Work on gibs and chasms
This commit is contained in:
+36
-14
@@ -33,9 +33,11 @@ module Dodge.Base.Collide (
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canSeeIndirect,
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isWalkable,
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anythingHitCirc,
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collide3,
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) where
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--import qualified Data.IntMap.Strict as IM
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import Control.Monad
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import Dodge.Creature.Radius
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import Control.Lens
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import qualified Data.IntSet as IS
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@@ -47,21 +49,13 @@ import Dodge.Zoning
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import FoldableHelp
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import Geometry
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collidePoint ::
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Point2 ->
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Point2 ->
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[Wall] ->
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(Point2, Maybe Wall)
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collidePoint :: Point2 -> Point2 -> [Wall] -> (Point2, Maybe Wall)
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{-# INLINE collidePoint #-}
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collidePoint sp ep = foldl' findPoint (ep, Nothing)
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where
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findPoint (p, mwl) wl = maybe (p, mwl) (,Just wl) . uncurry (intersectSegSeg sp p) . _wlLine $ wl
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overlapSegCrs ::
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Point2 ->
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Point2 ->
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[Creature] ->
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[(Point2, Creature)]
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overlapSegCrs :: Point2 -> Point2 -> [Creature] -> [(Point2, Creature)]
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{-# INLINE overlapSegCrs #-}
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overlapSegCrs sp ep =
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mapMaybe
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@@ -89,6 +83,37 @@ bouncePoint :: (Wall -> Bool) -> Float -> Point2 -> Point2 -> World -> Maybe (Po
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{-# INLINE bouncePoint #-}
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bouncePoint t x sp ep = doBounce x sp ep . collidePointWallsFilter t sp ep
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collide3 :: Point3 -> Point3 -> World -> (Point3, Maybe Point3)
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collide3 sp ep w = collide3Floors sp (w ^. cWorld . chasms)
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$ collide3Walls sp w (ep,Nothing)
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-- Just (hitpoint,normaltosurface)
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collide3Walls :: Point3 -> World -> (Point3, Maybe Point3) -> (Point3, Maybe Point3)
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collide3Walls sp w (ep,mn) = collide3Part sp wsfs (ep,mn)
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where
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wsfs = fmap f $ wlsNearSeg (xyV3 sp) (xyV3 ep) w
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f wl = (g x, g $ vNormal (y-x), [(g x,g (y-x)),(g y,g (x-y))])
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where
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g = (`v2z` 0)
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(x,y) = _wlLine wl
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collide3Floors :: Point3 -> [[Point2]] -> (Point3, Maybe Point3) -> (Point3, Maybe Point3)
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collide3Floors sp cs (ep,mn) = maybe (ep,mn) (,Just (V3 0 0 1)) mp
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where
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mp = do
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V3 x y z <- intersectSegPlane sp ep (V3 0 0 0) (V3 0 0 1)
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let g (a,b) = isRHS a b (V2 x y)
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f = any g
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guard (all f $ map loopPairs cs)
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return $ V3 x y z
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collide3Part :: Point3 -> [(Point3,Point3,[(Point3,Point3)])]
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-> (Point3, Maybe Point3)
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-> (Point3, Maybe Point3)
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collide3Part sp = flip $ foldl' findPoint
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where
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findPoint (x,mn) (p,n,ss) = maybe (x,mn) (,Just n) $ intersectSegSurface sp x p n ss
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-- this COULD be written in terms of collidePointWallsFilterStream, TODO test
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-- whether this is actually faster
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collidePointTestFilter :: (Wall -> Bool) -> Point2 -> Point2 -> [Wall] -> Bool
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@@ -107,10 +132,7 @@ collidePointTestFilter t sp ep =
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collidePointWallsFilter :: (Wall -> Bool) -> Point2 -> Point2 -> World -> (Point2, Maybe Wall)
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{-# INLINE collidePointWallsFilter #-}
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collidePointWallsFilter t sp ep =
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collidePoint sp ep
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. filter t
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. wlsNearSeg sp ep
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collidePointWallsFilter t sp ep = collidePoint sp ep . filter t . wlsNearSeg sp ep
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--overlapSegWalls :: Point2 -> Point2 -> StreamOf Wall
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-- -> StreamOf (Point2,Wall)
