working on examples
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@ -16,3 +16,9 @@ you will need some unstable libraries in your sandbox:
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* [babl](https://github.com/nek0/babl)
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* [babl](https://github.com/nek0/babl)
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all other dependencies should be installable through cabal.
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all other dependencies should be installable through cabal.
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## Building end Executing
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invoke `cabal build` and ignore the warnings…
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The latest experiment can be seen by invoking `./dist/build/hw/hw`
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165
examples/example00/Init.hs
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165
examples/example00/Init.hs
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@ -0,0 +1,165 @@
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{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
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module Init where
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import SDL (($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GLUtil as GLU
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import qualified Data.ByteString as BS
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import System.Random (randomRIO)
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import Physics.Bullet.Raw
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import Codec.Wavefront
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import Linear as L
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import SpatialMath
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import Foreign
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import Util
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import Types
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load :: IO StateData
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load = do
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_ <- SDL.setMouseLocationMode SDL.RelativeLocation
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GL.depthFunc $= Just GL.Less
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eobj <- fromFile "assets/ships/jaeger/jaeger.obj"
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let obj = case eobj of
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Right o -> o
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Left err -> error err
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-- (ptr, len) <- objLocsToPtr obj
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-- (tptr, tlen) <- objUVsToPtr obj
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let lobj = loadObj obj
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shipBO <- GL.genObjectName
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GL.bindVertexArrayObject $= Just shipBO
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verts <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just verts
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withArray (loTriangles lobj) $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length (loTriangles lobj) * 3 * sizeOf (0 :: Double)
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, ptr
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, GL.StaticDraw
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)
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GL.vertexAttribPointer (GL.AttribLocation 0) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0)
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)
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GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
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texture <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just texture
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maybe (return ()) (\a -> withArray a $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length a * 2 * sizeOf (0 :: Double)
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, ptr
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, GL.StaticDraw
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)) (loTexTri lobj)
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GL.vertexAttribPointer (GL.AttribLocation 1) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 2 GL.Float 0 (plusPtr nullPtr 0)
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)
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GL.vertexAttribArray (GL.AttribLocation 1) $= GL.Enabled
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GL.texture GL.Texture2D $= GL.Enabled
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GL.activeTexture $= GL.TextureUnit 0
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t <- loadTex "assets/ships/jaeger/jaeger.texture.tga"
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GL.textureBinding GL.Texture2D $= Just t
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let vertexShader = foldl BS.append BS.empty
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[ "attribute vec3 coord3d;"
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, "attribute vec2 texcoord;"
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, "uniform mat4 mvp;"
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, "varying vec2 f_texcoord;"
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, "void main(void) {"
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, " gl_Position = mvp * vec4(coord3d, 1.0);"
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, " f_texcoord = texcoord;"
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, "}"
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]
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fragmentShader = foldl BS.append BS.empty
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[ "varying vec2 f_texcoord;"
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, "uniform sampler2D texture;"
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, "void main(void) {"
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, " vec2 flip = vec2(f_texcoord.x, 1.0 - f_texcoord.y);"
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, " gl_FragColor = texture2D(texture, flip);"
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, "}"
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]
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p <- GLU.simpleShaderProgramBS vertexShader fragmentShader
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poss <- mapM (\_ -> do
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x <- randomRIO (-50, 50)
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y <- randomRIO (-50, 50)
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z <- randomRIO (-50, 50)
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return (V3 x y z)
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) [0..2000]
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let shipList = map (uncurry $ Ship shipBO (length $ loTriangles lobj)) $
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zip poss (repeat $ Quaternion 1 (V3 0 0 0))
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-- [ (V3 0 0 0, Quaternion 1 (V3 0 0 0))
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-- -- , (V3 3 0 0, Quaternion 1 (V3 0 0 0))
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-- ]
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phys <- initPhysics
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po <- initPhysicsObjects poss
