Performance tweaks

This commit is contained in:
2021-09-18 15:38:46 +01:00
parent 2d8f1089a1
commit 80aa67015c
10 changed files with 194 additions and 160 deletions
+14 -5
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@@ -3,6 +3,7 @@ import Criterion.Main
import Dodge.RandomHelp
import Geometry
import Dodge.Creature.Inanimate
import System.Random
import Control.Monad (replicateM)
@@ -12,12 +13,20 @@ import Data.List (zip4)
main :: IO ()
main = do
[ps1, ps2, ps3, ps4] <- mapM randomPoints [500,500,500,500]
fs <- replicateM 500 (randomRIO (1,20))
[ps1, ps2, ps3, ps4] <- mapM randomPoints [5,10,50,500]
-- fs <- replicateM 500 (randomRIO (1,20))
defaultMain
[ bgroup "circLine tests"
[ bench "circLine" $ nf (map $ uncurry4 circOnLine) (zip4 ps1 ps2 ps3 fs)
, bench "circLine'" $ nf (map $ uncurry4 circOnLine') (zip4 ps1 ps2 ps3 fs)
[ bgroup "polyToTris tests"
[ bench "polyToTris 5" $ nf polyToTris ps1
, bench "polyToTris 10" $ nf polyToTris ps2
, bench "polyToTris 50" $ nf polyToTris ps3
, bench "polyToTris 500" $ nf polyToTris ps4
]
, bgroup "polyToTriFold tests"
[ bench "polyToTriFold 5" $ nf polyToTris'' ps1
, bench "polyToTriFold 10" $ nf polyToTris'' ps2
, bench "polyToTriFold 50" $ nf polyToTris'' ps3
, bench "polyToTriFold 500" $ nf polyToTris'' ps4
]
]
+38 -45
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@@ -8,11 +8,11 @@ module Dodge.Creature.Picture
, picAtCrPosNoRot
) where
import Dodge.Data
import Dodge.Data.DamageType
--import Dodge.Data.DamageType
--import Dodge.Base
--import Dodge.Creature.Stance.Data
import Dodge.Creature.Perception.Data
import Dodge.Creature.State.Data
--import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
--import Dodge.Creature.Memory.Data
import Dodge.Creature.Test
@@ -27,7 +27,6 @@ import ShapePicture
--import Geometry.Vector3D
import Control.Lens
import Data.List
import qualified Data.IntMap.Strict as IM
import qualified Data.Vector as V
basicCrPict
@@ -35,36 +34,29 @@ basicCrPict
-> Creature
-> World
-> SPic
basicCrPict col cr w = SPic (basicCrShape col cr w) $ pictures $
basicCrPict col cr w = SPic (basicCrShape col cr) $ pictures $
targetingPic ++
[ creatureDisplayText w cr
, tr . rotdir $ _spPicture $ drawEquipment cr
]
where
dm = damageMod cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
tr = uncurryV translate (_crPos cr)
rotdir = rotate (_crDir cr)
rotmdir = rotate (_crMvDir cr)
. setDepth 1
. color (greyN 0.3)
basicCrShape
:: Color -- ^ Creature color
-> Creature
-> World
-> Shape
basicCrShape col cr w = mconcat
[ tr . rotdir $ _spShape $ drawEquipment cr
, tr . translateSHz 25 . dm . rotdir $ scalp cr
, tr . dm . rotmdir $ feet cr
, tr . dm . rotdir $ upperBody col cr
basicCrShape col cr = tr $ mconcat
[ rotdir $ _spShape $ drawEquipment cr
, translateSHz 25 . dm . rotdir $ scalp cr
, dm . rotmdir $ feet cr
, dm . rotdir $ upperBody col cr
]
where
dm = damageModSH cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
tr = uncurryV translateSHf (_crPos cr)
rotdir = rotateSH (_crDir cr)
rotmdir = rotateSH (_crMvDir cr)
@@ -110,26 +102,27 @@ crDisplayAwake cr = case _crAwakeLevel (_crPerception cr) of
Lethargic -> "L"
Vigilant -> "V"
Overstrung -> "O"
damageMod :: Creature -> Picture -> Picture
damageMod cr pic = piercingMod $ bluntScale pic
where
cdir = _crDir cr
