Make anti-clockwise what were clockwise shapes, cleanup flash module-ing
This commit is contained in:
@@ -19,9 +19,8 @@ drawSwitch col1 col2 bt
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where
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flick a = noPic
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( mconcat
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[ colorSH col1 . upperBox Small Typical 20 $ reverse $ rectNSWE (-2) (-5) (-10) 10
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[ colorSH col1 . upperBox Small Typical 20 $ rectNSWE (-2) (-5) (-10) 10
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, colorSH col2 . translateSH (V3 0 (-2) 20) . rotateSH a . upperBox Small Typical 2 $
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reverse $
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rectNSWE 10 0 (-2) 2
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]
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)
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@@ -32,6 +31,6 @@ defaultDrawButton col bt = noPic
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)
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where
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buttonGeometry
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| _btState bt == BtOff = reverse $ rectNSWE 10 (-1) (- width) width
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| otherwise = reverse $ rectNSWE 2 (-1) (- width) width
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| _btState bt == BtOff = rectNSWE 10 (-1) (- width) width
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| otherwise = rectNSWE 2 (-1) (- width) width
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width = 8
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@@ -112,8 +112,6 @@ data LWorld = LWorld
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, _sparks :: [Spark]
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, _radarBlips :: [RadarBlip]
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, _flares :: [Flare]
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-- , _newBeams :: WorldBeams
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-- , _beams :: WorldBeams
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, _teslaArcs :: [TeslaArc]
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, _shockwaves :: [Shockwave]
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, _lasers :: [LaserStart]
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@@ -47,7 +47,8 @@ drawFlamelet pt =
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)
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. rotate (negate (rot - 0.1 * fromIntegral time))
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. scale s1 s1
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$ polygon (rectNSWE siz2 (- siz2) (- siz2) siz2)
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. polygon
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$ reverse (rectNSWE siz2 (- siz2) (- siz2) siz2)
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pi2 =
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setDepth (z + 25)
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. uncurryV translate ep
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@@ -60,7 +61,8 @@ drawFlamelet pt =
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)
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. rotate (negate (rot + 0.2 * fromIntegral time))
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. scale s2 s2
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$ polygon (rectNSWE siz2 (- siz2) (- siz2) siz2)
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. polygon
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$ (rectNSWE siz2 (- siz2) (- siz2) siz2)
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pic =
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setDepth (z + 20)
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. uncurryV translate ep
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+4
-1
@@ -1,4 +1,7 @@
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module Dodge.Flare where
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module Dodge.Flare (
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drawFlare,
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updateFlare,
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) where
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import Dodge.Data.Flare
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import LensHelp
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+30
-1
@@ -23,7 +23,6 @@ import Dodge.LightSource
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import Dodge.Projectile.Create
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import Dodge.SoundLogic
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import Dodge.Tesla.Arc
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import Dodge.WorldEvent.Flash
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import Geometry
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import LensHelp
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import ListHelp
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@@ -162,6 +161,36 @@ makeMuzzleFlare mz itmtree cr = case mz ^. mzFlareType of
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pos = _crPos cr + rotateV (_crDir cr) (_mzPos mz + aimingWeaponZeroPos cr itm)
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dir = _crDir cr + _mzRot mz
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muzFlareAt :: Color -> Point3 -> Float -> World -> World
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muzFlareAt col tranv dir w =
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w & randGen .~ g
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& cWorld . lWorld . flares
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.:~ MuzFlare
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{ _flarePoly =
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map
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(rotateV dir)
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[ V2 0 0
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, V2 a (- b)
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, V2 c d
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]
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, _flareColor = col
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, _flareTran3 = tranv
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, _flareTime = 2
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}
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where
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thestate = replicateM 4 $ state $ randomR (2,20)
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(a : b : c : d : _, g) = runState thestate $ _randGen w -- randomRs (2, 20) (_randGen w)
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flareCircleAt :: Color -> Float -> Point3 -> World -> World
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flareCircleAt col alphax tranv =
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cWorld . lWorld . flares
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.:~ CircFlare
