Data-ify creature drawing (partially)
This commit is contained in:
+8
-15
@@ -59,15 +59,13 @@ spawnerCrit :: Creature
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spawnerCrit = defaultCreature
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{ --_crUpdate = stateUpdate $ spawnerAI chaseCrit
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_crHP = 300
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, _crPict = basicCrPict
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, _crInv = IM.empty -- IM.fromList [(0,frontArmour)]
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}
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& crSkin . skinUpper .~ light4 blue
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& crType . skinUpper .~ light4 blue
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miniGunCrit :: Creature
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miniGunCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive [sentinelFireType (const shootTillEmpty)]
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{ _crUpdate = defaultImpulsive [sentinelFireType (const shootTillEmpty)]
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-- , _crInv = IM.fromList [(0,autoRifle & itConsumption . ammoLoaded .~ 1000)]
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, _crInv = IM.fromList [(0,miniGunX 3)]
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-- , _crInv = IM.fromList [(0,autoRifle)]
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@@ -76,12 +74,10 @@ miniGunCrit = defaultCreature
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, _crHP = 500
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, _crMvType = defaultAimMvType
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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longCrit :: Creature
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longCrit = defaultCreature
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{ _crPict = basicCrPict
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-- , _crUpdate = stateUpdate sniperAI
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, _crUpdate = defaultImpulsive [sentinelFireType $ const shootTillEmpty]
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{ _crUpdate = defaultImpulsive [sentinelFireType $ const shootTillEmpty]
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, _crActionPlan = ActionPlan
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{ _apImpulse = []
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, _apAction = []
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@@ -92,12 +88,10 @@ longCrit = defaultCreature
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, _crRad = 10
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, _crHP = 150
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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multGunCrit :: Creature
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multGunCrit = defaultCreature
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{ _crPict = basicCrPict
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-- , _crUpdate = stateUpdate (twitchMissAI 300 350)
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, _crInv = IM.fromList [(0,volleyGun 4),(1,medkit 100)]
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{ _crInv = IM.fromList [(0,volleyGun 4),(1,medkit 100)]
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, _crRad = 10
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, _crHP = 300
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, _crUpdate = defaultImpulsive [sentinelExtraWatchUpdate
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@@ -115,7 +109,7 @@ multGunCrit = defaultCreature
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]
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]
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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where
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drawwp = DoActionIfElse NoAction (const crIsAiming) (DoActionThen drawWeapon (WaitThen 50 NoAction))
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reloadActions =
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@@ -136,7 +130,6 @@ startCr = defaultCreature
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, _crDir = pi/2
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, _crMvDir = pi/2
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, _crID = 0
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, _crPict = basicCrPict
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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@@ -147,7 +140,7 @@ startCr = defaultCreature
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, _crFaction = PlayerFaction
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, _crMvType = MvWalking yourDefaultSpeed
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}
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& crSkin . skinUpper .~ light4 black
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& crType . skinUpper .~ light4 black
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{- | Items you start with. -}
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startInvList :: [Item]
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startInvList = [ ]
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@@ -10,7 +10,6 @@ import Dodge.Creature.ChaseCrit
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--import Dodge.Creature.ChainUpdates
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import Dodge.Creature.ReaderUpdate
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import Dodge.Creature.Perception
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import Dodge.Creature.Picture
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--import Dodge.Creature.Impulse
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import Dodge.Creature.Action
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import Dodge.Item.Equipment
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@@ -36,7 +35,6 @@ flockArmourChaseCrit = defaultCreature
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]
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, _crName = "armourChaseCrit"
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, _crHP = 300
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, _crPict = basicCrPict
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, _crInv = IM.fromList
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[(0,frontArmour)
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,(1,medkit 200)
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@@ -3,7 +3,6 @@ module Dodge.Creature.AutoCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Update
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import Dodge.Creature.SentinelAI
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--import Dodge.Creature.ChooseTarget
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@@ -22,11 +21,10 @@ import Control.Lens
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autoCrit :: Creature
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autoCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive [sentinelAI]
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{ _crUpdate = defaultImpulsive [sentinelAI]
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, _crInv = IM.fromList [(0,autoGun),(1,medkit 100)]
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, _crRad = 10
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, _crHP = 300
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, _crMvType = defaultAimMvType
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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@@ -26,7 +26,6 @@ smallChaseCrit :: Creature
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smallChaseCrit = chaseCrit
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{ _crHP = 1
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, _crRad = 4
