Make anti-clockwise what were clockwise shapes, cleanup flash module-ing

This commit is contained in:
2024-10-04 00:59:08 +01:00
parent ac550bc6a4
commit 075429088b
18 changed files with 128 additions and 156 deletions
+1 -1
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@@ -1 +1 @@
All good (601 modules, at 00:25:15)
All good (600 modules, at 00:59:03)
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@@ -19,9 +19,8 @@ drawSwitch col1 col2 bt
where
flick a = noPic
( mconcat
[ colorSH col1 . upperBox Small Typical 20 $ reverse $ rectNSWE (-2) (-5) (-10) 10
[ colorSH col1 . upperBox Small Typical 20 $ rectNSWE (-2) (-5) (-10) 10
, colorSH col2 . translateSH (V3 0 (-2) 20) . rotateSH a . upperBox Small Typical 2 $
reverse $
rectNSWE 10 0 (-2) 2
]
)
@@ -32,6 +31,6 @@ defaultDrawButton col bt = noPic
)
where
buttonGeometry
| _btState bt == BtOff = reverse $ rectNSWE 10 (-1) (- width) width
| otherwise = reverse $ rectNSWE 2 (-1) (- width) width
| _btState bt == BtOff = rectNSWE 10 (-1) (- width) width
| otherwise = rectNSWE 2 (-1) (- width) width
width = 8
-2
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@@ -112,8 +112,6 @@ data LWorld = LWorld
, _sparks :: [Spark]
, _radarBlips :: [RadarBlip]
, _flares :: [Flare]
-- , _newBeams :: WorldBeams
-- , _beams :: WorldBeams
, _teslaArcs :: [TeslaArc]
, _shockwaves :: [Shockwave]
, _lasers :: [LaserStart]
+4 -2
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@@ -47,7 +47,8 @@ drawFlamelet pt =
)
. rotate (negate (rot - 0.1 * fromIntegral time))
. scale s1 s1
$ polygon (rectNSWE siz2 (- siz2) (- siz2) siz2)
. polygon
$ reverse (rectNSWE siz2 (- siz2) (- siz2) siz2)
pi2 =
setDepth (z + 25)
. uncurryV translate ep
@@ -60,7 +61,8 @@ drawFlamelet pt =
)
. rotate (negate (rot + 0.2 * fromIntegral time))
. scale s2 s2
$ polygon (rectNSWE siz2 (- siz2) (- siz2) siz2)
. polygon
$ (rectNSWE siz2 (- siz2) (- siz2) siz2)
pic =
setDepth (z + 20)
. uncurryV translate ep
+4 -1
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@@ -1,4 +1,7 @@
module Dodge.Flare where
module Dodge.Flare (
drawFlare,
updateFlare,
) where
import Dodge.Data.Flare
import LensHelp
+30 -1
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@@ -23,7 +23,6 @@ import Dodge.LightSource
import Dodge.Projectile.Create
import Dodge.SoundLogic
import Dodge.Tesla.Arc
import Dodge.WorldEvent.Flash
import Geometry
import LensHelp
import ListHelp
@@ -162,6 +161,36 @@ makeMuzzleFlare mz itmtree cr = case mz ^. mzFlareType of
pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
dir = _crDir cr + _mzRot mz
muzFlareAt :: Color -> Point3 -> Float -> World -> World
muzFlareAt col tranv dir w =
w & randGen .~ g
& cWorld . lWorld . flares
.:~ MuzFlare
{ _flarePoly =
map
(rotateV dir)
[ V2 0 0
, V2 a (- b)
, V2 c d
]
, _flareColor = col
, _flareTran3 = tranv
, _flareTime = 2
}
where
thestate = replicateM 4 $ state $ randomR (2,20)
(a : b : c : d : _, g) = runState thestate $ _randGen w -- randomRs (2, 20) (_randGen w)
flareCircleAt :: Color -> Float -> Point3 -> World -> World
flareCircleAt col alphax tranv =
cWorld . lWorld . flares
.:~ CircFlare
{ _flareTime = 2
, _flareColor = col
, _flareAlpha = alphax
, _flareTran3 = tranv
}
getLaserPhaseV :: LabelDoubleTree ComposeLinkType Item -> Float
getLaserPhaseV = const 1
+10 -21
