! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
-USING: accessors arrays combinators float-arrays kernel jamshred.oint locals math math.constants math.matrices math.order math.ranges math.vectors math.quadratic random sequences vectors ;
-USE: tools.walker
+USING: accessors arrays colors combinators fry jamshred.oint
+kernel literals locals math math.constants math.matrices
+math.order math.quadratic math.ranges math.vectors random
+sequences specialized-arrays.float vectors ;
+FROM: jamshred.oint => distance ;
IN: jamshred.tunnel
-: n-segments ( -- n ) 5000 ; inline
+CONSTANT: n-segments 5000
TUPLE: segment < oint number color radius ;
C: <segment> segment
: segment-number++ ( segment -- )
- [ number>> 1+ ] keep (>>number) ;
+ [ number>> 1 + ] keep (>>number) ;
+
+: clamp-length ( n seq -- n' )
+ 0 swap length clamp ;
: random-color ( -- color )
- { 100 100 100 } [ random 100 / >float ] map { 1.0 } append ;
+ { 100 100 100 } [ random 100 / >float ] map first3 1.0 <rgba> ;
-: tunnel-segment-distance ( -- n ) 0.4 ;
-: random-rotation-angle ( -- theta ) pi 20 / ;
+CONSTANT: tunnel-segment-distance 0.4
+CONSTANT: random-rotation-angle $[ pi 20 / ]
: random-segment ( previous-segment -- segment )
clone dup random-rotation-angle random-turn
tunnel-segment-distance over go-forward
- random-color over set-segment-color dup segment-number++ ;
+ random-color >>color dup segment-number++ ;
: (random-segments) ( segments n -- segments )
dup 0 > [
- >r dup peek random-segment over push r> 1- (random-segments)
+ [ dup last random-segment over push ] dip 1 - (random-segments)
] [ drop ] if ;
-: default-segment-radius ( -- r ) 1 ;
+CONSTANT: default-segment-radius 1
: initial-segment ( -- segment )
- F{ 0 0 0 } F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 }
+ 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 )
- [ F{ 0 0 -1 } n*v F{ 0 0 -1 } F{ 0 1 0 } F{ -1 0 0 } ] keep
+ [ 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 )
: 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> ;
+ [ '[ _ clamp-length ] bi@ ] keep <slice> ;
: nearer-segment ( segment segment oint -- segment )
#! return whichever of the two segments is nearer to the oint
- >r 2dup r> tuck distance >r distance r> < -rot ? ;
+ [ 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 >r nearer-segment dup r> = ;
+ pick [ nearer-segment dup ] dip = ;
: find-nearest-segment ( oint segments -- segment )
dup first swap rest-slice rot [ (find-nearest-segment) ] curry
rot dup length swap <slice> find-nearest-segment ;
: nearest-segment-backward ( segments oint start -- segment )
- swapd 1+ 0 spin <slice> <reversed> find-nearest-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'
- segment-number over >r
- [ nearest-segment-forward ] 3keep
- nearest-segment-backward r> nearer-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 ;
+ over clamp-length swap nth ;
: next-segment ( segments current-segment -- segment )
- number>> 1+ get-segment ;
+ number>> 1 + get-segment ;
: previous-segment ( segments current-segment -- segment )
- number>> 1- get-segment ;
+ number>> 1 - get-segment ;
: heading-segment ( segments current-segment heading -- segment )
#! the next segment on the given heading
: wall-normal ( seg oint -- n )
location>> vector-to-centre normalize ;
-: distant ( -- n ) 1000 ;
+CONSTANT: distant 1000
: max-real ( a b -- c )
#! sometimes collision-coefficient yields complex roots, so we ignore these (hack)