modernize some examples
This commit is contained in:
parent
69a951fd28
commit
9e13158141
7 changed files with 229 additions and 201 deletions
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@ -5,6 +5,8 @@ module Init where
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import SDL (($=))
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import qualified SDL
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import Control.Concurrent.STM
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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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@ -111,18 +113,18 @@ load = do
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mapM_ (addRigidBody (pWorld phys) . 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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StateData
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<$> newTVarIO shipList
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<*> newTVarIO (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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})
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<*> newTVarIO (perspective (pi/2) (1600 / 900) 1 (-1))
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<*> newTVarIO p
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<*> newTVarIO phys
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<*> newTVarIO po
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<*> newTVarIO True
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loadTex :: FilePath -> IO GL.TextureObject
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loadTex f = do
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@ -12,6 +12,9 @@ import qualified Graphics.GLUtil as GLU
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import Physics.Bullet.Raw
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import Control.Concurrent.STM (atomically)
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import Control.Concurrent.STM.TVar
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import Control.Monad (when)
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import Control.Monad.IO.Class (liftIO)
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@ -28,7 +31,7 @@ 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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withAffection (AffectionConfig
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{ initComponents = All
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, windowTitle = "hw"
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, windowConfigs =
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@ -36,26 +39,33 @@ main =
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, SDL.defaultWindow
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{ SDL.windowInitialSize = SDL.V2 1600 900
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, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
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{ SDL.glProfile = SDL.Core SDL.Normal 3 2
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{ SDL.glProfile = SDL.Compatibility SDL.Debug 4 0
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}
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}
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, SDL.Fullscreen
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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 = mapM_ 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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} :: AffectionConfig StateData)
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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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instance Affectionate StateData where
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loadState = load
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preLoop _ = return ()
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handleEvents sd = mapM_ (handle sd)
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update = Main.update
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draw = Main.draw
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cleanUp = const (return ())
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hasNextStep = liftIO . readTVarIO . quitGame
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quit = liftIO . atomically . (\sd -> writeTVar (quitGame sd) False)
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update :: StateData -> Double -> Affection ()
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update sd dt = do
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let phys = physics sd
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physos = physicsObjects sd
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(phys, physos) <- liftIO $ atomically $
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(,)
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<$> readTVar (physics sd)
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<*> readTVar (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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@ -63,49 +73,49 @@ update dt = do
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nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms
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return (npos, nrot))
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. bodyRigidBody) (poBalls physos)
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let nships = map (\(ship, (pos, rot)) ->
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let nships shipss = 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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) (zip shipss posrots)
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liftIO $ atomically $ modifyTVar (ships sd) $ \shs -> nships shs
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draw :: Affection StateData ()
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draw = do
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draw :: StateData -> Affection ()
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draw sd = do
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(cam, p, ships, program) <- liftIO $ do
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cam <- readTVarIO (camera sd)
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p <- readTVarIO (proj sd)
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ships <- readTVarIO (ships sd)
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program <- readTVarIO (program sd)
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return (cam, p, ships, program)
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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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(cameraFocus cam +
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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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(cameraRot cam)
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(V3 0 0 (-cameraDist cam)))
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(cameraFocus cam)
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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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pvm = p !*! 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 :: StateData -> SDL.EventPayload -> Affection ()