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@@ -44,12 +44,12 @@ itemSPic it = case it ^. itType of
ammoMagSPic :: Item -> AmmoMagType -> SPic
ammoMagSPic it = \case
TINMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
DRUMMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
TINMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- (am * 5)) (-1) 1)
DRUMMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- (am * 15)) (-1) 1)
CHEMFUELPOUCH -> noPic $ colorSH yellow (upperPrismPolyST 3 $ polyCirc 3 5)
BATTERY -> colorSH blue (upperBox Tiny Superfluous 1 (rectNSWE 0 (-2) (-2) 2))
:!: setLayer BloomNoZWrite (setDepth 2 . color (mixColorsFrac green red am) $ circleSolid 2)
_ -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
_ -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
where
y = fromIntegral y' * 0.3
y' = fromMaybe 0 $ it ^? itUse . amagLoadStatus . iaLoaded
@@ -246,8 +246,8 @@ shatterGunSPic =
-- TODO cylinderize
noPic $
colorSH blue $
upperPrismPolyST 5 (rectNESW xb 8 xa 0)
<> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0)
upperPrismPolyST 5 (rectNSWE xb xa 0 8)
<> upperPrismPolyST 5 (rectNSWE (- xa) (- xb) 0 8)
where
xa = 1
xb = 9
@@ -346,28 +346,17 @@ baseAMRShape :: Shape
baseAMRShape = colorSH orange $ xCylinderST 3 30
teslaGunPic :: SPic
teslaGunPic =
noPic $
colorSH blue $
upperPrismPolyST 5 (rectNESW xb 8 xa 0)
<> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0)
where
xa = 1
xb = 9
teslaGunPic = shatterGunSPic
lasGunPic :: Item -> SPic
lasGunPic _ =
colorSH
blue
( upperBoxST 4 (rectNESW 3 30 1 0)
<> upperBoxSU 4 (rectNESW (-1) 30 (-3) 0)
<> upperBoxSU 1 (rectNESW 3 30 (-3) 0)
( upperBoxST 4 (rectNSWE 3 1 0 30)
<> upperBoxSU 4 (rectNSWE (-1) (-3) 0 30)
<> upperBoxSU 1 (rectNSWE 3 (-3) 0 30)
)
:!: (setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0)
where
--amFrac = fractionLoadedAmmo it
amFrac = 0.5
col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
:!: mempty
--dualBeamPic :: Item -> SPic
--dualBeamPic it =
+1 -2
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@@ -4,7 +4,6 @@ import Dodge.Creature.State
import Dodge.Data.World
import Dodge.LightSource
import Dodge.Material.Sound
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.Sound
import Geometry
import qualified IntMapHelp as IM
@@ -19,7 +18,7 @@ updateLampoid cr w = case cr ^?! crType . lampLSID of
Just i
| _crHP cr < 0 ->
w
& explosionFlashAt cpos
& cWorld . lWorld . tempLightSources .:~ tlsTimeRadFunPos 20 150 (TLSFade 1 10) (addZ 20 cpos)
& originsIDsAt [MaterialSound Glass n | n <- [0, 1, 2]] (destroyMatS Glass) cpos
& cWorld . lWorld . lightSources . at i .~ Nothing
& cWorld . lWorld . creatures . at cid .~ Nothing
+2 -2
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@@ -31,8 +31,8 @@ drawSwitchWire col1 col2 bt
| otherwise = flick (negate (pi/4))
where
flick a = noPic ( mconcat
[ colorSH col1 . translateSHz 10 . upperBox Small Typical 10 $ reverse $ rectNSWE (-2) (-5) (-10) 10
, colorSH col2 . translateSH (V3 0 (-2) 15) . rotateSH a . upperBox Small Typical 2 . reverse
[ colorSH col1 . translateSHz 10 . upperBox Small Typical 10 $ rectNSWE (-2) (-5) (-10) 10
, colorSH col2 . translateSH (V3 0 (-2) 15) . rotateSH a . upperBox Small Typical 2
$ rectNSWE 10 0 (-2) 2
]
)
+1 -1
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@@ -69,7 +69,7 @@ plLineBlock basePane blwidth a b gw =
