Add tank furniture, stop autorotate when aiming
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@@ -7,23 +7,23 @@ import Geometry
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mountedLight :: Point2 -> Point3 -> Placement
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mountedLight wallPos lampPos@(V3 x y z)
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= Placement (PS (V2 0 0) 0 $ PutForeground $ thinHighBar (z+5) wallPos pout)
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$ \_ -> Just $ sPS (V2 0 0) 0 $ PutLS (colorLightAt 0.75 lampPos 0)
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= ps0j (PutForeground $ thinHighBar (z+5) wallPos pout)
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$ sps0 $ PutLS (colorLightAt 0.75 lampPos 0)
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where
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pout = V2 x y +.+ safeNormalizeV (V2 x y -.- wallPos)
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wallMountL :: Point2 -> Point3 -> Placement
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wallMountL wallpos lamppos@(V3 x y z)
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= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
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mountLightL :: Point2 -> Point3 -> Placement
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mountLightL wallpos lamppos@(V3 x y z)
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= ps0j (PutLS $ colorLightAt 0.75 lamppos 0)
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$ sps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
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<> thinHighBar (z + 5) turnpos (V2 x y `extendAway` turnpos)
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where
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n = vNormal (wallpos -.- V2 x y)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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wallMountJ :: Point2 -> Point3 -> Placement
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wallMountJ wallpos lamppos@(V3 x y z)
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mountedLightJ :: Point2 -> Point3 -> Placement
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mountedLightJ wallpos lamppos@(V3 x y z)
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= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp turn1
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<> thinHighBar (z + 5) turn1 turn2
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@@ -46,13 +46,19 @@ wallMountl wallpos lamppos@(V3 x y z)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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wallMountA :: Point2 -> Point3 -> Placement
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wallMountA wallpos lamppos@(V3 x y z)
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mountLightA :: Point2 -> Point3 -> Placement
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mountLightA wallpos lamppos@(V3 x y z)
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= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
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$ \_ -> jsps0 $ PutForeground $ girder (z+10) 20 10 pout wallpos
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where
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pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
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mountColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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mountColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y h) 0)
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$ sps0 $ PutForeground $ highPipe (h + 5) a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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mountedLightI :: Float -> Point2 -> Point2 -> Placement
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mountedLightI h a b = ps0j (PutLS $ lightAt (V3 x y h) 0)
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$ sps0 $ PutForeground $ highPipe (h + 5) a b
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