{-# 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 }