blockCenPs = snd $ evenOddSplit psOnLine
numBlocks = length blockCenPs
is = [0 .. numBlocks - 1]
cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
cornerPoints = rectWH halfBlockWidth depth -- goes clockwise around the block
cornersAt p = fmap ((p +.+) . rotateV (argV (b -.- a))) cornerPoints
linesAt p = loopPairs $ cornersAt p
wlid = IM.newKey $ gw ^. cWorld . lWorld . walls
+1 -1
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@@ -68,7 +68,7 @@ plLineBlock basePane blwidth a b gw = ( 0
blockCenPs = snd $ evenOddSplit psOnLine
numBlocks = length blockCenPs
is = [0.. numBlocks - 1]
cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
cornerPoints = rectWH halfBlockWidth depth -- goes clockwise around the block
cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
linesAt p = loopPairs $ cornersAt p
wlid = IM.newKey $ _walls gw
+1 -1
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@@ -30,7 +30,7 @@ fourEmbossDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
fourEmbossDecoration w h z _ c = colorSH c $ foldMap f [(w, h), (- w, h), (w, - h), (- w, - h)]
where
f (a, b) = translateSH (V3 (a / 2) (b / 2) z) embossing
embossing = upperBoxHalf Large Typical 10 $ reverse $ rectNSWE (h / 2) (- h / 2) (- w / 2) (w / 2)
embossing = upperBoxHalf Large Typical 10 $ rectNSWE (h / 2) (- h / 2) (- w / 2) (w / 2)
plusDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
plusDecoration w h z _ c =
+7 -9
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@@ -54,16 +54,14 @@ drawLampCover h pr = noPic
]
)
where
aface ztran s w = translateSHz ztran . upperPrismPoly Small Essential 1
. reverse $ rectNSWE 3 s w 3
aface ztran s w = translateSHz ztran . upperPrismPoly Small Essential 1 $ rectNSWE 3 s w 3
drawVerticalLampCover :: Float -> Prop -> SPic
drawVerticalLampCover h pr = noPic
( translateSHz h . uncurryV translateSHxy (_prPos pr) $
rotateSHx (_prRot pr) $
mconcat
[ translateSHz (-3) . upperPrismPoly Small Essential 1 $ reverse $ rectNSWE 2 (-2) (-5) 5
]
( translateSHz h . uncurryV translateSHxy (_prPos pr) .
rotateSHx (_prRot pr) .
translateSHz (-3) . upperPrismPoly Small Essential 1 $ rectNSWE 2 (-2) (-5) 5
)
drawMovingShape :: Prop -> SPic -> SPic
@@ -85,8 +83,8 @@ drawDoubleLampCover h pr = noPic
( translateSHz (h -2.5) . uncurryV translateSHxy (_prPos pr) $
rotateSH (_prRot pr) $
mconcat
[ upperPrismPoly Small Essential 5 $ reverse $ rectNSWE 6 5 (-6) 6
, upperPrismPoly Small Essential 5 $ reverse $ rectNSWE (-5) (-6) (-6) 6
[ upperPrismPoly Small Essential 5 $ rectNSWE 6 5 (-6) 6
, upperPrismPoly Small Essential 5 $ rectNSWE (-5) (-6) (-6) 6
, upperPrismPoly Small Essential 1 [V2 0 (-1), V2 6 5, V2 (-6) 5]
, upperPrismPoly Small Essential 1 [V2 0 1, V2 (-6) (-5), V2 6 (-5)]
]
+1 -3
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@@ -1,11 +1,9 @@
module Dodge.WorldEvent
( module Dodge.WorldEvent.Flash
, module Dodge.WorldEvent.ThingsHit
( module Dodge.WorldEvent.ThingsHit
, module Dodge.WorldEvent.Cloud
, module Dodge.WorldEvent.Explosion
, module Dodge.WorldEvent.SpawnParticle
) where
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
import Dodge.WorldEvent.Cloud
import Dodge.WorldEvent.Explosion
-57
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@@ -1,57 +0,0 @@
{- | Flashes.
