jamshred playable (just)
parent
80f6cb9e4f
commit
e818a7c71f
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@ -14,7 +14,7 @@ TUPLE: jamshred tunnel players running ;
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: jamshred-update ( jamshred -- )
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dup jamshred-running [
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dup jamshred-tunnel swap jamshred-player update-player
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jamshred-player update-player
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] [ drop ] if ;
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: toggle-running ( jamshred -- )
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@ -9,8 +9,8 @@ IN: jamshred.gl
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: n-vertices ( -- n ) 32 ; inline
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! render enough of the tunnel that it looks continuous
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: n-segments-ahead ( -- n ) 50 ; inline
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: n-segments-behind ( -- n ) 50 ; inline
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: n-segments-ahead ( -- n ) 60 ; inline
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: n-segments-behind ( -- n ) 40 ; inline
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: draw-segment-vertex ( segment theta -- )
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over segment-color gl-color segment-vertex-and-normal
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@ -22,15 +22,22 @@ IN: jamshred.gl
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: draw-segment ( next-segment segment -- )
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GL_QUAD_STRIP [
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[ draw-vertex-pair ] 2curry
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n-vertices equally-spaced-radians { 0.0 } append swap each
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n-vertices equally-spaced-radians F{ 0.0 } append swap each
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] do-state ;
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: draw-segments ( segments -- )
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1 over length pick subseq swap [ draw-segment ] 2each ;
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: draw-tunnel ( player tunnel -- )
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tuck swap player-nearest-segment segment-number dup n-segments-behind -
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swap n-segments-ahead + rot sub-tunnel draw-segments ;
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: segments-to-render ( player -- segments )
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dup player-nearest-segment segment-number dup n-segments-behind -
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swap n-segments-ahead + rot player-tunnel sub-tunnel ;
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: draw-tunnel ( player -- )
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segments-to-render draw-segments ;
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! : draw-tunnel ( player tunnel -- )
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! tuck swap player-nearest-segment segment-number dup n-segments-behind -
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! swap n-segments-ahead + rot sub-tunnel draw-segments ;
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: init-graphics ( width height -- )
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GL_DEPTH_TEST glEnable
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@ -39,21 +46,19 @@ IN: jamshred.gl
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0.0 0.0 0.0 0.0 glClearColor
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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GL_PROJECTION glMatrixMode glLoadIdentity
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! / >float 45.0 swap 0.1 100.0 gluPerspective
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2drop 45.0 1024 768 / >float 0.1 100.0 gluPerspective
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dup 0 = [ 2drop ] [ / >float 45.0 swap 0.1 100.0 gluPerspective ] if
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GL_MODELVIEW glMatrixMode glLoadIdentity
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GL_LEQUAL glDepthFunc
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GL_LIGHTING glEnable
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GL_LIGHT0 glEnable
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GL_FOG glEnable
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GL_FOG_DENSITY 0.06 glFogf
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GL_FOG_DENSITY 0.09 glFogf
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GL_COLOR_MATERIAL glEnable
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GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
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GL_LIGHT0 GL_POSITION { 0.0 0.0 -3.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_AMBIENT { 0.2 0.2 0.2 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_DIFFUSE { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_SPECULAR { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
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;
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GL_LIGHT0 GL_POSITION F{ 0.0 0.0 -3.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_AMBIENT F{ 0.2 0.2 0.2 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_DIFFUSE F{ 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_SPECULAR F{ 1.0 1.0 1.0 1.0 } >c-float-array glLightfv ;
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: player-view ( player -- )
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[ oint-location first3 ] keep
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@ -61,6 +66,5 @@ IN: jamshred.gl
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oint-up first3 gluLookAt ;
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: draw-jamshred ( jamshred width height -- )
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init-graphics dup jamshred-player dup player-view
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swap jamshred-tunnel draw-tunnel ;
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init-graphics jamshred-player dup player-view draw-tunnel ;
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@ -29,7 +29,7 @@ M: jamshred-gadget ungraft* ( gadget -- ) remove-timer ;
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<jamshred> swap set-jamshred-gadget-jamshred ;
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: pix>radians ( n m -- theta )
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2 / / pi * ;
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2 / / pi 2 * * ;
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: x>radians ( x gadget -- theta )
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#! translate motion of x pixels to an angle
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@ -1,4 +1,4 @@
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USING: arrays kernel math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ;
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USING: arrays float-arrays kernel math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ;
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IN: jamshred.oint
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! An oint is a point with three linearly independent unit vectors
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@ -16,9 +16,9 @@ TUPLE: oint location forward up left ;
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! #! { { 1 0 0 }
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! #! { 0 cos(theta) sin(theta) }
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! #! { 0 -sin(theta) cos(theta) } }
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! dup sin neg swap cos 2dup 0 -rot 3array >r
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! swap neg 0 -rot 3array >r
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! { 1 0 0 } r> r> 3array ;
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! dup sin neg swap cos 2dup 0 -rot 3float-array >r
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! swap neg 0 -rot 3float-array >r
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! { 1 0 0 } r> r> 3float-array ;
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!
