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