{-# OPTIONS_GHC -Wall #-}
module Main ( main
) where
import Linear
import SpatialMath ( Euler(..), rotateXyzAboutZ, rotVecByEulerB2A )
import Graphics.X11 ( initThreads )
import Vis
import Graphics.UI.GLUT hiding ( Plane, Sphere, motionCallback )
import qualified Data.Set as Set
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) = 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 <- get windowSize
let x' = (fromIntegral x) `div` 2
y' = (fromIntegral y) `div` 2
when (Just (x',y') /= lmp) (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 Nothing "play test" ts state0 drawfun' simfun setCam
(Just keyMouseCallback) (Just (motionCallback True)) (Just (motionCallback False))