projected naming conventions: three base types of light:
glare : Draws color onto surfaces (not done)
flare : coloured light drawn in space, fixed shapes
light : removal of shadows (onto surfaces)
duration (subject to modification):
flash : short, abrupt changes in alpha
glow : continuous, potentially long, fading, slow changes in alpha
flicker : potentially long, moving, abrupt changes in alpha
-}
module Dodge.WorldEvent.Flash (
explosionFlashAt,
muzFlareAt,
flareCircleAt,
) where
import Dodge.Data.World
import Dodge.LightSource
import Control.Monad
import Geometry
import LensHelp
import Picture
import System.Random
import Control.Monad.Trans.State.Strict
muzFlareAt :: Color -> Point3 -> Float -> World -> World
muzFlareAt col tranv dir w =
w & randGen .~ g
& cWorld . lWorld . flares
.:~ MuzFlare
{ _flarePoly =
map
(rotateV dir)
[ V2 0 0
, V2 a (- b)
, V2 c d
]
, _flareColor = col
, _flareTran3 = tranv
, _flareTime = 2
}
where
thestate = replicateM 4 $ state $ randomR (2,20)
(a : b : c : d : _, g) = runState thestate $ _randGen w -- randomRs (2, 20) (_randGen w)
flareCircleAt :: Color -> Float -> Point3 -> World -> World
flareCircleAt col alphax tranv =
cWorld . lWorld . flares
.:~ CircFlare
{ _flareTime = 2
, _flareColor = col
, _flareAlpha = alphax
, _flareTran3 = tranv
}
explosionFlashAt :: Point2 -> World -> World
explosionFlashAt p = cWorld . lWorld . tempLightSources .:~ tlsTimeRadFunPos 20 150 (TLSFade 1 10) (addZ 20 p)
+59 -47
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@@ -1,37 +1,36 @@
{-# LANGUAGE BangPatterns #-}
module Geometry.Polygon where
import qualified Control.Foldl as L
import Data.Maybe
import Geometry.Data
import Geometry.LHS
import Geometry.Vector
import ListHelp
import Data.Maybe
--import Data.List
import qualified Control.Foldl as L
-- | Draw an anticlockwise rectangle based on maximal N E S W values.
rectNESW :: Float -> Float -> Float -> Float -> [Point2]
rectNESW !a !b !c !d = [V2 b a,V2 b c,V2 d c,V2 d a]
-- | Draw an anticlockwise rectangle based on maximal N S W E values.
