Work on bouncing debris

This commit is contained in:
2025-08-02 22:14:25 +01:00
parent eeb7c8ac88
commit 5722ca8204
13 changed files with 141 additions and 1090 deletions
+1 -1
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+3 -3
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@@ -91,8 +91,8 @@ collide3 sp ep w = collide3Floors sp (w ^. cWorld . chasms)
collide3Walls :: Point3 -> World -> (Point3, Maybe Point3) -> (Point3, Maybe Point3)
collide3Walls sp w (ep,mn) = collide3Part sp wsfs (ep,mn)
where
wsfs = fmap f $ wlsNearSeg (xyV3 sp) (xyV3 ep) w
f wl = (g x, g $ vNormal (y-x), [(g x,g (y-x)),(g y,g (x-y))])
wsfs = f <$> wlsNearSeg (xyV3 sp) (xyV3 ep) w
f wl = (g x, g $ vNormal (x-y), [(g x,g (y-x)),(g y,g (x-y))])
where
g = (`v2z` 0)
(x,y) = _wlLine wl
@@ -104,7 +104,7 @@ collide3Floors sp cs (ep,mn) = maybe (ep,mn) (,Just (V3 0 0 1)) mp
V3 x y z <- intersectSegPlane sp ep (V3 0 0 0) (V3 0 0 1)
let g (a,b) = isRHS a b (V2 x y)
f = any g
guard (all f $ map loopPairs cs)
guard (all (f . loopPairs) cs)
return $ V3 x y z
collide3Part :: Point3 -> [(Point3,Point3,[(Point3,Point3)])]
+12 -51
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@@ -1,4 +1,11 @@
module Dodge.Block.Debris where
module Dodge.Block.Debris (
cubeShape,
dirtColor,
makeDoorDebris,
makeBlockDebris,
makeDebris,
makeDebrisDirected,
) where
import Color
import Data.Foldable
@@ -36,57 +43,11 @@ makeBlockDebris bl w = foldl' (flip $ makeDebris mt col) w ps
wl <- w ^? cWorld . lWorld . walls . ix wlid
return (_wlMaterial wl, _wlColor wl)
makeDebrisToHeight :: Float -> Material -> Color -> Point2 -> World -> World
makeDebrisToHeight = makeDebrisDirectedHeight 1 2 (2 * pi) 0
makeDebris :: Material -> Color -> Point2 -> World -> World
makeDebris = makeDebrisDirected 1 2 (2 * pi) 0
makeDebris = makeDebrisDirected (2 * pi) 0
makeDebrisDirectedHeight ::
Float ->
Float ->
Float ->
Float ->
Float ->
Material ->
Color ->
Point2 ->
World ->
World
makeDebrisDirectedHeight mindist maxdist arcrad dir maxh bm col p w =
w
& flip (foldl' (flip $ plNew (cWorld . lWorld . props) prID)) thedebris
& randGen .~ newg
& soundOriginsIDsAt [MaterialSound bm i | i <- [0, 1, 2]] (destroyMatS bm) p
where
dsize = debrisSize bm
(thedebris, newg) = mapM f [10, 10 + dsize .. maxh + 5] & runState $ _randGen w
f h = do
v <- rotateV (dir - arcrad / 2) <$> randInArcStrip mindist maxdist arcrad
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
spinspeed <- randomR (-0.2, -0.1) & state
basedebris <- baseDebris bm
return $
basedebris
& prColor .~ col
& prPos .~ p
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) spinspeed
& prQuat .~ q
& prVelZ .~ 0
& prPosZ .~ h
makeDebrisDirected ::
Float ->
Float ->
Float ->
Float ->
Material ->
Color ->
Point2 ->
World ->
World
makeDebrisDirected mindist maxdist arcrad dir bm col p w =
makeDebrisDirected :: Float -> Float -> Material -> Color -> Point2 -> World -> World
makeDebrisDirected arcrad dir bm col p w =
w
& flip (foldl' (flip $ plNew (cWorld . lWorld . props) prID)) thedebris
& randGen .~ newg
@@ -94,7 +55,7 @@ makeDebrisDirected mindist maxdist arcrad dir bm col p w =
where
(thedebris, newg) = mapM f [35, 55 .. 95] & runState $ _randGen w
f h = do
v <- rotateV (dir - arcrad / 2) <$> randInArcStrip mindist maxdist arcrad