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@@ -145,7 +145,6 @@ stoneDebris =
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, _prUpdate = PropFallSmallBounceDamage
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, _prPosZ = 10
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, _prVelZ = 5
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, _prTimer = 20
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, _prQuat = Q.axisAngle (V3 1 0 0) 0
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, _prQuatSpin = Q.axisAngle (V3 1 1 0) 0.1
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, _prColor = greyN 0.5
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@@ -24,7 +24,7 @@ applyPiercingDamage cr dm
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| crIsArmouredFrom p cr = f . makeSpark NormalSpark p1 (argV (p1 - p))
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| otherwise = f . damageHP cr (_dmAmount dm)
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where
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f = cWorld . lWorld . creatures . ix (_crID cr) . crPos -~ _dmVector dm
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f = cWorld . lWorld . creatures . ix (_crID cr) . crPos +~ _dmVector dm
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/ V2 x x
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x = crMass (_crType cr)
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p = _dmPos dm
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@@ -2,13 +2,10 @@ module Dodge.Creature.Update (
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updateCreature,
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) where
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import Picture.Base
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import LensHelp
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import Geometry
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import Dodge.SoundLogic
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import Dodge.Creature.Radius
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import Geometry.Polygon
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import Control.Lens
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import Dodge.Creature.YourControl
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import Dodge.Creature.State
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import Dodge.Barreloid
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@@ -24,12 +21,12 @@ updateCreature cr = chasmTest cr . case _crType cr of
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LampCrit{} -> updateLampoid cr
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BarrelCrit bt -> updateBarreloid bt cr
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AvatarDead -> id
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_ -> updateHumanoid cr
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_ -> crUpdate updateHumanoid cr
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chasmTest :: Creature -> World -> World
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chasmTest cr w
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| _crZVel cr < 0 = w & cWorld . lWorld . creatures . ix (_crID cr) . crZVel -~ 1
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& cWorld . lWorld . creatures . ix (_crID cr) . crZ +~ (_crZVel cr)
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& cWorld . lWorld . creatures . ix (_crID cr) . crZ +~ _crZVel cr
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| Just (x,y) <- List.find g (foldMap loopPairs $ w ^. cWorld . chasms) = w
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& soundContinue (CrChasm (_crID cr)) (_crPos cr) debrisS (Just 100)
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& cWorld . lWorld . creatures . ix (_crID cr) . crPos -~ normalizeV (vNormal (x-y))
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@@ -104,6 +104,7 @@ data LWorld = LWorld
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, _dusts :: [Dust]
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, _gusts :: IM.IntMap Gust
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, _props :: IM.IntMap Prop
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, _debris :: [Debris]
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, _projectiles :: IM.IntMap Projectile
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, _bullets :: [Bullet]
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, _radarSweeps :: [RadarSweep]
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+20
-1
@@ -5,6 +5,7 @@
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module Dodge.Data.Prop where
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import Dodge.Data.Material
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import Color
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import Control.Lens
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import Data.Aeson
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@@ -25,7 +26,6 @@ data Prop
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, _prID :: Int
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, _prPosZ :: Float
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, _prVelZ :: Float
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, _prTimer :: Int
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, _prQuat :: Q.Quaternion Float
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, _prQuatSpin :: Q.Quaternion Float
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, _prColor :: Color
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@@ -40,6 +40,21 @@ data Prop
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}
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--deriving (Eq, Ord, Show, Read) --Generic, Flat)
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data DebrisType =
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Gib {_gibSize :: Float
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,_gibColor :: Color
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}
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data Debris = DebrisChunk
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{ _dbPos :: Point3
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, _dbType :: DebrisType
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, _dbVel :: Point3
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, _dbRot :: Q.Quaternion Float
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, _dbSpin :: Q.Quaternion Float
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}
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data PropType = FallingBlock Material
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data PropDraw
