factor/extra/jamshred/tunnel/tunnel.factor

166 lines
5.5 KiB
Factor

! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors arrays colors combinators kernel locals math math.constants math.matrices math.order math.ranges math.vectors math.quadratic random sequences specialized-arrays.float vectors jamshred.oint ;
IN: jamshred.tunnel
: n-segments ( -- n ) 5000 ; inline
TUPLE: segment < oint number color radius ;
C: <segment> segment
: segment-number++ ( segment -- )
[ number>> 1+ ] keep (>>number) ;
: random-color ( -- color )
{ 100 100 100 } [ random 100 / >float ] map first3 1.0 <rgba> ;
: tunnel-segment-distance ( -- n ) 0.4 ;
: random-rotation-angle ( -- theta ) pi 20 / ;
: random-segment ( previous-segment -- segment )
clone dup random-rotation-angle random-turn
tunnel-segment-distance over go-forward
random-color >>color dup segment-number++ ;
: (random-segments) ( segments n -- segments )
dup 0 > [
[ dup peek random-segment over push ] dip 1- (random-segments)
] [ drop ] if ;
: default-segment-radius ( -- r ) 1 ;
: initial-segment ( -- segment )
float-array{ 0 0 0 } float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 }
0 random-color default-segment-radius <segment> ;
: random-segments ( n -- segments )
initial-segment 1vector swap (random-segments) ;
: simple-segment ( n -- segment )
[ float-array{ 0 0 -1 } n*v float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 } ] keep
random-color default-segment-radius <segment> ;
: simple-segments ( n -- segments )
[ simple-segment ] map ;
: <random-tunnel> ( -- segments )
n-segments random-segments ;
: <straight-tunnel> ( -- segments )
n-segments simple-segments ;
: sub-tunnel ( from to segments -- segments )
#! return segments between from and to, after clamping from and to to
#! valid values
[ sequence-index-range [ clamp-to-range ] curry bi@ ] keep <slice> ;
: nearer-segment ( segment segment oint -- segment )
#! return whichever of the two segments is nearer to the oint
[ 2dup ] dip tuck distance [ distance ] dip < -rot ? ;
: (find-nearest-segment) ( nearest next oint -- nearest ? )
#! find the nearest of 'next' and 'nearest' to 'oint', and return
#! t if the nearest hasn't changed
pick [ nearer-segment dup ] dip = ;
: find-nearest-segment ( oint segments -- segment )
dup first swap rest-slice rot [ (find-nearest-segment) ] curry
find 2drop ;
: nearest-segment-forward ( segments oint start -- segment )
rot dup length swap <slice> find-nearest-segment ;
: nearest-segment-backward ( segments oint start -- segment )
swapd 1+ 0 spin <slice> <reversed> find-nearest-segment ;
: nearest-segment ( segments oint start-segment -- segment )
#! find the segment nearest to 'oint', and return it.
#! start looking at segment 'start-segment'
number>> over [
[ nearest-segment-forward ] 3keep nearest-segment-backward
] dip nearer-segment ;
: get-segment ( segments n -- segment )
over sequence-index-range clamp-to-range swap nth ;
: next-segment ( segments current-segment -- segment )
number>> 1+ get-segment ;
: previous-segment ( segments current-segment -- segment )
number>> 1- get-segment ;
: heading-segment ( segments current-segment heading -- segment )
#! the next segment on the given heading
over forward>> v. 0 <=> {
{ +gt+ [ next-segment ] }
{ +lt+ [ previous-segment ] }
{ +eq+ [ nip ] } ! current segment
} case ;
:: distance-to-next-segment ( current next location heading -- distance )
[let | cf [ current forward>> ] |
cf next location>> v. cf location v. - cf heading v. / ] ;
:: distance-to-next-segment-area ( current next location heading -- distance )
[let | cf [ current forward>> ]
h [ next current half-way-between-oints ] |
cf h v. cf location v. - cf heading v. / ] ;
: vector-to-centre ( seg loc -- v )
over location>> swap v- swap forward>> proj-perp ;
: distance-from-centre ( seg loc -- distance )
vector-to-centre norm ;
: wall-normal ( seg oint -- n )
location>> vector-to-centre normalize ;
: distant ( -- n ) 1000 ;
: max-real ( a b -- c )
#! sometimes collision-coefficient yields complex roots, so we ignore these (hack)
dup real? [
over real? [ max ] [ nip ] if
] [
drop dup real? [ drop distant ] unless
] if ;
:: collision-coefficient ( v w r -- c )
v norm 0 = [
distant
] [
[let* | a [ v dup v. ]
b [ v w v. 2 * ]
c [ w dup v. r sq - ] |
c b a quadratic max-real ]
] if ;
: sideways-heading ( oint segment -- v )
[ forward>> ] bi@ proj-perp ;
: sideways-relative-location ( oint segment -- loc )
[ [ location>> ] bi@ v- ] keep forward>> proj-perp ;
: (distance-to-collision) ( oint segment -- distance )
[ sideways-heading ] [ sideways-relative-location ]
[ nip radius>> ] 2tri collision-coefficient ;
: collision-vector ( oint segment -- v )
dupd (distance-to-collision) swap forward>> n*v ;
: bounce-forward ( segment oint -- )
[ wall-normal ] [ forward>> swap reflect ] [ (>>forward) ] tri ;
: bounce-left ( segment oint -- )
#! must be done after forward
[ forward>> vneg ] dip [ left>> swap reflect ]
[ forward>> proj-perp normalize ] [ (>>left) ] tri ;
: bounce-up ( segment oint -- )
#! must be done after forward and left!
nip [ forward>> ] [ left>> cross ] [ (>>up) ] tri ;
: bounce-off-wall ( oint segment -- )
swap [ bounce-forward ] [ bounce-left ] [ bounce-up ] 2tri ;