rectNSWE :: Float -> Float -> Float -> Float -> [Point2]
rectNSWE !n !s !w !e = [V2 w n, V2 w s, V2 e s, V2 e n]
-- | Draw an anticlockwise rectangle around the origin with given height and width
rectWH :: Float -> Float -> [Point2]
rectWH w h = rectNSWE h (-h) (-w) w
rectWH w h = rectNSWE h (- h) (- w) w
isotriBWH :: Point2 -> Float -> Float -> [Point2]
isotriBWH (V2 x y) w h = [V2 (x-w) y, V2 (x+w) y, V2 x (y+h)]
isotriBWH (V2 x y) w h = [V2 (x - w) y, V2 (x + w) y, V2 x (y + h)]
-- trapezion
trapezionBWHW :: Point2 -> Float -> Float -> Float -> [Point2]
trapezionBWHW (V2 x y) w1 h w2 =
[ V2 (x-w1) y
, V2 (x+w1) y
, V2 (x+w2) (y+h)
, V2 (x-w2) (y+h)]
trapezionBWHW (V2 x y) w1 h w2 =
[ V2 (x - w1) y
, V2 (x + w1) y
, V2 (x + w2) (y + h)
, V2 (x - w2) (y + h)
]
rectXH :: Float -> Float -> [Point2]
rectXH x h = rectNSWE h (-h) 0 x
rectXH x h = rectNSWE h (- h) 0 x
rectXY :: Float -> Float -> [Point2]
rectXY x y = rectNSWE y 0 0 x
@@ -43,80 +42,93 @@ mirrorXAxis :: [Point2] -> [Point2]
mirrorXAxis ps = orderPolygon $ ps ++ mapMaybe f ps
where
f (V2 _ 0) = Nothing
f (V2 x y) = Just $ V2 x (-y)
f (V2 x y) = Just $ V2 x (- y)
-- | Test whether a point is in a polygon or on the polygon border.
-- Supposes the points in the
-- polygon are listed in anticlockwise order.
{- | Test whether a point is in a polygon or on the polygon border.
Supposes the points in the
polygon are listed in anticlockwise order.
-}
pointInOrOnPolygon :: Point2 -> [Point2] -> Bool
pointInOrOnPolygon !p (x:xs) = all (\l -> not (uncurry isRHS l p)) $ zip (x:xs) (xs ++ [x])
pointInOrOnPolygon !p (x : xs) = all (\l -> not (uncurry isRHS l p)) $ zip (x : xs) (xs ++ [x])
pointInOrOnPolygon _ _ = undefined
-- | Test whether a point is strictly inside a polygon.
-- Supposes the points in the polygon are listed in anticlockwise order.
{- | Test whether a point is strictly inside a polygon.
Supposes the points in the polygon are listed in anticlockwise order.
-}
pointInPolygon :: Point2 -> [Point2] -> Bool
pointInPolygon !p (x:xs) = all (\l -> uncurry isLHS l p) $ zip (x:xs) (xs ++ [x])
pointInPolygon !p (x : xs) = all (\l -> uncurry isLHS l p) $ zip (x : xs) (xs ++ [x])
pointInPolygon _ [] = False
orderPolygonAround
:: Point2 -- ^ point to order around
-> [Point2]
-> [Point2]
orderPolygonAround ::
-- | point to order around
Point2 ->
[Point2] ->
[Point2]
orderPolygonAround _ [] = []
orderPolygonAround cen ps = sortOn (\p -> argV (p -.- cen)) ps
orderAroundFirstReverse :: [Point2] -> [Point2]
orderAroundFirstReverse [] = []
orderAroundFirstReverse (a:as) = a : reverse (orderPolygonAround a as)
orderAroundFirstReverse (a : as) = a : reverse (orderPolygonAround a as)
orderAroundFirst :: [Point2] -> [Point2]
orderAroundFirst [] = []
orderAroundFirst (a:as) = a : orderPolygonAround a as
orderAroundFirst (a : as) = a : orderPolygonAround a as
-- | Reorder points to be anticlockwise around their center.
orderPolygon :: [Point2] -> [Point2]
orderPolygon [] = []
--orderPolygon ps = orderPolygonAround (1/ fromIntegral (length ps) *.* foldr1 (+.+) ps) ps
orderPolygon ps = orderPolygonAround (centroid ps) ps
-- | Adds a point to a convex polygon.
-- If the point is inside, returns the original.
-- Points ordered anticlockwise, input not checked.
{- | Adds a point to a convex polygon.
If the point is inside, returns the original.
Points ordered anticlockwise, input not checked.
-}
addPointPolygon :: Point2 -> [Point2] -> [Point2]
addPointPolygon p ps
| pointInOrOnPolygon p ps = ps
| otherwise = orderPolygon $ p : ps
-- | Creates the convex hull of a set of points.
-- Need to verify whether or not this is ordered
{- | Creates the convex hull of a set of points.