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handle sd (SDL.WindowClosedEvent _) = quit sd
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handle (SDL.KeyboardEvent dat) = do
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handle sd (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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handleKey sd key
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handle sd (SDL.MouseMotionEvent dat) = do
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let (V2 rx ry) = 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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liftIO $ atomically $ modifyTVar (camera sd) $ \c ->
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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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@ -131,12 +141,11 @@ handle (SDL.MouseMotionEvent dat) = do
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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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handle _ _ = return ()
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handleKey :: SDL.Keycode -> Affection StateData ()
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handleKey code
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handleKey :: StateData -> SDL.Keycode -> Affection ()
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handleKey sd 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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@ -150,12 +159,12 @@ handleKey code
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a <- liftIO $ randomRIO (0, 1)
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GL.clearColor $= GL.Color4 r g b a
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| code == SDL.KeycodeEscape =
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quit
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quit sd
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| code == SDL.KeycodeF = do
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dt <- deltaTime <$> 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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toggleScreen 0
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| code `elem`
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[ SDL.KeycodeW
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, SDL.KeycodeS
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@ -165,8 +174,8 @@ handleKey code
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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 = head (ships sd)
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shipss <- liftIO $ atomically $ readTVar (ships sd)
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let ship = head shipss
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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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@ -177,10 +186,9 @@ handleKey code
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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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liftIO $ atomically $ modifyTVar (ships sd) $ \shipss ->
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ship
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{ shipRot = nquat
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} : tail (ships sd)
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}
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} : tail shipss
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| otherwise =
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return ()
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@ -9,13 +9,16 @@ import SpatialMath
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import Physics.Bullet.Raw as Bullet
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import Control.Concurrent.STM.TVar
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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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{ ships :: TVar [Ship]
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, camera :: TVar Camera
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, proj :: TVar (M44 Float)
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, program :: TVar GLU.ShaderProgram
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, physics :: TVar Physics
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, physicsObjects :: TVar PhysicsObjects
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, quitGame :: TVar Bool
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}
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data Ship = Ship
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@ -5,6 +5,8 @@ module Init where
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import SDL (($=))
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import qualified SDL
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import Control.Concurrent.STM.TVar
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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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@ -119,22 +121,22 @@ load = do
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mapM_ (addRigidBody (pWorld phys) . bodyRigidBody) (poBigBalls po)
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addRigidBody (pWorld phys) (bodyRigidBody $ poBigBall po)
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return StateData
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{ ships = shipList
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, planet = planet
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, oplanets = otherPlanets
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, proj = infinitePerspective (pi/2) (1600 / 900) 1
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, camera = Camera
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StateData
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<$> newTVarIO shipList
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<*> newTVarIO planet
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<*> newTVarIO otherPlanets
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<*> newTVarIO (Camera
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{ cameraFocus = V3 0 0 0
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, cameraRot = Euler 0 0 0
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, cameraDist = -100
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}
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, program = p
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, program2 = p2
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, physics = phys
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, physicsObjects = po
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, focusIndex = 0
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}
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})
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<*> newTVarIO (infinitePerspective (pi/2) (1600 / 900) 1)
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<*> newTVarIO p
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<*> newTVarIO p2
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<*> newTVarIO phys
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<*> newTVarIO po
