Files
loop/src/Dodge/LightSources/Fitting.hs
T

81 lines
2.9 KiB
Haskell

module Dodge.LightSources.Fitting
where
import Dodge.LightSources.Lamp
import Dodge.LevelGen.Data
import Dodge.Room.Foreground
import Geometry
mountedLight :: Point2 -> Point3 -> Placement
mountedLight wallPos lampPos@(V3 x y z)
= ps0j (PutForeground $ thinHighBar (z+5) wallPos pout)
$ sps0 $ PutLS (colorLightAt 0.75 lampPos 0)
where
pout = V2 x y +.+ safeNormalizeV (V2 x y -.- wallPos)
mountLightL :: Point2 -> Point3 -> Placement
mountLightL wallpos lamppos@(V3 x y z)
= ps0j (PutLS $ colorLightAt 0.75 lamppos 0)
$ sps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
<> thinHighBar (z + 5) turnpos (V2 x y `extendAway` turnpos)
where
n = vNormal (wallpos -.- V2 x y)
wallposUp = wallpos +.+ n
turnpos = V2 x y +.+ n
mountedLightJ :: Point2 -> Point3 -> Placement
mountedLightJ wallpos lamppos@(V3 x y z)
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp turn1
<> thinHighBar (z + 5) turn1 turn2
<> thinHighBar (z + 5) turn2 (endpos `extendAway` turn2)
where
n = vNormal (wallpos -.- endpos)
wallposUp = wallpos +.+ n
endpos = V2 x y
turnpos = endpos +.+ n
turn1 = 0.5 *.* (wallposUp +.+ turnpos)
turn2 = 0.5 *.* (turnpos +.+ endpos)
wallMountl :: Point2 -> Point3 -> Placement
wallMountl wallpos lamppos@(V3 x y z)
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (turnpos `extendAway` wallposUp)
<> thinHighBar (z + 5) turnpos (V2 x y `extendAway` turnpos)
where
n = vNormal (V2 x y -.- wallpos)
wallposUp = wallpos +.+ n
turnpos = V2 x y +.+ n
mountLightA :: Point2 -> Point3 -> Placement
mountLightA wallpos lamppos@(V3 x y z)
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
$ \_ -> jsps0 $ PutForeground $ girder (z+10) 20 10 pout wallpos
where
pout = V2 x y -.- 2 *.* safeNormalizeV (V2 x y -.- wallpos)
mountColLightI :: Point3 -> Float -> Point2 -> Point2 -> Placement
mountColLightI col h a b = ps0j (PutLS $ colorLightAt col (V3 x y h) 0)
$ sps0 $ PutForeground $ highPipe (h + 5) a b
where
V2 x y = 0.5 *.* (a +.+ b)
mountedLightI :: Float -> Point2 -> Point2 -> Placement
mountedLightI h a b = ps0j (PutLS $ lightAt (V3 x y h) 0)
$ sps0 $ PutForeground $ highPipe (h + 5) a b
where
V2 x y = 0.5 *.* (a +.+ b)
mountedLightV :: Point2 -> Point3 -> Placement
mountedLightV wallpos lamppos@(V3 x y z)
= ps0 (PutLS $ colorLightAt 0.75 lamppos 0)
$ \_ -> jsps0 $ PutForeground $ thinHighBar (z + 5) wallposUp (lxy `extendAway` wallposUp)
<> thinHighBar (z + 5) wallposDown (lxy `extendAway` wallposDown)
where
lxy = V2 x y
n = vNormal (wallpos -.- lxy)
wallposUp = wallpos +.+ n
wallposDown = wallpos -.- n
extendAway :: Point2 -> Point2 -> Point2
extendAway p x = p +.+ safeNormalizeV (p -.- x)