trying to make vertex handles
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assets/spheres/vertHandle.blend
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assets/spheres/vertHandle.blend
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assets/spheres/vertHandle.mtl
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assets/spheres/vertHandle.mtl
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# Blender MTL File: 'vertHandle.blend'
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# Material Count: 1
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newmtl None
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Ns 0
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Ka 0.000000 0.000000 0.000000
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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d 1
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illum 2
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assets/spheres/vertHandle.obj
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assets/spheres/vertHandle.obj
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# Blender v2.79 (sub 0) OBJ File: 'vertHandle.blend'
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# www.blender.org
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mtllib vertHandle.mtl
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o Icosphere
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vn -0.4911 -0.7947 -0.3568
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vn -0.7946 -0.1876 0.5774
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vn -0.7946 -0.1876 -0.5774
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vn 0.3035 -0.1876 -0.9342
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vn 0.7946 0.1876 0.5774
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vn -0.3035 0.1876 0.9342
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vn -0.9822 0.1876 0.0000
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vn -0.3035 0.1876 -0.9342
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vn 0.7946 0.1876 -0.5774
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vn -0.1876 0.7947 0.5774
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vn -0.6071 0.7947 0.0000
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vn -0.1876 0.7947 -0.5774
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vn 0.4911 0.7947 -0.3568
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usemtl None
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s off
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f 1//1 2//1 3//1
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f 2//2 1//2 6//2
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f 1//3 3//3 4//3
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f 1//4 4//4 5//4
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f 1//5 5//5 6//5
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f 2//6 6//6 11//6
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f 3//7 2//7 7//7
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f 4//8 3//8 8//8
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f 5//9 4//9 9//9
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f 6//10 5//10 10//10
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f 11//20 10//20 12//20
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171
examples/example03/Init.hs
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examples/example03/Init.hs
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{-# LANGUAGE OverloadedStrings #-}
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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 Data.List.Split (chunksOf)
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import qualified Data.ByteString as BS
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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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(shipBO, sobj, stl) <- genVertBufObject "assets/ships/jaeger/jaeger.obj"
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(vectHandleBO, hobj, vhtl) <- genVertBufObject "assets/spheres/vertHandle.obj"
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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 sobj)
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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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fragmentShaderShip = 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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fragmentShaderHandle = foldl BS.append BS.empty
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[ "varying vec2 f_texcoord;"
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, "void main(void) {"
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, " gl_FragColor = vec4(0,0,0,0.5);"
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, "}"
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]
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handleProgram <- GLU.simpleShaderProgramBS vertexShader fragmentShaderHandle
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shipProgram <- GLU.simpleShaderProgramBS vertexShader fragmentShaderShip
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phys <- initPhysics
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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 $ poBall po)
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return StateData
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{ ship = Ship shipBO stl
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(V3 0 0 0)
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(Quaternion 1 (V3 0 0 0))
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(Just t)
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, vertHandles = createHandles vectHandleBO vhtl (loPoints sobj)
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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 = -10
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}
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, physics = phys
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, physicsObjects = po
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, shipProgram = shipProgram
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, handleProgram = handleProgram
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}
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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 0 0)
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return $ Physics bp config disp solver world
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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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-- 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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{ poBall = PhysBody ball ballMotionState ballBody
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}
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genVertBufObject :: FilePath -> IO (GL.VertexArrayObject, LoadedObject, Int)
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genVertBufObject path = do
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eobj <- fromFile path
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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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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) $= GL.Enabled
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return (shipBO, lobj, length (loTriangles lobj))
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createHandles :: GL.VertexArrayObject -> Int -> [Float] -> [Ship]
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createHandles bo len ps =
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map (\p -> Ship bo len (toPos p) (Quaternion 1 (V3 0 0 0)) Nothing) tris
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where
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tris = chunksOf 3 ps
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toPos [x, y, z] = V3 x y z
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toPos _ = error "not triangular"
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examples/example03/Main.hs
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examples/example03/Main.hs
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{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
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module Main where
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import Affection
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import SDL (($=))
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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 Control.Monad.IO.Class (liftIO)
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import qualified Data.ByteString as BS
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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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{ SDL.windowInitialSize = SDL.V2 1600 900
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, SDL.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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(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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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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putAffection sd
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{ ship = nship
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}
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draw :: Affection StateData ()
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draw =
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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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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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GL.currentProgram $= (Just . GLU.program $ shipProgram)
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drawShip shipProgram view ship
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GL.currentProgram $= (Just . GLU.program $ handleProgram)
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mapM_ (drawShip shipProgram view) vertHandles
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where
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drawShip program view (Ship{..}) = do
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StateData{..} <- getAffection
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let 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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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) = 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 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 $ applyTorqueImpulse
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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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54
examples/example03/Types.hs
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examples/example03/Types.hs
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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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{ ship :: Ship
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, vertHandles :: [Ship]
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, camera :: Camera
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, proj :: M44 Float
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, physics :: Physics
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, physicsObjects :: PhysicsObjects
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, shipProgram :: GLU.ShaderProgram
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, handleProgram :: 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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, shipTexture :: Maybe GL.TextureObject
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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
|
||||
, pConfig :: DefaultCollisionConfiguration
|
||||
, pDispatcher :: CollisionDispatcher
|
||||
, pSolver :: SequentialImpulseConstraintSolver
|
||||
, pWorld :: DiscreteDynamicsWorld
|
||||
}
|
||||
|
||||
data PhysicsObjects = PhysicsObjects
|
||||
-- { poGround :: PhysBody StaticPlaneShape
|
||||
{ poBall :: PhysBody SphereShape
|
||||
}
|
||||
|
||||
data PhysBody a = PhysBody
|
||||
{ bodyShape :: a
|
||||
, bodyMotionState :: MotionState
|
||||
, bodyRigidBody :: RigidBody
|
||||
}
|
79
examples/example03/Util.hs
Normal file
79
examples/example03/Util.hs
Normal file
|
@ -0,0 +1,79 @@
|
|||
module Util where
|
||||
|
||||
import Codec.Wavefront
|
||||
|
||||
import Control.Monad (sequence)
|
||||
|
||||
import SDL (($=))
|
||||
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import qualified Graphics.GLUtil as GLU
|
||||
|
||||
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)
|
||||
|
||||
loadTex :: FilePath -> IO GL.TextureObject
|
||||
loadTex f = do
|
||||
t <- either error id <$> GLU.readTexture f
|
||||
GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
|
||||
GLU.texture2DWrap $= (GL.Repeated, GL.ClampToEdge)
|
||||
return t
|
26
hw.cabal
26
hw.cabal
|
@ -121,3 +121,29 @@ executable example02
|
|||
default-language: Haskell2010
|
||||
ghc-options: -Wall
|
||||
extra-libraries: stdc++
|
||||
|
||||
executable example03
|
||||
main-is: Main.hs
|
||||
other-modules: Util
|
||||
, Types
|
||||
, Init
|
||||
-- other-extensions:
|
||||
default-extensions: OverloadedStrings
|
||||
build-depends: base >=4.9
|
||||
, affection
|
||||
, sdl2
|
||||
, linear
|
||||
, spatial-math
|
||||
, bytestring
|
||||
, OpenGL
|
||||
, OpenGLRaw
|
||||
, GLUtil
|
||||
, random
|
||||
, vector
|
||||
, wavefront
|
||||
, shoot
|
||||
, split
|
||||
hs-source-dirs: examples/example03
|
||||
default-language: Haskell2010
|
||||
ghc-options: -Wall
|
||||
extra-libraries: stdc++
|
||||
|
|
Loading…
Reference in a new issue