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mapM_ (addRigidBody (pWorld phys)) (map bodyRigidBody (poBalls po))
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addRigidBody (pWorld phys) (bodyRigidBody $ poGround po)
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return StateData
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{ ships = shipList
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, proj = perspective (pi/2) (1600 / 900) 1 (-1)
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, camera = Camera
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{ cameraFocus = V3 0 0 0
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, cameraRot = Euler 0 0 0
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, cameraDist = (-50)
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}
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, program = p
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, physics = phys
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, physicsObjects = po
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}
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loadTex :: FilePath -> IO GL.TextureObject
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loadTex f = do
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t <- either error id <$> GLU.readTexture f
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GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
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GLU.texture2DWrap $= (GL.Repeated, GL.ClampToEdge)
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return t
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initPhysics :: IO Physics
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initPhysics = do
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bp <- newDbvtBroadphase
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config <- newDefaultCollisionConfiguration
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disp <- newCollisionDispatcher config
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solver <- newSequentialImpulseConstraintSolver
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world <- newDiscreteDynamicsWorld disp bp solver config
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setGravity world (V3 0 (-10) 0)
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return $ Physics bp config disp solver world
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initPhysicsObjects :: [V3 Float] -> IO PhysicsObjects
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initPhysicsObjects poss = do
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ground <- newStaticPlaneShape (V3 0 1 0) 1
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ball <- newSphereShape 3
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groundMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0)) (V3 0 (-51) 0)
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groundBody <- newRigidBody 0 groundMotionState 0.9 0.5 ground (V3 0 0 0)
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balls <- mapM (\pos -> do
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ballMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(fmap realToFrac pos)
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localInertia <- calculateLocalInertia ball 1 (V3 0 0 0)
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ballBody <- newRigidBody 1 ballMotionState 0.9 0.5 ball localInertia
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return $ PhysBody ball ballMotionState ballBody
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) poss
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return PhysicsObjects
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{ poGround = PhysBody ground groundMotionState groundBody
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, poBalls = balls
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}
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181
examples/example00/Main.hs
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181
examples/example00/Main.hs
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@ -0,0 +1,181 @@
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{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
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module Main where
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import Affection
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import SDL (($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GLUtil as GLU
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import Physics.Bullet.Raw
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import Control.Monad (when)
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import Linear as L
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import System.Random (randomRIO)
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import SpatialMath
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import Init
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import Types
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import Debug.Trace as T
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main :: IO ()
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main =
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withAffection AffectionConfig
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{ initComponents = All
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, windowTitle = "hw"
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, windowConfig = SDL.defaultWindow
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{ windowInitialSize = SDL.V2 1600 900
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, windowOpenGL = Just SDL.defaultOpenGL
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{ SDL.glProfile = SDL.Core SDL.Normal 3 2
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}
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}
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, initScreenMode = SDL.Fullscreen
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, preLoop = return ()
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, eventLoop = handle
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, updateLoop = update
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, drawLoop = draw
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, loadState = load
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, cleanUp = const (return ())
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, canvasSize = Nothing
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}
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update :: Double -> Affection StateData ()
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update dt = do
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sd <- getAffection
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let phys = physics sd
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physos = physicsObjects sd
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liftIO $ stepSimulation (pWorld phys) dt 10 Nothing
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posrots <- mapM (\ball -> do
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ms <- liftIO $ getMotionState ball
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npos <- liftIO $ return . fmap realToFrac =<< getPosition ms
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nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms
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return (npos, nrot)
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) (map bodyRigidBody $ poBalls physos)
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let nships = map (\(ship, (pos, rot)) ->