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, _crPict = basicCrPict
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crCorpse = basicCrCorpse
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}
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@@ -52,7 +51,6 @@ chaseCrit = defaultCreature
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]
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, _crName = "chaseCrit"
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, _crHP = 150
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, _crPict = basicCrPict
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, _crInv = IM.fromList [(0,medkit 200)]
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, _crMeleeCooldown = 0
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, _crFaction = ColorFaction green
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@@ -31,7 +31,7 @@ barrel :: Creature
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barrel = defaultInanimate
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{ _crUpdate = updateBarrel
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, _crHP = 500
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, _crPict = picAtCrPos $ setDepth 20 $ pictures
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, _crType = DrawnCreature $ picAtCrPos $ setDepth 20 $ pictures
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[ color orange $ circleSolid 10
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, setDepth 0.049 . color (greyN 0.5) $ circleSolid 8
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, color (greyN 0.5) $ circleSolid 8
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@@ -46,7 +46,7 @@ explosiveBarrel :: Creature
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explosiveBarrel = defaultInanimate
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{ _crUpdate = updateExpBarrel
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, _crHP = 400
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, _crPict = shapeAtCrPos
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, _crType = DrawnCreature $ shapeAtCrPos
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. colorSH orange
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. upperPrismPoly 20
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$ polyCirc 4 10
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@@ -25,19 +25,14 @@ colorLamp
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colorLamp col h = defaultInanimate
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{ _crUpdate = initialiseColorLamp col h
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, _crHP = 100
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, _crPict = picAtCrPosNoRot (lampCrPic h)
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, _crType = DrawnCreature $ picAtCrPosNoRot (lampCrPic h)
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, _crRad = 3
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, _crMass = 3
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}
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lamp :: Float -> Creature
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lamp h = defaultInanimate
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{ _crUpdate = initialiseLamp h
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, _crHP = 100
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, _crPict = picAtCrPosNoRot (lampCrPic h)
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, _crRad = 3
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, _crMass = 3
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}
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lamp = colorLamp 0.75
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lampCrPic :: Float -> Picture
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lampCrPic h = pictures
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[ setLayer BloomLayer (setDepth h . color white $ circleSolid 3)
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@@ -46,9 +41,6 @@ lampCrPic h = pictures
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where
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f pos = Verx (pos -.-.- V3 2.5 2.5 0) blue [] BottomLayer polyNum
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initialiseLamp :: Float -> Creature -> World -> World
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initialiseLamp = initialiseColorLamp 0.75
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initialiseColorLamp :: Point3 -> Float -> Creature -> World -> World
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initialiseColorLamp col h cr w = w
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& lightSources . at lsid ?~ lsColPosID col (addZ h $ _crPos cr) lsid
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@@ -4,7 +4,6 @@ module Dodge.Creature.LauncherCrit
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where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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--import Dodge.Creature.ChainUpdates
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import Dodge.Creature.Test
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import Dodge.Creature.Volition
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@@ -24,8 +23,7 @@ import Control.Lens
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launcherCrit :: Creature
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launcherCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive
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{ _crUpdate = defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0) [retreatFire])
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@@ -44,7 +42,7 @@ launcherCrit = defaultCreature
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, _crState = defaultState
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, _crHP = 300
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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retreatFire :: Action
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retreatFire = ImpulsesList ( [ UseItem ] : replicate 20 [ Turn 0.16 ])
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@@ -3,7 +3,6 @@ module Dodge.Creature.LtAutoCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Update
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import Dodge.Creature.Action
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import Dodge.Creature.Test
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@@ -22,8 +21,7 @@ import Control.Lens
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ltAutoCrit :: Creature
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ltAutoCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive
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{ _crUpdate = defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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@@ -47,7 +45,7 @@ ltAutoCrit = defaultCreature
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, _crRad = 10
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, _crHP = 500
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w
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@@ -47,7 +47,7 @@ basicCrShape cr
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, rotmdir $ colorSH (_skinLower cskin) $ feet cr
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]
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where
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cskin = _crSkin cr
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cskin = _crType cr
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crsize = 0.1 * _crRad cr
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tr = uncurryV translateSHf (_crPos cr)
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rotdir = rotateSH (_crDir cr)
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@@ -235,7 +235,7 @@ basicCrCorpse cr cp = noPic . tr . scaleSH (V3 crsize crsize crsize) $ mconcat
