Refactor shapes, prepare for different normals at single vertex pos
This commit is contained in:
@@ -13,7 +13,6 @@ void main() {
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vec3 norm = normbit.xyz - pos;
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float y1 = float(normbit.w == 0 ? 1 : dot(normalize(norm), normalize(distVec)));
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float y = float(y1 > 0 ? 1 : 0);
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// float y = float(normbit.w == 1 ? 1 : 0);
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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+72
-72
@@ -3,19 +3,19 @@ module Dodge.Render.Shadow where
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--import Data.Vector.Unboxed as UV
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--import Dodge.Data.Universe
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import Control.Lens
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--import Control.Lens
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import Data.Preload.Render
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import qualified Data.Vector as V
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--import qualified Data.Vector as V
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--import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
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import Foreign
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--import Foreign
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import Geometry
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--import Graphics.GL.Core45
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import Linear.V3 (cross)
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--import Linear.V3 (cross)
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--import Shader.Data
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--import Shader.ExtraPrimitive
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--import Shader.Parameters
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import Shape.Data
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--
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drawCPUShadows :: RenderData -> Shape -> Point3 -> Float -> IO ()
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drawCPUShadows _ _ _ _ = return ()
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--drawCPUShadows pdata s pos rad = do
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@@ -35,71 +35,71 @@ drawCPUShadows _ _ _ _ = return ()
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-- (fromIntegral i)
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-- return ()
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pokeShapeShad :: Point3 -> Float -> Ptr Float -> Int -> ShapeObj -> IO Int
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pokeShapeShad pos r theptr i so = do
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let vs = V.fromList $ map _svPos (_shVs so)
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is = memoTopPrismEdges V.! (so ^. shType . prismSize - 2)
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V.foldM' (pokeShadEdge pos r theptr vs) i is
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--pokeShapeShad :: Point3 -> Float -> Ptr Float -> Int -> ShapeObj -> IO Int
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--pokeShapeShad pos r theptr i so = do
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-- let vs = V.fromList $ map _svPos (_shVs so)
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-- is = memoTopPrismEdges V.! (so ^. shType . prismSize - 2)
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-- V.foldM' (pokeShadEdge pos r theptr vs) i is
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pokeShadEdge ::
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Point3 ->
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Float ->
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Ptr Float ->
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V.Vector Point3 ->
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Int ->
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(Int, Int, Int, Int) ->
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IO Int
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pokeShadEdge pos _ ptr vxs i (a, b, x, y) = do
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let p0 = vxs V.! a
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p1 = vxs V.! b
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--mid = 0.5 * (p0 + p1)
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n0a = vxs V.! x
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n1a = vxs V.! y -- this should almost certainly be done with backpermute
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n0 = cross (p1 - p0) (n0a - p0)
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n1 = cross (p0 - p1) (n1a - p1)
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lightdir = p0 - pos
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shift' p = p + (10000 *.*.* (p - pos))
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-- projNear p =
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-- shiftNear p =
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if dotV3 n0 lightdir * dotV3 n1 lightdir <= 0
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then do
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let p2 = shift' p0
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p3 = shift' p1
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if dotV3 n0 lightdir > 0
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then
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pokeV3 ptr p0 i >>= pokeV3 ptr p1 >>= pokeV3 ptr p2
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>>= pokeV3 ptr p0
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>>= pokeV3 ptr p2
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>>= pokeV3 ptr p3
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else
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pokeV3 ptr p1 i >>= pokeV3 ptr p0 >>= pokeV3 ptr p3
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>>= pokeV3 ptr p1
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>>= pokeV3 ptr p3
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>>= pokeV3 ptr p2
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else return i
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pokeV3 :: Ptr Float -> Point3 -> Int -> IO Int
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pokeV3 ptr (V3 x y z) i = do
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pokeElemOff ptr (3 * i) x
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pokeElemOff ptr (3 * i + 1) y
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pokeElemOff ptr (3 * i + 2) z
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return (i + 1)
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memoTopPrismEdges :: V.Vector (V.Vector (Int, Int, Int, Int))
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memoTopPrismEdges =
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V.generate 10 $
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V.fromList . topPrismEdges . (+ 2)
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topPrismEdges :: Int -> [(Int, Int, Int, Int)]
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topPrismEdges n = concatMap f [0 .. n -1]
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where
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f i =
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map
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h
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[ (0, 2, 1, 4)