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! : y-rotation ( theta -- matrix )
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! #! costruct this matrix:
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@ -26,9 +26,9 @@ TUPLE: oint location forward up left ;
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! #! { 0 1 0 }
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! #! { sin(theta) 0 cos(theta) } }
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! dup sin swap cos 2dup
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! 0 swap 3array >r
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! 0 swap 3float-array >r
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! { 0 1 0 } >r
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! 0 rot neg 3array r> r> 3array ;
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! 0 rot neg 3float-array r> r> 3float-array ;
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: apply-to-oint ( oint quot -- )
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#! apply quot to each of forward, up, and left, storing the results
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@ -59,5 +59,16 @@ TUPLE: oint location forward up left ;
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: go-forward ( distance oint -- )
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tuck oint-forward n*v over oint-location v+ swap set-oint-location ;
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: distance-vector ( oint oint -- vector )
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oint-location swap oint-location v- ;
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: distance ( oint oint -- distance )
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oint-location swap oint-location v- norm ;
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distance-vector norm ;
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: scalar-projection ( v1 v2 -- n )
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#! the scalar projection of v1 onto v2
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tuck v. swap norm / ;
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: perpendicular-distance ( oint oint -- distance )
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tuck distance-vector swap 2dup oint-left scalar-projection abs
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-rot oint-up scalar-projection abs + ;
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@ -1,25 +1,36 @@
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USING: colors jamshred.game jamshred.oint jamshred.tunnel kernel
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math.constants sequences ;
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math math.constants sequences ;
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IN: jamshred.player
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TUPLE: player name speed last-segment ;
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TUPLE: player name tunnel nearest-segment ;
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: <player> ( name -- player )
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1 f player construct-boa
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{ 0 0 5 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <oint> over set-delegate ;
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f f player construct-boa
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F{ 0 0 5 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <oint> over set-delegate ;
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: turn-player ( player x-radians y-radians -- )
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>r over r> left-pivot up-pivot ;
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: play-in-tunnel ( player tunnel -- )
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tunnel-segments first dup oint-location pick set-oint-location
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swap set-player-last-segment ;
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: to-tunnel-start ( player -- )
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dup player-tunnel first dup oint-location pick set-oint-location
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swap set-player-nearest-segment ;
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: player-nearest-segment ( tunnel player -- segment )
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[
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dup player-last-segment nearest-segment
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] keep dupd set-player-last-segment ;
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: play-in-tunnel ( player segments -- )
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over set-player-tunnel to-tunnel-start ;
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: update-player ( tunnel player -- )
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0.1 over go-forward player-nearest-segment white swap set-segment-color ;
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: update-nearest-segment ( player -- )
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dup player-tunnel over dup player-nearest-segment nearest-segment
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swap set-player-nearest-segment ;
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: max-speed ( -- speed )
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0.3 ;
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: player-speed ( player -- speed )
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dup player-nearest-segment fraction-from-wall sq max-speed * ;
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: move-player ( player -- )
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dup player-speed over go-forward update-nearest-segment ;
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: update-player ( player -- )
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dup move-player player-nearest-segment
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white swap set-segment-color ;
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@ -6,10 +6,10 @@ IN: temporary
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T{ oint f { 0 0 0.25 } }
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nearer-segment segment-number ] unit-test
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[ 0 ] [ T{ oint f { 0 0 0 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 1 ] [ T{ oint f { 0 0 -1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 2 ] [ T{ oint f { 0 0.1 -2.1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 0 ] [ T{ oint f { 0 0 0 } } <straight-tunnel> find-nearest-segment segment-number ] unit-test
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[ 1 ] [ T{ oint f { 0 0 -1 } } <straight-tunnel> find-nearest-segment segment-number ] unit-test
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[ 2 ] [ T{ oint f { 0 0.1 -2.1 } } <straight-tunnel> find-nearest-segment segment-number ] unit-test
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[ 3 ] [ <straight-tunnel> tunnel-segments T{ oint f { 0 0 -3.25 } } 0 nearest-segment-forward segment-number ] unit-test