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, rotdir . rotmdir $ colorSH (_skinLower cskin) $ deadFeet cr
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]
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where
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cskin = _crSkin cr
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cskin = _crType cr -- this should be fixed
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crsize = 0.1 * _crRad cr
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tr = uncurryV translateSHf (_cpPos cp)
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rotdir = rotateSH (_cpDir cp)
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@@ -3,7 +3,6 @@ module Dodge.Creature.PistolCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Update
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import Dodge.Creature.Test
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import Dodge.Creature.Action
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@@ -24,8 +23,7 @@ import Control.Lens
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pistolCrit :: Creature
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pistolCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive
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{ _crUpdate = defaultImpulsive
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[ performActions
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, watchUpdateStrat
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[ (crHasTargetLOS, \w cr -> StrategyActions (ShootAt 0)
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@@ -44,7 +42,7 @@ pistolCrit = defaultCreature
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, _crRad = 10
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, _crHP = 500
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w = chooseMovement' cr w
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`DoActionThen`
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@@ -3,7 +3,6 @@ module Dodge.Creature.SpreadGunCrit
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) where
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import Dodge.Data
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import Dodge.Default
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import Dodge.Creature.Picture
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import Dodge.Creature.Update
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import Dodge.Creature.Test
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import Dodge.Creature.Action
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@@ -24,8 +23,7 @@ import Control.Lens
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spreadGunCrit :: Creature
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spreadGunCrit = defaultCreature
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{ _crPict = basicCrPict
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, _crUpdate = defaultImpulsive
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{ _crUpdate = defaultImpulsive
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[performActions
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,watchUpdateStrat
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[ (crHasTargetLOS, \_ _ -> StrategyActions (ShootAt 0)
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@@ -49,7 +47,7 @@ spreadGunCrit = defaultCreature
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, _crRad = 10
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, _crHP = 500
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}
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& crSkin . skinUpper .~ light4 red
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& crType . skinUpper .~ light4 red
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chooseMovement :: Creature -> World -> Action
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chooseMovement cr w
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@@ -80,7 +80,7 @@ checkDeath cr w
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where
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removecr
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| _crID cr == 0 = (creatures . ix (_crID cr) . crUpdate .~ const id)
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. (creatures . ix (_crID cr) . crPict .~ const mempty)
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. (creatures . ix (_crID cr) . crType .~ DrawnCreature (const mempty))
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. (creatures . ix (_crID cr) . crHP .~ 0)
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-- hack to get around player creature being killed but left with more than 0 hp
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| otherwise = creatures . at (_crID cr) .~ Nothing
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@@ -30,12 +30,11 @@ swarmCrit = defaultCreature
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, _crHP = 1
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, _crRad = 2
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, _crMass = 2
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, _crPict = basicCrPict
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, _crCorpse = basicCrCorpse
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, _crFaction = ColorFaction yellow
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, _crMeleeCooldown = 0
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}
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& crSkin . skinUpper .~ light4 yellow
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& crType . skinUpper .~ light4 yellow
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--swarmCritMoveFunc :: Creature -> Point2 -> Creature -> Point2
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--swarmCritMoveFunc tcr cenp cr
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+9
-8
@@ -356,6 +356,13 @@ data TempLightSource = TLS
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, _tlsUpdate :: World -> TempLightSource -> Maybe TempLightSource
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, _tlsTime :: !Int
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}
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data CreatureType
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= Humanoid
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{ _skinHead :: Color
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, _skinUpper :: Color
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, _skinLower :: Color
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}
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| DrawnCreature { _cdDraw :: Creature -> SPic }
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data Creature = Creature
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{ _crPos :: Point2
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, _crOldPos :: Point2
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@@ -364,9 +371,8 @@ data Creature = Creature
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, _crOldDir :: Float
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, _crMvDir :: Float
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, _crTwist :: Float
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, _crType :: CreatureType
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, _crID :: Int
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, _crPict :: Creature -> SPic
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, _crSkin :: CreatureSkin
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, _crUpdate :: Creature -> World -> World
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, _crRad :: Float
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, _crMass :: Float
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@@ -398,11 +404,6 @@ data Creature = Creature
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, _crStatistics :: CreatureStatistics
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, _crCamouflage :: CamouflageStatus
