238 lines
6.7 KiB
Haskell
238 lines
6.7 KiB
Haskell
{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
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module Main where
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import Affection
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import SDL (($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GLUtil as GLU
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import Physics.Bullet.Raw
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import Control.Monad (when)
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import Control.Monad.IO.Class (liftIO)
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import qualified Data.ByteString as BS
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import Linear as L
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import System.Random (randomRIO)
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import SpatialMath
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import Options.Applicative
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import Data.Semigroup ((<>))
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import Init
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import Types
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import Foreign.C.Types (CInt(..))
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import Debug.Trace as T
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opts :: Parser Opts
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opts = Opts
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<$> option auto
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( long "width"
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<> short 'w'
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<> value 1600
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<> showDefault
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<> metavar "NUM"
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<> help "Screen width"
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)
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<*> option auto
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( long "height"
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<> short 'h'
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<> value 900
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<> showDefault
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<> metavar "NUM"
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<> help "Screen height"
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)
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main :: IO ()
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main = do
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o <- execParser $ info opts
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( fullDesc
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<> progDesc "sample for hw game"
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)
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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
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(CInt $ fromIntegral $ width o)
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(CInt $ fromIntegral $ height o)
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, SDL.windowGraphicsContext = SDL.OpenGLContext 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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)
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]
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, initScreenMode = SDL.Fullscreen
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, preLoop = return ()
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, eventLoop = mapM_ handle
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, updateLoop = update
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, drawLoop = draw (width o) (height o)
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, loadState = load (width o) (height o)
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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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nvhs <- mapM (\(smallBall, vh) -> do
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ms1 <- liftIO $ getMotionState (bodyRigidBody smallBall)
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r1 <- liftIO $ return . fmap realToFrac =<< getPosition ms1
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return vh
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{ shipPos = r1
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}
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) (zip (poBalls physos) (vertHandles sd))
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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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vertHandles = nvhs
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}
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draw :: Word -> Word -> Affection StateData ()
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draw w h =
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do
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GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h))
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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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drawShip shipProgram view ship
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mapM_ (drawShip handleProgram 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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GL.currentProgram $= (Just . GLU.program $ program)
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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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GL.bindBuffer GL.ArrayBuffer $= shipUVs
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liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
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GL.currentProgram $= Nothing
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GL.bindBuffer GL.ArrayBuffer $= Nothing
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GL.bindVertexArrayObject $= Nothing
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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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curMode <- SDL.getMouseLocationMode
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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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if curMode == SDL.RelativeLocation
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then
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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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else
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c
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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 = do
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curMode <- SDL.getMouseLocationMode
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if curMode == SDL.AbsoluteLocation
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then do
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_ <- SDL.setMouseLocationMode SDL.RelativeLocation
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return ()
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else do
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_ <- SDL.setMouseLocationMode SDL.AbsoluteLocation
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return ()
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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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