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ship
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{ shipRot = rot
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, shipPos = pos
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}
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) (zip (ships sd) posrots)
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putAffection sd
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{ ships = nships
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}
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draw :: Affection StateData ()
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draw = do
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GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
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(StateData{..}) <- getAffection
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GL.currentProgram $= (Just . GLU.program $ program)
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mapM_ (\(Ship{..}) -> do
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let view = lookAt
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(cameraFocus camera +
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(rotVecByEulerB2A
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(cameraRot camera)
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(V3 0 0 (-cameraDist camera))))
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(cameraFocus camera)
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(V3 0 1 0)
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model = mkTransformation shipRot shipPos
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pvm = proj !*! view !*! model
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liftIO $ GLU.setUniform program "mvp" pvm
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GL.bindVertexArrayObject $= Just shipVao
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liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
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) ships
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handle :: SDL.EventPayload -> Affection StateData ()
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handle (SDL.WindowClosedEvent _) = quit
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handle (SDL.KeyboardEvent dat) = do
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let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat)
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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $
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handleKey key
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handle (SDL.MouseMotionEvent dat) = do
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sd <- getAffection
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let (V2 rx ry) = fmap fromIntegral $ SDL.mouseMotionEventRelMotion dat
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c = camera sd
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putAffection sd
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{ camera =
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case SDL.mouseMotionEventState dat of
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[SDL.ButtonRight] ->
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let (V3 sx sy sz) = rotVecByEuler (cameraRot c) (V3 (rx / 10) 0 (ry / 10))
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in c {cameraFocus = cameraFocus c + V3 (sx) 0 (sy)}
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[] ->
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let dphi = pi / 4 / 45 / 10
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(Euler yaw pitch roll) = cameraRot c
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nangle
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| nangle' >= qc = qc - mu
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| nangle' <= -qc = -qc + mu
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| otherwise = nangle'
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where
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nangle' = (dphi * ry) + roll
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qc = pi / 2
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mu = 0.01
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nrot =
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Euler
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yaw
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(pitch + (rx * dphi))
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nangle
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in c
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{ cameraRot = nrot
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}
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_ ->
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c
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}
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handle _ = return ()
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handleKey :: SDL.Keycode -> Affection StateData ()
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handleKey code
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| code == SDL.KeycodeR =
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GL.clearColor $= GL.Color4 1 0 0 1
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| code == SDL.KeycodeG =
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GL.clearColor $= GL.Color4 0 1 0 1
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| code == SDL.KeycodeB =
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GL.clearColor $= GL.Color4 0 0 1 1
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| code == SDL.KeycodeP = do
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r <- liftIO $ randomRIO (0, 1)
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g <- liftIO $ randomRIO (0, 1)
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b <- liftIO $ randomRIO (0, 1)
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a <- liftIO $ randomRIO (0, 1)
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GL.clearColor $= GL.Color4 r g b a
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| code == SDL.KeycodeEscape =
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quit
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| code == SDL.KeycodeF = do
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dt <- deltaTime <$> get
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liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
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| code == SDL.KeycodeT =
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toggleScreen
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| code `elem`
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[ SDL.KeycodeW
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, SDL.KeycodeS
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, SDL.KeycodeA
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, SDL.KeycodeD
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, SDL.KeycodeQ
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, SDL.KeycodeE
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]
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= do
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sd <- getAffection
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let ship = ships sd !! 0
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rot = shipRot ship
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dphi = pi / 2 / 45
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nquat = case code of
