Screw conveyors join by the shared rule: low ends and verticals join in the corner block (t67 phase 2)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -5,26 +5,30 @@ for (let p = P_SCREW_UR; p <= P_SCREW_UL; p++) SCREW_CLASS[p] = 19 + p - P_SCREW
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// Drawing only: the four transport lanes remain in the square block.
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let diagonalJoins = new Uint8Array(0);
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function diagonalScrewJoins(bx, by, v, planned = null) {
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// Three bits per end: 1..4 edge exits; bits 6/7 are collars.
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const dy = v === 4 || v === 6 ? -1 : 1;
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// Three bits per end: 1..4 edge exits, 5 horizontal in E, 6 vertical in E; bits 6/7 collars.
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let joins = 0;
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for (let end = 0; end < 2; end++) {
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const side = end ? 1 : -1, nx = bx + side, ny = by + side * dy;
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const nb = ny * BW + nx, next = planned && planned.get(nb);
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const nc = next ? next[0] : blockP[nb], nv = next ? next[1] : blockV[nb];
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if (nx >= 0 && ny >= 0 && nx < BW && ny < BH &&
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nc === BP_SCREW && nv >= 4 && (nv === 4 || nv === 6) === (dy < 0)) continue;
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let join = 0;
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for (const dir of [side > 0 ? 1 : 3, side * dy > 0 ? 2 : 0]) {
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const x = bx + SCREW_DIRS[dir][0], y = by + SCREW_DIRS[dir][1];
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if (x < 0 || y < 0 || x >= BW || y >= BH) continue;
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const n = y * BW + x, next = planned && planned.get(n);
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const code = next ? next[0] : blockP[n], nv = next ? next[1] : blockV[n];
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if ((code === BP_SCREW && nv < 4 && (nv & 1) === (dir & 1)) ||
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((code === BP_BELT || code === BP_FILTER) && (dir & 1))) { join = dir + 1; break; }
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}
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joins |= join << (end * 3);
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if (!join) joins |= 64 << end;
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const join = endJoin(bx, by, end, planned);
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if (join < 0) { joins |= 64 << end; continue; }
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const nb = join >> 1, next = planned && planned.get(nb);
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const code = next ? next[0] : blockP[nb], nv = next ? next[1] : blockV[nb];
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if (pieceEnds(code, nv)[join & 1].diagonal) continue;
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const horizontal = code !== BP_SCREW || (nv & 1);
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const kind = ((nb / BW) | 0) === by ? (end ? 2 : 4) : horizontal ? 5 : 6;
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joins |= kind << (end * 3);
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}
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return joins;
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}
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// Only E elbows bend a straight block: 1 rising, 2 falling, three bits per end.
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function straightScrewJoins(bx, by, v, planned = null) {
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let joins = 0;
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for (let end = 0; end < 2; end++) {
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const join = endJoin(bx, by, end, planned);
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if (join < 0) continue;
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const nb = join >> 1, next = planned && planned.get(nb);
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const code = next ? next[0] : blockP[nb], nv = next ? next[1] : blockV[nb];
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if (code === BP_SCREW && nv >= 4 && ((nb / BW) | 0) !== by && nb % BW !== bx)
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joins |= (nv === 4 || nv === 6 ? 1 : 2) << (end * 3);
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}
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return joins;
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}
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@@ -35,23 +39,28 @@ function diagonalScrewShape(x, y, b, v, joins) {
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let best = Infinity;
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for (let end = 0; end < 2; end++) {
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const join = (joins >> (end * 3)) & 7, side = end ? 1 : -1;
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const slope = v === 4 || v === 6 ? -1 : 1;
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const dx = join ? SCREW_DIRS[join - 1][0] : side * Math.SQRT1_2;
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const dy = join ? SCREW_DIRS[join - 1][1] : side * slope * Math.SQRT1_2;
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const slope = v === 4 || v === 6 ? -1 : 1, straight = v < 4, vert = straight && !(v & 1);
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const bent = straight && join;
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const diagonal = straight ? bent : !join || join >= 5;
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const grade = straight ? (join === 1 ? -1 : 1) : slope;
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const dx = diagonal ? side * (vert ? grade : 1) * Math.SQRT1_2 : straight ? (vert ? 0 : side) : SCREW_DIRS[join - 1][0];
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const dy = diagonal ? side * (vert ? 1 : grade) * Math.SQRT1_2 : straight ? (vert ? side : 0) : SCREW_DIRS[join - 1][1];
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const along = lx * dx + ly * dy, across = -lx * dy + ly * dx;
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const radius = Math.hypot(across, Math.min(0, along));
