Add various capabilities for generating graphs, fixes to lasgun

This commit is contained in:
2022-07-06 11:54:29 +01:00
parent cd3463d3d8
commit d63495e335
29 changed files with 1801 additions and 178 deletions
+13 -11
View File
@@ -11,27 +11,29 @@ import Geometry
--import Data.List
import Data.Bifunctor
import Data.Tuple
import Streaming
import qualified Streaming.Prelude as S
--import Streaming
--import qualified Streaming.Prelude as S
-- not sure why we need to keep a list of seen walls, but seems to loop
-- infinitely when removed
-- this needs to be tested with both reflections and refractions
reflectLaserAlong :: Float -> [Wall] -> Point2 -> Point2 -> World
-- the distance of the laser should be limited
reflectLaserAlong :: Float -> Point2 -> Point2 -> World
-> (Maybe (Point2,Either Creature Wall),[Point2])
reflectLaserAlong phasev seenWl sp ep w = case runIdentity . S.head_ . S.dropWhile (notseen seenWl)
$ thingsHitExceptCr Nothing sp ep w of
reflectLaserAlong phasev sp ep w = case thingHit sp ep w of
Just (p,Right wl)
| _wlReflect wl -> second (p:) $ reflectLaserAlong phasev (wl:seenWl) p
(p +.+ 800 *.* unitVectorAtAngle (reflDirWall sp p wl)) w
| wlIsSeeThrough wl -> second (p:) $ reflectLaserAlong phasev (wl:seenWl) p
(refract sp ep wl p) w
| _wlReflect wl -> second (p:) $ reflectLaserAlong phasev
(p +.+ unitVectorAtAngle (reflDirWall sp p wl))
(p +.+ (dist p ep) *.* unitVectorAtAngle (reflDirWall sp p wl))
w
| wlIsSeeThrough wl && _wlSeen wl -> second (p:) $ reflectLaserAlong phasev
(p +.+ normalizeV (refract sp ep wl p))
(refract sp ep wl p)
w
| otherwise -> (Just (p,Right wl), [p])
Just (p,obj) -> (Just (p,obj), [p])
Nothing -> (Nothing, [ep])
where
notseen ws (_,Right wl) = not $ any (\w' -> _wlID w' == _wlID wl) ws
notseen _ _ = True
refract x y wl p
| isEntering = p +.+ rotateV angleRef (normalDist wlNormal)
| otherwise = p +.+ rotateV angleRef' (normalDist wlNormal')