v <- rotateV (dir - arcrad / 2) <$> randInArcStrip 1 2 arcrad
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
spinspeed <- randomR (-0.2, -0.1) & state
basedebris <- baseDebris bm
+1 -1
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@@ -1,5 +1,5 @@
{-# LANGUAGE StrictData #-}
{-# LANGUAGE TemplateHaskell #-}
--{-# LANGUAGE TemplateHaskell #-}
module Dodge.Data.Object where
+2 -1
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@@ -44,6 +44,7 @@ data DebrisType =
Gib {_gibSize :: Float
,_gibColor :: Color
}
| BlockDebris {_bdMaterial :: Material}
data Debris = DebrisChunk
{ _dbPos :: Point3
@@ -64,7 +65,7 @@ data PropDraw
| PropVerticalLampCover Float
| PropLampCover Float
| PropDrawToggle PropDraw
| PropDrawGib Float
-- | PropDrawGib Float
--deriving (Eq, Ord, Show, Read) --Generic, Flat)
data PropUpdate
-2
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@@ -28,8 +28,6 @@ shatterWall w sp ep p wl =
w
& makeDebris (_wlMaterial wl) (_wlColor wl) p
& makeDebrisDirected
1
2
(pi / 2)
(argV $ vNormal $ uncurry (-) $ _wlLine wl)
(_wlMaterial wl)
+18
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@@ -0,0 +1,18 @@
{-# LANGUAGE LambdaCase #-}
module Dodge.Material.Color (materialColor) where
import Dodge.Data.Material
import Color
materialColor :: Material -> Color
materialColor =
withAlpha 0.5 . \case
Wood -> dark yellow
Dirt -> dark $ dark orange
Stone -> greyN 0.5
Glass -> white
Metal -> orange
Crystal -> green
Flesh -> red
Electronics -> greyN 0.2
+7 -15
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@@ -4,6 +4,8 @@ module Dodge.Prop.Draw (
debrisSPic,
) where
import Dodge.Material.Color
import Dodge.Block.Debris
import Control.Lens
import Dodge.Data.Prop
import Geometry.Data
@@ -19,7 +21,8 @@ propSPic pr = drawProp (_prDraw pr) pr
debrisSPic :: Debris -> SPic
debrisSPic db = translateSP (_dbPos db) . overPosSP (Q.rotate (_dbRot db)) $
case db ^. dbType of
Gib x col -> noPic $ drawGib' x col
Gib x col -> noPic $ drawGib x col
BlockDebris m -> noPic . colorSH (materialColor m) $ cubeShape 4
drawProp :: PropDraw -> Prop -> SPic
drawProp = \case
@@ -30,23 +33,12 @@ drawProp = \case
PropVerticalLampCover h -> drawVerticalLampCover h
PropLampCover h -> drawLampCover h
PropDrawToggle pd' -> propDrawToggle pd'
PropDrawGib x -> noPic . drawGib x
-- PropDrawGib x -> noPic . drawGib x
PropDrawFlatTranslate x -> \pr ->
uncurryV translateSPxy (_prPos pr) $ rotateSP (_prRot pr) $ drawProp x pr
drawGib :: Float -> Prop -> Shape
drawGib x pr = flesh <> skin
where
flesh =
colorSH (dark $ dark red) $
translateSHz (negate x) (baseCube & each . sfShadowImportance .~ Superfluous)
skin =
colorSH (_prColor pr) $
translateSH (V3 1 1 (1 - x)) baseCube
baseCube = upperPrismPoly Small Typical (2 * x) $ square x
drawGib' :: Float -> Color -> Shape
drawGib' x col = flesh <> skin
drawGib :: Float -> Color -> Shape
drawGib x col = flesh <> skin
where
flesh =
colorSH (dark $ dark red) $
+9 -111
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@@ -7,7 +7,6 @@ import Color
import Control.Monad
import Data.Foldable
import Data.List (zip4)
import Dodge.Base
import Dodge.Damage
import Dodge.Data.World
import Geometry
@@ -15,58 +14,29 @@ import LensHelp
import qualified Quaternion as Q
import RandomHelp
aGib :: Prop
aGib =