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{ _flareTime = 2
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, _flareColor = col
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, _flareAlpha = alphax
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, _flareTran3 = tranv
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}
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getLaserPhaseV :: LabelDoubleTree ComposeLinkType Item -> Float
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getLaserPhaseV = const 1
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+10
-21
@@ -44,12 +44,12 @@ itemSPic it = case it ^. itType of
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ammoMagSPic :: Item -> AmmoMagType -> SPic
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ammoMagSPic it = \case
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TINMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
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DRUMMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
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TINMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- (am * 5)) (-1) 1)
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DRUMMAG -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- (am * 15)) (-1) 1)
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CHEMFUELPOUCH -> noPic $ colorSH yellow (upperPrismPolyST 3 $ polyCirc 3 5)
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BATTERY -> colorSH blue (upperBox Tiny Superfluous 1 (rectNSWE 0 (-2) (-2) 2))
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:!: setLayer BloomNoZWrite (setDepth 2 . color (mixColorsFrac green red am) $ circleSolid 2)
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_ -> noPic $ upperPrismPolyTS 1 (reverse $ rectNSWE 0 (- y) (-1) 1)
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_ -> noPic $ upperPrismPolyTS 1 (rectNSWE 0 (- y) (-1) 1)
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where
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y = fromIntegral y' * 0.3
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y' = fromMaybe 0 $ it ^? itUse . amagLoadStatus . iaLoaded
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@@ -246,8 +246,8 @@ shatterGunSPic =
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-- TODO cylinderize
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noPic $
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colorSH blue $
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upperPrismPolyST 5 (rectNESW xb 8 xa 0)
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<> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0)
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upperPrismPolyST 5 (rectNSWE xb xa 0 8)
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<> upperPrismPolyST 5 (rectNSWE (- xa) (- xb) 0 8)
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where
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xa = 1
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xb = 9
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@@ -346,28 +346,17 @@ baseAMRShape :: Shape
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baseAMRShape = colorSH orange $ xCylinderST 3 30
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teslaGunPic :: SPic
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teslaGunPic =
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noPic $
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colorSH blue $
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upperPrismPolyST 5 (rectNESW xb 8 xa 0)
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<> upperPrismPolyST 5 (rectNESW (- xa) 8 (- xb) 0)
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where
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xa = 1
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xb = 9
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teslaGunPic = shatterGunSPic
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lasGunPic :: Item -> SPic
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lasGunPic _ =
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colorSH
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blue
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( upperBoxST 4 (rectNESW 3 30 1 0)
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<> upperBoxSU 4 (rectNESW (-1) 30 (-3) 0)
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<> upperBoxSU 1 (rectNESW 3 30 (-3) 0)
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( upperBoxST 4 (rectNSWE 3 1 0 30)
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<> upperBoxSU 4 (rectNSWE (-1) (-3) 0 30)
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<> upperBoxSU 1 (rectNSWE 3 (-3) 0 30)
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)
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:!: (setLayer BloomNoZWrite . color col . setDepth 1.1 . polygon $ rectNESW 1 30 (-1) 0)
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where
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--amFrac = fractionLoadedAmmo it
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amFrac = 0.5
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col = brightX 2 1.5 $ mixColors amFrac (1 - amFrac) green red
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:!: mempty
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--dualBeamPic :: Item -> SPic
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--dualBeamPic it =
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@@ -4,7 +4,6 @@ import Dodge.Creature.State
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import Dodge.Data.World
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import Dodge.LightSource
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import Dodge.Material.Sound
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Sound
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import Geometry
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import qualified IntMapHelp as IM
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@@ -19,7 +18,7 @@ updateLampoid cr w = case cr ^?! crType . lampLSID of
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Just i
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| _crHP cr < 0 ->
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w
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& explosionFlashAt cpos
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& cWorld . lWorld . tempLightSources .:~ tlsTimeRadFunPos 20 150 (TLSFade 1 10) (addZ 20 cpos)
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& originsIDsAt [MaterialSound Glass n | n <- [0, 1, 2]] (destroyMatS Glass) cpos
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& cWorld . lWorld . lightSources . at i .~ Nothing
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& cWorld . lWorld . creatures . at cid .~ Nothing
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@@ -31,8 +31,8 @@ drawSwitchWire col1 col2 bt
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| otherwise = flick (negate (pi/4))
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where
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flick a = noPic ( mconcat
