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Circle.hs
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module Circle
( Circle (..),
Radius,
toTextureArea,
toDrawing,
toDiameter,
toSolidCircleImage,
areIntersecting,
isCircleWithinBounds,
moveCircle,
moveCollidingCircle,
Obstacles (..),
)
where
import Codec.Picture.Types ( PixelRGBA8 )
import Data.Bifunctor
( bimap,
first,
second,
)
import Data.Function ((&))
import Data.List (delete)
import Data.Maybe ( catMaybes, mapMaybe )
import Graphics.Rasterific hiding
( V2 (..),
circle,
)
import qualified Graphics.Rasterific as Rasterific
( V2 (..),
circle,
)
import Graphics.Rasterific.Texture
import Relude.Extra.Tuple (traverseToFst)
import SDL.Vect
import SDL.Video.Renderer (Rectangle (..))
import Space
import Visual
type Radius = Float
type Diameter = Float
data Circle = Circle Position2D Radius deriving (Show, Eq)
data Waypoint = Waypoint WaypointType Position2D deriving (Show)
data WaypointType = CircleCollision Circle | BoundsCollision | MovementFinished
deriving (Show)
data Obstacles = Obstacles Bounds2D [Circle] deriving (Show, Eq)
class Show m => Movement m where
getStartPosition, getEndPosition :: m -> Position2D
collideWithBounds :: Radius -> m -> Bounds2D -> Maybe Waypoint
collideWithCircles :: Radius -> m -> [Circle] -> Maybe Waypoint
type CircleIntersection = (Position2D, Circle)
type TrajectoryInstant = (Position2D, Direction2D)
type TrajectoryStart = TrajectoryInstant
type TrajectoryEnd = TrajectoryInstant
type CirclePath = Circle
data CircularMovement
= CircularMovement
TrajectoryStart
TrajectoryEnd
CirclePath
deriving (Show)
data StraightMovement = StraightMovement Position2D Position2D deriving (Show)
toSolidCircleImage :: PixelRGBA8 -> Radius -> VectorImage
toSolidCircleImage color radius =
VectorImage (V2 diameter diameter) transparent $
withTexture (uniformTexture color) $
toDrawing radius
where
diameter = toDiameter radius
toDrawing :: Radius -> Drawing px ()
toDrawing radius =
fill $ Rasterific.circle (Rasterific.V2 radius radius) radius
toDiameter :: Radius -> Diameter
toDiameter = (*) 2
toTextureArea :: Circle -> Rectangle Float
toTextureArea (Circle position radius) =
Rectangle (P $ position - V2 radius radius) (boundingBoxSize radius)
boundingBoxSize :: Radius -> V2 Float
boundingBoxSize radius = V2 diameter diameter where diameter = radius * 2
areIntersecting :: Circle -> Circle -> Bool
areIntersecting (Circle (V2 x1 y1) r1) (Circle (V2 x2 y2) r2) =
(r1 + r2) ^ 2 > (x2 - x1) ^ 2 + (y2 - y1) ^ 2
isCircleWithinBounds :: Bounds2D -> Circle -> Bool
isCircleWithinBounds bounds (Circle position radius) =
isWithinBounds2D position $ increaseBounds2D bounds $ boundingBoxSize radius
moveCircle :: Velocity2D -> DeltaTime -> Circle -> Circle
moveCircle velocity dt (Circle oldPosition radius) =
Circle (updatePosition2D oldPosition velocity dt) radius
moveCollidingCircle :: Velocity2D -> DeltaTime -> Obstacles -> Circle -> Circle
moveCollidingCircle velocity dt obstacles (Circle startPosition radius) =
let endPosition = updatePosition2D startPosition velocity dt
movement = StraightMovement startPosition endPosition
in Circle (moveFreely radius movement obstacles) radius
increaseRadius :: Float -> Circle -> Circle
increaseRadius increase (Circle position radius) =
Circle position (radius + increase)
decreaseRadius :: Float -> Circle -> Circle
decreaseRadius decrease (Circle position radius) =
Circle position (radius - decrease)
moveFreely :: Radius -> StraightMovement -> Obstacles -> Position2D
moveFreely radiusInMotion movement obstacles =
moveFromWaypoint
radiusInMotion
(getNextWaypoint radiusInMotion movement obstacles)
(getEndPosition movement)
obstacles
moveFromWaypoint :: Radius -> Waypoint -> Position2D -> Obstacles -> Position2D
moveFromWaypoint radiusInMotion waypoint endPosition obstacles =
case waypointType of
BoundsCollision -> moveAlongBounds radiusInMotion movement obstacles
