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
+7 -15
View File
@@ -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
View File
@@ -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
View File
@@ -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 =