commit
dfa88f070d
10 changed files with 3759 additions and 0 deletions
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assets/spheres/bigsphere.blend
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assets/spheres/bigsphere.blend
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assets/spheres/bigsphere.mtl
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assets/spheres/bigsphere.mtl
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# Blender MTL File: 'bigsphere.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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3208
assets/spheres/bigsphere.obj
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3208
assets/spheres/bigsphere.obj
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assets/spheres/smallsphere.blend
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assets/spheres/smallsphere.blend
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assets/spheres/smallsphere.mtl
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assets/spheres/smallsphere.mtl
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# Blender MTL File: 'smallsphere.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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58
assets/spheres/smallsphere.obj
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assets/spheres/smallsphere.obj
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# Blender v2.79 (sub 0) OBJ File: 'smallsphere.blend'
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# www.blender.org
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mtllib smallsphere.mtl
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o Icosphere
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v 0.000000 -1.000000 0.000000
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||||
v 0.723600 -0.447215 0.525720
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||||
v -0.276385 -0.447215 0.850640
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||||
v -0.894425 -0.447215 0.000000
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||||
v -0.276385 -0.447215 -0.850640
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||||
v 0.723600 -0.447215 -0.525720
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||||
v 0.276385 0.447215 0.850640
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||||
v -0.723600 0.447215 0.525720
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v -0.723600 0.447215 -0.525720
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v 0.276385 0.447215 -0.850640
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||||
v 0.894425 0.447215 0.000000
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||||
v 0.000000 1.000000 0.000000
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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 -0.4911 -0.7947 0.3568
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||||
vn -0.4911 -0.7947 -0.3568
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||||
vn 0.1876 -0.7947 -0.5774
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||||
vn 0.9822 -0.1876 0.0000
|
||||
vn 0.3035 -0.1876 0.9342
|
||||
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
|
||||
vn 0.7946 0.1876 -0.5774
|
||||
vn 0.4911 0.7947 0.3568
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||||
vn -0.1876 0.7947 0.5774
|
||||
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 2//11 11//11 7//11
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f 3//12 7//12 8//12
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f 4//13 8//13 9//13
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f 5//14 9//14 10//14
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f 6//15 10//15 11//15
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f 7//16 11//16 12//16
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f 8//17 7//17 12//17
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f 9//18 8//18 12//18
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f 10//19 9//19 12//19
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f 11//20 10//20 12//20
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157
examples/example02/Init.hs
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examples/example02/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 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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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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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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return (shipBO, length (loTriangles lobj))
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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, stl) <- genVertBufObject "assets/spheres/smallsphere.obj"
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(planetBO, ptl) <- genVertBufObject "assets/spheres/bigsphere.obj"
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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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, "void main(void) {"
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, " gl_FragColor = vec4(1,1,1,0.5);"
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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 = zipWith (Ship shipBO stl)
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poss
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(repeat $ Quaternion 1 (V3 0 0 0))
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planet = Ship planetBO ptl (V3 0 0 0) (Quaternion 1 (V3 0 0 0))
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phys <- initPhysics
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po <- initPhysicsObjects poss
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mapM_ (addRigidBody (pWorld phys) . bodyRigidBody) (poSmallBalls 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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, 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 0 0)