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, (0, 1, -2, 3)
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, (1, 3, -1, 2)
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]
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where
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h (a, b, c, d) = (g a, g b, g c, g d)
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g j = (2 * i + j) `mod` (2 * n)
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--pokeShadEdge ::
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-- Point3 ->
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-- Float ->
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-- Ptr Float ->
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-- V.Vector Point3 ->
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-- Int ->
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-- (Int, Int, Int, Int) ->
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-- IO Int
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--pokeShadEdge pos _ ptr vxs i (a, b, x, y) = do
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-- let p0 = vxs V.! a
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-- p1 = vxs V.! b
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-- --mid = 0.5 * (p0 + p1)
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-- n0a = vxs V.! x
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-- n1a = vxs V.! y -- this should almost certainly be done with backpermute
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-- n0 = cross (p1 - p0) (n0a - p0)
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-- n1 = cross (p0 - p1) (n1a - p1)
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-- lightdir = p0 - pos
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-- shift' p = p + (10000 *.*.* (p - pos))
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-- -- projNear p =
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-- -- shiftNear p =
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-- if dotV3 n0 lightdir * dotV3 n1 lightdir <= 0
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-- then do
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-- let p2 = shift' p0
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-- p3 = shift' p1
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-- if dotV3 n0 lightdir > 0
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-- then
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-- pokeV3 ptr p0 i >>= pokeV3 ptr p1 >>= pokeV3 ptr p2
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-- >>= pokeV3 ptr p0
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-- >>= pokeV3 ptr p2
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-- >>= pokeV3 ptr p3
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-- else
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-- pokeV3 ptr p1 i >>= pokeV3 ptr p0 >>= pokeV3 ptr p3
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-- >>= pokeV3 ptr p1
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-- >>= pokeV3 ptr p3
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-- >>= pokeV3 ptr p2
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-- else return i
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--
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--pokeV3 :: Ptr Float -> Point3 -> Int -> IO Int
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--pokeV3 ptr (V3 x y z) i = do
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-- pokeElemOff ptr (3 * i) x
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-- pokeElemOff ptr (3 * i + 1) y
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-- pokeElemOff ptr (3 * i + 2) z
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-- return (i + 1)
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--
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--memoTopPrismEdges :: V.Vector (V.Vector (Int, Int, Int, Int))
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--memoTopPrismEdges =
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-- V.generate 10 $
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-- V.fromList . topPrismEdges . (+ 2)
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--
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--topPrismEdges :: Int -> [(Int, Int, Int, Int)]
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--topPrismEdges n = concatMap f [0 .. n -1]
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-- where
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-- f i =
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-- map
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-- h
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-- [ (0, 2, 1, 4)
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-- , (0, 1, -2, 3)
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-- , (1, 3, -1, 2)
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-- ]
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-- where
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-- h (a, b, c, d) = (g a, g b, g c, g d)
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-- g j = (2 * i + j) `mod` (2 * n)
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@@ -144,7 +144,7 @@ putShape sh =
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--shapePoints :: Shape -> Stream (Of Point2) Identity ()
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--shapePoints = S.each . concatMap (map (stripZ . _svPos) . _shVs)
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shapePoints :: Shape -> [Point2]
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shapePoints = concatMap (map (stripZ . _svPos) . _shVs)
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shapePoints = concatMap (map stripZ . _sfVs)
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shapeBounds :: Shape -> (Float, Float, Float, Float)
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shapeBounds = fromMaybe (0, 0, 0, 0) . boundPoints . shapePoints
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+15
-16
@@ -85,7 +85,7 @@ pokeW ptr i' ((V2 a b,V2 c d),V4 e f g h) = do
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pokeShape :: Ptr Float -> Ptr GLushort -> Ptr GLushort
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-> (Int,Int,Int)
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-> [ShapeObj]
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-> [Surface]
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-> IO (Int,Int,Int)
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pokeShape ptr iptr ieptr is = VFSM.foldlM' (pokeShapeObj ptr iptr ieptr) is . VFSM.fromList
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@@ -94,22 +94,23 @@ pokeShapeObj
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-> Ptr GLushort
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-> Ptr GLushort
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-> (Int,Int,Int)
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-> ShapeObj
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-> Surface
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-> IO (Int,Int,Int)
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{-# INLINE pokeShapeObj #-}
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pokeShapeObj ptr iptr ieptr counts (ShapeObj shtype shVerts) = case shtype of
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TopPrism size -> pokeTopPrism midp (size - 2) ptr iptr ieptr counts (VFSM.fromList shVerts)
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pokeShapeObj ptr iptr ieptr counts (Surface shtype shVerts col) = case shtype of
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TopPrism size -> pokeTopPrism midp col (size - 2) ptr iptr ieptr counts (VFSM.fromList shVerts)
