module Dodge.Placement.Instance.LightSource where import Dodge.Data import Dodge.LightSource import Dodge.LevelGen.Data import Dodge.Room.Foreground import Geometry --import Geometry.Vector3D import Dodge.Creature.Inanimate import Shape.Data import Dodge.Default import Dodge.RandomHelp import Color import Shape import Control.Lens -- | mount a light source on a shape mntLSOn :: (Point2 -> Point3 -> Shape) -- ^ function describing the mount shape -> Maybe Color -- ^ describing a possible color override for the shape -> LightSource -> Point2 -> Point3 -> (Placement -> Maybe Placement) -> Placement mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _) = ps0jPushPS (PutShape . setCol $ shapeF wallp lsp) . pt0 (PutLS $ ls & lsParam . lsPos .~ lsp') where lsp' = lsp -.-.- V3 x y 1 -- hack! perturb the light position V2 x y = rotateV 1 . (0.1 *.*) . normalizeV $ wallp -.- V2 lx ly setCol = maybe id colorSH mcol iShape :: Point2 -> Point3 -> Shape iShape wp (V3 x y z) = thinHighBar z wp (V2 x y) lShape :: Point2 -> Point3 -> Shape lShape wp (V3 x y z) = thinHighBar z wallposUp turnpos <> thinHighBar z turnpos (V2 x y) where n = vNormal (wp -.- V2 x y) wallposUp = wp +.+ n turnpos = V2 x y +.+ n jShape :: Point2 -> Point3 -> Shape jShape wallpos (V3 x y z) = thinHighBar z wallposUp turn1 <> thinHighBar z turn1 turn2 <> thinHighBar z turn2 endpos where n = vNormal (wallpos -.- V2 x y) wallposUp = wallpos +.+ n turnpos = V2 x y +.+ n endpos = V2 x y turn1 = 0.5 *.* (wallposUp +.+ turnpos) turn2 = 0.5 *.* (turnpos +.+ endpos) liShape :: Point2 -> Point3 -> Shape liShape wallpos (V3 x y z) = thinHighBar z wallposUp turnpos <> thinHighBar z turnpos (V2 x y) where n = vNormal (V2 x y -.- wallpos) wallposUp = wallpos +.+ n turnpos = V2 x y +.+ n aShape :: Point2 -> Point3 -> Shape aShape wallpos (V3 x y z) = girder (z+2) 20 10 pout wallpos where pout = V2 x y -.- 2 *.* squashNormalizeV (V2 x y -.- wallpos) vShape :: Point2 -> Point3 -> Shape vShape wallpos (V3 x y z) = thinHighBar z wallposUp lxy <> thinHighBar z wallposDown lxy where lxy = V2 x y n = vNormal (wallpos -.- lxy) wallposUp = wallpos +.+ n wallposDown = wallpos -.- n mntLS :: (Point2 -> Point3 -> Shape) -> Point2 -> Point3 -> Placement mntLS shp wallp lampp = mntLSOn shp Nothing defaultLS wallp lampp (const Nothing) mntLSCond :: (Point2 -> Point3 -> Shape) -> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos)) -> Placement mntLSCond shp shift = -- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $ mntLS shp 0 (V3 0 (-40) 90) & plSpot .~ PSPos shift (const id) Nothing -- note that this perhaps pushes the vshape light out too far mntLight :: Point2 -> Point2 -> Placement mntLight a b = RandomPlacement $ do shp <- takeOne [vShape,iShape,lShape,jShape,liShape] return $ mntLS shp a (addZ 90 b) mntLightLnkCond :: (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos)) -> Placement mntLightLnkCond f = RandomPlacement $ do shp <- takeOne [vShape,iShape,lShape,jShape,liShape] return $ mntLSCond shp f unusedLnkToPS :: RoomPos -> Room -> Maybe (PlacementSpot,RoomPos) unusedLnkToPS rp _ = case rp of UnusedLink p a -> Just (PS p a,UsedSpot p a) _ -> Nothing spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement spanLSLightI ls h a b = ps0j (PutLS $ ls & lsParam . lsPos .~ V3 x y h) $ sps0 $ PutShape $ thinHighBar h a b where V2 x y = 0.5 *.* (a +.+ b) spanLS :: LightSource -> Point2 -> Point2 -> Placement spanLS ls a b = Placement (PS (V2 x y) 0) (PutLS ls) Nothing $ const $ Just $ sps0 $ PutShape $ thinHighBar h a b where V3 _ _ h = _lsPos (_lsParam ls) + 5 V2 x y = 0.5 *.* (a +.+ b) spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement spanColLightI col h a b = ps0j (PutLS $ lsColPos col (V3 x y (h-5))) $ sps0 $ PutShape $ thinHighBar h a b where V2 x y = 0.5 *.* (a +.+ b) spanLightI :: Point2 -> Point2 -> Placement spanLightI = spanColLightI 0.75 50 extendAway :: Point2 -> Point2 -> Point2 extendAway p x = p +.+ squashNormalizeV (p -.- x) putColorLamp :: Point3 -> PSType putColorLamp col = PutCrit (colorLamp col 90) putLamp :: PSType putLamp = PutCrit (lamp 90)