package engine import ( "encoding/gob" "fmt" "image" "drjosh.dev/gurgle/geom" "github.com/hajimehoshi/ebiten/v2" ) var ( _ interface { Identifier Collider Disabler Hider Prepper Transformer } = &PrismMap{} _ interface { BoundingBoxer Drawer Transformer } = &Prism{} ) func init() { gob.Register(&PrismMap{}) gob.Register(&Prism{}) } // PrismMap is a generalised 3D tilemap/wallmap/etc. type PrismMap struct { ID Disables Hides Ersatz bool Map map[geom.Int3]*Prism // pos -> prism DrawOffset image.Point // offset applies to whole map PosToWorld geom.IntMatrix3x4 // p.pos -> world voxelspace PrismSize geom.Int3 // in world voxelspace units PrismTop []image.Point // polygon vertices anticlockwise, Y means Z Sheet Sheet game *Game pwinverse geom.RatMatrix3 topext [4]image.Point } // CollidesWith checks if the box collides with any prism. func (m *PrismMap) CollidesWith(b geom.Box) bool { if m.Ersatz { return false } // To find the prisms need to test, we need to invert PosToWorld. // Step 1: subtract whatever the translation component of PosToWorld is, // reducing the rest of the problem to the 3x3 submatrix. rb := b.Sub(m.PosToWorld.Translation()) // Step 2: invert the rest of the fucking matrix. // (Spoilers: I did this already in Prepare) rb.Min = m.pwinverse.IntApply(rb.Min) rb.Max = m.pwinverse.IntApply(rb.Max) //.Sub(Int3{1, 1, 1})) rb = rb.Canon() // inverse might flip the corners around... // Check neighboring prisms too because there's a fencepost somewhere here rb.Min = rb.Min.Sub(geom.Int3{X: 1, Y: 1, Z: 1}) rb.Max = rb.Max.Add(geom.Int3{X: 1, Y: 1, Z: 1}) var pp geom.Int3 for pp.Z = rb.Min.Z; pp.Z <= rb.Max.Z; pp.Z++ { for pp.Y = rb.Min.Y; pp.Y <= rb.Max.Y; pp.Y++ { for pp.X = rb.Min.X; pp.X <= rb.Max.X; pp.X++ { // Is there a prism here? prism, found := m.Map[pp] if !found { continue } // Do a cheaper test first against the bounding box. if !b.Overlaps(prism.BoundingBox()) { continue } // Exact test that takes into account the prism shape. r := b.XZ().Sub(prism.pos.XZ()) if geom.PolygonRectOverlap(m.PrismTop, r) { return true } } } } return false } // Prepare computes an inverse of PosToWorld and prepares all the prisms. func (m *PrismMap) Prepare(g *Game) error { m.game = g pwi, err := m.PosToWorld.ToRatMatrix3().Inverse() if err != nil { return fmt.Errorf("inverting PosToWorld: %w", err) } m.pwinverse = pwi for v, p := range m.Map { p.pos = m.PosToWorld.Apply(v) p.m = m } m.topext = geom.PolygonExtrema(m.PrismTop) return nil } // Scan returns the Sheet and all the Prisms. func (m *PrismMap) Scan() []interface{} { c := make([]interface{}, 1, len(m.Map)+1) c[0] = &m.Sheet for _, prism := range m.Map { c = append(c, prism) } return c } // Transform retrurns a translation by the draw offset. func (m *PrismMap) Transform() (opts ebiten.DrawImageOptions) { opts.GeoM.Translate(geom.CFloat(m.DrawOffset)) return opts } // Prism represents a single prism in a PrismMap. type Prism struct { Cell int pos geom.Int3 // world coordinates m *PrismMap } // BoundingBox returns a bounding box for the prism. func (p *Prism) BoundingBox() geom.Box { return geom.Box{Min: p.pos, Max: p.pos.Add(p.m.PrismSize)} } // Draw draws the prism. func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) { screen.DrawImage(p.m.Sheet.SubImage(p.Cell), opts) } // DrawAfter reports if the prism should be drawn after x. func (p *Prism) DrawAfter(x Drawer) bool { pb := p.BoundingBox() switch x := x.(type) { case *Prism: // Fast path for other prisms if p.pos.Z == x.pos.Z { return p.pos.Y < x.pos.Y } return p.pos.Z > x.pos.Z case BoundingBoxer: xb := x.BoundingBox() if !commonDrawerComparisons { if pb.Max.Z <= xb.Min.Z { // p is behind x return false } if pb.Min.Z >= xb.Max.Z { // p is in front of x return true } if pb.Min.Y >= xb.Max.Y { // p is below x return false } if pb.Max.Y <= xb.Min.Y { // p is above x return true } } // The prism special split := p.m.topext[geom.North].X threshold := p.m.topext[geom.East].Y if xb.Min.X > split { threshold = p.m.topext[geom.West].Y } if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p return false } if pb.Min.Z+threshold >= xb.Max.Z { // x is behind the front half of p return true } case ZPositioner: return pb.Min.Z > x.ZPos() // p is after x } return false } // DrawBefore reports if the prism should be drawn before x. func (p *Prism) DrawBefore(x Drawer) bool { pb := p.BoundingBox() switch x := x.(type) { case *Prism: // Fast path for other prisms if p.pos.Z == x.pos.Z { return p.pos.Y > x.pos.Y } return p.pos.Z < x.pos.Z case BoundingBoxer: xb := x.BoundingBox() if !commonDrawerComparisons { if pb.Min.Z >= xb.Max.Z { // p is in front of x return false } if pb.Max.Z <= xb.Min.Z { // p is behind x return true } if pb.Max.Y <= xb.Min.Y { // p is above x return false } if pb.Min.Y >= xb.Max.Y { // p is below x return true } } // The prism special split := p.m.topext[geom.North].X threshold := p.m.topext[geom.East].Y if xb.Min.X > split { threshold = p.m.topext[geom.West].Y } if pb.Min.Z+threshold >= xb.Max.Z { // x is behind the front half of p return false } if pb.Min.Z+threshold <= xb.Min.Z { // x is in front of the front half of p return true } case ZPositioner: return pb.Max.Z < x.ZPos() // p is before x } return false } // Transform returns a translation by the projected position. func (p *Prism) Transform() (opts ebiten.DrawImageOptions) { opts.GeoM.Translate(geom.CFloat( p.m.game.Projection.Project(p.pos), )) return opts }