Add simple high pipes
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@@ -40,3 +40,17 @@ wedgeOfThickness t x y
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]
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where
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n a b = (t*0.5) *.* errorNormalizeV 4200 (vNormal (a -.- b))
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verticalPipe :: Float -> Color -> Point2 -> Float -> Float -> Picture
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verticalPipe w col (xx,xy) za zb = pictures $ map (poly3D . f) ps
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where
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x = (xx,xy,0)
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xs = map (\(a,b) -> x +.+.+ (a,b,za)) [(w,0),(0,w),(-w,0),(0,-w)]
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ps = zip xs (tail xs ++ [head xs])
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f (a,b) = map f' [a,b,g b,g a]
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g :: Point3 -> Point3
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g (a,b,_) = (a,b,zb)
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f' a = (a,col)
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thickLinePlane :: Float -> Point3 -> Point3 -> Point3 -> [Point3]
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thickLinePlane = undefined
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@@ -1,5 +1,6 @@
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module Dodge.Room.Foreground
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where
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import Dodge.Picture
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import Picture
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import Geometry
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import Geometry.Data
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@@ -14,11 +15,11 @@ highDiagonalMesh
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-> Float -- ^ vertical distance between lines
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-> Picture
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highDiagonalMesh pa pb w d = setDepth (-0.2) $ pictures $
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(map (flip thickLine 1 . flat2) $ diagonalLinesRect pb pa w d (pi/4))
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(map (flip thickLine 3 . flat2) $ diagonalLinesRect pb pa w d (3*pi/4))
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++
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(map (flip thickLine 1 . flat2) $ diagonalLinesRect pa pc h d (3* pi/4))
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(map (flip thickLine 3 . flat2) $ diagonalLinesRect pb pc (negate h) d (pi/4))
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where
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pc = pa +.+ w *.* normalizeV (vNormal (pb -.- pa))
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pc = pb +.+ w *.* normalizeV (vNormal (pb -.- pa))
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h = dist pa pb
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diagonalLinesRect
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@@ -34,10 +35,22 @@ diagonalLinesRect pa pb w d ang = zip lhsPoints $ map findDiPoint lhsPoints
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diVec = rotateV ang xVec
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pax = pa +.+ xVec
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pbx = pb +.+ xVec
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lhsPoints = divideLine d (pa -.- yN) (pb +.+ yN)
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lhsPoints = divideLineExact d (pa -.- yN) (pb +.+ yN)
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findDiPoint p = head . sortOn (dist p) $ catMaybes
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[intersectLineLine' p (p +.+ diVec) pax pbx
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,intersectSegLine' pa pax p (p +.+ diVec)
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,intersectSegLine' pb pbx p (p +.+ diVec)
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]
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yN = d * 0.5 *.* (normalizeV $ pa -.- pb)
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highPipe :: Point2 -> Point2 -> Picture
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highPipe x y = pictures
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[setDepth (-0.2) $ thickLine [x,y] 10
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,setDepth (-0.19) $ color orange $ thickLine [x,y] 10
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,verticalPipe 5 orange x 0 (-0.2)
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,verticalPipe 5 orange y 0 (-0.2)
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,verticalPipe 5 orange (0.5 *.* (x +.+ y)) (-0.1) (-0.2)
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]
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--highGirder :: Point2 -> Point2 -> Picture
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--highGirder x y =
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@@ -18,12 +18,13 @@ startRoom = do
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w <- state $ randomR (100,400)
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h <- state $ randomR (200,400)
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let fground = sPS (0,0) 0 $ PutForeground $ pictures
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[ highDiagonalMesh (0,0) (0,h) w 25
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--, setDepth (-0.1) $ color orange $ pictures
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-- [ polygon $ rectNSEW 50 40 140 (-20)
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-- , translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
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-- , translate (-20) 300 $ polygon $ rectNSEW 10 0 40 0
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-- ]
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, highDiagonalMesh (w,0) (0,0) h 25
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--[ highDiagonalMesh (0,0) (0,h) w 50
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----, setDepth (-0.1) $ color orange $ pictures
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---- [ polygon $ rectNSEW 50 40 140 (-20)
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---- , translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
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---- , translate (-20) 300 $ polygon $ rectNSEW 10 0 40 0
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---- ]
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--, highDiagonalMesh (w,0) (0,0) h 50
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[ highPipe (0,h/2) (w, h/2)
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]
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pure . Right <$> randomiseOutLinks (shiftRoomBy ((-20,-20),0) $ roomRectAutoLinks w h & rmPS %~ (fground :))
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@@ -399,6 +399,13 @@ divideLineOddNumPoints x a b = take 5000
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| even numPoints' = numPoints'
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| otherwise = numPoints' + 1
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ns = [0 .. numPoints] :: [Int]
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divideLineExact :: Float -> Point2 -> Point2 -> [Point2]
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divideLineExact x a b = map ( (a +.+ ) . ( *.* v) ) [0 , x .. d]
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where
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d = dist a b
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v = normalizeV $ b -.- a
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-- | Given two pairs of Ints, returns a list of pairs of Ints that form
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-- a digital line between them.
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digitalLine :: (Int,Int) -> (Int,Int) -> [(Int,Int)]
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@@ -2,7 +2,7 @@
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module Geometry.Vector
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where
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import Geometry.Data
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{- | Moves from to three dimensions, adding zero in z direction. -}
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{- | Moves from two to three dimensions, adding zero in z direction. -}
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zeroZ :: Point2 -> Point3
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{-# INLINE zeroZ #-}
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zeroZ (x,y) = (x,y,0)
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@@ -2,6 +2,7 @@ module Picture
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( module Picture.Data
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, polygon
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, polygonCol
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, poly3D
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, bezierQuad
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, arc
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, arcSolid
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@@ -65,6 +66,10 @@ polygonCol :: [(Point2,RGBA)] -> Picture
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{-# INLINE polygonCol #-}
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polygonCol = PolygonCol 0
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poly3D :: [(Point3,RGBA)] -> Picture
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{-# INLINE poly3D #-}
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poly3D = Poly3D 0
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-- note that much of work computing the width of the bezier curve is done here
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bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
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bezierQuad cola colc ra rc a b c
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@@ -80,6 +80,7 @@ data Picture
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| Polygon Int [Point2]
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| BezierQuad Int [(Point2,RGBA,Point2,Point2)]
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| PolygonCol Int [(Point2,RGBA)]
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| Poly3D Int [(Point3,RGBA)]
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| Circle Int RGBA RGBA Float
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| ThickArc Int Float Float Float Float
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| Line Int [Point2]
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@@ -24,6 +24,7 @@ picToLTree mx (Polygon i ps)
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picToLTree mx (PolygonCol i vs)
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= filtB mx i $ LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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where (ps,cs) = unzip vs
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picToLTree mx (Poly3D i vs) = filtB mx i $ LLeaf $ RenderPoly $ polyToTris vs
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picToLTree mx (BezierQuad i vs)
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= filtB mx i $ LLeaf $ RenderBezQ $ zip3 (map zeroZ ps) cols rs
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where (ps,cols,offps,rads) = unzip4 vs
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