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SDL.KeycodeW -> rot * axisAngle (V3 1 0 0) (-dphi)
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SDL.KeycodeS -> rot * axisAngle (V3 1 0 0) dphi
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SDL.KeycodeA -> rot * axisAngle (V3 0 1 0) (-dphi)
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SDL.KeycodeD -> rot * axisAngle (V3 0 1 0) dphi
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SDL.KeycodeE -> rot * axisAngle (V3 0 0 1) (-dphi)
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SDL.KeycodeQ -> rot * axisAngle (V3 0 0 1) dphi
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_ -> rot
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putAffection sd
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{ ships = ship
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{ shipRot = nquat
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} : tail (ships sd)
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}
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| otherwise =
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return ()
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53
examples/example00/Types.hs
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53
examples/example00/Types.hs
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{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
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module Types where
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GLUtil as GLU
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import Linear as L
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import SpatialMath
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import Physics.Bullet.Raw as Bullet
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data StateData = StateData
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{ ships :: [Ship]
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, camera :: Camera
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, proj :: M44 Float
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, program :: GLU.ShaderProgram
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, physics :: Physics
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, physicsObjects :: PhysicsObjects
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}
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data Ship = Ship
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{ shipVao :: GL.VertexArrayObject
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, shipVaoLen :: Int
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, shipPos :: V3 Float
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, shipRot :: Quaternion Float
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}
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data Camera = Camera
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{ cameraFocus :: V3 Float
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, cameraRot :: Euler Float
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, cameraDist :: Float
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}
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data Physics = Physics
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{ pBroadphase :: DbvtBroadphase
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, pConfig :: DefaultCollisionConfiguration
|
||||||
|
, pDispatcher :: CollisionDispatcher
|
||||||
|
, pSolver :: SequentialImpulseConstraintSolver
|
||||||
|
, pWorld :: DiscreteDynamicsWorld
|
||||||
|
}
|
||||||
|
|
||||||
|
data PhysicsObjects = PhysicsObjects
|
||||||
|
{ poGround :: PhysBody StaticPlaneShape
|
||||||
|
, poBalls :: [PhysBody SphereShape]
|
||||||
|
}
|
||||||
|
|
||||||
|
data PhysBody a = PhysBody
|
||||||
|
{ bodyShape :: a
|
||||||
|
, bodyMotionState :: MotionState
|
||||||
|
, bodyRigidBody :: RigidBody
|
||||||
|
}
|
67
examples/example00/Util.hs
Normal file
67
examples/example00/Util.hs
Normal file
|
@ -0,0 +1,67 @@
|
||||||
|
module Util where
|
||||||
|
|
||||||
|
import Codec.Wavefront
|
||||||
|
|
||||||
|
import Control.Monad (sequence)
|
||||||
|
|
||||||
|
import qualified Data.Vector as V
|
||||||
|
|
||||||
|
data LoadedObject = LoadedObject
|
||||||
|
{ loTriangles :: [Float]
|
||||||
|
, loLines :: [Float]
|
||||||
|
, loPoints :: [Float]
|
||||||
|
, loTexTri :: Maybe [Float]
|
||||||
|
}
|
||||||
|
|
||||||
|
loadObj :: WavefrontOBJ -> LoadedObject
|
||||||
|
loadObj obj =
|
||||||
|
LoadedObject ts ls ps tritex
|
||||||
|
where
|
||||||
|
inter = objLocations obj
|
||||||
|
interTex = objTexCoords obj
|
||||||
|
faces = map elValue (V.toList $ objFaces obj)
|
||||||
|
lns = map elValue (V.toList $ objLines obj)
|
||||||
|
points = map elValue (V.toList $ objPoints obj)
|
||||||
|
deface (Face a b c []) =
|
||||||
|
map (\i -> inter V.! (faceLocIndex i -1)) [a, b, c]
|
||||||
|
deface _ =
|
||||||
|
error "loadObj: obj with quads encountered"
|
||||||
|
deline (Line a b) =
|
||||||
|
map (\i -> inter V.! (lineLocIndex i -1)) [a, b]
|
||||||
|
depoint (Point i) = inter V.! (i - 1)
|
||||||
|
tsLocs = concatMap deface faces
|
||||||
|
lsLocs = concatMap deline lns
|
||||||
|
psLocs = map depoint points
|
||||||
|
deLoc (Location x y z w) = [x, y, z, w]
|
||||||
|
deTex (TexCoord r s _) = [r, s]
|
||||||
|
ts = concatMap deLoc tsLocs
|
||||||
|
ls = concatMap deLoc lsLocs
|
||||||
|
ps = concatMap deLoc psLocs
|
||||||
|
defaceTex :: Face -> Maybe [TexCoord]
|
||||||
|
defaceTex (Face a b c []) =
|
||||||
|
mapM
|
||||||
|
(fmap (\x -> interTex V.! (x - 1)) . faceTexCoordIndex)
|
||||||
|
[a, b, c]
|
||||||
|
defaceTex _ =
|
||||||
|
error "loadObj: obj with quads encountered"
|
||||||
|
tritex :: Maybe [Float]
|
||||||
|
tritex = concatMap deTex <$> mftxs
|
||||||
|
mftxs :: Maybe [TexCoord]
|
||||||
|
mftxs = fmap concat (mapM defaceTex faces)
|
||||||
|
|
||||||
|
-- objLocsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||||
|
-- objLocsToPtr obj = do
|
||||||
|
-- let ivs = objLocations obj
|
||||||
|
-- faces = map elValue $ V.toList $ objFaces obj
|
||||||
|
-- vs = concatMap
|
||||||
|
-- (\(Face a b c []) ->
|
||||||
|
-- map (\i -> ivs V.! ((faceLocIndex i) - 1)) [a, b, c])
|
||||||
|
-- faces
|
||||||
|
-- ptr <- newArray $ concatMap (\(Location x y z w) -> [x, y, z, w]) vs
|
||||||
|
-- return (ptr, length vs)
|
||||||
|
--
|
||||||
|
-- objUVsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||||
|
-- objUVsToPtr obj = do
|
||||||
|
-- let uvs= V.toList $ objTexCoords obj
|
||||||
|
-- ptr <- newArray $ concatMap (\(TexCoord r s t) -> [r, s, t]) uvs
|
||||||
|
-- return (ptr, length uvs)
|
32
hw.cabal
32
hw.cabal
|
@ -39,3 +39,35 @@ executable hw
|
||||||
default-language: Haskell2010
|
default-language: Haskell2010
|
||||||
ghc-options: -Wall
|
ghc-options: -Wall
|
||||||
extra-libraries: stdc++
|
extra-libraries: stdc++
|
||||||
|
|
||||||
|
flag examples
|
||||||
|
description: Build testing examples
|
||||||
|
default: False
|
||||||
|
|
||||||
|
executable example00
|
||||||
|
main-is: Main.hs
|
||||||
|
other-modules: Util
|
||||||
|
, Types
|
||||||
|
, Init
|
||||||
|
-- other-extensions:
|
||||||
|
default-extensions: OverloadedStrings
|
||||||
|
if flag(examples)
|
||||||
|
build-depends: base >=4.9
|
||||||
|
, affection
|
||||||
|
, sdl2
|
||||||
|
, linear
|
||||||
|
, spatial-math
|
||||||
|
, bytestring
|
||||||
|
, OpenGL
|
||||||
|
, OpenGLRaw
|
||||||
|
, GLUtil
|
||||||
|
, random
|
||||||
|
, vector
|
||||||
|
, wavefront
|
||||||
|
, shoot
|
||||||
|
else
|
||||||
|
buildable: False
|
||||||
|
hs-source-dirs: examples/example00
|
||||||
|
default-language: Haskell2010
|
||||||
|
ghc-options: -Wall
|
||||||
|
extra-libraries: stdc++
|
||||||
|
|
Loading…
Reference in a new issue