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[ colorSH col1 . translateSHz 10 . upperBox Small Typical 10 $ reverse $ rectNSWE (-2) (-5) (-10) 10
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, colorSH col2 . translateSH (V3 0 (-2) 15) . rotateSH a . upperBox Small Typical 2 . reverse
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[ colorSH col1 . translateSHz 10 . upperBox Small Typical 10 $ rectNSWE (-2) (-5) (-10) 10
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, colorSH col2 . translateSH (V3 0 (-2) 15) . rotateSH a . upperBox Small Typical 2
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$ rectNSWE 10 0 (-2) 2
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]
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)
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@@ -69,7 +69,7 @@ plLineBlock basePane blwidth a b gw =
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blockCenPs = snd $ evenOddSplit psOnLine
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numBlocks = length blockCenPs
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is = [0 .. numBlocks - 1]
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornerPoints = rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ((p +.+) . rotateV (argV (b -.- a))) cornerPoints
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linesAt p = loopPairs $ cornersAt p
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wlid = IM.newKey $ gw ^. cWorld . lWorld . walls
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@@ -68,7 +68,7 @@ plLineBlock basePane blwidth a b gw = ( 0
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blockCenPs = snd $ evenOddSplit psOnLine
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numBlocks = length blockCenPs
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is = [0.. numBlocks - 1]
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cornerPoints = reverse $ rectWH halfBlockWidth depth -- goes clockwise around the block
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cornerPoints = rectWH halfBlockWidth depth -- goes clockwise around the block
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cornersAt p = fmap ( (p +.+) . rotateV (argV (b -.- a)) ) cornerPoints
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linesAt p = loopPairs $ cornersAt p
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wlid = IM.newKey $ _walls gw
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@@ -30,7 +30,7 @@ fourEmbossDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
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fourEmbossDecoration w h z _ c = colorSH c $ foldMap f [(w, h), (- w, h), (w, - h), (- w, - h)]
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where
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f (a, b) = translateSH (V3 (a / 2) (b / 2) z) embossing
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embossing = upperBoxHalf Large Typical 10 $ reverse $ rectNSWE (h / 2) (- h / 2) (- w / 2) (w / 2)
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embossing = upperBoxHalf Large Typical 10 $ rectNSWE (h / 2) (- h / 2) (- w / 2) (w / 2)
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plusDecoration :: Float -> Float -> Float -> Color -> Color -> Shape
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plusDecoration w h z _ c =
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@@ -54,16 +54,14 @@ drawLampCover h pr = noPic
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]
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)
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where
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aface ztran s w = translateSHz ztran . upperPrismPoly Small Essential 1
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. reverse $ rectNSWE 3 s w 3
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aface ztran s w = translateSHz ztran . upperPrismPoly Small Essential 1 $ rectNSWE 3 s w 3
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drawVerticalLampCover :: Float -> Prop -> SPic
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drawVerticalLampCover h pr = noPic
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( translateSHz h . uncurryV translateSHxy (_prPos pr) $
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rotateSHx (_prRot pr) $
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mconcat
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[ translateSHz (-3) . upperPrismPoly Small Essential 1 $ reverse $ rectNSWE 2 (-2) (-5) 5
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]
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( translateSHz h . uncurryV translateSHxy (_prPos pr) .
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rotateSHx (_prRot pr) .
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translateSHz (-3) . upperPrismPoly Small Essential 1 $ rectNSWE 2 (-2) (-5) 5
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)
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drawMovingShape :: Prop -> SPic -> SPic
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@@ -85,8 +83,8 @@ drawDoubleLampCover h pr = noPic
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( translateSHz (h -2.5) . uncurryV translateSHxy (_prPos pr) $
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rotateSH (_prRot pr) $
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mconcat
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[ upperPrismPoly Small Essential 5 $ reverse $ rectNSWE 6 5 (-6) 6
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, upperPrismPoly Small Essential 5 $ reverse $ rectNSWE (-5) (-6) (-6) 6
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[ upperPrismPoly Small Essential 5 $ rectNSWE 6 5 (-6) 6
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, upperPrismPoly Small Essential 5 $ rectNSWE (-5) (-6) (-6) 6
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, upperPrismPoly Small Essential 1 [V2 0 (-1), V2 6 5, V2 (-6) 5]
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, upperPrismPoly Small Essential 1 [V2 0 1, V2 (-6) (-5), V2 6 (-5)]
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]
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@@ -1,11 +1,9 @@
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module Dodge.WorldEvent
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( module Dodge.WorldEvent.Flash
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, module Dodge.WorldEvent.ThingsHit
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( module Dodge.WorldEvent.ThingsHit
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, module Dodge.WorldEvent.Cloud
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, module Dodge.WorldEvent.Explosion
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, module Dodge.WorldEvent.SpawnParticle
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) where
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.ThingsHit
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import Dodge.WorldEvent.Cloud
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import Dodge.WorldEvent.Explosion
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@@ -1,57 +0,0 @@
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{- | Flashes.
