{-# LANGUAGE OverloadedStrings, RecordWildCards #-} module Main where import Affection import SDL (($=)) import qualified SDL import qualified Graphics.Rendering.OpenGL as GL import qualified Graphics.GLUtil as GLU import Physics.Bullet.Raw import Control.Monad (when) import Control.Monad.IO.Class (liftIO) import Linear as L import System.Random (randomRIO) import SpatialMath import Init import Types import Debug.Trace as T main :: IO () main = withAffection AffectionConfig { initComponents = All , windowTitle = "hw - example 02" , windowConfig = SDL.defaultWindow { SDL.windowInitialSize = SDL.V2 1600 900 , SDL.windowOpenGL = Just SDL.defaultOpenGL { SDL.glProfile = SDL.Core SDL.Normal 3 0 } } , initScreenMode = SDL.Fullscreen , preLoop = return () , eventLoop = mapM_ handle , updateLoop = update , drawLoop = draw , loadState = load , cleanUp = const (return ()) , canvasSize = Nothing } update :: Double -> Affection StateData () update dt = do sd <- getAffection let phys = physics sd physos = physicsObjects sd g = 0.0667300 -- g = 0.0000000000667300 mapM_ (\smallBall -> do ms1 <- liftIO $ getMotionState (bodyRigidBody smallBall) ms2 <- liftIO $ getMotionState (bodyRigidBody $ poBigBall physos) r1 <- liftIO $ return . fmap realToFrac =<< getPosition ms1 r2 <- liftIO $ return . fmap realToFrac =<< getPosition ms2 let m1 = bodyMass smallBall -- m2 = bodyMass (poBigBall physos) -- m2 = 1000000000000000 m2 = 1000000 eta_sq = 0.1 ^ 2 force = (g * m2 * m1 *^ (r2 - r1)) ^/ ((sqrt (((r2 - r1) `dot` (r2 - r1)) + eta_sq)) ^ 3) liftIO $ applyCentralForce (bodyRigidBody smallBall) force ) (poSmallBalls physos ++ poBigBalls physos) mapM_ (\(bb1, bb2) -> do ms1 <- liftIO $ getMotionState (bodyRigidBody bb1) ms2 <- liftIO $ getMotionState (bodyRigidBody bb2) r1 <- liftIO $ return . fmap realToFrac =<< getPosition ms1 r2 <- liftIO $ return . fmap realToFrac =<< getPosition ms2 let m1 = bodyMass bb1 -- m2 = bodyMass (poBigBall physos) m2 = bodyMass bb2 eta_sq = 0.1 ^ 2 force = (g * m2 * m1 *^ (r2 - r1)) ^/ ((sqrt (((r2 - r1) `dot` (r2 - r1)) + eta_sq)) ^ 3) liftIO $ applyCentralForce (bodyRigidBody bb1) force ) ((,) <$> (poBigBalls physos) <*> (poBigBalls physos)) mapM_ (\(bb1, bb2) -> do ms1 <- liftIO $ getMotionState (bodyRigidBody bb1) ms2 <- liftIO $ getMotionState (bodyRigidBody bb2) r1 <- liftIO $ return . fmap realToFrac =<< getPosition ms1 r2 <- liftIO $ return . fmap realToFrac =<< getPosition ms2 let m1 = bodyMass bb1 -- m2 = bodyMass (poBigBall physos) m2 = bodyMass bb2 eta_sq = 0.1 ^ 2 force = (g * m2 * m1 *^ (r2 - r1)) ^/ ((sqrt (((r2 - r1) `dot` (r2 - r1)) + eta_sq)) ^ 3) liftIO $ applyCentralForce (bodyRigidBody bb1) force ) ((,) <$> (poSmallBalls physos) <*> (poBigBalls physos)) liftIO $ stepSimulation (pWorld phys) dt 10 Nothing posrots <- mapM ((\ball -> do ms <- liftIO $ getMotionState ball npos <- liftIO $ return . fmap realToFrac =<< getPosition ms nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms return (npos, nrot)) . bodyRigidBody) (poSmallBalls physos) posrots2 <- mapM ((\ball -> do ms <- liftIO $ getMotionState ball npos <- liftIO $ return . fmap realToFrac =<< getPosition ms nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms return (npos, nrot)) . bodyRigidBody) (poBigBalls physos) let nships = map (\(ship, (pos, rot)) -> ship { shipRot = rot , shipPos = pos } ) (zip (ships sd) posrots) nplanets = map (\(ball, (pos, rot)) -> ball { shipRot = rot , shipPos = pos } ) (zip (oplanets sd) posrots2) putAffection sd { ships = nships , oplanets = nplanets , camera = (camera sd) { cameraFocus = shipPos ((planet sd : nplanets) !! focusIndex sd) } } draw :: Affection StateData () draw = do GL.viewport $= (GL.Position 0 0, GL.Size 1600 900) StateData{..} <- getAffection drawThings program (planet : ships) drawThings program2 oplanets where drawThings prog ts = do StateData{..} <- getAffection GL.currentProgram $= (Just . GLU.program $ prog) mapM_ (\Ship{..} -> do let view = lookAt (cameraFocus camera + rotVecByEulerB2A (cameraRot camera) (V3 0 0 (-cameraDist camera))) (cameraFocus camera) (V3 0 1 0) model = mkTransformation shipRot shipPos pvm = proj !*! view !*! model liftIO $ GLU.setUniform program "mvp" pvm GL.bindVertexArrayObject $= Just shipVao liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen) ) ts handle :: SDL.EventPayload -> Affection StateData () handle (SDL.WindowClosedEvent _) = quit handle (SDL.KeyboardEvent dat) = do let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat) when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $ handleKey key handle (SDL.MouseMotionEvent dat) = do sd <- getAffection let (V2 rx ry) = fromIntegral <$> SDL.mouseMotionEventRelMotion dat c = camera sd 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.KeycodeTab = do ud <- getAffection let ind = focusIndex ud ps = planet ud : oplanets ud if ind + 1 < length ps then putAffection ud { focusIndex = ind + 1 } else putAffection ud { focusIndex = 0 } | 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 ()