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<*> newTVarIO 0
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<*> newTVarIO True
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loadTex :: FilePath -> IO GL.TextureObject
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loadTex f = do
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@ -12,6 +12,9 @@ import qualified Graphics.GLUtil as GLU
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import Physics.Bullet.Raw
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import Control.Concurrent.STM (atomically)
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import Control.Concurrent.STM.TVar
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import Control.Monad (when)
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import Control.Monad.IO.Class (liftIO)
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@ -28,7 +31,7 @@ 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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withAffection (AffectionConfig
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{ initComponents = All
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, windowTitle = "hw - example 02"
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, windowConfigs =
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@ -39,26 +42,29 @@ main =
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{ SDL.glProfile = SDL.Core SDL.Normal 3 2
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}
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}
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, SDL.FullscreenDesktop
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)
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]
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, initScreenMode = SDL.FullscreenDesktop
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, preLoop = return ()
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, eventLoop = mapM_ 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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} :: AffectionConfig StateData)
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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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g = 0.0667300
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-- g = 0.0000000000667300
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instance Affectionate StateData where
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preLoop = const (return ())
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handleEvents sd = mapM_(handle sd)
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update = Main.update
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draw = Main.draw
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loadState = load
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cleanUp = const (return ())
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hasNextStep = liftIO . readTVarIO . nextStep
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quit = liftIO . atomically . flip writeTVar False . nextStep
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update :: StateData -> Double -> Affection ()
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update sd dt = do
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let g = 0.0667300
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(phys, physos) <- liftIO $ do
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p <- readTVarIO (physics sd)
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po <- readTVarIO (physicsObjects sd)
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return (p, po)
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mapM_ (\smallBall -> do
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ms1 <- liftIO $ getMotionState (bodyRigidBody smallBall)
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ms2 <- liftIO $ getMotionState (bodyRigidBody $ poBigBall physos)
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@ -115,36 +121,50 @@ update dt = do
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nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms
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return (npos, nrot))
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. bodyRigidBody) (poBigBalls physos)
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let nships = map (\(ship, (pos, rot)) ->
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liftIO $ atomically $ do
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modifyTVar (ships sd) $ \ships ->
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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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nplanets = map (\(ball, (pos, rot)) ->
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) (zip ships posrots)
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modifyTVar (oplanets sd) $ \oplanets ->
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map (\(ball, (pos, rot)) ->
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ball
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{ shipRot = rot
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, shipPos = pos
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}
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) (zip (oplanets sd) posrots2)
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putAffection sd
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{ ships = nships
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, oplanets = nplanets
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, camera = (camera sd)
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{ cameraFocus = shipPos ((planet sd : nplanets) !! focusIndex sd)
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}
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) (zip oplanets posrots2)
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liftIO $ atomically $ do
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ind <- readTVar (focusIndex sd)
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nplanets <- readTVar (oplanets sd)
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planet <- readTVar (planet sd)
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cam <- readTVar (camera sd)
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writeTVar (camera sd) cam
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{ cameraFocus = shipPos ((planet : nplanets) !! ind)
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}
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draw :: Affection StateData ()
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draw = do
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draw :: StateData -> Affection ()
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draw sd = do
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GL.viewport $= (GL.Position 0 0, GL.Size 1920 1080)
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StateData{..} <- getAffection
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(planet, oplanets, ships, program, program2) <- liftIO $ do
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p <- readTVarIO $ planet sd
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o <- readTVarIO $ oplanets sd
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s <- readTVarIO $ ships sd
