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//! Walls, solid barriers that are generally unclimbable.
//!
//! This interpretation is generally up to the GM to decide, but generally
//! speaking, a wall cannot be crossed by a player. If special conditions apply
//! (for instance, when the player wants to scale the wall), a check is necessary.
//! If a check is not necessary, then maybe you were not thinking about a wall.
use super::Component;
use crate::math::{LineSegment, Rect};
use crate::transformable::NonRigidTransformable;
use nalgebra::Matrix3;
use serde::{Deserialize, Serialize};
/// Representation of a solid wall a player cannot go through, except if special
/// conditions apply.
#[derive(Clone, Debug, Deserialize, Serialize)]
pub struct Wall {
shape: LineSegment<f64>,
}
impl Wall {
/// Create a new wall with the line segment defining it's start and end.
pub fn new(shape: LineSegment<f64>) -> Self {
Self { shape }
}
/// Get the line shape this wall is based on.
pub fn shape(&self) -> &LineSegment<f64> {
&self.shape
}
}
impl Component for Wall {
fn bounding_rect(&self) -> Rect<f64> {
Rect::bounding_rect(self.shape.start, self.shape.end)
}
fn as_non_rigid(&self) -> Option<&dyn NonRigidTransformable> {
Some(self as &dyn NonRigidTransformable)
}
fn as_non_rigid_mut(&mut self) -> Option<&mut dyn NonRigidTransformable> {
Some(self as &mut dyn NonRigidTransformable)
}
}
impl NonRigidTransformable for Wall {
fn apply_matrix(&mut self, matrix: &Matrix3<f64>) {
self.shape.start = matrix.transform_point(&self.shape.start.into()).into();
self.shape.end = matrix.transform_point(&self.shape.end.into()).into();
}
}
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