Make flames ignore bouncy world edge
Rationale: Flame speed heavily relies on wind and cannot be reasonably reversed.
The rationale is similar as for gtPoisonCloud.
pub mod collision;
pub mod common;
mod grid;
pub mod physics;
use fpnum::FPNum;
use integral_geometry::Size;
use land2d::Land2D;
use crate::{
collision::{CollisionData, CollisionProcessor, ContactData},
common::{GearData, GearDataAggregator, GearDataProcessor, GearId},
physics::{PhysicsData, PhysicsProcessor},
};
pub struct JoinedData {
gear_id: GearId,
physics: PhysicsData,
collision: CollisionData,
contact: ContactData,
}
pub struct World {
physics: PhysicsProcessor,
collision: CollisionProcessor,
}
macro_rules! processor_map {
( $data_type: ident => $field: ident ) => {
impl GearDataAggregator<$data_type> for World {
fn find_processor(&mut self) -> &mut GearDataProcessor<$data_type> {
&mut self.$field
}
}
};
}
processor_map!(PhysicsData => physics);
processor_map!(CollisionData => collision);
impl World {
pub fn new(world_size: Size) -> Self {
Self {
physics: PhysicsProcessor::new(),
collision: CollisionProcessor::new(world_size),
}
}
pub fn step(&mut self, time_step: FPNum, land: &Land2D<u32>) {
let updates = self.physics.process(time_step);
self.collision.process(land, &updates);
}
pub fn add_gear_data<T>(&mut self, gear_id: GearId, data: T)
where
T: GearData,
Self: GearDataAggregator<T>,
{
self.find_processor().add(gear_id, data);
}
}
#[cfg(test)]
mod tests {
use crate::{
collision::{CircleBounds, CollisionData},
physics::PhysicsData,
World,
};
use fpnum::{fp, FPNum, FPPoint};
use integral_geometry::Size;
use land2d::Land2D;
#[test]
fn data_flow() {
let world_size = Size::new(2048, 2048);
let mut world = World::new(world_size);
let gear_id = 46631;
world.add_gear_data(
gear_id,
PhysicsData {
position: FPPoint::zero(),
velocity: FPPoint::unit_y(),
},
);
world.add_gear_data(
gear_id,
CollisionData {
bounds: CircleBounds {
center: FPPoint::zero(),
radius: fp!(10),
},
},
);
let land = Land2D::new(Size::new(world_size.width - 2, world_size.height - 2), 0);
world.step(fp!(1), &land);
}
}