Diagonals: streets, walls, fences, hedges and house walls at any angle
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Object frames turn by any angle (quarter turns stay exact, so scenes along
the axes render byte for byte as before); a box in a turned frame is a
prism with its own corners. Rotation is kept as given (normalised to
0..360), no longer snapped to quarter turns.

Depth sort: sprites whose plan outline is not their box carry their convex
outline; when boxes overlap, an outline edge that separates two sprites
orders them. A long diagonal wall sorts right against both sides.

Joints (line_meet, end_cut, cut_box in util.rhai): where a piece off the
axes is involved, corners are mitred and T-junctions slanted; fences put a
corner post or pillar in its own sprite and mitre stone bases; Y joints let
the lowest id run through. Streets: every end part is a cut e + k*w, so
side streets come in at any angle (slanted sidewalk gaps), two streets meet
in a mitre with seam patches; fixes a curve's outer sidewalk that was
skipped when its kerb and back lines had different point counts.

Studio: runs and drags keep to x/y or snap to 45 degree diagonals, Ctrl
gives any angle; a road run turning 45 degrees gets a 45 degree curve;
Rotation is a number box. Streets demo: a diagonal lane with a hedge.
MCP guidance, SCRIPTING/README/ROADMAP.

Tests: Rust 76, Studio and web checks green.
This commit is contained in:
grabowski committed 2026-10-25 13:22:59 +07:00
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@@ -61,9 +61,137 @@ fn drive(dx, dy, dur, delay) {
/// True when a piece turned by rot runs along world x (rot 0 or 180).
fn along_world_x(rot) { ((rot / 90.0).round().to_int() % 2) == 0 }
/// Half the thickness of a fence or wall piece: what the joints keep apart.
/// True when rot (degrees) is a multiple of 90: the piece keeps to the world axes.
fn on_axes(rot) {
let q = rot / 90.0;
(q - q.round()).abs() < 1e-5
}
/// World plan direction of a piece's local +x axis.
fn dir_of(o) {
let a = o.rot * PI() / 180.0;
[a.cos(), a.sin()]
}
fn dot2(a, b) { a[0] * b[0] + a[1] * b[1] }
/// Half the thickness of a fence, wall or hedge piece: what the joints keep apart.
fn line_ht(w) {
if w.type == "fence" { fence_ht(w.p.style) } else { w.p.t / 2.0 }
if w.type == "fence" { fence_ht(w.p.style) } else if w.type == "hedge" { w.p.d / 2.0 } else { w.p.t / 2.0 }
}
/// How line piece o meets the pieces of `types` at its end e (-1 or 1), for
/// joints where a piece is turned off the world axes (diagonal walls, fences,
/// hedges). #{ kind: "axis" } when every piece there keeps to the axes (the
/// prefab's own rules apply), else kind
/// - "free": nothing there;
/// - "run": a piece carrying on in line (lower: o's centre comes first along
/// its axis; wt: the other's half thickness);
/// - "corner": a piece ending there at an angle: a mitre, so the two never
/// overlap (k below; owner: o draws a corner post if any, the thicker piece
/// or, equal, the lower id; cos, sin: of the angle between the two axes);
/// - "tee": o ends on a piece's side (or on two pieces in line ending there):
/// it stops at that piece's face (stop: the piece is of a `stops` type).
/// ext and k give the slanted end: the line v to o's left (local y) reaches
/// ext + k * v past the end; the depth sort's outlines keep mitred and
/// slanted pieces apart.
