145 lines
4.2 KiB
Haskell
145 lines
4.2 KiB
Haskell
{- |
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Drawing of creatures.
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Takes into account damage etc.
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-}
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module Dodge.Creature.Picture (
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basicCrPict,
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deadScalp,
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deadUpperBody,
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deadFeet,
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) where
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import Dodge.Data.ComposedItem
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import Control.Lens
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import Dodge.Creature.HandPos (translateToLeftHand, translateToRightHand)
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import Dodge.Creature.Test
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import Dodge.Damage
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import Dodge.Data.Creature
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import Dodge.Item.Draw
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import Dodge.Item.Grammar
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import Geometry
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import Picture
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import qualified Quaternion as Q
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import Shape
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--import Shape
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import ShapePicture
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basicCrPict :: Creature -> SPic
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basicCrPict cr =
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uncurryV translateSPxy (_crPos cr) (rotateSP (_crDir cr) $ drawEquipment cr)
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<> noPic (basicCrShape cr)
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basicCrShape ::
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Creature ->
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Shape
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basicCrShape cr
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| _crCamouflage cr == Invisible = mempty
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| otherwise =
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tr . scaleSH (V3 crsize crsize crsize) $
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mconcat
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[ rotdir . colorSH (_skinHead cskin) . translateSHz 20 $ scalp cr
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, rotdir $ colorSH (_skinUpper cskin) $ upperBody cr
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, rotmdir $ colorSH (_skinLower cskin) $ feet cr
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]
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where
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cskin = _crType cr
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crsize = 0.1 * _crRad cr
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tr = uncurryV translateSHxy (_crPos cr)
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rotdir = rotateSH (_crDir cr)
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rotmdir = rotateSH (_crMvDir cr)
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feet :: Creature -> Shape
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{-# INLINE feet #-}
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feet cr = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) ->
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translateSHxy (f sa) off aFoot
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<> translateSHxy (- f sa) (- off) aFoot
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Just (Walking sa RightForward) ->
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translateSHxy (- f sa) off aFoot
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<> translateSHxy (f sa) (- off) aFoot
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_ ->
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translateSHxy 0 off aFoot
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<> translateSHxy 0 (- off) aFoot
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where
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aFoot = upperPrismPolyST 10 $ polyCirc 3 4
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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deadFeet :: Creature -> Shape
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{-# INLINE deadFeet #-}
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deadFeet = feet
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arms :: Creature -> Shape
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{-# INLINE arms #-}
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arms cr =
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(^. _1) $
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translateToRightHand cr aHand
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<> translateToLeftHand cr aHand
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where
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aHand = noPic $ translateSHz (-4) . upperPrismPolyHalfST 4 $ polyCirc 3 4
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deadScalp :: Creature -> Shape
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deadScalp cr = deadRot cr . translateSHz 10 . scalp $ cr
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deadRot :: Creature -> Shape -> Shape
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deadRot cr = overPosSH (Q.rotateToZ d)
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where
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d =
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maybe
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(V3 1 0 0)
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(addZ 0 . unitVectorAtAngle . subtract (_crDir cr + pi))
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(damageDirection . _csDamage $ _crState cr)
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scalp :: Creature -> Shape
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{-# INLINE scalp #-}
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scalp cr
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| twists cr = translateSHxy 0 5 . rotateSH (-1) $ translateSHxy (negate 2.5) 0.25 fhead
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| oneH cr = rotateSH 0.5 $ translateSHxy 2.5 0 fhead
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| otherwise = translateSHxy 2.5 0 fhead
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where
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fhead = colorSH (greyN 0.9) . upperPrismPolyHalfST 5 $ polyCirc 3 5
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torso :: Creature -> Shape
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{-# INLINE torso #-}
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torso cr
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| oneH cr =
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rotateSH 0.5 $
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mconcat
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[ translateSHxy 0 3 . rotateSH (negate 0.2) $ aShoulder
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, translateSHxy 0 (negate 3) . rotateSH 0.2 $ aShoulder
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]
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| twists cr =
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translateSHxy 0 5 . rotateSH (-1) $
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mconcat
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[ rotateSH (negate 0.2) . translateSHxy 2 3 . rotateSH (negate 0.4) $ aShoulder
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, rotateSH (negate 0.2) . translateSHxy 0 (negate 3) . rotateSH 0.2 $ aShoulder
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]
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| otherwise =
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mconcat
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[ translateSHxy 0 3 . rotateSH (negate 0.2) $ aShoulder
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, translateSHxy 0 (negate 3) . rotateSH 0.2 $ aShoulder
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]
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where
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aShoulder = scaleSH (V3 10 10 1) baseShoulder
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deadUpperBody :: Creature -> Shape
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deadUpperBody cr = deadRot cr . translateSHz (negate 10) . upperBody $ cr
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baseShoulder :: Shape
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{-# INLINE baseShoulder #-}
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baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPolyHalfMI 10 $ polyCirc 3 1
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upperBody :: Creature -> Shape
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{-# INLINE upperBody #-}
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upperBody cr = arms cr <> shoulderSH (torso cr)
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shoulderSH :: Shape -> Shape
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shoulderSH = translateSHz 20
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drawEquipment :: Creature -> SPic
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{-# INLINE drawEquipment #-}
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drawEquipment cr = foldMap
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(itemEquipPict cr . fmap (\(a, b, _) -> CItem a b))
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(invLDT $ _crInv cr)
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