pastDams = _crPastDamage $ _crState cr
bluntDam :: Maybe Point2
bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
bluntScale = case fmap argV bluntDam of
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
_ -> id
isBluntDam Blunt{} = True
isBluntDam _ = False
piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
isPiercingDam Piercing{} = True
isPiercingDam _ = False
piercingMod = case fmap argV piercingDam of
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
_ -> id
--damageMod :: Creature -> Picture -> Picture
--damageMod cr pic = piercingMod $ bluntScale pic
-- where
-- cdir = _crDir cr
-- pastDams = _crPastDamage $ _crState cr
-- bluntDam :: Maybe Point2
-- bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- bluntScale = case fmap argV bluntDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
-- isBluntDam Blunt{} = True
-- isBluntDam _ = False
-- piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- isPiercingDam Piercing{} = True
-- isPiercingDam _ = False
-- piercingMod = case fmap argV piercingDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
damageModSH :: Creature -> Shape -> Shape
damageModSH cr = id
damageModSH _ = id
feet :: Creature -> Shape
feet cr = case cr ^? crStance . carriage of
@@ -147,7 +140,7 @@ feet cr = case cr ^? crStance . carriage of
]
where
aFoot :: Shape
aFoot = prismPoly 10 $ polyCirc 3 4
aFoot = upperPrismPoly 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
@@ -165,7 +158,7 @@ arms cr
_ -> emptySH
where
aHand :: Shape
aHand = translateSHz (-4) . prismPoly 4 $ polyCirc 3 4
aHand = translateSHz (-4) . upperPrismPoly 4 $ polyCirc 3 4
crad = _crRad cr
off = 8
sLen = _strideLength $ _crStance cr
@@ -176,9 +169,8 @@ scalp cr
| twists cr = translateSHf 0 (0.5*crad) . rotateSH (-1) $ translateSHf (negate 0.25 * crad) 0.25 fhead
| oneH cr = rotateSH 0.5 $ translateSHf (0.25 * crad) 0 fhead
| otherwise = translateSHf (0.25 * crad) 0 fhead
where
fhead = colorSH (greyN 0.9) . prismPoly 5 . polyCirc 3 $ crad * 0.5
fhead = colorSH (greyN 0.9) . upperPrismPoly 5 . polyCirc 3 $ crad * 0.5
crad = _crRad cr
oneH :: Creature -> Bool
@@ -206,9 +198,15 @@ torso cr
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
where
aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . prismPoly 10 $ polyCirc 3 crad
--aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 crad
aShoulder = scaleSH (V3 crad crad 1) baseShoulder
crad = _crRad cr
baseShoulder :: Shape
baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 1
upperBody :: Color -> Creature -> Shape
upperBody col cr = colorSH (light4 col) $ mconcat
[ arms cr
@@ -226,11 +224,6 @@ upperBody col cr = colorSH (light4 col) $ mconcat
-- pdam = sum $ concatMap (map _dmAmount) pastDams
-- pastDams = _crPastDamage $ _crState cr
shoulderH :: Picture -> Picture
shoulderH = setDepth 20
waistH :: Picture -> Picture
waistH = setDepth 10
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
waistSH :: Shape -> Shape
+3 -3
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@@ -2,10 +2,10 @@ module Dodge.Item.Draw
where
import Dodge.Data
import Dodge.Item.Data
import Dodge.Picture.Layer
--import Dodge.Picture.Layer
import Dodge.Creature.Stance.Data
import Picture
import Shape
--import Picture
--import Shape
import ShapePicture
import qualified Data.IntMap.Strict as IM
+7 -4
