194 lines
5.6 KiB
Haskell
194 lines
5.6 KiB
Haskell
{-# 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.Concurrent.STM (atomically)
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import Control.Concurrent.STM.TVar
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import Control.Monad (when)
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import Control.Monad.IO.Class (liftIO)
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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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, windowConfigs =
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[ ( 0
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, SDL.defaultWindow
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{ SDL.windowInitialSize = SDL.V2 1600 900
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, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
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{ SDL.glProfile = SDL.Compatibility SDL.Debug 4 0
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}
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}
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, SDL.Fullscreen
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)
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]
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} :: AffectionConfig StateData)
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instance Affectionate StateData where
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loadState = load
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preLoop _ = return ()
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handleEvents sd = mapM_ (handle sd)
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update = Main.update
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draw = Main.draw
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cleanUp = const (return ())
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hasNextStep = liftIO . readTVarIO . quitGame
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quit = liftIO . atomically . (\sd -> writeTVar (quitGame sd) False)
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update :: StateData -> Double -> Affection ()
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update sd dt = do
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let phys = physics sd
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physos = physicsObjects sd
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(phys, physos) <- liftIO $ atomically $
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(,)
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<$> readTVar (physics sd)
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<*> readTVar (physicsObjects sd)
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liftIO $ stepSimulation (pWorld phys) dt 10 Nothing
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posrots <- mapM ((\ball -> do
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ms <- liftIO $ getMotionState ball
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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) (poBalls physos)
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let nships shipss = map (\(ship, (pos, rot)) ->
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ship
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{ shipRot = rot
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, shipPos = pos
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}
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) (zip shipss posrots)
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liftIO $ atomically $ modifyTVar (ships sd) $ \shs -> nships shs
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draw :: StateData -> Affection ()
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draw sd = do
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(cam, p, ships, program) <- liftIO $ do
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cam <- readTVarIO (camera sd)
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p <- readTVarIO (proj sd)
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ships <- readTVarIO (ships sd)
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program <- readTVarIO (program sd)
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return (cam, p, ships, program)
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GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
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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 cam +
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rotVecByEulerB2A
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(cameraRot cam)
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(V3 0 0 (-cameraDist cam)))
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(cameraFocus cam)
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(V3 0 1 0)
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model = mkTransformation shipRot shipPos
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pvm = p !*! view !*! model
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liftIO $ GLU.setUniform program "mvp" pvm
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GL.bindVertexArrayObject $= Just shipVao
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liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
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) ships
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handle :: StateData -> SDL.EventPayload -> Affection ()
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handle sd (SDL.WindowClosedEvent _) = quit sd
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handle sd (SDL.KeyboardEvent dat) = do
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let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat)
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when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $
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handleKey sd key
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handle sd (SDL.MouseMotionEvent dat) = do
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let (V2 rx ry) = fromIntegral <$> SDL.mouseMotionEventRelMotion dat
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liftIO $ atomically $ modifyTVar (camera sd) $ \c ->
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case SDL.mouseMotionEventState dat of
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[SDL.ButtonRight] ->
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let (V3 sx sy sz) = rotVecByEuler (cameraRot c) (V3 (rx / 10) 0 (ry / 10))
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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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handle _ _ = return ()
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handleKey :: StateData -> SDL.Keycode -> Affection ()
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handleKey sd code
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| code == SDL.KeycodeR =
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GL.clearColor $= GL.Color4 1 0 0 1
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| code == SDL.KeycodeG =
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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 $= GL.Color4 r g b a
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| code == SDL.KeycodeEscape =
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quit sd
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| code == SDL.KeycodeF = do
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dt <- deltaTime <$> get
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liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
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| code == SDL.KeycodeT =
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toggleScreen 0
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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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shipss <- liftIO $ atomically $ readTVar (ships sd)
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let ship = head shipss
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rot = shipRot ship
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dphi = pi / 2 / 45
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nquat = case code of
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SDL.KeycodeW -> rot * axisAngle (V3 1 0 0) (-dphi)
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SDL.KeycodeS -> rot * axisAngle (V3 1 0 0) dphi
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SDL.KeycodeA -> rot * axisAngle (V3 0 1 0) (-dphi)
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SDL.KeycodeD -> rot * axisAngle (V3 0 1 0) dphi
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SDL.KeycodeE -> rot * axisAngle (V3 0 0 1) (-dphi)
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SDL.KeycodeQ -> rot * axisAngle (V3 0 0 1) dphi
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_ -> rot
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liftIO $ atomically $ modifyTVar (ships sd) $ \shipss ->
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ship
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{ shipRot = nquat
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} : tail shipss
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| otherwise =
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return ()
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