147 lines
4.4 KiB
Factor
147 lines
4.4 KiB
Factor
! Copyright (C) 2007, 2008 Alex Chapman
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! See http://factorcode.org/license.txt for BSD license.
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USING: accessors arrays colors combinators fry jamshred.oint
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kernel literals locals math math.constants math.matrices
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math.order math.quadratic math.ranges math.vectors random
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sequences specialized-arrays vectors ;
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FROM: jamshred.oint => distance ;
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FROM: alien.c-types => float ;
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SPECIALIZED-ARRAY: float
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IN: jamshred.tunnel
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CONSTANT: n-segments 5000
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TUPLE: segment < oint number color radius ;
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C: <segment> segment
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: segment-number++ ( segment -- )
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[ number>> 1 + ] keep number<< ;
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: clamp-length ( n seq -- n' )
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0 swap length clamp ;
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: random-color ( -- color )
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{ 100 100 100 } [ random 100 / >float ] map first3 1.0 <rgba> ;
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CONSTANT: tunnel-segment-distance 0.4
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CONSTANT: random-rotation-angle $[ 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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tunnel-segment-distance over go-forward
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random-color >>color dup segment-number++ ;
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: (random-segments) ( segments n -- segments )
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[ dup last random-segment suffix! ] times ;
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CONSTANT: default-segment-radius 1
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: initial-segment ( -- segment )
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float-array{ 0 0 0 } float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 }
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0 random-color default-segment-radius <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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[ float-array{ 0 0 -1 } n*v float-array{ 0 0 -1 } float-array{ 0 1 0 } float-array{ -1 0 0 } ] keep
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random-color default-segment-radius <segment> ;
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: simple-segments ( n -- segments )
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[ simple-segment ] map ;
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: <random-tunnel> ( -- segments )
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n-segments random-segments ;
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: <straight-tunnel> ( -- segments )
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n-segments simple-segments ;
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: sub-tunnel ( from to segments -- 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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[ '[ _ clamp-length ] bi@ ] keep <slice> ;
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: get-segment ( segments n -- segment )
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over clamp-length swap nth ;
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: next-segment ( segments current-segment -- segment )
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number>> 1 + get-segment ;
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: previous-segment ( segments current-segment -- segment )
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number>> 1 - get-segment ;
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: heading-segment ( segments current-segment heading -- segment )
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#! the next segment on the given heading
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over forward>> v. 0 <=> {
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{ +gt+ [ next-segment ] }
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{ +lt+ [ previous-segment ] }
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{ +eq+ [ nip ] } ! current segment
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} case ;
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:: distance-to-next-segment ( current next location heading -- distance )
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current forward>> :> cf
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cf next location>> v. cf location v. - cf heading v. / ;
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:: distance-to-next-segment-area ( current next location heading -- distance )
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current forward>> :> cf
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next current half-way-between-oints :> h
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cf h v. cf location v. - cf heading v. / ;
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: vector-to-centre ( seg loc -- v )
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over location>> swap v- swap forward>> proj-perp ;
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: distance-from-centre ( seg loc -- distance )
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vector-to-centre norm ;
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: wall-normal ( seg oint -- n )
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location>> vector-to-centre normalize ;
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CONSTANT: distant 1000
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: max-real ( a b -- c )
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#! sometimes collision-coefficient yields complex roots, so we ignore these (hack)
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dup real? [
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over real? [ max ] [ nip ] if
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] [
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drop dup real? [ drop distant ] unless
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] if ;
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:: collision-coefficient ( v w r -- c )
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v norm 0 = [
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distant
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] [
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v dup v. :> a
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v w v. 2 * :> b
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w dup v. r sq - :> c
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c b a quadratic max-real
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] if ;
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: sideways-heading ( oint segment -- v )
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[ forward>> ] bi@ proj-perp ;
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: sideways-relative-location ( oint segment -- loc )
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[ [ location>> ] bi@ v- ] keep forward>> proj-perp ;
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: (distance-to-collision) ( oint segment -- distance )
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[ sideways-heading ] [ sideways-relative-location ]
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[ nip radius>> ] 2tri collision-coefficient ;
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: collision-vector ( oint segment -- v )
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dupd (distance-to-collision) swap forward>> n*v ;
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: bounce-forward ( segment oint -- )
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[ wall-normal ] [ forward>> swap reflect ] [ forward<< ] tri ;
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: bounce-left ( segment oint -- )
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#! must be done after forward
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[ forward>> vneg ] dip [ left>> swap reflect ]
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[ forward>> proj-perp normalize ] [ left<< ] tri ;
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: bounce-up ( segment oint -- )
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#! must be done after forward and left!
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nip [ forward>> ] [ left>> cross ] [ up<< ] tri ;
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: bounce-off-wall ( oint segment -- )
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swap [ bounce-forward ] [ bounce-left ] [ bounce-up ] 2tri ;
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