CircleCollision collidedWith ->
moveAlongCircle radiusInMotion movement collidedWith obstacles
MovementFinished -> waypointPosition
where
Waypoint waypointType waypointPosition = waypoint
movement = StraightMovement waypointPosition endPosition
moveAlongBounds :: Radius -> StraightMovement -> Obstacles -> Position2D
moveAlongBounds radiusInMotion movement (Obstacles bounds circles) =
let centerBounds = decreaseBounds2D bounds $ boundingBoxSize radiusInMotion
newEndPosition = limitPosition2D (getEndPosition movement) centerBounds
in maybe
newEndPosition
(\(Waypoint _ position) -> position)
( collideWithCircles
radiusInMotion
(StraightMovement (getStartPosition movement) newEndPosition)
circles
)
moveAlongCircle ::
Radius -> StraightMovement -> Circle -> Obstacles -> Position2D
moveAlongCircle radiusInMotion movement touchingCircle obstacles
| abs (startDirection `dot` escapeDirection) < epsilon =
startPosition
| escapeAngleDistance > possibleAngleDistance =
let endAngle =
startAngle'
- possibleAngleDistance
* signum escapeAngleDisplacement
endPosition =
trajectoryRadius @* angleToVector endAngle + trajectoryCenter
circularMovement =
CircularMovement
(startPosition, startDirection)
(endPosition, escapeDirection)
trajectory
in endMovementOnCircle
radiusInMotion
circularMovement
touchingCircle
obstacles
| otherwise =
let escapePos = escapePos' + trajectoryCenter
circularMovement =
CircularMovement
(startPosition, startDirection)
(escapePos, escapeDirection)
trajectory
distanceMovedOnCircle = escapeAngleDistance * trajectoryRadius
movementDistanceLeft =
possibleDistanceOnCircle - distanceMovedOnCircle
endPosition = escapePos + movementDistanceLeft @* escapeDirectionUnit
in movePastCircle
radiusInMotion
circularMovement
touchingCircle
endPosition
obstacles
where
startPosition = getStartPosition movement
trajectory = increaseRadius radiusInMotion touchingCircle
(Circle trajectoryCenter trajectoryRadius) = trajectory
escapeDirection = getEndPosition movement - startPosition
startPosition' = startPosition - trajectoryCenter
startDirection = startPosition' `rotate90Towards` escapeDirection
startAngle' = vectorToAngle startPosition'
escapeDirectionUnit = toUnitVector escapeDirection
escapePos' =
trajectoryRadius @* escapeDirectionUnit `rotate90Towards` startDirection
escapeAngle' = vectorToAngle escapePos'
escapeAngleDisplacement = startAngle' `angleDifference2D` escapeAngle'
escapeAngleDistance = abs escapeAngleDisplacement
possibleDistanceOnCircle = scalarProjection escapeDirection startDirection
possibleAngleDistance = possibleDistanceOnCircle / trajectoryRadius
endMovementOnCircle ::
Radius -> CircularMovement -> Circle -> Obstacles -> Position2D
endMovementOnCircle radiusInMotion movement touchedCircle obstacles =
let otherObstacles = removeFromObstacles touchedCircle obstacles
waypoint = getNextWaypoint radiusInMotion movement otherObstacles
Waypoint _ waypointPosition = waypoint
in waypointPosition
movePastCircle ::
Radius ->
CircularMovement ->
Circle ->
Position2D ->
Obstacles ->
Position2D
movePastCircle radiusInMotion movement touchedCircle endPosition obstacles =
let otherObstacles = removeFromObstacles touchedCircle obstacles
waypoint = getNextWaypoint radiusInMotion movement otherObstacles
Waypoint waypointType waypointPosition = waypoint
in case waypointType of
MovementFinished ->
let CircularMovement _ (exit, _) _ = movement
exitMovement = StraightMovement exit endPosition
in moveFromWaypoint
radiusInMotion
( getNextWaypoint
radiusInMotion
exitMovement
otherObstacles
)
endPosition
obstacles
_ -> waypointPosition
removeFromObstacles :: Circle -> Obstacles -> Obstacles
removeFromObstacles circle (Obstacles bounds circles) =
Obstacles bounds (delete circle circles)
getNextWaypoint :: Movement m => Radius -> m -> Obstacles -> Waypoint
getNextWaypoint radiusInMotion movement (Obstacles bounds circles) =
foldr
