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