210 lines
6.1 KiB
Haskell
210 lines
6.1 KiB
Haskell
module Dodge.Placement.Instance.LightSource (
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mntLSOn,
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mntLSCond,
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aShape,
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aBar,
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lShape,
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jShape,
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liShape,
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mntLightLnkCond,
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mntLS,
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vShape,
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iShape,
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putLamp,
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spanColLightBlackI,
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spanLightI,
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spanLightY,
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mntLightLnkCond',
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spanLS,
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mntLightLnkShape,
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) where
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import Color
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import Control.Lens
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import Dodge.Creature.Inanimate
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import Dodge.Data.GenWorld
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import Dodge.LevelGen.PlacementHelper
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import Dodge.LightSource
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import Dodge.Room.Foreground
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import Geometry
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import RandomHelp
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import Shape
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import Linear
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-- | mount a light source on a shape
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mntLSOn ::
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-- | function describing the mount shape
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(Point2 -> Point3 -> Shape) ->
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-- | describing a possible color override for the shape
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LightSource ->
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Point2 ->
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Point3 ->
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(Placement -> Maybe Placement) ->
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Placement
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mntLSOn shapeF ls wallp lsp@(V3 lx ly _) =
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ps0jPushPS (PutLabel "light") .
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ps0jPushPS (putShape $ shapeF wallp lsp)
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--ps0j (PutLabel "light") .
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--ps0j (putShape . setCol $ shapeF wallp lsp)
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. pt0 (PutLS $ ls & lsParam . lsPos .~ lsp')
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where
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lsp' = lsp -.-.- V3 x y 1
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-- hack! perturb the light position
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V2 x y = rotateV 1 . (0.1 *.*) . normalizeV $ wallp -.- V2 lx ly
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-- setCol = maybe id colorSH mcol
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iShape :: Point2 -> Point3 -> Shape
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iShape wp (V3 x y z) = thinHighBar z wp (V2 x y)
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lShape :: Point2 -> Point3 -> Shape
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lShape wp (V3 x y z) =
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thinHighBar z wallposUp turnpos
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<> thinHighBar z turnpos (V2 x y)
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where
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n = vNormal (wp -.- V2 x y)
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wallposUp = wp +.+ n
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turnpos = V2 x y +.+ n
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aBar :: Float -> [Point2] -> Shape
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aBar h ps = foldMap (uncurry $ thinHighBar (h+0.1)) $ zip ps $ tail ps
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jShape :: Point2 -> Point3 -> Shape
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jShape wallpos (V3 x y z) =
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thinHighBar z wallposUp turn1
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<> thinHighBar z turn1 turn2
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<> thinHighBar z turn2 endpos
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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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endpos = V2 x y
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turn1 = 0.5 *.* (wallposUp +.+ turnpos)
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turn2 = 0.5 *.* (turnpos +.+ endpos)
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liShape :: Point2 -> Point3 -> Shape
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liShape wallpos (V3 x y z) =
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thinHighBar z wallposUp turnpos
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<> thinHighBar z turnpos (V2 x y)
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where
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n = vNormal (V2 x y -.- wallpos)
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wallposUp = wallpos +.+ n
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turnpos = V2 x y +.+ n
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aShape :: Point2 -> Point3 -> Shape
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aShape wallpos (V3 x y z) = girder (z + 2) 20 10 pout wallpos
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where
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pout = V2 x y -.- 2 *.* squashNormalizeV (V2 x y -.- wallpos)
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vShape :: Point2 -> Point3 -> Shape
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vShape wallpos (V3 x y z) =
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thinHighBar z wallposUp lxy
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<> thinHighBar z wallposDown lxy
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where
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lxy = V2 x y
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n = vNormal (wallpos -.- lxy)
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wallposUp = wallpos +.+ n
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wallposDown = wallpos -.- n
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mntLS :: (Point2 -> Point3 -> Shape) -> Point2 -> Point3 -> Placement
