Refactor crPos to be a V3

This commit is contained in:
2025-10-10 13:47:31 +01:00
parent 98ece551c7
commit 49fb982877
58 changed files with 375 additions and 307 deletions
+21 -18
View File
@@ -1,5 +1,6 @@
module Dodge.Prop.Gib (addCrGibs) where
import Linear
import Color
import Control.Monad
import Data.Foldable
@@ -16,27 +17,27 @@ import RandomHelp
addCrGibs :: Creature -> World -> World
addCrGibs cr = case damageDirection $ _crDamage cr of
Nothing ->
addGibAt 25 (_skinHead skin) cpos
addGibAt (_skinHead skin) (cpos & _z +~ 25)
. addGibsAtDir pi 0 3 7 (_skinLower skin) cpos
. addGibsAtDir pi 0 13 20 (_skinUpper skin) cpos
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (cpos)
. makeDustAt Flesh 50 (cpos)
. makeDustAt Flesh 50 (cpos)
. makeDustAt Flesh 50 (cpos)
Just d ->
addGibsAtDir (pi / 4) d 3 7 (_skinLower skin) cpos
. addGibsAtDir (pi / 4) d 13 20 (_skinUpper skin) cpos
. addGibAtDir d 25 (_skinHead skin) cpos
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. makeDustAt Flesh 50 (addZ 20 cpos)
. addGibAtDir d (_skinHead skin) (cpos & _z +~ 25)
. makeDustAt Flesh 50 cpos
. makeDustAt Flesh 50 cpos
. makeDustAt Flesh 50 cpos
. makeDustAt Flesh 50 cpos
where
skin = crShape $ _crType cr -- this should be cleaned up
cpos = _crPos cr
-- this is ugly because it is mostly copy-paste from addGibsAt
addGibsAtDir :: Float -> Float -> Float -> Float -> Color -> Point2 -> World -> World
addGibsAtDir :: Float -> Float -> Float -> Float -> Color -> Point3 -> World -> World
addGibsAtDir spread dir minh maxh col p w =
foldl' (flip $ addGib4 p col) w (zip4 vels zspeeds quats hs)
& randGen .~ newg
@@ -48,24 +49,26 @@ addGibsAtDir spread dir minh maxh col p w =
zspeeds = replicateM 4 (state (randomR (-8, 8))) & evalState $ _randGen w
quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
addGib4 :: Point2 -> Color -> (Point2, Float, QFloat, Float) -> World -> World
addGib4 :: Point3 -> Color -> (Point2, Float, QFloat, Float) -> World -> World
addGib4 p col (v, zs, q, h) =
cWorld . lWorld . debris
.:~ DebrisChunk
{ _dbPos = p `v2z` h
{ _dbPos = p & _z +~ h
, _dbType = Gib 3 col
, _dbVel = v `v2z` zs
, _dbRot = q
, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
}
addGibAt :: Float -> Color -> Point2 -> World -> World
addGibAt h col p w = addGibAtDir d h col p (w & randGen .~ newg)
addGibAt :: Color -> Point3 -> World -> World
--addGibAt h col p w = addGibAtDir d h col p (w & randGen .~ newg)
addGibAt col p w = addGibAtDir d col p (w & randGen .~ newg)
where
(d, newg) = randomR (0, 2 * pi) $ _randGen w
addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
addGibAtDir dir h col p w =
addGibAtDir :: Float -> Color -> Point3 -> World -> World
--addGibAtDir dir h col p w =
addGibAtDir dir col p w =
w
& cWorld . lWorld . debris .:~ gib
& randGen .~ newg
@@ -78,7 +81,7 @@ addGibAtDir dir h col p w =
let v = s *.* unitVectorAtAngle dir
return $
DebrisChunk
{ _dbPos = p `v2z` h
{ _dbPos = p
, _dbType = Gib 3 col
, _dbVel = v `v2z` zs
, _dbRot = q