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= PropDrawSPic SPic
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| PropDrawMovingShapeCol Shape
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@@ -73,6 +88,10 @@ data PrWdLsLs
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--deriving (Eq, Ord, Show, Read) --Generic, Flat)
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makeLenses ''Prop
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makeLenses ''Debris
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makeLenses ''DebrisType
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deriveJSON defaultOptions ''DebrisType
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deriveJSON defaultOptions ''Debris
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deriveJSON defaultOptions ''PropDraw
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deriveJSON defaultOptions ''PrWdLsLs
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deriveJSON defaultOptions ''PropUpdate
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@@ -106,7 +106,12 @@ drawCollisionTest w = concat $ do
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b <- w ^. input . heldWorldPos . at ButtonRight
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return $
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setLayer DebugLayer (color orange $ line [a, b])
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<> foldMap (drawCrossCol red . fst) (thingHit a b w)
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<> foldMap (drawCrossCol red
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-- . xyV3
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. fst)
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-- (collide3 (v2z a 0) (v2z b 0) w)
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-- (collide3Floors (v2z a 10) (v2z b (-10)) $ w ^. cWorld . chasms)
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(thingHit a b w)
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drawCircCollisionTest :: World -> Picture
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drawCircCollisionTest w = concat $ do
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@@ -108,6 +108,7 @@ defaultLWorld =
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, _gusts = IM.empty
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, _itemLocations = IM.empty
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, _props = IM.empty
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, _debris = mempty
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, _projectiles = IM.empty
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, _bullets = []
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, _flames = []
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@@ -185,7 +185,7 @@ humanoidAIList ::
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World ->
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World
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humanoidAIList
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= crUpdate . impulsiveAIBefore . chainCreatureUpdates
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= impulsiveAIBefore . chainCreatureUpdates
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-- bit of a hack to get new random generators after each creature's update
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defaultImpulsive ::
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@@ -1,6 +1,7 @@
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{-# LANGUAGE LambdaCase #-}
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module Dodge.Prop.Draw (
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propSPic,
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debrisSPic,
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) where
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import Control.Lens
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@@ -15,6 +16,11 @@ import ShapePicture
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propSPic :: Prop -> SPic
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propSPic pr = drawProp (_prDraw pr) pr
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debrisSPic :: Debris -> SPic
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debrisSPic db = translateSP (_dbPos db) . overPosSP (Q.rotate (_dbRot db)) $
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case db ^. dbType of
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Gib x col -> noPic $ drawGib' x col
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drawProp :: PropDraw -> Prop -> SPic
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drawProp = \case
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PropDrawSPic spic -> const spic
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@@ -39,6 +45,17 @@ drawGib x pr = flesh <> skin
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translateSH (V3 1 1 (1 - x)) baseCube
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baseCube = upperPrismPoly Small Typical (2 * x) $ square x
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drawGib' :: Float -> Color -> Shape
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drawGib' x col = flesh <> skin
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where
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flesh =
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colorSH (dark $ dark red) $
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translateSHz (negate x) (baseCube & each . sfShadowImportance .~ Superfluous)
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skin =
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colorSH col $
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translateSH (V3 1 1 (1 - x)) baseCube
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baseCube = upperPrismPoly Small Typical (2 * x) $ square x
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propDrawToggle :: PropDraw -> Prop -> SPic
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propDrawToggle pd pr
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| not (_prToggle pr) = mempty
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+51
-9
@@ -26,7 +26,6 @@ aGib =
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, _prUpdate = PropFallSmallBounce
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, _prPosZ = 10
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, _prVelZ = 5
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, _prTimer = 20
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, _prQuat = Q.axisAngle (V3 1 0 0) 0
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, _prQuatSpin = Q.axisAngle (V3 1 1 0) 0.1