(getClosestWaypoint (getStartPosition movement))
(Waypoint MovementFinished (getEndPosition movement))
( catMaybes
[ collideWithBounds radiusInMotion movement bounds,
collideWithCircles radiusInMotion movement circles
]
)
getClosestWaypoint :: Position2D -> Waypoint -> Waypoint -> Waypoint
getClosestWaypoint reference w1 w2 =
let (Waypoint _ p1) = w1
(Waypoint _ p2) = w2
in if distance reference p1 < distance reference p2 then w1 else w2
instance Movement StraightMovement where
getStartPosition (StraightMovement startPosition _) = startPosition
getEndPosition (StraightMovement _ endPosition) = endPosition
collideWithBounds radiusInMotion movement bounds =
bounds
& offsetBounds2D (- startPosition)
& boundsToLines2D
& filter (isLineCrossingVector2D $ getEndPosition movement')
& map (offsetDistanceToOrigin2D (- radiusInMotion))
& mapMaybe (getLineIntersection2D $ movementToLine2D movement')
& foldr (getClosestPositionTo (V2 0 0)) Nothing
& fmap (+ startPosition)
& fmap (Waypoint BoundsCollision)
where
startPosition = getStartPosition movement
movement' = offsetStraightMovement (- startPosition) movement
collideWithCircles radiusInMotion movement circles =
circles
& map (increaseRadius radiusInMotion)
& filter (isInFrontOf movement)
& concatMap (getMovementCircleIntersections movement)
& foldr (getClosestCircleIntersectionTo startPosition) Nothing
& fmap (second (decreaseRadius radiusInMotion))
& fmap intersectionToWaypoint
where
startPosition = getStartPosition movement
isInFrontOf :: StraightMovement -> Circle -> Bool
isInFrontOf (StraightMovement from to) (Circle obstacle _) =
(to - from) `dot` (obstacle - from) > epsilon
intersectionToWaypoint :: CircleIntersection -> Waypoint
intersectionToWaypoint (position, circle) =
Waypoint (CircleCollision circle) position
getMovementCircleIntersections ::
StraightMovement -> Circle -> [CircleIntersection]
getMovementCircleIntersections movement =
traverseToFst $ getMovementCircleIntersections' movement
getMovementCircleIntersections' :: StraightMovement -> Circle -> [Position2D]
getMovementCircleIntersections' movement circle =
movement
& offsetStraightMovement (- circlePosition)
& movementToLine2D
& getCircleLineIntersections circleRadius
& map (+ circlePosition)
& filter (not . isFirstPositionCloserTo startPosition endPosition)
where
StraightMovement startPosition endPosition = movement
Circle circlePosition circleRadius = circle
offsetStraightMovement :: Vector2D -> StraightMovement -> StraightMovement
offsetStraightMovement offset (StraightMovement startPosition endPosition) =
StraightMovement (startPosition + offset) (endPosition + offset)
movementToLine2D :: StraightMovement -> Line2D
movementToLine2D (StraightMovement startPosition endPosition) =
getLine2D startPosition endPosition
instance Movement CircularMovement where
getStartPosition (CircularMovement (startPosition, _) _ _) = startPosition
getEndPosition (CircularMovement _ (endPosition, _) _) = endPosition
collideWithBounds radiusInMotion movement bounds =
bounds
& offsetBounds2D (- trajectoryCenter)
& boundsToLines2D
& filter (isLineCollisionPossible start' end')
& map (offsetDistanceToOrigin2D (- radiusInMotion))
& concatMap (getCircleLineIntersections trajectoryRadius)
& foldr (getClosestPositionTo startPosition') Nothing
& fmap (+ trajectoryCenter)
& fmap (Waypoint BoundsCollision)
where
CircularMovement start end trajectory = movement
start' = offsetTrajectoryInstant (- trajectoryCenter) start
end' = offsetTrajectoryInstant (- trajectoryCenter) end
(startPosition', _) = start'
(Circle trajectoryCenter trajectoryRadius) = trajectory
collideWithCircles radiusInMotion movement circles =
circles
& map (offsetCircle (- trajectoryCenter) radiusInMotion)
& filter (isCircleCollisionPossible start')
& concatMap (getCircleIntersections trajectoryRadius)
& foldr (getClosestCircleIntersectionTo startPosition') Nothing