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}
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data CreatureSkin = CreatureSkin
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{ _skinHead :: Color
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, _skinUpper :: Color
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, _skinLower :: Color
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}
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data CamouflageStatus
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= FullyVisible
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| Invisible
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@@ -1597,7 +1598,7 @@ makeLenses ''EquipParams
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makeLenses ''TerminalCommand
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makeLenses ''TerminalInput
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makeLenses ''GenParams
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makeLenses ''CreatureSkin
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makeLenses ''CreatureType
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makeLenses ''Corpse
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----- ROOM LENSES
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@@ -38,8 +38,8 @@ defaultCreature = Creature
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, _crMvDir = 0
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, _crTwist = 0
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, _crID = 1
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, _crPict = basicCrPict
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, _crSkin = defaultCreatureSkin
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-- , _crPict = basicCrPict
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, _crType = defaultCreatureSkin
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, _crUpdate = const id
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, _crRad = 10
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, _crMass = 10
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@@ -75,8 +75,8 @@ defaultCreature = Creature
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, _crStatistics = CreatureStatistics 10 10 10
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, _crCamouflage = FullyVisible
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}
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defaultCreatureSkin :: CreatureSkin
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defaultCreatureSkin = CreatureSkin (greyN 0.9) (light4 green) (greyN 0.3)
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defaultCreatureSkin :: CreatureType
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defaultCreatureSkin = Humanoid (greyN 0.9) (light4 green) (greyN 0.3)
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defaultInanimate :: Creature
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defaultInanimate = defaultCreature & crActionPlan .~ Inanimate
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@@ -120,7 +120,8 @@ defaultWeapon = defaultItem
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]
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defaultBulletWeapon :: Item
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defaultBulletWeapon = defaultWeapon & itConsumption .~ defaultBulletLoadable
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defaultBulletWeapon = defaultWeapon
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& itConsumption .~ defaultBulletLoadable
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& itUse .~ ruseAmmoParams
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defaultItemValue :: ItemValue
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@@ -5,7 +5,6 @@ import Dodge.Data
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import Dodge.Creature.State
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import Dodge.Creature.Damage
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import Dodge.Creature.Impulse
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import Dodge.Creature.Picture
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import Dodge.LevelGen.Data
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import Dodge.Default
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import Dodge.Movement.Turn
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@@ -75,7 +74,6 @@ updateTurret rotSpeed mc w
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& crOldPos .~ mcpos
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& crRad .~ 1
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& crDir .~ mcdir
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& crPict .~ drawCrEquipment
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& crUpdate .~ stateUpdate followThenClearImpulses
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& crStance . posture .~ Aiming
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& crApplyDamage .~ applyNoDamage
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@@ -53,7 +53,7 @@ addCrGibs cr w = case damageDirection $ _csDamage $ _crState cr of
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& addGibsAtDir 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 = _crSkin cr
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skin = _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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@@ -2,6 +2,7 @@ module Dodge.Render.ShapePicture
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( worldSPic
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) where
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import Dodge.Creature.Picture.Awareness
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import Dodge.Creature.Picture
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import Dodge.Particle.Draw
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import Dodge.RadarBlip
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import Dodge.Flare
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@@ -54,7 +55,7 @@ worldSPic cfig w
|
||||
<> foldup (shiftDraw _blPos _blDir _blDraw) (filtOn' _blPos _blocks)
|
||||
<> foldup (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn' _fsPos _shapes)
|
||||
<> foldup (dbArg _cpPict) (filtOn' _cpPos _corpses)
|
||||
<> foldup (dbArg _crPict) (filtOn' _crPos _creatures)
|
||||
<> foldup drawCreature (filtOn' _crPos _creatures)
|
||||
<> foldup floorItemSPic (filtOn' _flItPos _floorItems)
|
||||
<> foldup btSPic (filtOn' _btPos _buttons)
|
||||
<> foldup mcSPic (filtOn' _mcPos _machines)
|
||||
@@ -71,6 +72,11 @@ anyTargeting cfig w = (mempty,pictures $ IM.elems $ IM.mapMaybe f $ _crInv cr)
|
||||
cr = you w
|
||||
f it = fmap (\g -> g it cr cfig w) (it ^? itTargeting . tgDraw)
|
||||
|
||||
drawCreature :: Creature -> SPic
|
||||
drawCreature cr = case _crType cr of
|
||||
Humanoid {} -> basicCrPict cr
|
||||
DrawnCreature f -> f cr
|
||||
|
||||
shiftDraw :: (a -> Point2) -> (a -> Float) -> (a -> a -> SPic) -> a -> SPic
|
||||
shiftDraw fpos fdir fdraw x = uncurryV translateSPf (fpos x)
|
||||
. rotateSP (fdir x)
|
||||
|
||||
+2
-2
@@ -118,7 +118,7 @@ pokeShapeObj
|
||||
-> (Int,Int,Int)
|
||||
-> ShapeObj
|
||||
-> IO (Int,Int,Int)
|
||||
--{-# INLINE pokeShapeObj #-}
|
||||
{-# INLINE pokeShapeObj #-}
|
||||
pokeShapeObj ptr iptr ieptr counts (ShapeObj shtype shVerts) = case shtype of
|
||||
TopPrism size -> pokeTopPrism (size - 2) ptr iptr ieptr counts (S.each shVerts)
|
||||
|
||||
@@ -127,7 +127,7 @@ pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort
|
||||
-> (Int,Int,Int)
|
||||
-> Stream (Of ShapeV) IO ()
|
||||
-> IO (Int,Int,Int)
|
||||
--{-# INLINE pokeTopPrism #-}
|
||||
{-# INLINE pokeTopPrism #-}
|
||||
pokeTopPrism size ptr iptr ieptr (nv,nshapeindices,nedgeindices) svs = do
|
||||
nv' <- S.foldM_ (pokeJustV ptr) (return nv) return svs
|
||||
nshapeindices' <- UV.foldM' (pokeTopPrismIndex nv iptr) nshapeindices
|
||||
|
||||
Reference in New Issue
Block a user