Remove force fields, cleanup
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+14
-75
@@ -1,6 +1,10 @@
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--{-# LANGUAGE TupleSections #-}
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module Dodge.Render.Picture
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where
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( worldPictures
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, wallsAndWindows
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, lightsForGloom
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, fixedCoordPictures
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) where
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import Dodge.Data
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--import Dodge.Update.Camera
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--import Dodge.GameRoom
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@@ -126,6 +130,15 @@ wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
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| wl ^? wlDraw == Just False = False
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| otherwise = onScreen wl
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lineOnScreen :: World -> Point2 -> Point2 -> Bool
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lineOnScreen w p1 p2 = pointInPolygon p1 sp
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|| pointInPolygon p2 sp
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|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
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where
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sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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drawWallFloor :: Wall -> Picture
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drawWallFloor wl = if _wlIsSeeThrough wl
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then setDepth 0.9 . color c $ polygon [x,x +.+ n2,y+.+n2, y]
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@@ -139,77 +152,6 @@ errorNormalizeVDR :: Point2 -> Point2
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errorNormalizeVDR (V2 0 0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
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errorNormalizeVDR p = normalizeV p
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printPoint :: Point2 -> Picture
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printPoint p = color white $ uncurryV translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
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printRotPoint :: Float -> Point2 -> Picture
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printRotPoint r p = color white
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. uncurryV translate p
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$ pictures [circle 3 , rotate (negate r) $ scale 0.1 0.1 $ text (show p)]
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outsideScreenPolygon :: World -> [Point2]
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outsideScreenPolygon w = [tr,tl,bl,br]
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where
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scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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| otherwise = error "Trying to set screen zoom to zero"
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scTran p = p +.+ _cameraCenter w
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tr = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) ( 3* halfHeight w)
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tl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) ( 3* halfHeight w)
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br = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) (- (3* halfHeight w))
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bl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) (- (3* halfHeight w))
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-- cannot only test if walls are on screen, but also if they are on the cone
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-- towards the center of sight
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lineOnScreenCone :: World -> Point2 -> Point2 -> Bool
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lineOnScreenCone w p1 p2 = pointInPolygon p1 sp
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|| pointInPolygon p2 sp
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|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
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where
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sp' = screenPolygon w
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vp = _cameraViewFrom w
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sp | pointInPolygon vp sp' = sp'
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| otherwise = orderPolygon (_cameraViewFrom w : sp')
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sps = zip sp (tail sp ++ [head sp])
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lineOnScreen :: World -> Point2 -> Point2 -> Bool
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lineOnScreen w p1 p2 = pointInPolygon p1 sp
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|| pointInPolygon p2 sp
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|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
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where
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sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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drawWallFace :: World -> Wall -> Picture
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drawWallFace w wall
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| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
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| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
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where
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(x,y) = _wlLine wall
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points = extendConeToScreenEdge w sightFrom (x,y)
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sightFrom = _cameraViewFrom w
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-- the following assumes that the point a is inside the screen
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-- it still works otherwise, but it might intersect two points:
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-- it is not obvious which will be returned
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intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
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intersectLinefromScreen w a b = listToMaybe
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. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
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. makeLoopPairs
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$ screenPolygon w
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extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
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extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
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where
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borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
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cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
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wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg y ((2*.*y) -.- x))
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. makeLoopPairs $ screenPolygon w
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rectangleSolid :: Float -> Float -> Picture
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rectangleSolid x y = polygon $ map toV2 [(x,y),(x,-y),(-x,-y),(-x,y)]
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wallsAndWindows
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:: World
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-> ( [((Point2,Point2),Point4)] ,[((Point2,Point2),Point4)] )
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@@ -219,9 +161,6 @@ wallsAndWindows w
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f wl = (_wlLine wl, _wlColor wl)
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(wins,wls) = partition _wlIsSeeThrough . IM.elems . IM.filter _wlDraw $ wallsDoubleScreen w
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wallsToList :: [((Point2,Point2),Point4)] -> [Float]
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wallsToList = concatMap (\((V2 a b,V2 c d),V4 e f g h) -> [a,b,c,d,e,f,g,h])
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lightsForGloom :: World -> [(Point3,Float,Point3)]
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lightsForGloom w = mapMaybe getLS (IM.elems $ _lightSources w) ++ mapMaybe getTLS (_tempLightSources w)
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where
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