Check whether tests compile in ghcid
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@@ -1,4 +1,5 @@
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Creature.HandPos (
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equipSitePQ,
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translatePointToLeftHand,
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@@ -13,16 +14,16 @@ module Dodge.Creature.HandPos (
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rightHandPQ,
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) where
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import Dodge.Data.Equipment.Misc
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import qualified Quaternion as Q
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import Control.Lens
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import Dodge.Creature.Test
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import Dodge.Data.Creature
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import Dodge.Data.Equipment.Misc
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import Geometry
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import qualified Quaternion as Q
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import ShapePicture
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translateToES :: Creature -> EquipSite -> Point3 -> Point3
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translateToES cr es p = fst (equipSitePQ es cr `Q.comp` (p,Q.qID))
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translateToES cr es p = fst (equipSitePQ es cr `Q.comp` (p, Q.qID))
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equipSitePQ :: EquipSite -> Creature -> Point3Q
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equipSitePQ = \case
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@@ -31,24 +32,26 @@ equipSitePQ = \case
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OnHead -> headPQ
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OnChest -> chestPQ
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OnBack -> backPQ
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OnLeftLeg -> leftLegPQ
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OnRightLeg -> rightLegPQ
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OnLeftLeg -> legPQ LeftForward
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OnRightLeg -> legPQ RightForward
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translatePointToRightHand :: Creature -> Point3 -> Point3
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translatePointToRightHand cr p = fst (rightHandPQ cr `Q.comp` (p,Q.qID))
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translatePointToRightHand cr p = fst (rightHandPQ cr `Q.comp` (p, Q.qID))
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handWalkingPos :: FootForward -> Float -> Creature -> Point3
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handWalkingPos b off cr = case cr ^. crStance . carriage of
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Walking sa ff ->
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Walking sa ff ->
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let slen = cr ^. crStance . strideLength
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f i | ff == b = 8 * (slen - i) / slen
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f i
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| ff == b = 8 * (slen - i) / slen
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| otherwise = 8 * i / slen
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in V3 (f sa) off 12
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in V3 (f sa) off 12
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Falling sa ff ->
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let slen = cr ^. crStance . strideLength
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f i | ff == b = 8 * (slen - i) / slen
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f i
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| ff == b = 8 * (slen - i) / slen
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| otherwise = 8 * i / slen
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in V3 (f sa) off 20
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in V3 (f sa) off 20
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Floating -> V3 0 off 12
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Flying -> V3 0 off 12
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Boosting _ -> V3 0 off 12
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@@ -56,7 +59,7 @@ handWalkingPos b off cr = case cr ^. crStance . carriage of
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rightHandPQ :: Creature -> Point3Q
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rightHandPQ cr
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| oneH cr = (V3 11 (-3) 20, Q.qID)
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| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0,Q.qID)
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| twists cr = (V3 0 5 20, Q.qz (-1)) `Q.comp` (V3 4 (-10) 0, Q.qID)
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| twoFlat cr = (V3 4 (-8) 12, Q.qID)
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| otherwise = (handWalkingPos LeftForward (-8) cr, Q.qID)
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@@ -74,7 +77,7 @@ leftHandPQ cr
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| otherwise = (handWalkingPos RightForward 8 cr, Q.qID)
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translatePointToLeftHand :: Creature -> Point3 -> Point3
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translatePointToLeftHand cr p = fst (leftHandPQ cr `Q.comp` (p,Q.qID))
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translatePointToLeftHand cr p = fst (leftHandPQ cr `Q.comp` (p, Q.qID))
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translateToLeftHand :: Creature -> SPic -> SPic
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translateToLeftHand = overPosSP . translatePointToLeftHand
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@@ -82,27 +85,19 @@ translateToLeftHand = overPosSP . translatePointToLeftHand
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leftWristPQ :: Creature -> Point3Q
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leftWristPQ cr = leftHandPQ cr `Q.comp` (V3 0 4 (-4), Q.qID)
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leftLegPQ :: Creature -> Point3Q
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leftLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
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(V3 x off 0,Q.qID)
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where
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x = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> f sa
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Just (Walking sa RightForward) -> - f sa
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Just (Falling sa LeftForward) -> f sa
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Just (Falling sa RightForward) -> - f sa
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_ -> 0
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 8 * (sLen - i) / sLen
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translateToLeftLeg :: Creature -> SPic -> SPic
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translateToLeftLeg cr = overPosSP (\p -> fst (leftLegPQ cr `Q.comp` (p,Q.qID)))
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translateToLeftLeg cr = overPosSP (\p -> fst (legPQ LeftForward cr `Q.comp` (p, Q.qID)))
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rightLegPQ :: Creature -> Point3Q
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rightLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
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(V3 x off 0,Q.qID)
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legPQ :: FootForward -> Creature -> Point3Q