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projected naming conventions: three base types of light:
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glare : Draws color onto surfaces (not done)
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flare : coloured light drawn in space, fixed shapes
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light : removal of shadows (onto surfaces)
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duration (subject to modification):
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flash : short, abrupt changes in alpha
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glow : continuous, potentially long, fading, slow changes in alpha
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flicker : potentially long, moving, abrupt changes in alpha
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-}
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module Dodge.WorldEvent.Flash (
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explosionFlashAt,
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muzFlareAt,
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flareCircleAt,
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) where
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import Dodge.Data.World
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import Dodge.LightSource
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import Control.Monad
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import Geometry
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import LensHelp
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import Picture
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import System.Random
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import Control.Monad.Trans.State.Strict
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muzFlareAt :: Color -> Point3 -> Float -> World -> World
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muzFlareAt col tranv dir w =
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w & randGen .~ g
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& cWorld . lWorld . flares
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.:~ MuzFlare
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{ _flarePoly =
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map
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(rotateV dir)
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[ V2 0 0
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, V2 a (- b)
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, V2 c d
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]
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, _flareColor = col
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, _flareTran3 = tranv
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, _flareTime = 2
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}
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where
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thestate = replicateM 4 $ state $ randomR (2,20)
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(a : b : c : d : _, g) = runState thestate $ _randGen w -- randomRs (2, 20) (_randGen w)
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flareCircleAt :: Color -> Float -> Point3 -> World -> World
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flareCircleAt col alphax tranv =
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cWorld . lWorld . flares
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.:~ CircFlare
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{ _flareTime = 2
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, _flareColor = col
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, _flareAlpha = alphax
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, _flareTran3 = tranv
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}
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explosionFlashAt :: Point2 -> World -> World
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explosionFlashAt p = cWorld . lWorld . tempLightSources .:~ tlsTimeRadFunPos 20 150 (TLSFade 1 10) (addZ 20 p)
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+59
-47
@@ -1,37 +1,36 @@
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{-# LANGUAGE BangPatterns #-}
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module Geometry.Polygon where
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import qualified Control.Foldl as L
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import Data.Maybe
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import Geometry.Data
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import Geometry.LHS
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import Geometry.Vector
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import ListHelp
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import Data.Maybe
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--import Data.List
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import qualified Control.Foldl as L
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-- | Draw an anticlockwise rectangle based on maximal N E S W values.
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rectNESW :: Float -> Float -> Float -> Float -> [Point2]
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rectNESW !a !b !c !d = [V2 b a,V2 b c,V2 d c,V2 d a]
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-- | Draw an anticlockwise rectangle based on maximal N S W E values.
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rectNSWE :: Float -> Float -> Float -> Float -> [Point2]
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rectNSWE !n !s !w !e = [V2 w n, V2 w s, V2 e s, V2 e n]
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-- | Draw an anticlockwise rectangle around the origin with given height and width
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rectWH :: Float -> Float -> [Point2]
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rectWH w h = rectNSWE h (-h) (-w) w
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rectWH w h = rectNSWE h (- h) (- w) w
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isotriBWH :: Point2 -> Float -> Float -> [Point2]
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isotriBWH (V2 x y) w h = [V2 (x-w) y, V2 (x+w) y, V2 x (y+h)]
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isotriBWH (V2 x y) w h = [V2 (x - w) y, V2 (x + w) y, V2 x (y + h)]
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-- trapezion
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trapezionBWHW :: Point2 -> Float -> Float -> Float -> [Point2]
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trapezionBWHW (V2 x y) w1 h w2 =
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[ V2 (x-w1) y
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, V2 (x+w1) y
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, V2 (x+w2) (y+h)
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, V2 (x-w2) (y+h)]
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trapezionBWHW (V2 x y) w1 h w2 =
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[ V2 (x - w1) y
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, V2 (x + w1) y
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, V2 (x + w2) (y + h)
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, V2 (x - w2) (y + h)
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]
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rectXH :: Float -> Float -> [Point2]
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rectXH x h = rectNSWE h (-h) 0 x
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rectXH x h = rectNSWE h (- h) 0 x
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rectXY :: Float -> Float -> [Point2]
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rectXY x y = rectNSWE y 0 0 x
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@@ -43,80 +42,93 @@ mirrorXAxis :: [Point2] -> [Point2]
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mirrorXAxis ps = orderPolygon $ ps ++ mapMaybe f ps
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where
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f (V2 _ 0) = Nothing
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f (V2 x y) = Just $ V2 x (-y)
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f (V2 x y) = Just $ V2 x (- y)
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-- | Test whether a point is in a polygon or on the polygon border.
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-- Supposes the points in the
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-- polygon are listed in anticlockwise order.
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{- | Test whether a point is in a polygon or on the polygon border.
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Supposes the points in the
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polygon are listed in anticlockwise order.
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-}
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pointInOrOnPolygon :: Point2 -> [Point2] -> Bool
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pointInOrOnPolygon !p (x:xs) = all (\l -> not (uncurry isRHS l p)) $ zip (x:xs) (xs ++ [x])
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pointInOrOnPolygon !p (x : xs) = all (\l -> not (uncurry isRHS l p)) $ zip (x : xs) (xs ++ [x])
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pointInOrOnPolygon _ _ = undefined
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-- | Test whether a point is strictly inside a polygon.
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-- Supposes the points in the polygon are listed in anticlockwise order.
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{- | Test whether a point is strictly inside a polygon.
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Supposes the points in the polygon are listed in anticlockwise order.
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-}
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pointInPolygon :: Point2 -> [Point2] -> Bool
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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"
|
||||
|
||||
@@ -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 #-}
|
||||
|
||||
Reference in New Issue
Block a user