Files
loop/src/Dodge/Update/Camera.hs
T
2022-06-27 09:56:54 +01:00

253 lines
9.5 KiB
Haskell

{- Functions controlling the movement of the screen camera:
'_cameraCenter', '_cameraZoom', _cameraRot';
and the position that the character sees from: '_cameraViewFrom'. -}
module Dodge.Update.Camera
( updateCamera
, farWallPoints
, streamViewpoints
, farWallDistDirection
) where
import Dodge.Data
import Dodge.Base
import Dodge.Zone
import Dodge.Equipment
import Dodge.Creature.Test
import Geometry
--import Geometry.ConvexPoly
import Dodge.GameRoom
import LensHelp
import qualified Data.Map.Strict as M
--import qualified Data.List.NonEmpty as NEL
--import Control.Applicative
--import Data.Foldable
import Data.Maybe
import Control.Monad
import qualified Data.Set as Set
import qualified Data.IntMap.Strict as IM
import qualified SDL
--import Data.Monoid
--import Data.Semigroup
import qualified Control.Foldl as L
import qualified Streaming.Prelude as S
import Streaming
{- Update the screen camera rotation and position, including any in rold scope/remote camera modifiers;
update where your avatar's view is from. -}
updateCamera :: Configuration -> World -> World
updateCamera cfig = setViewDistance cfig
. moveZoomCamera cfig
. updateScopeZoom
. rotateCamera cfig
moveZoomCamera :: Configuration -> World -> World
moveZoomCamera cfig w = w
& cameraCenter .~ newcen
& cameraViewFrom .~ newvf
& cameraZoom .~ newzoom
& defaultZoom .~ newDefaultZoom
& itemZoom .~ newItemZoom
where
cpos =_crPos (you w)
newvf = cpos +.+ fromMaybe (V2 0 0) vfoffset
vfoffset = do
iscam <- yourItem w ^? _Just . itScope . scopeIsCamera
guard iscam
guard (SDL.ButtonRight `M.member` _mouseButtons w)
yourItem w ^? _Just . itScope . scopePos
mscopeoffset = do
guard (SDL.ButtonRight `M.member` _mouseButtons w)
yourItem w ^? _Just . itScope . scopePos
newcen = cpos +.+ fromMaybe (V2 0 0) mscopeoffset +.+ offset
offset = rotateV (_cameraRot w) $ ((newzoom - newDefaultZoom)/(newDefaultZoom*newzoom)) *.* _mousePos w
--newzoom = changeZoom (_cameraZoom w) idealZoom'
newzoom = case yourItem w ^? _Just . itScope of
Just zs@ZoomScope {} -> _scopeZoom zs
_ -> newDefaultZoom * newItemZoom
idealDefaultZoom = clipZoom wallZoom
newDefaultZoom = case yourItem w ^? _Just . itScope of
Just zs@ZoomScope {} -> _scopeZoom zs
_ -> changeZoom (_defaultZoom w) idealDefaultZoom
idealItemZoom = fromMaybe 1 $ do
guard $ crIsAiming (you w)
zoomFromItem' <$> (yourItem w ^? _Just . itUse . useAim . aimZoom)
newItemZoom = changeZoom (_itemZoom w) idealItemZoom
changeZoom curZoom idealZoom
| curZoom > idealZoom + 0.01 = ((zoomOutSpeed-1)*curZoom + idealZoom) / zoomOutSpeed
| curZoom < idealZoom - 0.01 = ((zoomInSpeed -1)*curZoom + idealZoom) / zoomInSpeed
| otherwise = idealZoom
--wallZoom = farWallDist newvf cfig w
wallZoom = min4 (_boundDist w)
min4 (a,b,c,d) = minimum [hh/maxd a,hh/maxd (-b),hw/maxd c,hw/maxd (-d)]
maxd = max distFromEqmnt
