wörk
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21bd38bc0a
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349bb28a68
3 changed files with 47 additions and 63 deletions
57
src/Init.hs
57
src/Init.hs
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@ -10,8 +10,6 @@ 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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@ -93,33 +91,22 @@ load = do
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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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po <- initPhysicsObjects
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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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-- mapM_ (addRigidBody (pWorld phys)) (map bodyRigidBody (poBalls po))
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addRigidBody (pWorld phys) (bodyRigidBody $ poBall po)
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return StateData
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{ ships = shipList
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{ ship = Ship shipBO (length $ loTriangles lobj)
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(V3 0 0 0)
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(Quaternion 1 (V3 0 0 0))
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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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, cameraDist = (-10)
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}
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, program = p
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, physics = phys
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@ -140,26 +127,26 @@ initPhysics = do
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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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setGravity world (V3 0 0 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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initPhysicsObjects :: IO PhysicsObjects
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initPhysicsObjects = 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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-- 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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-- balls <- mapM (\pos -> do
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ballMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(V3 0 0 0)
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localInertia <- calculateLocalInertia ball 1 (V3 0 0 0)
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ballBody <- newRigidBody 1 ballMotionState 0 0 ball localInertia
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setSleepingThresholds ballBody 0 0
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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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-- { poGround = PhysBody ground groundMotionState groundBody
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{ poBall = PhysBody ball ballMotionState ballBody
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}
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47
src/Main.hs
47
src/Main.hs
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@ -52,20 +52,18 @@ update dt = do
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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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(pos, rot) <- do
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ms <- liftIO $ getMotionState (bodyRigidBody $ poBall physos)
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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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let nship =
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(ship sd)
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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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{ ship = nship
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}
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draw :: Affection StateData ()
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@ -73,7 +71,7 @@ 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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(\(Ship{..}) -> do
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let view = lookAt
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(cameraFocus camera +
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(rotVecByEulerB2A
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@ -86,7 +84,7 @@ draw = do
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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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) ship
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handle :: SDL.EventPayload -> Affection StateData ()
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handle (SDL.WindowClosedEvent _) = quit
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@ -161,21 +159,20 @@ handleKey code
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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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let body = (bodyRigidBody $ poBall $ physicsObjects sd)
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ms <- liftIO $ getMotionState body
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rot <- liftIO $ return . fmap realToFrac =<< getRotation ms
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let tor = 5
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torqueimp = case code of
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SDL.KeycodeW -> rotate rot (V3 (-tor) 0 0) -- (-dphi)
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SDL.KeycodeS -> rotate rot (V3 tor 0 0) -- dphi
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SDL.KeycodeA -> rotate rot (V3 0 (-tor) 0) -- (-dphi)
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SDL.KeycodeD -> rotate rot (V3 0 tor 0) -- dphi
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SDL.KeycodeE -> rotate rot (V3 0 0 (-tor)) -- (-dphi)
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SDL.KeycodeQ -> rotate rot (V3 0 0 tor) -- dphi
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_ -> (V3 0 0 0)
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liftIO $ applyTorque
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(bodyRigidBody $ poBall $ physicsObjects sd)
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torqueimp
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| otherwise =
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return ()
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@ -12,7 +12,7 @@ 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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{ ship :: 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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@ -42,8 +42,8 @@ data Physics = Physics
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}
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data PhysicsObjects = PhysicsObjects
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{ poGround :: PhysBody StaticPlaneShape
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, poBalls :: [PhysBody SphereShape]
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-- { poGround :: PhysBody StaticPlaneShape
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{ poBall :: PhysBody SphereShape
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}
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data PhysBody a = PhysBody
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