bouncy ships falling down!
This commit is contained in:
parent
8a171ced87
commit
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4 changed files with 269 additions and 132 deletions
7
hw.cabal
7
hw.cabal
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@ -18,12 +18,15 @@ cabal-version: >=1.10
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executable hw
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executable hw
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main-is: Main.hs
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main-is: Main.hs
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other-modules: Util
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other-modules: Util
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, Types
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, Init
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-- other-extensions:
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-- other-extensions:
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default-extensions: OverloadedStrings
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default-extensions: OverloadedStrings
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build-depends: base >=4.9 && <4.10
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build-depends: base >=4.9
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, affection
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, affection
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, sdl2
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, sdl2
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, linear
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, linear
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, spatial-math
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, bytestring
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, bytestring
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, OpenGL
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, OpenGL
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, OpenGLRaw
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, OpenGLRaw
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@ -31,6 +34,8 @@ executable hw
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, random
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, random
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, vector
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, vector
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, wavefront
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, wavefront
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, shoot
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hs-source-dirs: src
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hs-source-dirs: src
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default-language: Haskell2010
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default-language: Haskell2010
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ghc-options: -Wall
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ghc-options: -Wall
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extra-libraries: stdc++
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165
src/Init.hs
Normal file
165
src/Init.hs
Normal file
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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 1
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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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176
src/Main.hs
176
src/Main.hs
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@ -10,21 +10,20 @@ import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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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 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 Control.Monad (when)
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import qualified Data.ByteString as BS
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import Codec.Wavefront
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import Linear as L
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import Linear as L
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import System.Random (randomRIO)
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import System.Random (randomRIO)
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import Foreign
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import SpatialMath
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import Util
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import Init
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import Types
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import Debug.Trace
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import Debug.Trace as T
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main :: IO ()
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main :: IO ()
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main =
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main =
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@ -47,123 +46,27 @@ main =
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, canvasSize = Nothing
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, canvasSize = Nothing
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}
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}
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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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-- , look :: V3 Float
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-- , view :: M44 Float
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, program :: GLU.ShaderProgram
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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 :: Quaternion Float
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, cameraDist :: Float
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}
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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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-- , " gl_FragColor = vec4(color, 1.0);"
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-- , " gl_FragColor = vec4(1.0);"
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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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let shipList = map (uncurry $ Ship shipBO (length $ loTriangles lobj))
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[ (V3 (-3) 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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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 = Quaternion (-1) (V3 0 0 0)
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, cameraDist = (-10)
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}
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, program = p
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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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update :: Double -> Affection StateData ()
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update :: Double -> Affection StateData ()
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update _ = return ()
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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 :: Affection StateData ()
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draw = do
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draw = do
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@ -173,7 +76,7 @@ draw = do
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mapM_ (\(Ship{..}) -> do
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mapM_ (\(Ship{..}) -> do
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let view = lookAt
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let view = lookAt
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(cameraFocus camera +
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(cameraFocus camera +
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(L.rotate
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(rotVecByEulerB2A
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(cameraRot camera)
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(cameraRot camera)
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(V3 0 0 (-cameraDist camera))))
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(V3 0 0 (-cameraDist camera))))
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(cameraFocus camera)
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(cameraFocus camera)
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@ -192,7 +95,6 @@ handle (SDL.KeyboardEvent dat) = do
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let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat)
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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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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $
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handleKey key
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handleKey key
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handle (SDL.MouseMotionEvent dat) = do
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handle (SDL.MouseMotionEvent dat) = do
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sd <- getAffection
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sd <- getAffection
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let (V2 rx ry) = fmap fromIntegral $ SDL.mouseMotionEventRelMotion dat
|
let (V2 rx ry) = fmap fromIntegral $ SDL.mouseMotionEventRelMotion dat
|
||||||
|
@ -201,14 +103,26 @@ handle (SDL.MouseMotionEvent dat) = do
|
||||||
{ camera =
|
{ camera =
|
||||||
case SDL.mouseMotionEventState dat of
|
case SDL.mouseMotionEventState dat of
|
||||||
[SDL.ButtonRight] ->
|
[SDL.ButtonRight] ->
|
||||||
c {cameraFocus = cameraFocus c + V3 (rx / 10) 0 (ry / 10)}
|
let (V3 sx sy sz) = rotVecByEuler (cameraRot c) (V3 (rx / 10) 0 (ry / 10))
|
||||||
|
in c {cameraFocus = cameraFocus c + V3 (sx) 0 (sy)}
|
||||||
[] ->
|
[] ->
|
||||||
let dphi = pi / 2 / 45 / 2
|
let dphi = pi / 4 / 45 / 10
|
||||||
|
(Euler yaw pitch roll) = cameraRot c
|
||||||
|
nangle
|
||||||
|
| nangle' >= qc = qc - mu
|
||||||
|
| nangle' <= -qc = -qc + mu
|
||||||
|
| otherwise = nangle'
|
||||||
|
where
|
||||||
|
nangle' = (dphi * ry) + roll
|
||||||
|
qc = pi / 2
|
||||||
|
mu = 0.01
|
||||||
|
nrot =
|
||||||
|
Euler
|
||||||
|
yaw
|
||||||
|
(pitch + (rx * dphi))
|
||||||
|
nangle
|
||||||
in c
|
in c
|
||||||
{ cameraRot =
|
{ cameraRot = nrot
|
||||||
cameraRot c * axisAngle
|
|
||||||
(normalize $ V3 (- ry) (- rx) 0)
|
|
||||||
dphi
|
|
||||||
}
|
}
|
||||||
_ ->
|
_ ->
|
||||||
c
|
c
|
||||||
|
|
53
src/Types.hs
Normal file
53
src/Types.hs
Normal file
|
@ -0,0 +1,53 @@
|
||||||
|
{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
|
||||||
|
|
||||||
|
module Types where
|
||||||
|
|
||||||
|
import qualified Graphics.Rendering.OpenGL as GL
|
||||||
|
import qualified Graphics.GLUtil as GLU
|
||||||
|
|
||||||
|
import Linear as L
|
||||||
|
|
||||||
|
import SpatialMath
|
||||||
|
|
||||||
|
import Physics.Bullet.Raw as Bullet
|
||||||
|
|
||||||
|
data StateData = StateData
|
||||||
|
{ ships :: [Ship]
|
||||||
|
, camera :: Camera
|
||||||
|
, proj :: M44 Float
|
||||||
|
, program :: GLU.ShaderProgram
|
||||||
|
, physics :: Physics
|
||||||
|
, physicsObjects :: PhysicsObjects
|
||||||
|
}
|
||||||
|
|
||||||
|
data Ship = Ship
|
||||||
|
{ shipVao :: GL.VertexArrayObject
|
||||||
|
, shipVaoLen :: Int
|
||||||
|
, shipPos :: V3 Float
|
||||||
|
, shipRot :: Quaternion Float
|
||||||
|
}
|
||||||
|
|
||||||
|
data Camera = Camera
|
||||||
|
{ cameraFocus :: V3 Float
|
||||||
|
, cameraRot :: Euler Float
|
||||||
|
, cameraDist :: Float
|
||||||
|
}
|
||||||
|
|
||||||
|
data Physics = Physics
|
||||||
|
{ pBroadphase :: DbvtBroadphase
|
||||||
|
, 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
|
||||||
|
}
|
Loading…
Reference in a new issue