PropZ
{ _prPos = 0
, _prStartPos = 0
, _prVel = 0
, _prDraw = PropDrawMovingShape (PropDrawGib 3)
, _prID = 0
, _prUpdate = PropFallSmallBounce
, _prPosZ = 10
, _prVelZ = 5
, _prQuat = Q.axisAngle (V3 1 0 0) 0
, _prQuatSpin = Q.axisAngle (V3 1 1 0) 0.1
, _prColor = white
}
addCrGibs :: Creature -> World -> World
addCrGibs cr = case damageDirection $ _crDamage cr of
Nothing ->
addGibAt 25 (_skinHead skin) cpos
. addGibsAt 3 7 (_skinLower skin) cpos
. addGibsAt 13 20 (_skinUpper skin) cpos
Just d ->
addGibsAtDir d 3 7 (_skinLower skin) cpos
. addGibsAtDir d 13 20 (_skinUpper skin) cpos
. addGibsAtDir pi 0 3 7 (_skinLower skin) cpos
. addGibsAtDir pi 0 13 20 (_skinUpper skin) cpos
Just d -> (testFloat +~ 1)
. addGibsAtDir (pi/4) d 3 7 (_skinLower skin) cpos
. addGibsAtDir (pi/4) d 13 20 (_skinUpper skin) cpos
. addGibAtDir d 25 (_skinHead skin) cpos
where
skin = crShape $ _crType cr -- this should be cleaned up
cpos = _crPos cr
addGibsAt :: Float -> Float -> Color -> Point2 -> World -> World
addGibsAt minh maxh col p w =
foldl' (flip $ addGib4 p col) w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
(speeds, newg) = replicateM 4 (state (randomR (1, 4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (minh, maxh))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsOnCirc 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (-8, 8))) & evalState $ _randGen w
quats :: [Q.Quaternion Float]
quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
-- this is ugly because it is mostly copy-paste from addGibsAt
addGibsAtDir :: Float -> Float -> Float -> Color -> Point2 -> World -> World
addGibsAtDir dir minh maxh col p w =
addGibsAtDir :: Float -> Float -> Float -> Float -> Color -> Point2 -> World -> World
addGibsAtDir spread dir minh maxh col p w =
foldl' (flip $ addGib4 p col) w (zip4 vels zspeeds quats hs)
& randGen .~ newg
where
(speeds, newg) = replicateM 4 (state (randomR (1, 4))) & runState $ _randGen w
hs = replicateM 4 (state (randomR (minh, maxh))) & evalState $ _randGen w
dirs = unitVectorAtAngle <$> (randsSpread (dir - pi / 4, dir + pi / 4) 4 & evalState $ _randGen w)
dirs = unitVectorAtAngle <$> (randsSpread (dir - spread, dir + spread) 4 & evalState $ _randGen w)
vels = zipWith (*.*) speeds dirs
zspeeds = replicateM 4 (state (randomR (-8, 8))) & evalState $ _randGen w
quats :: [Q.Quaternion Float]
@@ -82,60 +52,10 @@ addGib4 p col (v, zs, q, h) = cWorld . lWorld . debris
, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
}
addGib4' :: Point2 -> Color -> (Point2, Float, QFloat, Float) -> World -> World
addGib4' p col (v, zs, q, h) =
plNew
(cWorld . lWorld . props)
prID
( aGib & prPos .~ p +.+ (5 *.* normalizeV v)
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h
)
addGibAt :: Float -> Color -> Point2 -> World -> World
addGibAt h col p w = addGibAtDir d h col p (w & randGen .~ newg)
where
(d, newg) = randomR (0, 2 * pi) $ _randGen w
-- f = do
-- s <- state $ randomR (1, 4)
-- dir <- unitVectorAtAngle <$> state (randomR (0, 2 * pi))
-- zs <- state $ randomR (-8, 8)
-- q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
-- let v = s *.* dir
-- return $ DebrisChunk
-- { _dbPos = p `v2z` 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 =
w
& plNew (cWorld . lWorld . props) prID gib
& randGen .~ newg
