roguestar-gl-0.4.0.0: src/Models/PhaseWeapons.hs
module Models.PhaseWeapons
(phase_pistol,
phaser,
phase_rifle)
where
import Quality
import Models.Materials
import RSAGL.Math
import RSAGL.Modeling
import RSAGL.Math.CurveExtras
import Control.Monad
-- | A phase weapon emitter. Includes a specification of a phase guide length.
phaseWeaponEmitter :: Integer -> Quality -> Modeling ()
phaseWeaponEmitter guide_length _ = model $
do sor $ linearInterpolation $
points2d $ reverse
[(0,0),
(1,0),
(4,1),
(7,2),
(9,3),
(10,0),
(9,-3),
(7,-6),
(4,-9),
(2,-10),
(0,-10)]
let guide_length_y = fromInteger guide_length * 3 + 6
when (guide_length > 0) $ openCone (Point3D 0 0 8,1) (Point3D 0 guide_length_y 8,0)
_ <- flip mapM [2..guide_length] $ \i ->
do let y = fromInteger i * 3
translate (Vector3D 0 y 0) $ torus 8 (lerpBetween (0,y,guide_length_y) (1,0))
deform dfn_squish
affine $ rotateX (fromDegrees 90)
where dfn_squish p@(Point3D _ _ z) | z > 0 = scale (Vector3D 1 1 0.1) p -- bottom of emitter is flattened
dfn_squish p = scale (Vector3D 1 1 0.25) p -- top of emitter is more round
phase_weapon_grip :: Quality -> Modeling ()
phase_weapon_grip _ = model $
do sor $ linearInterpolation $
points2d $ reverse
[(3,0),
(2,-4),
(1,-7),
(1,-10),
(0.001,-10)]
deform dfn
where dfn_flat_back p@(Point3D _ _ z) | z < 0 = scale (Vector3D (1/r) 1 (1/r)) p
where r = distanceBetween origin_point_3d $ scale (Vector3D 1 0 1) p
dfn_flat_back p = p
dfn_gripped_front p@(Point3D _ y z) | z > 0 = scale (Vector3D u 1 u) p
where u = 1 + (y * sin (pi*y) / 40)
dfn_gripped_front p = p
dfn_flat_sides (Point3D x y z) = Point3D ((signum x *) $ sqrt (abs x/3)) y z
dfn_slope_backwards pt@(Point3D _ y _) = translate (Vector3D 0 0 (-y/3)) pt
dfn = dfn_slope_backwards . dfn_flat_back . dfn_flat_sides . dfn_gripped_front
phaseWeapon :: Integer -> Quality -> Modeling ()
phaseWeapon guide_length q = model $
scale' (1/100) $
do translate (Vector3D 0 5 7) $ phaseWeaponEmitter guide_length q
translate (Vector3D 0 5 0) $ phase_weapon_grip q
concordance_metal
phase_pistol :: Quality -> Modeling ()
phase_pistol = phaseWeapon 0
phaser :: Quality -> Modeling ()
phaser = phaseWeapon 1
phase_rifle :: Quality -> Modeling ()
phase_rifle = phaseWeapon 2