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legPQ ff = case ff of
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LeftForward -> legPQ' id
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RightForward -> legPQ' negate
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legPQ' :: (Float -> Float) -> Creature -> Point3Q
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legPQ' g cr =
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Q.comp
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(0, Q.qz (_crMvDir cr - _crDir cr))
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(V3 x (g off) 0, Q.qID)
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where
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x = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> -f sa
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@@ -112,10 +107,10 @@ rightLegPQ cr = Q.comp (0,Q.qz (_crMvDir cr - _crDir cr))
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_ -> 0
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off = -5
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sLen = _strideLength $ _crStance cr
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f i = 8 * (sLen - i) / sLen
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f i = g 8 * (sLen - i) / sLen
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translateToRightLeg :: Creature -> SPic -> SPic
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translateToRightLeg cr = overPosSP (\p -> fst (rightLegPQ cr `Q.comp` (p,Q.qID)))
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translateToRightLeg cr = overPosSP (\p -> fst (legPQ RightForward cr `Q.comp` (p, Q.qID)))
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headPQ :: Creature -> Point3Q
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headPQ cr
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@@ -123,11 +118,8 @@ headPQ cr
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| oneH cr = (V3 0 0 20, Q.qz 0.5) `Q.comp` (V3 2.5 0 0, Q.qz (-0.5))
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| otherwise = (V3 2.5 0 20, Q.qID)
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--translatePointToHead :: IM.IntMap Item -> Creature -> Point3 -> Point3
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--translatePointToHead m cr p = fst (headPQ cr `Q.comp` (p,Q.qID))
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chestPQ :: Creature -> Point3Q
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chestPQ cr = backPQ cr `Q.comp` (0,Q.qz pi)
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chestPQ cr = backPQ cr `Q.comp` (0, Q.qz pi)
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backPQ :: Creature -> Point3Q
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backPQ cr
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@@ -20,7 +20,7 @@ data Stance = Stance
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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data Carriage
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= Walking {_strideAmount :: Float, _currentFoot :: FootForward}
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= Walking {_strideAmount :: Float, _footForward :: FootForward}
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| Floating
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| Flying
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| Boosting Point2
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@@ -28,6 +28,7 @@ updateDoor dr w = case dr ^. drUpdate of
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, foldl' (doDoorMount (doDoorLerp dr (dr ^. drLerp))) w (dr ^. drMounts)
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)
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-- could filter these HERE rather than later?
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doDoorMount :: Point2A -> World -> MountedObject -> World
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doDoorMount pa w = \case
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MountedLight p r c ->
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@@ -7,6 +7,7 @@ module Dodge.Item.HeldOffset (
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handHandleOrient,
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) where
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import Linear
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import Dodge.Creature.HandPos
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import Dodge.Data.AimStance
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import Dodge.Data.ComposedItem
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@@ -26,9 +27,7 @@ turretItemOffset it tu mc =
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. transToHandle it
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transToHandle :: Item -> Point3 -> Point3
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transToHandle itm = (-.-.- V3 x y 0)
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where
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V2 x y = handlePos itm
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transToHandle itm = (-.-.- (0 & _xy .~ handlePos itm))
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handleOrient :: LocationDT CItem -> Point3Q
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handleOrient loc = case loc ^. locDT . dtValue . _1 . itType of
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@@ -68,6 +67,8 @@ strideRot :: Creature -> Float
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strideRot cr = case cr ^? crStance . carriage of
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Just (Walking x LeftForward) -> f x
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Just (Walking x RightForward) -> - f x
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Just (Falling x LeftForward) -> f x
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Just (Falling x RightForward) -> - f x
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_ -> 0
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where
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f i = 0.1 * (sLen - i) / sLen
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@@ -55,6 +55,9 @@ tutAnoTree = do
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foldMTRS
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[ tToBTree "TutStartRez" . return . cleatOnward <$> tutRezBox
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, corDoor
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, lasRunYinYang
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, corDoor
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, corDoor
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, tToBTree "slowCrush" . return . cleatOnward <$> pushCaverns
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, corDoor
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, chasmSpitTerminal
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@@ -59,9 +59,11 @@ angleVV :: Point2 -> Point2 -> Float
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{-# INLINE angleVV #-}
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angleVV a b
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| a == b = 0
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| norm a == 0 = 0
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| norm b == 0 = 0
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| otherwise =
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let ma = magV a
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mb = magV b
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let ma = norm a
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mb = norm b
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d = a `dotV` b
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in acos $ d / (ma * mb)
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