Add random floor tiles to floors
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Before Width: | Height: | Size: 128 KiB After Width: | Height: | Size: 129 KiB |
@@ -11,4 +11,5 @@ data Tile = Tile
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, _tileY :: Point2
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, _tileZ :: Float
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}
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deriving (Eq, Ord, Show)
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makeLenses ''Tile
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@@ -9,7 +9,7 @@ import Dodge.Config.KeyConfig
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import Dodge.Item.Data
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import Picture
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import Geometry
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import Picture.Texture
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--import Picture.Texture
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import Data.Tile
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import Tile
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+4
-1
@@ -9,6 +9,7 @@ import Dodge.Base
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import Dodge.Graph
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import Dodge.Layout.Tree.Polymorphic (applyToRoot)
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import Dodge.Room.Data
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import Dodge.Room.AddTile
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import Dodge.Default.Wall
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import Geometry
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import Dodge.Room.Link
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@@ -36,7 +37,9 @@ generateLevelFromRoomList gr w = updateWallZoning
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}
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where
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plmnts = concatMap _rmPS rs
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rs = evalState gr $ _randGen w
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rs = zipWith addTile zs rs'
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zs = map fromIntegral $ randomRs (0,(63::Int)) $ _randGen w
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rs' = evalState gr $ _randGen w
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-- | connects a collection (tree) of rooms together
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generateFromTree :: State StdGen (Tree Room) -> World -> World
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+4
-2
@@ -34,6 +34,7 @@ import Dodge.Room.Airlock
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import Dodge.Room.LongDoor
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import Geometry
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import Picture
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import Tile
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import Control.Lens
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import Control.Monad.State
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@@ -214,14 +215,15 @@ roomCenterPillar = changeLinkTo ((\p -> dist p (120,0) < 10) . fst)
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roomOctogon :: Room
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roomOctogon = defaultRoom
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{ _rmPolys = [[(-20,40),(20,40),(50,70),(50,110),(20,140),(-20,140),(-50,110),(-50,70)]
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]
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{ _rmPolys = [poly ]
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, _rmLinks = lnks
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, _rmPath = allPairs $ map fst lnks
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, _rmPS = []
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, _rmBound = [[(-20,30),(20,30),(60,70),(60,110),(20,150),(-20,150),(-60,110),(-60,70)] ]
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, _rmFloor = [oTile poly 7]
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}
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where
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poly = [(-20,40),(20,40),(50,70),(50,110),(20,140),(-20,140),(-50,110),(-50,70)]
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lnks =
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[((0,140),0)
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,((35,125),0-pi/4)
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@@ -0,0 +1,15 @@
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module Dodge.Room.AddTile
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where
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import Dodge.Room.Data
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import Tile
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import Geometry
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import Control.Lens
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addTile :: Float -> Room -> Room
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addTile z r
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| not (null (_rmFloor r)) || null rp = r
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| otherwise = r & rmFloor .~ [oTile poly z]
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where
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rp = _rmPolys r
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poly = convexHull $ concat rp
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@@ -3,21 +3,20 @@ module Dodge.Room.Corridor
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import Dodge.Room.Data
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import Dodge.Default.Room
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import Geometry
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import Tile
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{- | First exit due north, two other exits at angles next to this.