distFromEqmnt = foldr max 1 $ IM.mapMaybe (_eqViewDist . _eqEq. _itUse) $ getCrEquipment $ you w
hw = halfWidth cfig
hh = halfHeight cfig
-- = maybe clipZoom zoomFromItem (yourItem w ^? itZoom) wallZoom
-- these speeds are inverted, larger means slower
zoomInSpeed = 25
zoomOutSpeed = 15
updateScopeZoom :: World -> World
updateScopeZoom w
| SDL.ButtonRight `M.member` _mouseButtons w
= case w ^? creatures . ix 0 . crInv . ix (crSel (_creatures w IM.! 0))
. itScope . scopeZoomChange of
Just x
| x > 10 -> zoomInLongGun $ zoomInLongGun $ zoomInLongGun w
| x > 5 -> zoomInLongGun $ zoomInLongGun w
| x > 0 -> zoomInLongGun w
| x < -10 -> zoomOutLongGun $ zoomOutLongGun $ zoomOutLongGun w
| x < -5 -> zoomOutLongGun $ zoomOutLongGun w
| x < 0 -> zoomOutLongGun w
| otherwise -> w
_ -> w
| otherwise = w & creatures . ix 0 . crInv . ix (crSel (_creatures w IM.! 0))
. itScope %~ updateScope
where
updateScope (ZoomScope _ _ _ defz bl) = ZoomScope (V2 0 0) 0 defz defz bl
updateScope otherAtt = otherAtt
zoomSpeed :: Float
zoomSpeed = 39/40
zoomInLongGun :: World -> World
zoomInLongGun w
| currentZoom < 8 = w
& wpPointer . itScope . scopePos .+.+~ (1-zoomSpeed) / newzoom *.* mousep
& wpPointer . itScope . scopeZoom %~ (/ zoomSpeed)
& decreaseScopeZoomChange
| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
where
decreaseScopeZoomChange = wpPointer . itScope . scopeZoomChange -~ 1
wpPointer = creatures . ix 0 . crInv . ix (crSel (_creatures w IM.! 0))
wp = _crInv (_creatures w IM.! 0) IM.! crSel (_creatures w IM.! 0)
Just currentZoom = wp ^? itScope . scopeZoom
newzoom = (wp ^?! itScope . scopeZoom) / zoomSpeed
mousep = rotateV (_cameraRot w) $ _mousePos w
zoomOutLongGun :: World -> World
zoomOutLongGun w
| currentZoom > 0.5 = w
-- & wpPointer . itScope . scopePos .+.+~ ((1*zoomSpeed-1)) / currentZoom *.* mousep
& wpPointer . itScope . scopeZoom *~ zoomSpeed
& increaseScopeZoomChange
-- | otherwise = increaseScopeZoomChange w
| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
where
--mousep = rotateV (_cameraRot w) $ _mousePos w
increaseScopeZoomChange = wpPointer . itScope . scopeZoomChange +~ 1
wpPointer = creatures . ix 0 . crInv . ix (crSel (_creatures w IM.! 0))
wp = _crInv (_creatures w IM.! 0) IM.! crSel (_creatures w IM.! 0)
Just currentZoom = wp ^? itScope . scopeZoom
ifConfigWallRotate :: Configuration -> World -> World
ifConfigWallRotate cfig w
| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` _mouseButtons w)
= rotateToOverlappingWall w
| otherwise = w
rotateToOverlappingWall :: World -> World
rotateToOverlappingWall w = maybe
id
(doWallRotate . snd)
(overlapCircWallsClosest p (_crRad cr + 5) (S.filter _wlRotateTo $ wallsNearPoint p w))
w
where
cr = you w
p = _crPos (you w)
doWallRotate :: Wall -> World -> World
doWallRotate wl' w = rotateUsing $ (argV . uncurry (-.-) $ _wlLine wl') - _cameraRot w
where
rotateUsing a
| b - b' > 0.01 = w & cameraRot +~ 0.01
| b - b' < negate 0.01 = w & cameraRot -~ 0.01
