-- This source file is part of HGamer3D -- (A project to enable 3D game development in Haskell) -- For the latest info, see http://www.althainz.de/HGamer3D.html -- -- (c) 2011 Peter Althainz -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- PlatonObjects.hs -- |Base API, Graphics3D Module, PlatonObjects Sub-Module. -- Creating platonic bodies 3D objects. module HGamer3D.APIs.Base.Graphics3D.PlatonObjects ( createIkosaederMesh, createDodekaederMesh, createIkosaeder, createDodekaeder ) where import GHC.Ptr import HGamer3D.Bindings.Ogre.ClassPtr import HGamer3D.Bindings.Ogre.Utils import HGamer3D.Data.Colour import HGamer3D.Data.Vector import HGamer3D.Data.Angle import HGamer3D.Bindings.Ogre.StructColour import HGamer3D.Bindings.Ogre.StructSharedPtr import HGamer3D.Bindings.Ogre.EnumSceneType import HGamer3D.Bindings.Ogre.EnumNodeTransformSpace import HGamer3D.Bindings.Ogre.EnumLightType import HGamer3D.Bindings.Ogre.ClassCamera as Camera import HGamer3D.Bindings.Ogre.ClassRoot as Root import HGamer3D.Bindings.Ogre.ClassLight as Light import HGamer3D.Bindings.Ogre.ClassNode as Node import HGamer3D.Bindings.Ogre.ClassSceneManager as SceneManager import HGamer3D.Bindings.Ogre.ClassSceneNode as SceneNode import HGamer3D.Bindings.Ogre.ClassRenderTarget as RenderTarget import HGamer3D.Bindings.Ogre.ClassRenderWindow as RenderWindow import HGamer3D.Bindings.Ogre.ClassResourceGroupManager as ResourceGroupManager import HGamer3D.Bindings.Ogre.ClassTextureManager as TextureManager import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassViewport as Viewport import HGamer3D.Bindings.Ogre.ClassFrustum as Frustum import HGamer3D.Bindings.Ogre.ClassAnimationState as AnimationState import HGamer3D.Bindings.Ogre.ClassEntity as Entity import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassWindowEventUtilities as WindowEventUtilities import HGamer3D.Bindings.Ogre.ClassManualObject as ManualObject import HGamer3D.Bindings.Ogre.EnumRenderOperationOperationType import HGamer3D.Bindings.Ogre.StructHG3DClass import HGamer3D.Bindings.Ogre.EnumSceneManagerPrefabType import HGamer3D.Data.HG3DClass import Control.Monad.Trans import Control.Monad.Reader import Control.Monad.State import HGamer3D.APIs.Base.Engine.Types import HGamer3D.APIs.Base.Engine.Engine import HGamer3D.APIs.Base.Graphics3D.EngineHelper import HGamer3D.APIs.Base.Graphics3D.Basic3D import HGamer3D.APIs.Base.Graphics3D.Object3D vminus = Vec3 (-1.0) (-1.0) (-1.0) getNormOfFace vertices (a, b, c) = normalize cross where v1 = vertices !! a v2 = vertices !! b v3 = vertices !! c cross = (v2 &- v1) `crossprod` (v3 &- v1) isIn (a, b, c) n = if n == a then True else if n == b then True else if n == c then True else False _createPlatonObject :: Graphics3DSystem -> String -> String -> Colour -> [Vec3] -> [(Int, Int, Int)] -> Int -> IO HG3DClass _createPlatonObject g3s name material colour vertices faces iColor = do mo <- SceneManager.createManualObject (g3sSceneManager g3s) name -- set Dynamic to false ManualObject.setDynamic mo False let normsOfFaces = map (getNormOfFace vertices) faces let vzero = Vec3 0.0 0.0 0.0 let normsOfVertices = map vnorm allVerticesIndexes where allVerticesIndexes = [ i | i <- [0..