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@@ -38,6 +38,7 @@ import Control.Monad
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
import qualified SDL
import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
doDrawing :: RenderData -> World -> IO Word32
doDrawing pdata w = do
@@ -56,12 +57,14 @@ doDrawing pdata w = do
-- poke wall points and colors
nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
$ (_shEdges $ worldShape w)
++ _foregroundEdgeVerx w
$ VS.fromList
$ (shEList $ worldShape w)
++ (_foregroundEdgeVerx w)
-- poke foreground geometry for caps
nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
$ VS.fromList
$ concatMap polyToGeoRender (foregroundPics w)
++ map _svPos (_shVertices $ worldShape w)
++ (fmap _svPos (shVList $ worldShape w))
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
@@ -91,7 +94,7 @@ doDrawing pdata w = do
renderLayer 0 shadV layerCounts
numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
$ _shVertices $ worldShape w
$ VS.fromList $ shVList $ worldShape w
bindShaderBuffers [_shapeShader pdata] [numShapeVs]
drawShader (_shapeShader pdata) numShapeVs
+1 -1
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@@ -3,7 +3,7 @@ module Dodge.Render.Shape
import Dodge.Data
import Shape
import Geometry
import Color
--import Color
import ShapePicture
import Dodge.Base.Window
+2 -2
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@@ -83,11 +83,11 @@ rotateV r (V2 x y) = V2
{-# INLINE rotateV #-}
-- | Convert degrees to radians
degToRad :: Float -> Float
degToRad d = d * pi / 180
degToRad d = d * pi / 180
{-# INLINE degToRad #-}
-- | Convert radians to degrees
radToDeg :: Float -> Float
radToDeg r = r * 180 / pi
radToDeg r = r * 180 / pi
{-# INLINE radToDeg #-}
-- | Normalize an angle to be between 0 and 2*pi radians
normalizeAngle :: Float -> Float
+12 -14
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@@ -12,23 +12,21 @@ infixl 7 *.*.*
{- | 3D coordinate-wise addition. -}
(+.+.+) :: Point3 -> Point3 -> Point3
{-# INLINE (+.+.+) #-}
(+.+.+) = (+)
--(x1, y1, z1) +.+.+ (x2, y2, z2) =
-- let
-- !x = x1 + x2
-- !y = y1 + y2
-- !z = z1 + z2
-- in (x, y, z)
V3 x1 y1 z1 +.+.+ V3 x2 y2 z2 =
let
!x = x1 + x2
!y = y1 + y2
!z = z1 + z2
in V3 x y z
{- | 3D coordinate-wise subtraction. -}
(-.-.-) :: Point3 -> Point3 -> Point3
{-# INLINE (-.-.-) #-}
(-.-.-) = (-)
--(x1, y1, z1) -.-.- (x2, y2, z2) =
-- let
-- !x = x1 - x2
-- !y = y1 - y2
-- !z = z1 - z2
-- in (x, y, z)
V3 x1 y1 z1 -.-.- V3 x2 y2 z2 =
let
!x = x1 - x2
!y = y1 - y2
!z = z1 - z2
in V3 x y z
{- | 3D scalar multiplication. -}
(*.*.*) :: Float -> Point3 -> Point3
{-# INLINE (*.*.*) #-}
+55 -66
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@@ -4,11 +4,11 @@ module Shader.Poke
( pokeVerxs
, pokeLayVerxs
, pokeArrayOff
, pokePoint3s
, pokePoint33s
, poke224s
, pokeShape
, pokeShapeVs
, pokePoint3s
) where
import Shader.Data
import Shader.Parameters
@@ -21,6 +21,7 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Control.Monad.Primitive
import qualified Data.DList as DL
pokeVerxs
:: MV.MVector (PrimState IO) FullShader
@@ -42,37 +43,37 @@ pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=the
pokeShape :: Ptr Float -> Ptr Float -> Shape -> IO (Int,Int)
pokeShape vptr eptr sh = do
nVs <- pokeShapeVs vptr (_shVertices sh)