| otherwise = w
where
--b = a * (2 / pi)
b = a * (4 / pi)
b' = fromIntegral (round b :: Int)
rotateCameraBy :: Float -> World -> World
rotateCameraBy x w = w
& cameraRot +~ x
& creatures . ix 0 . crInv . ix (crSel (_creatures w IM.! 0))
. itScope . scopePos %~ rotateV x
rotateCamera :: Configuration -> World -> World
rotateCamera cfig w
| keyl && keyr = w
| keyl = rotateCameraBy 0.025 w
| keyr = rotateCameraBy (-0.025) w
| otherwise = ifConfigWallRotate cfig w
where
keyl = SDL.ScancodeQ `Set.member` _keys w && notAtTerminal w
keyr = SDL.ScancodeE `Set.member` _keys w && notAtTerminal w
-- TODO check where/how this is used
notAtTerminal :: World -> Bool
notAtTerminal w = isNothing $ w ^? hud . hudElement . subInventory . termID
--zoomCamBy :: Float -> World -> World
--zoomCamBy x w = w {_cameraZoom = max (_cameraZoom w + x) 0.01}
zoomFromItem'
:: ItZoom
-> Float
zoomFromItem' ItZoom {_itZoomMax = zMax, _itZoomMin = zMin, _itZoomFac = zFac}
= min zMax $ max zMin zFac
clipZoom
:: Float -- ^ Furthest viewable distance
-> Float
clipZoom = min 20 . max 0.2
setViewDistance :: Configuration -> World -> World
setViewDistance cfig w = w & viewDistance
.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / _cameraZoom w
-- .~ max (halfWidth cfig) (halfHeight cfig) / _cameraZoom w
streamViewpoints :: Monad m => Point2 -> World -> Stream (Of Point2) m ()
{-# INLINE streamViewpoints #-}
streamViewpoints p w = flip S.for (gameRoomViewpoints p)
$ S.filter (pointInOrOnPolygon p . _grBound) $ S.each (_gameRooms w)
gameRoomViewpoints :: Monad m => Point2 -> GameRoom -> Stream (Of Point2) m ()
gameRoomViewpoints p gr = S.each (_grViewpoints gr)
<> S.map extend (S.each (_grViewpointsEx gr) <> S.map addDir (S.each $ _grLinkDirs gr))
where
extend outp = p +.+ maxViewDistance *.* squashNormalizeV (outp -.- p)
addDir a = p +.+ unitVectorAtAngle a
farWallDistDirection :: Point2 -> World -> (Maybe Float,Maybe Float,Maybe Float,Maybe Float)
farWallDistDirection p w = runIdentity $ L.purely S.fold_ ((,,,)
<$> L.premap (^?! _2) L.maximum
<*> L.premap (^?! _2) L.minimum
<*> L.premap (^?! _1) L.maximum
<*> L.premap (^?! _1) L.minimum
)
$ S.map f vps
where
f q = runIdentity (S.fold_ findPoint q (rotateV (negate $ _cameraRot w) . (-.- p)) (wls q))
wls q = S.filter wlIsOpaque $ wallsAlongLine p q w
findPoint q = fromMaybe q . uncurry (intersectSegSeg p q) . _wlLine
vps = streamViewpoints p w
extendedViewPoints :: Point2 -> [GameRoom] -> [Point2]
extendedViewPoints p grs = map extend
(concatMap _grViewpointsEx grs
++ map addDir (concatMap _grLinkDirs grs)
)
where
extend outp = p +.+ maxViewDistance *.* squashNormalizeV (outp -.- p)
addDir a = p +.+ unitVectorAtAngle a
farWallPoints :: Point2 -> World -> [Point2]
farWallPoints p w = concatMap _grViewpoints grs ++ extendedViewPoints p grs
where
grs = filter (pointInOrOnPolygon p . _grBound) (_gameRooms w)
maxViewDistance :: Float
maxViewDistance = 800