where
(gib, newg) = runState f $ _randGen w
f = do
s <- state $ randomR (1, 4)
dir <- unitVectorAtAngle <$> state (randomR (0, 2 * pi))
zs <- state $ randomR (-8, 8)
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* dir
return $
aGib
& prPos .~ p
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h
addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
addGibAtDir dir h col p w =
@@ -150,31 +70,9 @@ addGibAtDir dir h col p w =
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* unitVectorAtAngle dir
return $ DebrisChunk
{ _dbPos = (p +.+ (5 *.* normalizeV v)) `v2z` h
{ _dbPos = p `v2z` h
, _dbType = Gib 3 col
, _dbVel = v `v2z` zs
, _dbRot = q
, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
}
addGibAtDir' :: Float -> Float -> Color -> Point2 -> World -> World
addGibAtDir' dir h col p w =
w
& plNew (cWorld . lWorld . props) prID gib
& randGen .~ newg
where
(gib, newg) = runState f $ _randGen w
f = do
s <- state $ randomR (1, 4)
zs <- state $ randomR (-8, 8)
q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
let v = s *.* unitVectorAtAngle dir
return $
aGib
& prPos .~ p
& prColor .~ col
& prVel .~ v
& prQuatSpin .~ Q.axisAngle (vNormal v `v2z` 0) (-0.1)
& prQuat .~ q
& prVelZ .~ zs
& prPosZ .~ h
+2 -2
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@@ -30,8 +30,8 @@ updateDebrisChunk w db = (w, mdb)
& dbVel .~ (0.7 * reflectInNormal n sv) - V3 0 0 1
dospin = (_dbSpin db *)
mdb = do
guard (np > -100)
return $ cdb'
guard (np ^. _z > -100)
return cdb'
fallSmallBounceDamage :: Prop -> World -> World
fallSmallBounceDamage pr w =
+10 -7
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@@ -28,13 +28,16 @@ import qualified IntMapHelp as IM
import qualified Data.Map.Strict as M
testStringInit :: Universe -> [String]
testStringInit u = map shortShow (u ^.. uvWorld . cWorld . lWorld . debris . each . to g)
where
g db = (pz,z,norm v)
where
v@(V3 _ _ z) = db ^. dbVel
(V3 _ _ pz) = db ^. dbPos
--return . foldMap (prettyLDT (show . (^. _1 . itType))) . invLDT $ _crInv cr
testStringInit u = [show $ u ^. uvWorld . testFloat
, show . length $ u ^. uvWorld . cWorld . lWorld . debris
]
-- map shortShow (u ^.. uvWorld . cWorld . lWorld . debris . each . to g)
-- where
-- g db = (pz,z,norm v)
-- where
-- v@(V3 _ _ z) = db ^. dbVel
-- (V3 _ _ pz) = db ^. dbPos
-- --return . foldMap (prettyLDT (show . (^. _1 . itType))) . invLDT $ _crInv cr
-- where
-- idp = invDisplayParams $ u ^. uvWorld
-- cfig = u ^. uvConfig
+1 -13
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@@ -2,7 +2,7 @@
module Shader.Poke.Cloud (pokeCloud,pokeDust) where
import Dodge.Data.Material
import Dodge.Material.Color
import Color
import Control.Lens
import qualified Data.Vector.Unboxed as UV
@@ -71,18 +71,6 @@ pokeDustVerx ptr cl nv i (dx, dy) =
dustColor :: Dust -> Color
dustColor = materialColor . _dsType
materialColor :: Material -> Color
materialColor = withAlpha 0.5 . \case
Wood -> dark yellow
Dirt -> dark $ dark orange
Stone -> greyN 0.5
Glass -> white
Metal -> orange
Crystal -> green
Flesh -> red
Electronics-> greyN 0.2
pokeDustFloat :: Ptr Float -> Int -> Int -> Float -> IO ()
{-# INLINE pokeDustFloat #-}
pokeDustFloat ptr nv i = pokeElemOff ptr (nv * 16 + i)
+75 -883
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