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pr <- readTVarIO $ program sd
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pr2 <- readTVarIO $ program2 sd
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return (p, o, s, pr, pr2)
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drawThings program (planet : ships)
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-- drawThings program (ships)
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drawThings program2 oplanets
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where
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drawThings prog ts = do
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StateData{..} <- getAffection
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(camera, proj, program) <- liftIO $ do
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cam <- readTVarIO (camera sd)
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p <- readTVarIO (proj sd)
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program <- readTVarIO (program sd)
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return (cam, p, program)
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GL.currentProgram $= (Just . GLU.program $ prog)
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mapM_ (\Ship{..} -> do
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let view = lookAt
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liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
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) ts
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handle :: SDL.EventPayload -> Affection StateData ()
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handle (SDL.WindowClosedEvent _) = quit
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handle :: StateData -> SDL.EventPayload -> Affection ()
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handle sd (SDL.WindowClosedEvent _) = quit sd
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handle (SDL.KeyboardEvent dat) = do
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handle sd (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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handleKey sd key
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handle sd (SDL.MouseMotionEvent dat) = do
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let (V2 rx ry) = 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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liftIO $ atomically $ modifyTVar (camera sd) $ \c ->
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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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@ -199,24 +216,17 @@ handle (SDL.MouseMotionEvent dat) = do
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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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handle _ _ = return ()
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handleKey :: SDL.Keycode -> Affection StateData ()
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handleKey code
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handleKey :: StateData -> SDL.Keycode -> Affection ()
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handleKey sd code
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| code == SDL.KeycodeTab = do
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ud <- getAffection
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let ind = focusIndex ud
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ps = planet ud : oplanets ud
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-- ps = oplanets ud
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ps <- liftIO ((:) <$> readTVarIO (planet sd) <*> readTVarIO (oplanets sd))
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liftIO $ atomically $ modifyTVar (focusIndex sd) $ \ind ->
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if ind + 1 < length ps
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then putAffection ud
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{ focusIndex = ind + 1
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}
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else putAffection ud
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{ focusIndex = 0
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}
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then ind + 1
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else 0
|
||||
| code == SDL.KeycodeR =
|
||||
GL.clearColor $= GL.Color4 1 0 0 1
|
||||
| code == SDL.KeycodeG =
|
||||
|
@ -230,12 +240,12 @@ handleKey code
|
|||
a <- liftIO $ randomRIO (0, 1)
|
||||
GL.clearColor $= GL.Color4 r g b a
|
||||
| code == SDL.KeycodeEscape =
|
||||
quit
|
||||
quit sd
|
||||
| code == SDL.KeycodeF = do
|
||||
dt <- deltaTime <$> get
|
||||
liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
|
||||
| code == SDL.KeycodeT =
|
||||
toggleScreen
|
||||
toggleScreen 0
|
||||
| code `elem`
|
||||
[ SDL.KeycodeW
|
||||
, SDL.KeycodeS
|
||||
|
@ -245,9 +255,8 @@ handleKey code
|
|||
, SDL.KeycodeE
|
||||
]
|
||||
= do
|
||||
sd <- getAffection
|
||||
let ship = head (ships sd)
|
||||
rot = shipRot ship
|
||||
ship <- head <$> liftIO (readTVarIO $ ships sd)
|
||||
let rot = shipRot ship
|
||||
dphi = pi / 2 / 45
|
||||
nquat = case code of
|
||||
SDL.KeycodeW -> rot * axisAngle (V3 1 0 0) (-dphi)
|
||||
|
@ -257,10 +266,9 @@ handleKey code
|
|||
SDL.KeycodeE -> rot * axisAngle (V3 0 0 1) (-dphi)
|
||||
SDL.KeycodeQ -> rot * axisAngle (V3 0 0 1) dphi
|
||||
_ -> rot
|
||||
putAffection sd
|
||||
{ ships = ship
|
||||
liftIO $ atomically $ modifyTVar (ships sd) $ \ships ->
|
||||
ship
|
||||
{ shipRot = nquat
|
||||
} : tail (ships sd)
|
||||
}
|
||||
} : tail ships
|
||||
| otherwise =
|
||||
return ()
|
||||
|
|
|
@ -3,6 +3,8 @@ module Types where
|
|||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import qualified Graphics.GLUtil as GLU
|
||||
|
||||
import Control.Concurrent.STM.TVar
|
||||
|
||||
import Linear as L
|
||||
|
||||
import SpatialMath
|
||||
|
@ -10,16 +12,17 @@ import SpatialMath
|
|||
import Physics.Bullet.Raw as Bullet
|
||||
|
||||
data StateData = StateData
|
||||
{ ships :: [Ship]
|
||||
, planet :: Ship
|
||||
, oplanets :: [Ship]
|
||||
, camera :: Camera
|
||||
, proj :: M44 Float
|
||||
, program :: GLU.ShaderProgram
|
||||
, program2 :: GLU.ShaderProgram
|
||||
, physics :: Physics
|
||||
, physicsObjects :: PhysicsObjects
|
||||
, focusIndex :: Int
|
||||
{ ships :: TVar [Ship]
|
||||
, planet :: TVar Ship
|
||||
, oplanets :: TVar [Ship]
|
||||
, camera :: TVar Camera
|
||||
, proj :: TVar (M44 Float)
|
||||
, program :: TVar GLU.ShaderProgram
|
||||
, program2 :: TVar GLU.ShaderProgram
|
||||
, physics :: TVar Physics
|
||||
, physicsObjects :: TVar PhysicsObjects
|
||||
, focusIndex :: TVar Int
|
||||
, nextStep :: TVar Bool
|
||||
}
|
||||
|
||||
data Ship = Ship
|
||||
|
|
4
hw.cabal
4
hw.cabal
|
@ -80,6 +80,7 @@ executable example00
|
|||
, vector
|
||||
, wavefront
|
||||
, shoot
|
||||
, stm
|
||||
else
|
||||
buildable: False
|
||||
hs-source-dirs: examples/example00
|
||||
|
@ -137,8 +138,9 @@ executable example02
|
|||
, GLUtil
|
||||
, random
|
||||
, vector
|
||||
, wavefront >= 0.7.1.2
|
||||
, wavefront
|
||||
, shoot
|
||||
, stm
|
||||
hs-source-dirs: examples/example02
|
||||
default-language: Haskell2010
|
||||
ghc-options: -Wall
|
||||
|
|
Loading…
Reference in a new issue