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-- TopCylinder size -> pokeTopPrism midp (size - 2) ptr iptr ieptr counts (VFSM.fromList shVerts)
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where
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midp = centroidNum $ map _svPos shVerts
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midp = centroidNum shVerts
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pokeTopPrism :: Point3 -> Int -> Ptr Float -> Ptr GLushort
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pokeTopPrism :: Point3 -> Point4 -> Int -> Ptr Float -> Ptr GLushort
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-> Ptr GLushort
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-> (Int,Int,Int)
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-> VFSM.Stream IO ShapeV
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-> VFSM.Stream IO Point3
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-> IO (Int,Int,Int)
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{-# INLINE pokeTopPrism #-}
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pokeTopPrism cp size ptr iptr ieptr (nv,nshapeindices,nedgeindices) svs = do
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nv' <- VFSM.foldlM' (pokeJustV cp ptr) nv svs
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pokeTopPrism cp col size ptr iptr ieptr (nv,nshapeindices,nedgeindices) svs = do
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nv' <- VFSM.foldlM' (pokeJustV cp col ptr) nv svs
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nshapeindices' <- UV.foldM' (pokeTopPrismIndex nv iptr) nshapeindices
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(memoTopPrismIndices V.! size)
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nedgeindices' <- UV.foldM' (pokeTopPrismEdgeIndex nv ieptr) nedgeindices
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@@ -170,22 +171,20 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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-- and just doing two pokes rather than seven
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-- (especially if adding normal data)
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pokeJustV :: Point3
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-> Point4
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-> Ptr Float
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-> Int
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-> ShapeV
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-> Point3
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-> IO Int
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{-# INLINE pokeJustV #-}
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pokeJustV cp ptr nv sh = do
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pokeJustV cp col ptr nv sh = do
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zipWithM_ f [0..] [x,y,z,1,r,g,b,a,nx,ny,nz,1]
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return (nv + 1)
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where
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f i = pokeElemOff ptr (nv*nShapeVerxComp + i)
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V3 x y z = _svPos sh
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V4 r g b a = _svCol sh
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V3 x y z = sh
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V4 r g b a = col
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V3 nx ny nz = cp
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--nx = x
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--ny = y
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--nz = z - 1
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pokeLayVerxs
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:: MV.MVector (PrimState IO) (FullShader ,VBO)
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+13
-22
@@ -22,11 +22,11 @@ import Geometry
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import Shape.Data
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import Color
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singleShape :: ShapeObj -> Shape
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singleShape :: Surface -> Shape
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{-# INLINE singleShape #-}
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singleShape = (:[])
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shMap :: (ShapeObj -> ShapeObj) -> Shape -> Shape
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shMap :: (Surface -> Surface) -> Shape -> Shape
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{-# INLINE shMap #-}
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shMap = map
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@@ -52,23 +52,22 @@ prismPoly
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-> [Point3]
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-> Shape
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{-# INLINE prismPoly #-}
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prismPoly upps downps = singleShape (ShapeObj (TopPrism n) (f upps downps))
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prismPoly upps downps = singleShape (Surface (TopPrism n) (f upps downps) black)
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where
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n = length upps
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f (a:as) (b:bs) = g a:g b:f as bs
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f (a:as) (b:bs) = a:b:f as bs
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f [] _ = []
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f _ [] = []
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g p = ShapeV p black
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upperPrismPoly
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:: Float -- ^ height, expected to be strictly positive
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-> [Point2]
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-> Shape
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{-# INLINE upperPrismPoly #-}
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upperPrismPoly h ps = singleShape (ShapeObj (TopPrism n) (f ps))
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upperPrismPoly h ps = singleShape (Surface (TopPrism n) (f ps) black)
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where
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n = length ps
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g h' (V2 x y) = pairToSV (V3 x y h', black)
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g h' (V2 x y) = V3 x y h'
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f (x:xs) = g h x : g 0 x : f xs
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f _ = []
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@@ -77,15 +76,15 @@ upperPrismPolyHalf
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-> [Point2]
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-> Shape
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{-# INLINE upperPrismPolyHalf #-}
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upperPrismPolyHalf h ps = singleShape (ShapeObj (TopPrism n) (f upps downps))
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upperPrismPolyHalf h ps = singleShape (Surface (TopPrism n) (f upps downps) black)
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where
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n = length ps
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upps = map f' ps
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downps = map f'' ps
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f (a:as) (b:bs) = a:b:f as bs
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f _ _ = []