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return $ Physics bp config disp solver world
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initPhysicsObjects :: [V3 Float] -> IO PhysicsObjects
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initPhysicsObjects poss = do
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-- ground <- newStaticPlaneShape (V3 0 1 0) 1
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smallBall <- newSphereShape 1
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bigBall <- newSphereShape 5
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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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smallBallPOs <- mapM (\pos -> do
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smallBallMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(fmap realToFrac pos)
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localInertia <- calculateLocalInertia smallBall 1 (V3 0 0 0)
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smallBallBody <- newRigidBody 1 smallBallMotionState 0.9 0.5 smallBall localInertia
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return $ PhysBody smallBall smallBallMotionState smallBallBody 1
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) poss
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bigBallPO <- do
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bigBallMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(V3 0 0 0)
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localInertia <- calculateLocalInertia bigBall 1 (V3 0 0 0)
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bigBallBody <- newRigidBody 0 bigBallMotionState 0.9 0.5 bigBall localInertia
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return $ PhysBody bigBall bigBallMotionState bigBallBody 0
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return PhysicsObjects
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{ poBigBall = bigBallPO
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, poSmallBalls = smallBallPOs
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}
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196
examples/example02/Main.hs
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examples/example02/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 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 - example 02"
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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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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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r1 <- liftIO $ return . fmap realToFrac =<< getPosition ms1
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r2 <- liftIO $ return . fmap realToFrac =<< getPosition ms2
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let g = 0.0000000000667300
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m1 = bodyMass smallBall
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-- m2 = bodyMass (poBigBall physos)
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m2 = 1000000000000000
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eta_sq = 0.1 ^ 2
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force = (g * m2 * m1 *^ (r2 - r1)) ^/
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((sqrt (((r2 - r1) `dot` (r2 - r1)) + eta_sq)) ^ 3)
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liftIO $ applyCentralForce (bodyRigidBody smallBall) force
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) (poSmallBalls physos)
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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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. bodyRigidBody) (poSmallBalls physos)
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let nships = map (\(ship, (pos, rot)) ->
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ship
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{ shipRot = rot
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, shipPos = pos
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}
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) (zip (ships sd) posrots)
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putAffection sd
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{ ships = nships
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}
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draw :: Affection StateData ()
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draw = do
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GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
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StateData{..} <- getAffection
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GL.currentProgram $= (Just . GLU.program $ program)
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mapM_ (\Ship{..} -> do
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let view = lookAt
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(cameraFocus camera +
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rotVecByEulerB2A
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(cameraRot camera)
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(V3 0 0 (-cameraDist camera)))
|
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(cameraFocus camera)
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(V3 0 1 0)
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model = mkTransformation shipRot shipPos
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pvm = proj !*! view !*! model
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liftIO $ GLU.setUniform program "mvp" pvm
|
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GL.bindVertexArrayObject $= Just shipVao
|
