roguestar-gl-0.4.0.1: src/AnimationCreatures.hs
{-# LANGUAGE Arrows, OverloadedStrings, TypeFamilies #-}
module AnimationCreatures
(creatureAvatar)
where
import RSAGL.FRP
import RSAGL.Math
import RSAGL.Animation
import RSAGL.Modeling.RSAGLColors
import Animation
import Control.Arrow
import Data.Maybe
import Models.LibraryData
import VisibleObject
import Limbs
import Scene
import AnimationExtras
type CreatureAvatarSwitch m = AvatarSwitch () (Maybe CreatureThreadOutput) m
type CreatureAvatar e m = FRP e (AvatarSwitch () (Maybe CreatureThreadOutput) m) () (Maybe CreatureThreadOutput)
-- | Avatar for any creature that automatically switches to the appropriate species-specific avatar thread.
creatureAvatar :: (FRPModel m) => CreatureAvatar e m
creatureAvatar = proc () ->
do objectTypeGuard (== "creature") -< ()
m_species <- objectDetailsLookup ThisObject "species" -< ()
switchContinue -< (fmap switchTo m_species,())
returnA -< Nothing
where switchTo "encephalon" = encephalonAvatar
switchTo "recreant" = recreantAvatar
switchTo "androsynth" = androsynthAvatar
switchTo "ascendant" = ascendantAvatar
switchTo "caduceator" = caduceatorAvatar
switchTo "reptilian" = reptilianAvatar
switchTo _ = questionMarkAvatar
genericCreatureAvatar :: (FRPModel m) => FRP e (CreatureAvatarSwitch m) () CreatureThreadOutput -> CreatureAvatar e m
genericCreatureAvatar creatureA = proc () ->
do visibleObjectHeader -< ()
m_orientation <- objectIdealOrientation ThisObject -< ()
switchTerminate -< if isNothing m_orientation then (Just $ genericCreatureAvatar creatureA,Nothing) else (Nothing,Nothing)
arr Just <<< transformA creatureA -< (fromMaybe (error "genericCreatureAvatar: fromMaybe") m_orientation,())
encephalonAvatar :: (FRPModel m) => CreatureAvatar e m
encephalonAvatar = genericCreatureAvatar $ proc () ->
do libraryA -< (scene_layer_local,Encephalon)
wield_point <- exportCoordinateSystem <<< arr (joint_arm_hand . snd) <<<
bothArms MachineArmUpper MachineArmLower (Vector3D 0.66 0.66 0) (Point3D 0.145 0.145 0) 0.33 (Point3D 0.35 0.066 0.133) -< ()
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }
recreantAvatar :: (FRPModel m) => CreatureAvatar e m
recreantAvatar = genericCreatureAvatar $ floatBobbing 0.25 0.4 $ proc () ->
do libraryA -< (scene_layer_local,Recreant)
wield_point <- exportCoordinateSystem <<< arr (joint_arm_hand . snd) <<<
bothArms MachineArmUpper MachineArmLower (Vector3D 0 (-1.0) 0) (Point3D 0.3 0.075 0) 0.5 (Point3D 0.5 0.075 0.2) -< ()
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }
androsynthAvatar :: (FRPModel m) => CreatureAvatar e m
androsynthAvatar = genericCreatureAvatar $ proc () ->
do libraryA -< (scene_layer_local,Androsynth)
bothLegs ThinLimb ThinLimb (Vector3D 0 0 1) (Point3D (0.07) 0.5 (-0.08)) 0.7 (Point3D 0.07 0 0.0) -< ()
wield_point <- exportCoordinateSystem <<< arr (joint_arm_hand . snd) <<<
bothArms ThinLimb ThinLimb (Vector3D (1.0) (-1.0) (-1.0)) (Point3D 0.05 0.65 0.0) 0.45 (Point3D 0.15 0.34 0.1) -< ()
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }
glower :: (FRPModel m, StateOf m ~ AnimationState, ThreadIDOf m ~ Maybe Integer) => Point3D -> Vector3D -> FRP e m () ()
glower p_init v_init = proc () ->
do local_origin <- exportToA root_coordinate_system -< origin_point_3d
transformA
(accelerationModel fps120 (p_init,perSecond $ v_init)
(proc () ->
do a <- derivative <<< derivative <<< exportToA root_coordinate_system -< origin_point_3d
returnA -< concatForces [quadraticTrap 10 p_init,
drag 1.0,
\_ _ _ -> scalarMultiply (-1) a,
\_ _ _ -> perSecond $ perSecond v_init,
\_ p _ -> perSecond $ perSecond $ vectorNormalize $
vectorToFrom origin_point_3d p `crossProduct` v_init])
(proc (_,()) -> libraryPointAtCamera -< (scene_layer_local,AscendantGlow))) -<
(translateToFrom local_origin origin_point_3d $ root_coordinate_system,())
ascendantAvatar :: (FRPModel m) => CreatureAvatar e m
ascendantAvatar = genericCreatureAvatar $ proc () ->
do glower (Point3D 0 0.5 0) zero -< ()
glower (Point3D 0 0.5 0.35) (Vector3D 0 0 (-1)) -< ()
glower (Point3D 0 0.5 (-0.35)) (Vector3D 0 0 1) -< ()
glower (Point3D 0.35 0.5 0) (Vector3D (-1) 0 0) -< ()
glower (Point3D (-0.35) 0.5 0) (Vector3D 1 0 0) -< ()
accumulateSceneA -< (scene_layer_local,
lightSource $ PointLight (Point3D 0 0.5 0)
(measure (Point3D 0 0.5 0) (Point3D 0 0 0))
azure
azure)
t <- threadTime -< ()
wield_point <- exportCoordinateSystem -< translate (rotateY (fromRotations $ t `cyclical'` (fromSeconds 3)) $ Vector3D 0.25 0.5 0)
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }
caduceatorAvatar :: (FRPModel m) => CreatureAvatar e m
caduceatorAvatar = genericCreatureAvatar $ proc () ->
do libraryA -< (scene_layer_local,Caduceator)
wield_point <- exportCoordinateSystem <<< arr (joint_arm_hand . snd) <<<
bothArms CaduceatorArmUpper CaduceatorArmLower (Vector3D 1.0 (-1.0) 1.0) (Point3D 0.1 0.15 0.257) 0.34 (Point3D 0.02 0.17 0.4) -< ()
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }
reptilianAvatar :: (FRPModel m) => CreatureAvatar e m
reptilianAvatar = genericCreatureAvatar $ proc () ->
do libraryA -< (scene_layer_local,Reptilian)
bothLegs ReptilianLegUpper ReptilianLegLower (Vector3D 0 0 1) (Point3D (0.05) 0.25 (-0.1)) 0.29 (Point3D 0.07 0 0.0) -< ()
wield_point <- exportCoordinateSystem <<< arr (joint_arm_hand . snd) <<<
bothArms ReptilianArmUpper ReptilianArmLower (Vector3D 1.0 0.0 1.0) (Point3D (0.05) 0.35 (-0.1)) 0.25 (Point3D 0.07 0.25 0.12) -< ()
returnA -< CreatureThreadOutput {
cto_wield_point = wield_point }