nEs <- pokeShapeEs eptr (_shEdges sh)
nVs <- pokeShapeVs vptr (VS.fromList $ shVList sh)
nEs <- pokePoint3s eptr (VS.fromList $ shEList sh)
return (nVs,nEs)
pokeShapeVs :: Ptr Float -> [ShapeV] -> IO Int
pokeShapeVs ptr vals0 = go vals0 0
where
go [] n = return n
go ( sh:vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
go vals (n+1)
where
off i = n*7 + i
V3 a b c = _svPos sh
V4 d e f g = _svCol sh
pokeShapeVs :: Ptr Float -> VS.Stream IO ShapeV -> IO Int
pokeShapeVs ptr = VS.foldlM' (pokeShapeV ptr) 0
pokeShapeEs :: Ptr Float -> [Point3] -> IO Int
pokeShapeEs ptr vals0 = go vals0 0
pokeShapeV :: Ptr Float -> Int -> ShapeV -> IO Int
pokeShapeV ptr n sh = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
return (n+1)
where
go [] n = return n
go ((V3 a b c) :vals) !n = do
pokeElemOff ptr (n * 3) a
pokeElemOff ptr (n * 3 + 1) b
pokeElemOff ptr (n * 3 + 2) c
go vals (n+1)
off i = n*7 + i
V3 a b c = _svPos sh
V4 d e f g = _svCol sh
pokePoint3s :: Ptr Float -> VS.Stream IO Point3 -> IO Int
pokePoint3s ptr = VS.foldlM' (pokePoint3 ptr) 0
pokePoint3 :: Ptr Float -> Int -> Point3 -> IO Int
pokePoint3 ptr n (V3 a b c) = do
pokeElemOff ptr (n * 3) a
pokeElemOff ptr (n * 3 + 1) b
pokeElemOff ptr (n * 3 + 2) c
return $ n + 1
pokeLayVerxs
:: MV.MVector (PrimState IO) FullShader
@@ -153,45 +154,33 @@ pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
-- pokeElemOff ptr (4*n+3) w
pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
pokePoint33s ptr vals0 = go vals0 0
where
go [] n = return n
go ( (V3 a b c,V3 d e f):vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
go vals (n+1)
where
off i = n*6 + i
pokePoint33s ptr = VS.foldlM' (pokePoint33 ptr) 0 . VS.fromList
pokePoint3s :: Ptr Float -> [Point3] -> IO Int
pokePoint3s ptr vals0 = go vals0 0
pokePoint33 :: Ptr Float -> Int -> (Point3,Point3) -> IO Int
pokePoint33 ptr n (V3 a b c,V3 d e f) = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
return (n+1)
where
go [] n = return n
go ( V3 a b c:vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
go vals (n+1)
where
off i = n*3 + i
off i = n*6 + i
pokePoint224 :: Ptr Float -> Int -> ((Point2,Point2),Point4) -> IO Int
pokePoint224 ptr n ((V2 a b,V2 c d),V4 e f g h) = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
pokeElemOff ptr (off 7) h
return (n + 1)
where
off i = n*8 + i
poke224s :: Ptr Float -> [((Point2,Point2),Point4)] -> IO Int
poke224s ptr vals0 = go vals0 0
where
go [] n = return n
go (((V2 a b,V2 c d),V4 e f g h):vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
pokeElemOff ptr (off 7) h
go vals (n+1)
where
off i = n*8 + i
poke224s ptr = VS.foldlM' (pokePoint224 ptr) 0 . VS.fromList
+44 -16
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@@ -4,6 +4,7 @@ module Shape
, translateSH
, emptySH
, polyCirc
, upperPrismPoly
, prismPoly
, flatCirc
, translateSHz
@@ -19,9 +20,12 @@ import Geometry.ConvexPoly
import Shape.Data
import Color
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
--import qualified Data.DList as DL
emptySH :: Shape
{-# INLINE emptySH #-}
emptySH = Shape [] []
emptySH = Shape mempty mempty
flatCirc :: Float -> Shape
{-# INLINE flatCirc #-}
@@ -31,36 +35,60 @@ polyCirc :: Int -> Float -> [Point2]
{-# INLINE polyCirc #-}
polyCirc n x = map (\a -> rotateV a (V2 x 0)) $ take (n*2) [0,pi/(fromIntegral n)..]