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, _prColor = white
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@@ -73,13 +72,18 @@ addGibsAtDir dir minh maxh col p w =
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quats :: [Q.Quaternion Float]
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quats = replicateM 4 (Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere) & evalState $ _randGen w
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addGib4 ::
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Point2 ->
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Color ->
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(Point2, Float, Q.Quaternion Float, Float) ->
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World ->
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World
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addGib4 p col (v, zs, q, h) =
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addGib4 :: Point2 -> Color -> (Point2, Float, QFloat, Float) -> World -> World
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addGib4 p col (v, zs, q, h) = cWorld . lWorld . debris
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.:~ DebrisChunk
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{ _dbPos = p `v2z` h
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, _dbType = Gib 3 col
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, _dbVel = v `v2z` zs
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, _dbRot = q
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, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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}
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addGib4' :: Point2 -> Color -> (Point2, Float, QFloat, Float) -> World -> World
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addGib4' p col (v, zs, q, h) =
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plNew
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(cWorld . lWorld . props)
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prID
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@@ -93,7 +97,25 @@ addGib4 p col (v, zs, q, h) =
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)
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addGibAt :: Float -> Color -> Point2 -> World -> World
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addGibAt h col p w =
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addGibAt h col p w = addGibAtDir d h col p (w & randGen .~ newg)
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where
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(d, newg) = randomR (0, 2 * pi) $ _randGen w
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-- f = do
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-- s <- state $ randomR (1, 4)
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-- dir <- unitVectorAtAngle <$> state (randomR (0, 2 * pi))
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-- zs <- state $ randomR (-8, 8)
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-- q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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-- let v = s *.* dir
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-- return $ DebrisChunk
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-- { _dbPos = p `v2z` h
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-- , _dbType = Gib 3 col
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-- , _dbVel = v `v2z` zs
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-- , _dbRot = q
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-- , _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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-- }
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addGibAt' :: Float -> Color -> Point2 -> World -> World
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addGibAt' h col p w =
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w
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& plNew (cWorld . lWorld . props) prID gib
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& randGen .~ newg
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@@ -117,6 +139,26 @@ addGibAt h col p w =
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addGibAtDir :: Float -> Float -> Color -> Point2 -> World -> World
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addGibAtDir dir h col p w =
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w
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& cWorld . lWorld . debris .:~ gib
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& randGen .~ newg
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where
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(gib, newg) = runState f $ _randGen w
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f = do
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s <- state $ randomR (1, 4)
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zs <- state $ randomR (-4, 4)
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q <- Q.vToQuat (V3 0 0 1) <$> randOnUnitSphere
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let v = s *.* unitVectorAtAngle dir
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return $ DebrisChunk
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{ _dbPos = (p +.+ (5 *.* normalizeV v)) `v2z` h
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, _dbType = Gib 3 col
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, _dbVel = v `v2z` zs
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, _dbRot = q
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, _dbSpin = Q.axisAngle (vNormal v `v2z` 0) (-0.1)
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}
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addGibAtDir' :: Float -> Float -> Color -> Point2 -> World -> World
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addGibAtDir' dir h col p w =
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w
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& plNew (cWorld . lWorld . props) prID gib
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& randGen .~ newg
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@@ -1,13 +1,37 @@
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module Dodge.Prop.Moving (
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fallSmallBounceDamage,
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fallSmallBounce,
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updateDebrisChunk,
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) where
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import Linear.Metric
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import Linear.V3
