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loop/src/Dodge/Placement/Instance/LightSource.hs
T

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Haskell

module Dodge.Placement.Instance.LightSource (
mntLSOn,
mntLSCond,
aShape,
aBar,
lShape,
jShape,
liShape,
mntLightLnkCond,
mntLS,
vShape,
iShape,
putLamp,
spanColLightBlackI,
spanLightI,
spanLightY,
mntLightLnkCond',
spanLS,
) where
import Color
import Control.Lens
import Dodge.Creature.Inanimate
import Dodge.Data.GenWorld
import Dodge.LevelGen.PlacementHelper
import Dodge.LightSource
import Dodge.Room.Foreground
import Geometry
import RandomHelp
import Shape
import Linear
-- | mount a light source on a shape
mntLSOn ::
-- | function describing the mount shape
(Point2 -> Point3 -> Shape) ->
-- | describing a possible color override for the shape
Maybe Color ->
LightSource ->
Point2 ->
Point3 ->
(Placement -> Maybe Placement) ->
Placement
mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _) =
ps0jPushPS (PutLabel "light") .
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
aBar :: Float -> [Point2] -> Shape
aBar h ps = foldMap (uncurry $ thinHighBar (h+0.1)) $ zip ps $ tail ps
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)
where
defaultLS = LS 0 $ LSParam 0 300 0.6
--mntLSCol :: (Point2 -> Point3 -> Shape) -> Color -> Point2 -> Point3 -> Placement
--mntLSCol shp col wallp lampp = mntLSOn shp (Just col) defaultLS wallp lampp (const Nothing)
-- where
-- defaultLS = LS 0 $ LSParam 0 200 0.6
--mntLSLampCol :: (Point2 -> Point3 -> Shape) -> Color -> Point2 -> Point3 -> Placement
--mntLSLampCol shp (V4 x y z _) wallp lampp =
-- mntLSOn
-- shp
-- Nothing
-- (defaultLS & lsParam . lsCol .~ col)
-- wallp
-- lampp
-- (const Nothing)
-- where
-- col = V3 x y z
-- defaultLS = LS 0 $ LSParam 0 200 0.6
mntLSCond ::
(Point2 -> Point3 -> Shape) ->
-- -> (RoomPos -> Room -> Maybe (PlacementSpot,RoomPos))
PlacementSpot ->
Placement
mntLSCond shp ps =
-- updatePSToLevel 1 (const $ PSLnk shift (const id) Nothing) $
mntLS shp 0 (V3 0 (-20) 95)
& plSpot .~ ps
-- note that this perhaps pushes the vshape light out too far
--mntLight :: RandomGen g => Point2 -> Point2 -> State g Placement
--mntLight a b = do
-- shp <- takeOne [vShape, iShape, lShape, jShape, liShape]
-- return $ mntLS shp a (addZ 90 b)
mntLightLnkCond :: RandomGen g => PlacementSpot -> State g Placement
mntLightLnkCond ps = do
shp <- takeOne [vShape, lShape, jShape, liShape]
return $ mntLSCond (fmap (fmap $ colorSH black) shp) ps
mntLightLnkCond' :: PlacementSpot -> Placement
mntLightLnkCond' = mntLSCond (fmap (fmap $ colorSH black) vShape)
--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 Nothing $
const $ 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)
spanColLightBlackI :: Point3 -> Float -> Point2 -> Point2 -> Placement
spanColLightBlackI col h a b =
ps0j (PutLS $ lsColPos col (V3 x y (h -5))) $
sps0 $ putShape $ colorSH black $ thinHighBar h a b
where
V2 x y = 0.5 *.* (a +.+ b)
spanLightI :: Point2 -> Point2 -> Placement
--spanLightI = spanColLightI 0.75 50.1
spanLightI = spanColLightI 0.75 95
spanLightY :: Point2 -> Point2 -> Point2 -> Point2 -> Placement
spanLightY l x y z =
ps0j (PutLS $ lsColPos 0.75 (addZ (h -5) l)) $
ps0j (f x) $
ps0j (f y) $
sps0 $ f z
where
f p = putShape $ thinHighBar h p (l + normalize (l-p))
h = 95
--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 50)