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const cap = along - (join ? 2 : 2 * Math.SQRT2);
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const sd = Math.max(radius - 2, join || (joins & (64 << end)) ? cap : -10);
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const cap = along - (diagonal ? 2 * Math.SQRT2 : 2);
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const sd = Math.max(radius - 2, !straight && (joins & (64 << end)) ? cap : -10);
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if (sd < best) {
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best = sd; diagonalAcross = side * across < 0 ? -radius : radius;
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diagonalAlong = ((b % BW) * BS + 2 + (((b / BW) | 0) * BS + 2) * (v === 4 || v === 6 ? -1 : 1)) * Math.SQRT1_2 + side * along; diagonalCap = joins & (64 << end) ? cap : -10;
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const ox = (b % BW) * BS + 2, oy = ((b / BW) | 0) * BS + 2;
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diagonalAlong = (straight ? (vert ? oy : ox) : (ox + oy * slope) * Math.SQRT1_2) + side * along;
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diagonalCap = joins & (64 << end) ? cap : -10;
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}
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}
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return best;
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}
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function diagonalScrewBlock(x, y, smooth) {
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const i = y * W + x, own = (y >> 2) * BW + (x >> 2);
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if (part[i] >= P_SCREW_UR && part[i] <= P_SCREW_UL) return own;
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if (IS_SCREW[part[i]] && (blockV[own] >= 4 || diagonalJoins[own])) return own;
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if (mat[i] !== EMPTY || part[i] || mach[i] || occ[i] || blockP[own]) return -1;
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let best = smooth ? 0.75 : 0, found = -1;
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for (let k = 0; k < 4; k++) {
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@@ -59,8 +68,9 @@ function diagonalScrewBlock(x, y, smooth) {
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const by = (y >> 2) + (k === 2 ? -1 : k === 3 ? 1 : 0);
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if (bx < 0 || by < 0 || bx >= BW || by >= BH) continue;
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const b = by * BW + bx, v = blockV[b];
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if (blockP[b] !== BP_SCREW || v < 4) continue;
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const joins = diagonalJoins[b] === undefined ? diagonalScrewJoins(bx, by, v) : diagonalJoins[b];
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if (blockP[b] !== BP_SCREW || (v < 4 && !diagonalJoins[b])) continue;
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const joins = diagonalJoins[b] === undefined ? (v >= 4 ? diagonalScrewJoins(bx, by, v) : straightScrewJoins(bx, by, v)) : diagonalJoins[b];
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if (v < 4 && ((v & 1) ? (x >> 2) !== bx : (y >> 2) !== by)) continue;
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const sd = diagonalScrewShape(x + 0.5, y + 0.5, b, v, joins);
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if (sd <= best) { best = sd; found = b; }
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}
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@@ -255,29 +255,36 @@ ${SM_SLOPE_DRAW}
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float sp2 = nc == 9 ? -1.0 : nc == 10 ? 1.0 : nc == 11 ? 1.0 : -1.0;
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float a = (vert ? fract(w.x * 0.25) : fract(w.y * 0.25)) * 4.0, along = vert ? w.y : w.x;
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float screwSD = -1.0, capRing = 0.0;
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if (nc >= 19) {
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vec4 screwTag = cellAt(tTree, c);
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int screwJoins = int(screwTag.a * 255.0 + 0.5);
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// Straight bend tags use six bits; background trees use 128/255.
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bool shaped = nc >= 19 || (screwJoins > 0 && screwJoins < 64);
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if (shaped) {
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vec2 d = vec2(1.0, nc == 19 || nc == 21 ? -1.0 : 1.0);
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vec4 tag = cellAt(tTree, c);
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vec4 tag = screwTag;
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vec2 local = floor(tag.gb * 255.0 + 0.5) - 8.0 + fract(w) - 2.0;
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int joins = int(tag.a * 255.0 + 0.5);
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int joins = screwJoins;
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screwSD = 100.0;
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for (int end = 0; end < 2; end++) {
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int join = (joins >> (end * 3)) & 7;
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float side = end == 0 ? -1.0 : 1.0;
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vec2 ray = join == 0 ? vec2(side, side * (nc == 19 || nc == 21 ? -1.0 : 1.0)) * 0.70710678 :
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bool diagonal = nc >= 19 ? join == 0 || join >= 5 : join != 0;
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float grade = nc >= 19 ? d.y : join == 1 ? -1.0 : 1.0;
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vec2 ray = diagonal ? (vert ? vec2(side * grade, side) : vec2(side, side * grade)) * 0.70710678 :
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nc < 19 ? (vert ? vec2(0, side) : vec2(side, 0)) :
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join == 1 ? vec2(0, -1) : join == 2 ? vec2(1, 0) : join == 3 ? vec2(0, 1) : vec2(-1, 0);
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float t = dot(local, ray), cross2 = dot(local, vec2(-ray.y, ray.x));
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float radius = length(vec2(cross2, min(0.0, t))), cap = t - (join == 0 ? 2.82842712 : 2.0);
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float radius = length(vec2(cross2, min(0.0, t))), cap = t - (diagonal ? 2.82842712 : 2.0);
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// A connected mouth meets another opaque pipe; fading its edge leaves a seam.