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Entrance from south. -}
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corridor :: Room
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corridor = defaultRoom
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{ _rmPolys = [rectNSWE 80 0 0 40
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--{ _rmPolys = [rectNSWE 90 (-10) 0 40
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-- ,[(0,80), (0,80) +.+ rotateV (pi/3) (40,0),(40,80)]
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-- ,[(40,0), (0,0) +.+ rotateV (0-pi/3) (40,0),( 0, 0)]
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]
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{ _rmPolys = [poly]
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, _rmLinks = lnks
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, _rmPath = concatMap (doublePair . (,) (20,60) . fst) lnks
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, _rmPS = []
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, _rmBound = [ rectNSWE 50 30 0 40 ]
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, _rmFloor = [oTile poly 2]
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}
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where
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poly = rectNSWE 80 0 0 40
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lnks =
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[((20,70) ,0)
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,((20,70), pi/6)
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@@ -103,6 +103,7 @@ combineRooms r r' = defaultRoom
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, _rmPath = _rmPath r ++ _rmPath r'
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, _rmPS = _rmPS r ++ _rmPS r'
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, _rmBound = _rmBound r ++ _rmBound r'
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, _rmFloor = _rmFloor r ++ _rmFloor r'
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}
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--{- The top fourth of a room of a given height. -}
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--fourth
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+29
-7
@@ -21,7 +21,7 @@ import Geometry.Intersect
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import Geometry.Bezier
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import Geometry.Vector
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import Data.Function
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--import Data.Function
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import Data.List
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import Data.Maybe
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--import Control.Applicative
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@@ -143,12 +143,20 @@ isRHS
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a2 = y' - y
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b1 = x'' - x
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b2 = y'' - y
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orderPolygonAround
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:: Point2 -- ^ point to order around
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-> [Point2]
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-> [Point2]
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orderPolygonAround _ [] = []
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orderPolygonAround cen ps = sortOn (\p -> argV (p -.- cen)) ps
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orderAroundFirst :: [Point2] -> [Point2]
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orderAroundFirst [] = []
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orderAroundFirst (a:as) = a : orderPolygonAround a as
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-- | Reorder points to be anticlockwise around their center.
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orderPolygon :: [Point2] -> [Point2]
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orderPolygon [] = []
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orderPolygon ps = sortBy (compare `on` \p -> argV (p -.- cen)) ps
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where
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cen = 1/ fromIntegral (length ps) *.* foldr1 (+.+) ps
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orderPolygon ps = orderPolygonAround (1/ fromIntegral (length ps) *.* foldr1 (+.+) ps) ps
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-- | Adds a point to a convex polygon.
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-- If the point is inside, returns the original.
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-- Points ordered anticlockwise, input not checked.
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@@ -158,8 +166,22 @@ addPointPolygon p ps
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| otherwise = orderPolygon $ p : ps
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-- | Creates the convex hull of a set of points.
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convexHull :: [Point2] -> [Point2]
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convexHull (x:y:z:xs) = foldr addPointPolygon (orderPolygon [x,y,z]) xs
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convexHull _ = error "Tried to create the convex hull of two or less points"
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convexHull (x:y:z:xs) = grahamScan $ orderAroundFirst $ sortOn (\(a,b) -> (b,a)) (x:y:z:xs)
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convexHull _ = error "Tried to create the convex hull of two or fewer points"
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grahamScan :: [Point2] -> [Point2]
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grahamScan = foldr push []
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where
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push point stack = grahamEliminate (point:stack)
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-- | Remove second element if top three elements are not counterclockwise.
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-- Repeat if necessary. See
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-- https://codereview.stackexchange.com/questions/206019/graham-scan-algorithm-in-haskell
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grahamEliminate :: [Point2] -> [Point2]
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grahamEliminate (x:y:z:xs)
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| isRHS x y z = grahamEliminate (x:z:xs)
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grahamEliminate xs = xs
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-- | Return distance between two points.
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dist :: Point2 -> Point2 -> Float
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{-# INLINE dist #-}
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@@ -229,7 +251,7 @@ anyPolyssIntersect x y = or $ polysIntersect <$> x <*> y
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-- split a list into triples, forms triangles from a polygon
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polyToTris :: [s] -> [s]
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{-# INLINE polyToTris #-}
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polyToTris (a:b:c:as) = a : intercalate [a] (zipWith (\x y->[x,y]) (init (b:c:as)) (c:as))
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polyToTris (a:b:c:as) = a : intercalate [a] (zipWith (\x y->[x,y]) (b:c:as) (c:as))
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polyToTris _ = []
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-- | Return n equidistant points on a circle with a radius of 600.
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+17
@@ -29,3 +29,20 @@ calcTexCoord cen x' y' p =
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where
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x = x' -.- cen
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y = y' -.- cen
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oTile
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:: [Point2]
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-> Float
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-> Tile
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oTile poly z = Tile
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{ _tilePoly = poly
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, _tileCenter = c
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, _tileX = x
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, _tileY = y
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, _tileZ = z
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}
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where
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c = head poly
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xdir = 50 *.* (normalizeV (poly !! 1 -.- c))
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x = c +.+ xdir
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y = c +.+ vNormal xdir
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