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f' (V2 x y) = pairToSV (V3 (0.5 * x) (0.5 * y) h, black)
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f'' (V2 x y) = pairToSV (V3 x y 0, black)
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f' (V2 x y) = (V3 (0.5 * x) (0.5 * y) h)
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f'' (V2 x y) = (V3 x y 0)
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colorSH :: Color -> Shape -> Shape
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{-# INLINE colorSH #-}
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@@ -123,22 +122,14 @@ scaleSH :: Point3 -> Shape -> Shape
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{-# INLINE scaleSH #-}
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scaleSH (V3 a b c) = overPosSH (\(V3 x y z) -> V3 (x*a) (y*b) (z*c))
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overColObj :: (Point4 -> Point4) -> ShapeObj -> ShapeObj
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overColObj :: (Point4 -> Point4) -> Surface -> Surface
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{-# INLINE overColObj #-}
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overColObj f (ShapeObj st vs) = ShapeObj st (fmap (overColVertex f) vs)
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overColObj f (Surface st vs col) = Surface st vs (f col)
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--overColObjM :: Monad m => (Point4 -> m Point4) -> ShapeObj -> m ShapeObj
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--{-# INLINE overColObjM #-}
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--overColObjM f (ShapeObj st vs) = ShapeObj st <$> mapM (svCol f) vs
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overColVertex :: (Point4 -> Point4) -> ShapeV -> ShapeV
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{-# INLINE overColVertex #-}
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overColVertex f (ShapeV a b) = ShapeV a (f b)
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overPosObj :: (Point3 -> Point3) -> ShapeObj -> ShapeObj
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overPosObj :: (Point3 -> Point3) -> Surface -> Surface
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{-# INLINE overPosObj #-}
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overPosObj f (ShapeObj st vs) = ShapeObj st $ fmap (overPosVertex f) vs
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overPosVertex :: (Point3 -> Point3) -> ShapeV -> ShapeV
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{-# INLINE overPosVertex #-}
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overPosVertex f (ShapeV a b) = ShapeV (f a) b
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overPosObj f (Surface st vs col) = Surface st (map f vs) col
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+10
-21
@@ -18,38 +18,27 @@ shVfromList = id
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{-# INLINE shEfromList #-}
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shEfromList = id
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newtype ShapeType = TopPrism { _prismSize :: Int }
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deriving newtype (Eq, Ord, Show, Read)
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data ShapeType = TopPrism { _prismSize :: Int }
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-- | Surface { _surfaceSize :: Int}
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deriving (Eq, Ord, Show, Read)
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--deriving stock Generic
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--deriving anyclass Flat
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data ShapeObj = ShapeObj
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{ _shType :: ShapeType
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, _shVs :: [ShapeV]
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data Surface = Surface
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{ _sfType :: ShapeType
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, _sfVs :: [Point3]
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, _sfColor :: Point4
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}
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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-- edges are given by four consecutive points
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data ShapeV = ShapeV
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{ _svPos :: Point3
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, _svCol :: Point4
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}
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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pairToSV :: (Point3, Point4) -> ShapeV
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{-# INLINE pairToSV #-}
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pairToSV = uncurry ShapeV
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makeLenses ''ShapeV
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makeLenses ''ShapeObj
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makeLenses ''Surface
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makeLenses ''ShapeType
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type Shape = [ShapeObj]
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type Shape = [Surface]
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nShapeVerxComp :: Int
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nShapeVerxComp = 12
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deriveJSON defaultOptions ''ShapeType
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deriveJSON defaultOptions ''ShapeV
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deriveJSON defaultOptions ''ShapeObj
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deriveJSON defaultOptions ''Surface
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+3
-3
@@ -21,7 +21,7 @@ import Geometry
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import Data.Bifunctor
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import Control.Lens
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shMap :: (ShapeObj -> ShapeObj) -> Shape -> Shape
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shMap :: (Surface -> Surface) -> Shape -> Shape
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shMap = map
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-- should all this be inlined/inlinable?
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@@ -63,12 +63,12 @@ rotateSP a = bimap (rotateSH a) (rotate a)
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mirrorSPxz :: SPic -> SPic
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{-# INLINE mirrorSPxz #-}
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mirrorSPxz = bimap (shMap (over shVs reverse) . overPosSH flipy) mirrorxz
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mirrorSPxz = bimap (shMap (over sfVs reverse) . overPosSH flipy) mirrorxz
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where
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flipy (V3 x y z) = V3 x (negate y) z
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mirrorSPyz :: SPic -> SPic
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{-# INLINE mirrorSPyz #-}
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mirrorSPyz = bimap (shMap (over shVs reverse) . overPosSH flipx) mirroryz
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mirrorSPyz = bimap (shMap (over sfVs reverse) . overPosSH flipx) mirroryz
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where
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flipx (V3 x y z) = V3 (negate x) y z
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