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import Dodge.Damage
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import Dodge.Base
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import Dodge.Data.World
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import Geometry
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import LensHelp
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import Control.Monad
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updateDebrisChunk :: World -> Debris -> (World, Maybe Debris)
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updateDebrisChunk w db = (w, mdb)
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where
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cdb'
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| norm sv < 0.5 && abs (sp ^. _z) < 0.5 = db
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| otherwise = cdb
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sv = db ^. dbVel
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sp = _dbPos db
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np = sp + sv
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cdb = case collide3 sp np w of
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(p,Nothing) -> db & dbPos .~ p
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& dbVel -~ V3 0 0 1
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& dbRot %~ dospin
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(p,Just n) -> db & dbPos .~ p + (0.0001 * normalize n)
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& dbVel .~ (0.7 * reflectInNormal n sv) - V3 0 0 1
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dospin = (_dbSpin db *)
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mdb = do
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guard (np > -100)
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return $ cdb'
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fallSmallBounceDamage :: Prop -> World -> World
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fallSmallBounceDamage pr w =
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@@ -22,6 +22,7 @@ worldSPic :: Configuration -> Universe -> SPic
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worldSPic cfig u =
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(mempty :!: extraPics cfig u)
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<> foldup propSPic (filtOn _prPos _props)
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<> foldMap' debrisSPic (filtOn' (xyV3 . _dbPos) _debris)
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<> foldup drawProjectile (filtOn _pjPos _projectiles)
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<> foldup drawPulseBall (filtOn _pbPos _pulseBalls)
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<> foldup (shiftDraw _blPos _blDir (drawBlock . _blDraw)) (filtOn _blPos _blocks)
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@@ -36,6 +37,7 @@ worldSPic cfig u =
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w = _uvWorld u
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foldup = foldMap'
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filtOn f g = IM.filter (pointIsClose . f) (g (_lWorld (_cWorld w)))
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filtOn' f g = filter (pointIsClose . f) (g (_lWorld (_cWorld w)))
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pointIsClose = cullPoint cfig w
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drawChasm :: [Point2] -> SPic
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@@ -1,6 +1,8 @@
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{-# OPTIONS_GHC -Wno-unused-imports #-}
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module Dodge.TestString where
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import ShortShow
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import Geometry
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import qualified SDL
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import Linear
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import Dodge.ListDisplayParams
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@@ -26,7 +28,12 @@ import qualified IntMapHelp as IM
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import qualified Data.Map.Strict as M
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testStringInit :: Universe -> [String]
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testStringInit u = map show (M.elems $ u ^. uvWorld . input . pressedKeys)
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testStringInit u = map shortShow (u ^.. uvWorld . cWorld . lWorld . debris . each . to g)
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where
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g db = (pz,z,norm v)
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where
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v@(V3 _ _ z) = db ^. dbVel
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(V3 _ _ pz) = db ^. dbPos
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||||
--return . foldMap (prettyLDT (show . (^. _1 . itType))) . invLDT $ _crInv cr
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-- where
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-- idp = invDisplayParams $ u ^. uvWorld
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@@ -7,6 +7,7 @@ Description : Simulation update
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-}
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module Dodge.Update (updateUniverse) where
|
||||
|
||||
import Dodge.Prop.Moving
|
||||
import Dodge.WorldEvent.Explosion
|
||||
import Dodge.Data.Object
|
||||
import Color
|
||||
@@ -278,6 +279,7 @@ functionalUpdate u =
|
||||
. over uvWorld updateFlames
|
||||
. over uvWorld updateShockwaves
|
||||
. over uvWorld updateBullets
|
||||
. over uvWorld updateDebris
|
||||
. over uvWorld updateEnergyBalls -- energybs can be created by bullets,
|
||||
-- so should probably be updated before bullets
|
||||
. over uvWorld updateRadarBlips
|
||||
@@ -598,6 +600,13 @@ updateBullets w = w' & cWorld . lWorld . bullets <>~ catMaybes ps
|
||||
mapAccumR updateBullet (w & cWorld . lWorld . bullets .~ []) $
|
||||
w ^. cWorld . lWorld . bullets
|
||||
|
||||
updateDebris :: World -> World
|
||||
updateDebris w = w' & cWorld . lWorld . debris <>~ catMaybes xs
|
||||
where
|
||||
(w', xs) =
|
||||
mapAccumR updateDebrisChunk (w & cWorld . lWorld . debris .~ []) $
|
||||
w ^. cWorld . lWorld . debris
|
||||
|
||||
updateTeslaArcs :: World -> World
|
||||
updateTeslaArcs = updateObjCatMaybes teslaArcs updateTeslaArc
|
||||
|
||||
|
||||
Reference in New Issue
Block a user