Need to verify whether or not this is ordered
-}
convexHull :: [Point2] -> [Point2]
convexHull (x:y:z:xs) = grahamScan $ orderAroundFirst $ sortOn (\(V2 a b) -> (b,a)) (x:y:z:xs)
convexHull (x : y : z : xs) = grahamScan $ orderAroundFirst $ sortOn (\(V2 a b) -> (b, a)) (x : y : z : xs)
convexHull _ = error "Tried to create the convex hull of two or fewer points"
-- | Creates the convex hull of a set of points.
-- assumes no repetition of points: try nubbing!
{- | Creates the convex hull of a set of points.
assumes no repetition of points: try nubbing!
-}
convexHullSafe :: [Point2] -> [Point2]
--convexHullSafe (x:y:z:xs) = grahamScan $ orderAroundFirst $ sortOn (\(V2 a b) -> (b,a)) (x:y:z:xs)
convexHullSafe (x:y:z:xs) = grahamScan $ orderAroundFirst $ sortOn (\(V2 a b) -> (b,a)) (x:y:z:xs)
convexHullSafe (x : y : z : xs) = grahamScan $ orderAroundFirst $ sortOn (\(V2 a b) -> (b, a)) (x : y : z : xs)
convexHullSafe _ = []
grahamScan :: [Point2] -> [Point2]
grahamScan = foldr push []
where
push point stack = grahamEliminate (point:stack)
-- | Remove second element if top three elements are not counterclockwise.
-- Repeat if necessary. See
-- https://codereview.stackexchange.com/questions/206019/graham-scan-algorithm-in-haskell
push point stack = grahamEliminate (point : stack)
{- | Remove second element if top three elements are not counterclockwise.
Repeat if necessary. See
https://codereview.stackexchange.com/questions/206019/graham-scan-algorithm-in-haskell
-}
grahamEliminate :: [Point2] -> [Point2]
grahamEliminate (x:y:z:xs)
| not $ isLHS x y z = grahamEliminate (x:z:xs)
grahamEliminate (x : y : z : xs)
| not $ isLHS x y z = grahamEliminate (x : z : xs)
grahamEliminate xs = xs
centroid :: Foldable t => t Point2 -> Point2
centroid = L.fold $ (/) <$> L.Fold (+.+) (V2 0 0) id <*> L.genericLength
centroidNum :: (Fractional a ,Foldable t) => t a -> a
centroidNum :: (Fractional a, Foldable t) => t a -> a
centroidNum = L.fold $ (/) <$> L.Fold (+) 0 id <*> L.genericLength
shrinkPolyOnEdges :: Float -> [Point2] -> [Point2]
shrinkPolyOnEdges x (p:q:ps) = map (shrinkVert x) . slideWindow 3 $ (p:q:ps) ++ [p,q]
shrinkPolyOnEdges x (p : q : ps) = map (shrinkVert x) . slideWindow 3 $ (p : q : ps) ++ [p, q]
shrinkPolyOnEdges _ _ = error "too few vertices in polygon"
shrinkVert :: Float -> [Point2] -> Point2
shrinkVert d [x,y,z] = x +.+ (d *.* normalizeV (x -.- y)) +.+ (d *.* normalizeV (z -.- y))
shrinkVert d [x, y, z] = x +.+ (d *.* normalizeV (x -.- y)) +.+ (d *.* normalizeV (z -.- y))
shrinkVert _ _ = error "wrong number of vertices"
+2
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@@ -55,6 +55,7 @@ polyCircx n = map (vNormaly . addZ 0) . polyCirc n
-- length of polys must be the same
-- points should be correctly ordered so that
-- polys form a prism-like object with quad faces between them
-- each layer of points must be arranged anticlockwise
prismPoly ::
Size ->
Importance ->
@@ -123,6 +124,7 @@ upperPrismPoly ::
Size ->
Importance ->
Float ->
-- | Should be anticlockwise
[Point2] ->
Shape
{-# INLINE upperPrismPoly #-}