{-# OPTIONS_GHC -Wall #-} module Main ( main ) where import Linear ( V3(..), (*^) ) import qualified Data.Set as Set import Graphics.X11 ( initThreads ) import Graphics.UI.GLUT ( Cursor(..), Key(..), KeyState(..), Modifiers(..), Position(..) , Size(..), Vector3(..), Vertex3(..) , GLint , ($=) ) import qualified Graphics.UI.GLUT as GLUT import SpatialMath ( Euler(..), rotateXyzAboutZ, rotVecByEulerB2A ) import Vis import Control.Monad ( when ) ts :: Double ts = 0.01 faceHeight :: Double faceHeight = 1.5 data PlayerState = Running (V3 Double) (V3 Double) (Euler Double) data GameState = GameState { playerState :: PlayerState , keySet :: Set.Set Key , lastMousePos :: Maybe (GLint,GLint) } toVertex :: (Real a, Fractional b) => V3 a -> Vertex3 b toVertex xyz = (\(V3 x y z) -> Vertex3 x y z) $ fmap realToFrac xyz setCamera :: PlayerState -> IO () setCamera (Running (V3 x y z) _ euler) = GLUT.lookAt (toVertex xyz0) (toVertex target) (Vector3 0 0 (-1)) where xyz0 = V3 x y (z-faceHeight) target = xyz0 + rotVecByEulerB2A euler (V3 1 0 0) simfun :: Float -> GameState -> IO GameState simfun _ (GameState (Running pos _ euler0@(Euler yaw _ _)) keys lmp) = do Size x y <- GLUT.get GLUT.windowSize let x' = (fromIntegral x) `div` 2 y' = (fromIntegral y) `div` 2 when (Just (x',y') /= lmp) (GLUT.pointerPosition $= (Position x' y')) return $ GameState (Running (pos + (ts *^ v)) v euler0) keys (Just (x',y')) where v = rotateXyzAboutZ (V3 (w-s) (d-a) 0) yaw where w = if Set.member (Char 'w') keys then 3 else 0 a = if Set.member (Char 'a') keys then 3 else 0 s = if Set.member (Char 's') keys then 3 else 0 d = if Set.member (Char 'd') keys then 3 else 0 keyMouseCallback :: GameState -> Key -> KeyState -> Modifiers -> Position -> GameState keyMouseCallback state0 key keystate _ _ | keystate == Down = state0 {keySet = Set.insert key (keySet state0)} | keystate == Up = state0 {keySet = Set.delete key (keySet state0)} | otherwise = state0 motionCallback :: Bool -> GameState -> Position -> GameState motionCallback _ state0@(GameState (Running pos v (Euler yaw0 pitch0 _)) _ lmp) (Position x y) = state0 {playerState = newPlayerState, lastMousePos = Just (x,y)} where (x0,y0) = case lmp of Nothing -> (x,y) Just (x0',y0') -> (x0',y0') newPlayerState = Running pos v (Euler yaw pitch 0) dx = 0.002*realToFrac (x - x0) dy = 0.002*realToFrac (y - y0) yaw = yaw0 + dx pitch = bound (-89) 89 (pitch0 - dy) bound min' max' val | val < min' = min' | val > max' = max' | otherwise = val drawfun :: GameState -> VisObject Double drawfun (GameState (Running _ _ _) _ _) = VisObjects $ [axes,box,ellipsoid,sphere] ++ (map text [-5..5]) ++ [boxText, plane] where x' = -1 axes = Axes (0.5, 15) sphere = Trans (V3 0 x' (-1)) $ Sphere 0.15 Wireframe (makeColor 0.2 0.3 0.8 1) ellipsoid = Trans (V3 x' 0 (-1)) $ Ellipsoid (0.2, 0.3, 0.4) Solid (makeColor 1 0.3 0.5 1) box = Trans (V3 0 0 x') $ Box (0.2, 0.2, 0.2) Wireframe (makeColor 0 1 1 1) plane = Plane (V3 0 0 1) (makeColor 1 1 1 1) (makeColor 0.4 0.6 0.65 0.4) text k = Text2d "OLOLOLOLOLO" (100,500 - k*100*x') TimesRoman24 (makeColor 0 (0.5 + x''/2) (0.5 - x''/2) 1) where x'' = realToFrac $ (x' + 1)/0.4*k/5 boxText = Text3d "trololololo" (V3 0 0 (x'-0.2)) TimesRoman24 (makeColor 1 0 0 1) main :: IO () main = do let state0 = GameState (Running (V3 (-2) 0 0) 0 (Euler 0 0 0)) (Set.empty) Nothing setCam (GameState x _ _) = setCamera x drawfun' x = return (drawfun x, Just None) _ <- initThreads playIO (defaultOpts {optWindowName = "play test"}) ts state0 drawfun' simfun setCam (Just keyMouseCallback) (Just (motionCallback True)) (Just (motionCallback False))