upperPrismPoly
:: Float -- ^ height, expected to be strictly positive
-> [Point2]
-> Shape
{-# INLINE upperPrismPoly #-}
upperPrismPoly h ps = Shape
{ _shVertices = topFace <> sideFaces
, _shEdges = topEdges <> bottomEdges <> sideEdges
}
where
topFace = shVfromList $ polyToTris $ map f' ps
f' (V2 x y) = ShapeV {_svPos = V3 x y h, _svCol = black }
sideFaces = shVfromList $ map addCol $ concat
$ zipWith (\a b -> polyToTris (extendSide a b)) ps (tail ps ++ [head ps])
addCol x = ShapeV {_svPos = x, _svCol = black}
extendSide (V2 x y) (V2 x' y') = [V3 x y 0, V3 x' y' 0, V3 x' y' h, V3 x y h]
topEdges = shEfromList $ concat $ zipWith makeTopEdge ps (tail ps ++ [head ps])
makeTopEdge (V2 x y) (V2 x' y') = [V3 x y h,V3 x' y' h,V3 x y 0,V3 xcen ycen h]
V2 xcen ycen = centroid ps
bottomEdges = shEfromList $ concat $ zipWith makeBottomEdge ps (tail ps ++ [head ps])
makeBottomEdge (V2 x' y') (V2 x y) = [V3 x y 0,V3 x' y' 0,V3 x y h,V3 xcen ycen 0]
sideEdges = shEfromList $ concat $ zipWith3 makeSideEdge ps (tail ps ++ [head ps]) (drop 2 ps ++ take 2 ps)
makeSideEdge (V2 xl yl) (V2 x y) (V2 xr yr) = [V3 x y 0, V3 x y h, V3 xr yr 0, V3 xl yl h]
prismPoly
:: Float -- ^ height, expected to be strictly positive
-> [Point2]
-> Shape
{-# INLINE prismPoly #-}
prismPoly h ps = Shape
{ _shVertices = topFace ++ bottomFace ++ sideFaces
, _shEdges = topEdges ++ bottomEdges ++ sideEdges
{ _shVertices = topFace <> bottomFace <> sideFaces
, _shEdges = topEdges <> bottomEdges <> sideEdges
}
where
topFace = polyToTris $ map f' ps
topFace = shVfromList $ polyToTris $ map f' ps
f' (V2 x y) = ShapeV {_svPos = V3 x y h, _svCol = black }
f (V2 x y) = ShapeV {_svPos = V3 x y 0, _svCol = black }
bottomFace = polyToTris $ map f $ reverse ps
sideFaces = map addCol $ concat
bottomFace = shVfromList $ polyToTris $ map f $ reverse ps
sideFaces = shVfromList $ map addCol $ concat
$ zipWith (\a b -> polyToTris (extendSide a b)) ps (tail ps ++ [head ps])
addCol x = ShapeV {_svPos = x, _svCol = black}
extendSide (V2 x y) (V2 x' y') = [V3 x y 0, V3 x' y' 0, V3 x' y' h, V3 x y h]
topEdges = concat $ zipWith makeTopEdge ps (tail ps ++ [head ps])
topEdges = shEfromList $ concat $ zipWith makeTopEdge ps (tail ps ++ [head ps])
makeTopEdge (V2 x y) (V2 x' y') = [V3 x y h,V3 x' y' h,V3 x y 0,V3 xcen ycen h]
V2 xcen ycen = centroid ps
bottomEdges = concat $ zipWith makeBottomEdge ps (tail ps ++ [head ps])
bottomEdges = shEfromList $ concat $ zipWith makeBottomEdge ps (tail ps ++ [head ps])
makeBottomEdge (V2 x' y') (V2 x y) = [V3 x y 0,V3 x' y' 0,V3 x y h,V3 xcen ycen 0]