fn line_meet(o, e, same, stops) {
let ht = line_ht(o);
let xo = dir_of(o);
let yo = [-xo[1], xo[0]];
let uo = [e * xo[0], e * xo[1]];
let P = world_of(o, e * o.p.w / 2.0, 0.0);
let axis = on_axes(o.rot);
let tee = ();
let run = ();
let corners = [];
for w in objects_on(same + stops, P[0], P[1], 0.05) {
if w.id == o.id || (w.z - o.z).abs() > 0.5 { continue; }
let wt = line_ht(w);
if w.v.abs() > wt + 0.02 { continue; }
if !on_axes(w.rot) { axis = false; }
let xw = dir_of(w);
let par = dot2(uo, xw).abs() > 0.999;
let at_end = (w.u.abs() - w.p.w / 2.0).abs() < 0.02;
if !par && (!same.contains(w.type) || !at_end) {
if type_of(tee) == "()" { tee = w; }
} else if par && at_end {
run = w;
} else if !par {
corners.push(w);
}
}
if axis { return #{ kind: "axis" }; }
// stop at the face of w on o's side
let face = |w| {
let xw = dir_of(w);
let yw = [-xw[1], xw[0]];
let a = dot2(uo, yw);
let s = if a < 0.0 { 1.0 } else { -1.0 };
#{ ext: (s * line_ht(w) - w.v) / a, k: -dot2(yo, yw) / a }
};
if type_of(tee) != "()" {
let f = face.call(tee);
return #{ kind: "tee", ext: f.ext, k: f.k, stop: !same.contains(tee.type), w: tee };
}
if type_of(run) != "()" {
return #{ kind: "run", ext: 0.0, k: 0.0, lower: dot2([o.x, o.y], xo) < dot2([run.x, run.y], xo), wt: line_ht(run), w: run };
}
if corners.len() > 1 {
// two in line make a straight run o meets as a T; else (a Y) the
// lowest id runs through and the others stop at it
let t = ();
for a in corners {
for b in corners {
if a.id < b.id && dot2(dir_of(a), dir_of(b)).abs() > 0.999 { t = a; }
}
}
if type_of(t) == "()" {
t = corners[0];
for c in corners { if c.id < t.id { t = c; } }
if o.id < t.id { return #{ kind: "free", ext: 0.0, k: 0.0 }; }
}
let f = face.call(t);
return #{ kind: "tee", ext: f.ext, k: f.k, stop: false, w: t };
}
if corners.len() == 1 {
let w = corners[0];
let xw = dir_of(w);
let sw = if w.u > 0.0 { 1.0 } else { -1.0 };
let uw = [sw * xw[0], sw * xw[1]];
let wt = line_ht(w);
return #{ kind: "corner", ext: 0.0, k: dot2(yo, uw) / fmax(1.0 - dot2(uo, uw), 1e-6), w: w, wt: wt,
owner: ht > wt + 0.005 || ((ht - wt).abs() <= 0.005 && o.id < w.id),
cos: dot2(xo, xw).abs(), sin: (xo[0] * xw[1] - xo[1] * xw[0]).abs() };
}
#{ kind: "free", ext: 0.0, k: 0.0 }
}
/// A box from x0 to x1 along local x whose ends may be slanted: at y the
/// start lies at x0 + k0 * y and the end at x1 + k1 * y (k0 = k1 = 0: a box).
fn cut_box(x0, k0, x1, k1, y0, y1, z0, z1, mat, o) {
if k0 == 0.0 && k1 == 0.0 { return this.box(x0, y0, x1, y1, z0, z1, mat, o); }
let a0 = x0 + k0 * y0;
let a1 = x0 + k0 * y1;
let b0 = fmax(x1 + k1 * y0, a0 + 0.001);
let b1 = fmax(x1 + k1 * y1, a1 + 0.001);
this.prism([[a0, y0], [b0, y0], [b1, y1], [a1, y1]], z0, z1, mat, o);
this
}
fn cut_box(x0, k0, x1, k1, y0, y1, z0, z1, mat) {
if k0 == 0.0 && k1 == 0.0 { return this.box(x0, y0, x1, y1, z0, z1, mat); }
let a0 = x0 + k0 * y0;
let a1 = x0 + k0 * y1;
let b0 = fmax(x1 + k1 * y0, a0 + 0.001);
let b1 = fmax(x1 + k1 * y1, a1 + 0.001);
this.prism([[a0, y0], [b0, y0], [b1, y1], [a1, y1]], z0, z1, mat);
this
}
/// A cut from line_meet as the start (e = -1) or end (e = 1) of a piece
/// w long: #{ x, k } with the end at x + k * y.
fn end_cut(w, e, m) {
if e < 0.0 { #{ x: -w / 2.0 - m.ext, k: -m.k } } else { #{ x: w / 2.0 + m.ext, k: m.k } }
}
/// How line piece o (a fence or wall along its local x, length p.w) meets