181 lines
6.0 KiB
Haskell
181 lines
6.0 KiB
Haskell
module Dodge.Placement.Instance.LightSource where
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import Dodge.Data
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import Dodge.LightSource
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import Dodge.LevelGen.Data
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import Dodge.Room.Foreground
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import Geometry
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--import Geometry.Vector3D
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import Dodge.Creature.Inanimate
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import Shape.Data
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import Dodge.Default
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import RandomHelp
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import Color
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import Shape
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import ShapePicture
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import Control.Lens
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import Data.Maybe
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propLSThen :: (Prop -> World -> World)
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-> (Prop -> World -> LightSource -> LightSource)
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-> LightSource
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-> Prop
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-> (Placement -> Placement -> Maybe Placement) -- ^ continuation, access to ls and prop placements
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-> Placement
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propLSThen propf lsf ls prop cont = pt0 (PutLS ls)
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$ \lspl -> Just $ pt0 (PutProp $ prop & pjUpdate .~ theupdate (fromJust $ _plMID lspl))
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$ cont lspl
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where
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theupdate lsid pr w = propf pr w & lightSources . ix lsid %~ lsf pr w
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moveLSThen :: (World -> (Point2,Float))
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-> Point3 -- ^ light source offset
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-> Shape
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-> (Placement -> Placement -> Maybe Placement)
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-> Placement
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moveLSThen posf off sh = propLSThen propupdate lsupdate thels theprop
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where
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propupdate pr w = w
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& props . ix (_pjID pr) . prPos .~ fst (posf w)
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& props . ix (_pjID pr) . pjRot .~ snd (posf w)
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lsupdate _ w = lsParam . lsPos .~ addZ 0 (fst (posf w)) +.+.+ rotate3z (snd (posf w)) off
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thels = defaultLS
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theprop = ShapeProp
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{ _prPos = 0
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, _pjID = 0
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, _pjRot = 0
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, _pjUpdate = const id
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, _prDraw = \pr -> noPic $ uncurryV translateSHf (_prPos pr) $ rotateSH (_pjRot pr) sh
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, _prToggle = True
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}
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-- | mount a light source on a shape
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mntLSOn
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:: (Point2 -> Point3 -> Shape) -- ^ function describing the mount shape
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-> Maybe Color -- ^ describing a possible color override for the shape
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-> LightSource -> Point2 -> Point3 -> (Placement -> Maybe Placement) -> Placement
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mntLSOn shapeF mcol ls wallp lsp@(V3 lx ly _)
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= ps0jPushPS (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) = 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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jShape :: Point2 -> Point3 -> Shape
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jShape wallpos (V3 x y z) = 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) =
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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 Nothing defaultLS wallp lampp (const Nothing)
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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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mntLSLampCol :: (Point2 -> Point3 -> Shape) -> Color -> Point2 -> Point3 -> Placement
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mntLSLampCol shp (V4 x y z _) wallp lampp = mntLSOn shp Nothing (defaultLS & lsParam . lsCol .~ col)
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wallp lampp (const Nothing)
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where
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col = V3 x y z
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mntLSCond :: (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 = -- 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 :: Point2 -> Point2 -> Placement
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mntLight a b = RandomPlacement $ 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 :: PlacementSpot -> Placement
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mntLightLnkCond ps = RandomPlacement $ 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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spanLSLightI :: LightSource -> Float -> Point2 -> Point2 -> Placement
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spanLSLightI ls h a b = 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 = Placement 10 (PS (V2 x y) 0) (PutLS ls) 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 = 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 = 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
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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 90)
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