& fmap (offsetIntersection trajectoryCenter (- radiusInMotion))
& fmap intersectionToWaypoint
where
CircularMovement start _ trajectory = movement
Circle trajectoryCenter trajectoryRadius = trajectory
start' = offsetTrajectoryInstant (- trajectoryCenter) start
(startPosition', _) = start'
-- all positions are relative to the trajectory center
isLineCollisionPossible :: TrajectoryStart -> TrajectoryEnd -> Line2D -> Bool
isLineCollisionPossible (startPosition', startDirection) (_, endDirection) =
isLineBetween2D startDirection endDirection . offsetLine2D (- startPosition')
offsetCircle :: Position2D -> Radius -> Circle -> Circle
offsetCircle positionOffset radiusOffset (Circle position radius) =
Circle (position + positionOffset) (radius + radiusOffset)
offsetIntersection ::
Position2D -> Radius -> CircleIntersection -> CircleIntersection
offsetIntersection positionOffset radiusOffset =
bimap (+ positionOffset) (offsetCircle positionOffset radiusOffset)
offsetTrajectoryInstant :: Position2D -> TrajectoryInstant -> TrajectoryInstant
offsetTrajectoryInstant offset = first (+ offset)
-- all positions are relative to the circle that has the first argument radius
getCircleIntersections :: Radius -> Circle -> [CircleIntersection]
getCircleIntersections radius =
traverseToFst $ getCircleCircleIntersections radius
data Quadrant = Quadrant Vector2D Vector2D
-- all positions are relative to the trajectory center
isCircleCollisionPossible :: TrajectoryInstant -> Circle -> Bool
isCircleCollisionPossible (startPosition', startDirection) =
hasAreaOnSide (getLine2D startPosition' (V2 0 0)) startDirection
&&& (not . (impossibleQuandrant `containsPosition`) . getPosition)
where
impossibleQuandrant =
Quadrant
startPosition'
(startPosition' `rotate90Towards` (- startDirection))
(&&&) :: (a -> Bool) -> (a -> Bool) -> a -> Bool
(&&&) p1 p2 v = p1 v && p2 v
getPosition :: Circle -> Position2D
getPosition (Circle position _) = position
getClosestCircleIntersectionTo ::
Position2D ->
CircleIntersection ->
Maybe CircleIntersection ->
Maybe CircleIntersection
getClosestCircleIntersectionTo _ intersection Nothing = Just intersection
getClosestCircleIntersectionTo ref i1@(p1, _) (Just i2@(p2, _)) =
if isFirstPositionCloserTo ref p1 p2 then Just i1 else Just i2
getClosestPositionTo ::
Position2D -> Position2D -> Maybe Position2D -> Maybe Position2D
getClosestPositionTo _ intersection Nothing = Just intersection
getClosestPositionTo ref p1 (Just p2) =
if isFirstPositionCloserTo ref p1 p2 then Just p1 else Just p2
isFirstPositionCloserTo :: Position2D -> Position2D -> Position2D -> Bool
isFirstPositionCloserTo ref p1 p2 = distance ref p1 < distance ref p2
containsPosition :: Quadrant -> Position2D -> Bool
containsPosition (Quadrant v1 v2) pos = pos `dot` v1 > 0 && pos `dot` v2 > 0
hasAreaOnSide :: Line2D -> Vector2D -> Circle -> Bool
hasAreaOnSide l side (Circle pos r) =
let l' = offsetLine2D (- pos) l
closestPos' = getPositionClosestToOrigin l'
in pos `dot` side > 0 || norm closestPos' <= r
-- The first circle is centered in origin. Converted from:
-- https://cp-algorithms.com/geometry/circle-circle-intersection.html
getCircleCircleIntersections :: Radius -> Circle -> [Position2D]
getCircleCircleIntersections r1 (Circle (V2 x2 y2) r2) =
getCircleLineIntersections r1 (a, b, c)
where
a = -2 * x2
b = -2 * y2
c = x2 ^ 2 + y2 ^ 2 + r1 ^ 2 - r2 ^ 2
-- The circle is centered in origin. Converted from:
-- https://cp-algorithms.com/geometry/circle-line-intersection.html
getCircleLineIntersections :: Radius -> Line2D -> [Position2D]
getCircleLineIntersections r l@(a, b, c)
| c * c > r * r * (a * a + b * b) + epsilon =
[]
| abs (c * c - r * r * (a * a + b * b)) < epsilon =
[V2 x0 y0]
| otherwise =
let d = r * r - c * c / (a * a + b * b)
m = sqrt (d / (a * a + b * b))
ax = x0 + b * m
bx = x0 - b * m
ay = y0 - a * m
by = y0 + a * m
in [V2 ax ay, V2 bx by]
where
(V2 x0 y0) = getPositionClosestToOrigin l