideways-heading ] [ [ location>> ] bi@ v- collision-coefficient ]
[ drop forward>> n*v norm ] 2tri ;
:: (wall-normal) ( seg loc -- n )
[let* | back [ loc seg location>> v- ]
back-proj [ back seg forward>> proj ]
perp-point [ loc back-proj v- ] |
perp-point seg location>> v- normalize ] ;
: wall-normal ( segment oint -- n )
location>> (wall-normal) ;
: bounce-forward ( segment oint -- )
[ wall-normal ] [ swap reflect ] [ (>>forward) ] tri ;
: bounce-up ( oint segment -- )
2drop ; ! TODO
: bounce-left ( oint segment -- )
2drop ; ! TODO
! : bounce ( oint segment -- )
! [ swap bounce-forward ]
! [ bounce-up ]
! [ bounce-left ] 2tri ;
: bounce ( oint segment -- )
drop 0.01 left-pivot ; ! just temporary