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[ 3 ] [ <straight-tunnel> T{ oint f { 0 0 -3.25 } } 0 nearest-segment-forward segment-number ] unit-test
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[ { 0 0 0 } ] [ <straight-tunnel> T{ oint f { 0 0 -0.25 } } over tunnel-segments first nearest-segment oint-location ] unit-test
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[ { 0 0 0 } ] [ <straight-tunnel> T{ oint f { 0 0 -0.25 } } over first nearest-segment oint-location ] unit-test
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@ -1,5 +1,5 @@
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USING: arrays kernel jamshred.oint math math.functions math.ranges math.vectors
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math.constants random sequences vectors ;
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USING: arrays float-arrays kernel jamshred.oint math math.functions
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math.ranges math.vectors math.constants random sequences vectors ;
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IN: jamshred.tunnel
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: n-segments ( -- n ) 5000 ; inline
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@ -30,8 +30,8 @@ TUPLE: segment number color radius ;
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: random-color ( -- color )
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{ 100 100 100 } [ random 100 / >float ] map { 1.0 } append ;
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: tunnel-segment-distance ( -- n ) 0.5 ;
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: random-rotation-angle ( -- theta ) pi 6 / ;
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: tunnel-segment-distance ( -- n ) 0.4 ;
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: random-rotation-angle ( -- theta ) pi 20 / ;
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: random-segment ( previous-segment -- segment )
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clone dup random-rotation-angle random-turn
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@ -49,34 +49,28 @@ TUPLE: segment number color radius ;
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: initial-segment ( -- segment )
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0 random-color default-segment-radius
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{ 0 0 0 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
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F{ 0 0 0 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <segment> ;
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: random-segments ( n -- segments )
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initial-segment 1vector swap (random-segments) ;
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: simple-segment ( n -- segment )
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random-color default-segment-radius pick { 0 0 -1 } n*v
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{ 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
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random-color default-segment-radius pick F{ 0 0 -1 } n*v
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F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } <segment> ;
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: simple-segments ( n -- segments )
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[ simple-segment ] map ;
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TUPLE: tunnel segments ;
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: <random-tunnel> ( -- segments )
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n-segments random-segments ;
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C: <tunnel> tunnel
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: <straight-tunnel> ( -- segments )
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n-segments simple-segments ;
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: <random-tunnel> ( -- tunnel )
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n-segments random-segments <tunnel> ;
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: <straight-tunnel> ( -- tunnel )
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n-segments simple-segments <tunnel> ;
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: sub-tunnel ( from to tunnel -- segments )
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: sub-tunnel ( from to sements -- segments )
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#! return segments between from and to, after clamping from and to to
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#! valid values
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tunnel-segments [
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sequence-index-range [ clamp-to-range ] curry 2apply
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] keep <slice> ;
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[ sequence-index-range [ clamp-to-range ] curry 2apply ] keep <slice> ;
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: nearer-segment ( segment segment oint -- segment )
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#! return whichever of the two segments is nearer to the oint
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@ -97,10 +91,21 @@ C: <tunnel> tunnel
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: nearest-segment-backward ( segments oint start -- segment )
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swapd 1+ 0 swap rot <slice> <reversed> find-nearest-segment ;
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: nearest-segment ( tunnel oint start-segment -- segment )
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: nearest-segment ( segments oint start-segment -- segment )
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#! find the segment nearest to 'oint', and return it.
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#! start looking at segment 'start-segment'
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segment-number over >r
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>r >r tunnel-segments r> r>
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[ nearest-segment-forward ] 3keep
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nearest-segment-backward r> nearer-segment ;
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: distance-from-centre ( oint segment -- distance )
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perpendicular-distance ;
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: distance-from-wall ( oint segment -- distance )
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tuck distance-from-centre swap segment-radius swap - ;
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: fraction-from-centre ( oint segment -- fraction )
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tuck distance-from-centre swap segment-radius / ;
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: fraction-from-wall ( oint segment -- fraction )
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fraction-from-centre 1 swap - ;
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