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mntLS shp wallp lampp = mntLSOn shp defaultLS wallp lampp (const Nothing)
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where
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defaultLS = LS 0 $ LSParam 0 300 0.6
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--mntLSCol :: (Point2 -> Point3 -> Shape) -> Color -> Point2 -> Point3 -> Placement
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--mntLSCol shp col wallp lampp = mntLSOn shp (Just col) defaultLS wallp lampp (const Nothing)
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-- where
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-- defaultLS = LS 0 $ LSParam 0 200 0.6
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--mntLSLampCol :: (Point2 -> Point3 -> Shape) -> Color -> Point2 -> Point3 -> Placement
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--mntLSLampCol shp (V4 x y z _) wallp lampp =
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-- mntLSOn
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-- shp
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-- Nothing
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-- (defaultLS & lsParam . lsCol .~ col)
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-- wallp
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-- lampp
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-- (const Nothing)
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-- where
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-- col = V3 x y z
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-- defaultLS = LS 0 $ LSParam 0 200 0.6
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mntLSCond ::
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(Point2 -> Point3 -> Shape) ->
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-- -> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
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PlacementSpot ->
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Placement
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mntLSCond shp ps =
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-- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
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mntLS shp 0 (V3 0 (-20) 95)
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& plSpot .~ ps
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-- note that this perhaps pushes the vshape light out too far
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--mntLight :: RandomGen g => Point2 -> Point2 -> State g Placement
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--mntLight a b = do
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-- shp <- takeOne [vShape, iShape, lShape, jShape, liShape]
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-- return $ mntLS shp a (addZ 90 b)
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mntLightLnkCond :: RandomGen g => PlacementSpot -> State g Placement
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mntLightLnkCond ps = do
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shp <- takeOne [vShape, lShape, jShape, liShape]
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return $ mntLSCond (fmap (fmap $ colorSH black) shp) ps
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mntLightLnkShape :: (Point2 -> Point3 -> Shape) -> PlacementSpot -> Placement
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mntLightLnkShape shp = mntLSCond (fmap (fmap $ colorSH black) shp)
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mntLightLnkCond' :: PlacementSpot -> Placement
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mntLightLnkCond' = mntLSCond (fmap (fmap $ colorSH black) vShape)
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--spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement
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--spanLSLightI ls h a b =
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-- ps0j (PutLS $ ls & lsParam . lsPos .~ V3 x y h) $
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-- sps0 $ putShape $ thinHighBar h a b
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-- where
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-- V2 x y = 0.5 *.* (a +.+ b)
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spanLS :: LightSource -> Point2 -> Point2 -> Placement
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spanLS ls a b =
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Placement (PS (V2 x y) 0) (PutLS ls) Nothing Nothing $
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const $ const $ Just $ sps0 $ putShape $ thinHighBar h a b
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where
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V3 _ _ h = _lsPos (_lsParam ls) + 5
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V2 x y = 0.5 *.* (a +.+ b)
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spanColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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spanColLightI col h a b =
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ps0j (PutLS $ lsColPos col (V3 x y (h -5))) $
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sps0 $ putShape $ thinHighBar h a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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spanColLightBlackI :: Point3 -> Float -> Point2 -> Point2 -> Placement
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spanColLightBlackI col h a b =
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ps0j (PutLS $ lsColPos col (V3 x y (h -5))) $
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sps0 $ putShape $ colorSH black $ thinHighBar h a b
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where
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V2 x y = 0.5 *.* (a +.+ b)
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spanLightI :: Point2 -> Point2 -> Placement
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--spanLightI = spanColLightI 0.75 50.1
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spanLightI = spanColLightI 0.75 95
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spanLightY :: Point2 -> Point2 -> Point2 -> Point2 -> Placement
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spanLightY l x y z =
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ps0j (PutLS $ lsColPos 0.75 (addZ (h -5) l)) $
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ps0j (f x) $
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ps0j (f y) $
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sps0 $ f z
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where
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f p = putShape $ thinHighBar h p (l + normalize (l-p))
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h = 95
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--extendAway :: Point2 -> Point2 -> Point2
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--extendAway p x = p +.+ squashNormalizeV (p -.- x)
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--putColorLamp :: Point3 -> PSType
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--putColorLamp col = PutCrit (colorLamp col 90)
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putLamp :: PSType
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putLamp = PutCrit (lamp 50)
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