sideEdges = concat $ zipWith3 makeSideEdge ps (tail ps ++ [head ps]) (drop 2 ps ++ take 2 ps)
sideEdges = shEfromList $ concat $ zipWith3 makeSideEdge ps (tail ps ++ [head ps]) (drop 2 ps ++ take 2 ps)
makeSideEdge (V2 xl yl) (V2 x y) (V2 xr yr) = [V3 x y 0, V3 x y h, V3 xr yr 0, V3 xl yl h]
flatPoly :: [Point2] -> Shape
flatPoly ps = Shape
{ _shVertices = polyToTris $ map f ps
, _shEdges = concat $ zipWith g ps (tail ps ++ [head ps])
{ _shVertices = shVfromList $ polyToTris $ map f ps
, _shEdges = shEfromList $ concat $ zipWith g ps (tail ps ++ [head ps])
}
where
f (V2 x y) = ShapeV {_svPos = V3 x y 0, _svCol = black }
@@ -82,15 +110,15 @@ colorSH col = overCol $ const col
overCol :: (Point4 -> Point4) -> Shape -> Shape
{-# INLINE overCol #-}
overCol f Shape{_shVertices=vs,_shEdges=es} = Shape
{_shVertices = map (overColVertex f) vs
{_shVertices = fmap (overColVertex f) vs
,_shEdges = es
}
overPos :: (Point3 -> Point3) -> Shape -> Shape
{-# INLINE overPos #-}
overPos f Shape{_shVertices=vs,_shEdges=es} = Shape
{_shVertices = map (overPosVertex f) vs
,_shEdges = map f es
{_shVertices = fmap (overPosVertex f) vs
,_shEdges = fmap f es
}
translateSH :: Point3 -> Shape -> Shape
@@ -99,11 +127,11 @@ translateSH !p = overPos (+.+.+ p)
translateSHf :: Float -> Float -> Shape -> Shape
{-# INLINE translateSHf #-}
translateSHf x y = translateSH (V3 x y 0)
translateSHf !x !y = translateSH (V3 x y 0)
translateSHz :: Float -> Shape -> Shape
{-# INLINE translateSHz #-}
translateSHz z = translateSH (V3 0 0 z)
translateSHz !z = translateSH (V3 0 0 z)
rotateSH :: Float -> Shape -> Shape
{-# INLINE rotateSH #-}
+18 -4
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@@ -4,15 +4,29 @@ module Shape.Data
where
import Geometry.Data
import Control.Lens
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
import qualified Data.DList as DL
--import Data.Monoid
data Shape = Shape
{ _shVertices :: [ShapeV]
, _shEdges :: [Point3]
{ _shVertices :: DL.DList ShapeV
, _shEdges :: DL.DList Point3
}
instance Semigroup Shape where
(<>) (Shape sv1 se1) (Shape sv2 se2) = Shape (sv1 ++ sv2) (se1 ++ se2)
(<>) (Shape sv1 se1) (Shape sv2 se2) = Shape (sv1 <> sv2) (se1 <> se2)
--(<>) (Shape sv1 se1) (Shape sv2 se2) = Shape (sv1 VS.++ sv2) (se1 VS.++ se2)
instance Monoid Shape where
mempty = Shape [] []
mempty = Shape mempty mempty
{-# INLINE shVList #-}
shVList = DL.toList . _shVertices
{-# INLINE shEList #-}
shEList = DL.toList . _shEdges
{-# INLINE shVfromList #-}
shVfromList = DL.fromList
{-# INLINE shEfromList #-}
shEfromList = DL.fromList
-- edges are given by four consecutive points
data ShapeV = ShapeV