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liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
|
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) (planet : ships)
|
||||
|
||||
handle :: SDL.EventPayload -> Affection StateData ()
|
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handle (SDL.WindowClosedEvent _) = quit
|
||||
|
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handle (SDL.KeyboardEvent dat) = do
|
||||
let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat)
|
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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $
|
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handleKey key
|
||||
handle (SDL.MouseMotionEvent dat) = do
|
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sd <- getAffection
|
||||
let (V2 rx ry) = fromIntegral <$> SDL.mouseMotionEventRelMotion dat
|
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c = camera sd
|
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putAffection sd
|
||||
{ camera =
|
||||
case SDL.mouseMotionEventState dat of
|
||||
[SDL.ButtonRight] ->
|
||||
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 / 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
|
||||
{ cameraRot = nrot
|
||||
}
|
||||
_ ->
|
||||
c
|
||||
}
|
||||
|
||||
handle _ = return ()
|
||||
|
||||
handleKey :: SDL.Keycode -> Affection StateData ()
|
||||
handleKey code
|
||||
| code == SDL.KeycodeR =
|
||||
GL.clearColor $= GL.Color4 1 0 0 1
|
||||
| code == SDL.KeycodeG =
|
||||
GL.clearColor $= GL.Color4 0 1 0 1
|
||||
| code == SDL.KeycodeB =
|
||||
GL.clearColor $= GL.Color4 0 0 1 1
|
||||
| code == SDL.KeycodeP = do
|
||||
r <- liftIO $ randomRIO (0, 1)
|
||||
g <- liftIO $ randomRIO (0, 1)
|
||||
b <- liftIO $ randomRIO (0, 1)
|
||||
a <- liftIO $ randomRIO (0, 1)
|
||||
GL.clearColor $= GL.Color4 r g b a
|
||||
| code == SDL.KeycodeEscape =
|
||||
quit
|
||||
| code == SDL.KeycodeF = do
|
||||
dt <- deltaTime <$> get
|
||||
liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
|
||||
| code == SDL.KeycodeT =
|
||||
toggleScreen
|
||||
| code `elem`
|
||||
[ SDL.KeycodeW
|
||||
, SDL.KeycodeS
|
||||
, SDL.KeycodeA
|
||||
, SDL.KeycodeD
|
||||
, SDL.KeycodeQ
|
||||
, SDL.KeycodeE
|
||||
]
|
||||
= do
|
||||
sd <- getAffection
|
||||
let ship = head (ships sd)
|
||||
rot = shipRot ship
|
||||
dphi = pi / 2 / 45
|
||||
nquat = case code of
|
||||
SDL.KeycodeW -> rot * axisAngle (V3 1 0 0) (-dphi)
|
||||
SDL.KeycodeS -> rot * axisAngle (V3 1 0 0) dphi
|
||||
SDL.KeycodeA -> rot * axisAngle (V3 0 1 0) (-dphi)
|
||||
SDL.KeycodeD -> rot * axisAngle (V3 0 1 0) dphi
|
||||
SDL.KeycodeE -> rot * axisAngle (V3 0 0 1) (-dphi)
|
||||
SDL.KeycodeQ -> rot * axisAngle (V3 0 0 1) dphi
|
||||
_ -> rot
|
||||
putAffection sd
|
||||
{ ships = ship
|
||||
{ shipRot = nquat
|
||||
} : tail (ships sd)
|
||||
}
|
||||
| otherwise =
|
||||
return ()
|
53
examples/example02/Types.hs
Normal file
53
examples/example02/Types.hs
Normal file
|
@ -0,0 +1,53 @@
|
|||
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]
|
||||
, planet :: 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
|
||||
{ poBigBall :: PhysBody SphereShape
|
||||
, poSmallBalls :: [PhysBody SphereShape]
|
||||
}
|
||||
|
||||
data PhysBody a = PhysBody
|
||||
{ bodyShape :: a
|
||||
, bodyMotionState :: MotionState
|
||||
, bodyRigidBody :: RigidBody
|
||||
, bodyMass :: Double
|
||||
} deriving (Eq)
|
67
examples/example02/Util.hs
Normal file
67
examples/example02/Util.hs
Normal file
|
@ -0,0 +1,67 @@
|
|||
module Util where
|
||||
|
||||
import Codec.Wavefront
|
||||
|
||||
import Control.Monad (sequence)
|
||||
|
||||
import qualified Data.Vector as V
|
||||
|
||||
data LoadedObject = LoadedObject
|
||||
{ loTriangles :: [Float]
|
||||
, loLines :: [Float]
|
||||
, loPoints :: [Float]
|
||||
, loTexTri :: Maybe [Float]
|
||||
}
|
||||
|
||||
loadObj :: WavefrontOBJ -> LoadedObject
|
||||
loadObj obj =
|
||||
LoadedObject ts ls ps tritex
|
||||
where
|
||||
inter = objLocations obj
|
||||
interTex = objTexCoords obj
|
||||
faces = map elValue (V.toList $ objFaces obj)
|
||||
lns = map elValue (V.toList $ objLines obj)
|
||||
points = map elValue (V.toList $ objPoints obj)
|
||||
deface (Face a b c []) =
|
||||
map (\i -> inter V.! (faceLocIndex i -1)) [a, b, c]
|
||||
deface _ =
|
||||
error "loadObj: obj with quads encountered"
|
||||
deline (Line a b) =
|
||||
map (\i -> inter V.! (lineLocIndex i -1)) [a, b]
|
||||
depoint (Point i) = inter V.! (i - 1)
|
||||
tsLocs = concatMap deface faces
|
||||
lsLocs = concatMap deline lns
|
||||
psLocs = map depoint points
|
||||
deLoc (Location x y z w) = [x, y, z, w]
|
||||
deTex (TexCoord r s _) = [r, s]
|
||||
ts = concatMap deLoc tsLocs
|
||||
ls = concatMap deLoc lsLocs
|
||||
ps = concatMap deLoc psLocs
|
||||
defaceTex :: Face -> Maybe [TexCoord]
|
||||
defaceTex (Face a b c []) =
|
||||
mapM
|
||||
(fmap (\x -> interTex V.! (x - 1)) . faceTexCoordIndex)
|
||||
[a, b, c]
|
||||
defaceTex _ =
|
||||
error "loadObj: obj with quads encountered"
|
||||
tritex :: Maybe [Float]
|
||||
tritex = concatMap deTex <$> mftxs
|
||||
mftxs :: Maybe [TexCoord]
|
||||
mftxs = fmap concat (mapM defaceTex faces)
|
||||
|
||||
-- objLocsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||
-- objLocsToPtr obj = do
|
||||
-- let ivs = objLocations obj
|
||||
-- faces = map elValue $ V.toList $ objFaces obj
|
||||
-- vs = concatMap
|
||||
-- (\(Face a b c []) ->
|
||||
-- map (\i -> ivs V.! ((faceLocIndex i) - 1)) [a, b, c])
|
||||
-- faces
|
||||
-- ptr <- newArray $ concatMap (\(Location x y z w) -> [x, y, z, w]) vs
|
||||
-- return (ptr, length vs)
|
||||
--
|
||||
-- objUVsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||
-- objUVsToPtr obj = do
|
||||
-- let uvs= V.toList $ objTexCoords obj
|
||||
-- ptr <- newArray $ concatMap (\(TexCoord r s t) -> [r, s, t]) uvs
|
||||
-- return (ptr, length uvs)
|
Loading…
Reference in a new issue