(length vertices)]] vnorm = (\i -> normalize $ foldr (&+) vzero (map (\face -> if isIn face i then normsOfFaces !! i else vzero) faces)) sequence $ map (\((x,y,z), norm) -> do ManualObject.begin mo material OT_TRIANGLE_LIST "General" ManualObject.position mo (vertices !! x) ManualObject.normal mo norm ManualObject.position mo (vertices !! y) ManualObject.position mo (vertices !! z) ManualObject.triangle mo 0 1 2 ManualObject.end mo) (zip faces normsOfFaces) return mo createIkosaederMesh :: String -> Colour -> MHGamer3D Mesh createIkosaederMesh material colour = do (cs, g3s, gui) <- ask bodyName <- getUniqueName "Platon" meshName <- getUniqueName "Mesh" let x = 0.525731112119133606 let z = 0.850650808352039932 let vertices = [ ( Vec3 (-x) 0.0 z), ( Vec3 x 0.0 z), ( Vec3 (-x) 0.0 (-z)), ( Vec3 x 0.0 (-z)), ( Vec3 0.0 z x), ( Vec3 0.0 z (-x)), ( Vec3 0.0 (-z) x), ( Vec3 0.0 (-z) (-x)), ( Vec3 z x 0.0), ( Vec3 (-z) x 0.0), ( Vec3 z (-x) 0.0), ( Vec3 (-z) (-x) 0.0) ] let faces = [ (0,4,1), (0,9,4), (9,5,4), (4,5,8), (4,8,1), (8,10,1), (8,3,10), (5,3,8), (5,2,3), (2,7,3), (7,10,3), (7,6,10), (7,11,6), (11,0,6), (0,1,6), (6,1,10), (9,0,11), (9,11,2), (9,2,5), (7,2,11) ] mo <- liftIO $ _createPlatonObject g3s bodyName material colour vertices faces 0 liftIO $ ManualObject.convertToMesh mo meshName "General" return (ManualMesh meshName) createDodekaederMesh :: String -> Colour -> MHGamer3D Mesh createDodekaederMesh material colour = do (cs, g3s, gui) <- ask bodyName <- getUniqueName "Platon" meshName <- getUniqueName "Mesh" let s = 0.618034 let t = 1.618034 let vertices = [ (Vec3 1.0 1.0 1.0), (Vec3 1.0 1.0 (-1.0)), (Vec3 1.0 (-1.0) 1.0), (Vec3 1.0 (-1.0) (-1.0)), (Vec3 (-1.0) 1.0 1.0), (Vec3 (-1.0) 1.0 (-1.0)), (Vec3 (-1.0) (-1.0) 1.0), (Vec3 (-1.0) (-1.0) (-1.0)), (Vec3 s t 0.0), (Vec3 (-s) t 0.0), (Vec3 s (-t) 0.0), (Vec3 (-s) (-t) 0.0), (Vec3 t 0.0 s), (Vec3 t 0.0 (-s)), (Vec3 (-t) 0.0 s), (Vec3 (-t) 0.0 (-s)), (Vec3 0.0 s t), (Vec3 0.0 (-s) t), (Vec3 0.0 s (-t)), (Vec3 0.0 (-s) (-t)) ] let faces = [ -- (1,8,0,12,13), (4, 9, 5, 15, 14), -- (2, 10, 3, 13, 12), (7, 11, 6, 14, 15), -- (2, 12, 0, 16, 17), (1, 13, 3, 19, 18), -- (4, 14, 6, 17, 16), (7, 15, 5, 18, 19), -- (4, 16, 0, 8, 9), (2, 17, 6, 11, 10), -- (1, 18, 5, 9, 8), (7, 19, 3, 10, 11) (1,8,0,12,13), (4, 9, 5, 15, 14), (2, 10, 3, 13, 12), (7, 11, 6, 14, 15), (2, 12, 0, 16, 17), (1, 13, 3, 19, 18), (4, 14, 6, 17, 16), (7, 15, 5, 18, 19), (4, 16, 0, 8, 9), (2, 17, 6, 11, 10), (1, 18, 5, 9, 8), (7, 19, 3, 10, 11) ] let faces2 = foldl (++) [] $ map ( \(a, b, c, d, e) -> [ (a, b, e), (b, d, e), (c, d, b) ] ) faces mo <- liftIO $ _createPlatonObject g3s bodyName material colour vertices faces2 0 liftIO $ ManualObject.convertToMesh mo meshName "General" return (ManualMesh meshName) createIkosaeder material colour = do mesh <- createIkosaederMesh material colour ob <- createObject3D mesh return ob createDodekaeder material colour = do mesh <- createDodekaederMesh material colour ob <- createObject3D mesh return ob