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float sd = max(radius - 2.0, (joins & (64 << end)) != 0 ? cap : -10.0);
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if (sd < screwSD) {
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screwSD = sd;
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a = 2.0 + (side * cross2 < 0.0 ? -radius : radius);
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along = dot(w - local, d) * 0.70710678 + side * t;
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along = (nc >= 19 ? dot(w - local, d) * 0.70710678 : vert ? w.y - local.y : w.x - local.x) + side * t;
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capRing = (joins & (64 << end)) != 0 ? smoothstep(-0.55, -0.15, cap) : 0.0;
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}
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}
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sp2 = nc == 19 || nc == 20 ? 1.0 : -1.0;
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if (nc >= 19) sp2 = nc == 19 || nc == 20 ? 1.0 : -1.0;
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}
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float wall = 0.62;
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vec3 tc;
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@@ -298,7 +305,7 @@ ${SM_SLOPE_DRAW}
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tc = mix(tc, vec3(0.6, 0.48, 0.38), flight * (full ? 0.35 : 0.8));
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tc *= 1.0 - 0.25 * smoothstep(0.9, 1.3, abs(a - 2.0));
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}
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if (nc >= 19) {
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if (shaped) {
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bool full = own.r + own.g + own.b > 0.0;
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if (full) C = mix(C, own.rgb, 1.0 - smoothstep(0.36, 0.5, length(fract(w) - 0.5)));
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C = mix(C, tc, 1.0 - smoothstep(2.0 - px, 2.0 + px, screwSD + 2.0));
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+5
-4
@@ -24,7 +24,7 @@ function drawWorld() {
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for (let by = Math.max(0, (vy0 >> 2) - 1); by <= Math.min(BH - 1, ((vy0 + bh) >> 2) + 1); by++) {
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for (let bx = Math.max(0, (vx0 >> 2) - 1); bx <= Math.min(BW - 1, ((vx0 + bw) >> 2) + 1); bx++) {
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const b = by * BW + bx;
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if (blockP[b] === BP_SCREW && blockV[b] >= 4) diagonalJoins[b] = diagonalScrewJoins(bx, by, blockV[b]);
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if (blockP[b] === BP_SCREW) diagonalJoins[b] = blockV[b] >= 4 ? diagonalScrewJoins(bx, by, blockV[b]) : straightScrewJoins(bx, by, blockV[b]);
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}
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}
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prepareSlopeBelts(vx0, vy0, vx0 + bw, vy0 + bh);
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@@ -179,7 +179,7 @@ function drawWorld() {
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const vert = p === P_SCREW_U || p === P_SCREW_D;
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const axis = diagonal ? Math.floor(diagonalAlong) : vert ? y : x;
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const across = diagonal ? diagonalAcross + 2 : vert ? x & 3 : y & 3;
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const dir = diagonal ? (blockV[db] >= 6 ? 1 : -1) : (p === P_SCREW_U || p === P_SCREW_L) ? 1 : -1;
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const dir = diagonal && blockV[db] >= 4 ? (blockV[db] >= 6 ? 1 : -1) : (p === P_SCREW_U || p === P_SCREW_L) ? 1 : -1;
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if (diagonal ? Math.abs(diagonalAcross) > 1.38 || diagonalCap > -0.55 : across === 0 || across === 3) { // copper casing on the two long sides; its load shows through
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if (m === EMPTY) { r = 150; g = 96; b = 64; } else { r = r * 0.72 + 44; g = g * 0.72 + 26; b = b * 0.72 + 14; }
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if (!diagonal && (axis & 3) === 0) { r -= 24; g -= 18; b -= 12; }
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@@ -339,12 +339,13 @@ function drawWorld() {
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let tr = 90, tg = 190, tb = 230;
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if (blocked) { tr = 230; tg = 70; tb = 60; }
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else if (isWall(code) && WALL_OF[v]) { const wm = WALL_OF[v]; tr = (COLR[wm] + 90) / 2; tg = (COLG[wm] + 190) / 2; tb = (COLB[wm] + 230) / 2; }
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const slope = isSlopeBelt(code), diagonal = code === BP_SCREW && v >= 4;
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const joins = slope ? slopeBeltConnections(gbx, gby, code, ghostBlocks) : diagonal ? diagonalScrewJoins(gbx, gby, v, ghostBlocks) : 0;
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const slope = isSlopeBelt(code), diagonal = code === BP_SCREW && (v >= 4 || straightScrewJoins(gbx, gby, v, ghostBlocks));
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const joins = slope ? slopeBeltConnections(gbx, gby, code, ghostBlocks) : diagonal ? (v >= 4 ? diagonalScrewJoins(gbx, gby, v, ghostBlocks) : straightScrewJoins(gbx, gby, v, ghostBlocks)) : 0;
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const caps = code === BP_BELT || code === BP_FILTER ? flatBeltCaps(b, ghostBlocks) : 3;
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for (let dy = slope ? -9 : diagonal ? -4 : 0; dy < (slope || diagonal ? 8 : BS); dy++) for (let dx = slope ? -5 : diagonal ? -4 : 0; dx < (slope ? 9 : diagonal ? 8 : BS); dx++) {
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let sd = 0;
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if (diagonal) {
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if (v < 4 && ((v & 1) ? dx < 0 || dx >= BS : dy < 0 || dy >= BS)) continue;
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const x = gbx * BS + dx, y = gby * BS + dy;
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if (x < 0 || y < 0 || x >= W || y >= H) continue;
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const i = y * W + x, n = (y >> 2) * BW + (x >> 2);
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