functional(ish) rotation on a single axis

This commit is contained in:
Dario48 2025-12-30 21:31:42 +01:00
commit 9c6f8eedc5
3 changed files with 318 additions and 60 deletions

View file

@ -2,50 +2,108 @@
module Main where
import Control.Concurrent (threadDelay)
import Control.Monad (unless)
import Data.Bifunctor (Bifunctor (bimap))
import Data.Bifoldable (bimapM_)
import Data.Bifunctor (Bifunctor (bimap, second))
import Data.Foldable (Foldable (toList))
import Data.Functor ((<&>))
import Data.IORef (IORef, newIORef, readIORef, writeIORef)
import Data.StateVar (StateVar (StateVar), makeStateVar, mapStateVar)
import Foreign.C (CInt)
import SDL
( Event (eventPayload),
EventPayload (KeyboardEvent, QuitEvent),
InitFlag (InitVideo),
InputMotion (Pressed, Released),
KeyboardEventData (keyboardEventKeyMotion, keyboardEventKeysym),
Keysym (keysymKeycode),
Point (P),
Renderer,
V2 (V2),
V4 (V4),
Window,
WindowConfig (windowGraphicsContext, windowInitialSize),
WindowGraphicsContext (OpenGLContext),
clear,
createRenderer,
createWindow,
defaultOpenGL,
defaultRenderer,
defaultWindow,
destroyWindow,
drawLine,
get,
initialize,
present,
quit,
rendererDrawColor,
waitEvent,
windowSize,
($=),
)
import SDL (
Event (eventPayload),
EventPayload (KeyboardEvent, QuitEvent),
Hint (HintRenderScaleQuality),
HintPriority (DefaultPriority),
InitFlag (InitVideo),
InputMotion (Pressed, Released),
KeyboardEventData (keyboardEventKeyMotion, keyboardEventKeysym),
Keysym (keysymKeycode),
OpenGLConfig (glMultisampleSamples),
Point (P),
Renderer,
V2 (V2),
V3 (V3),
V4 (V4),
Window,
WindowConfig (WindowConfig, windowGraphicsContext, windowInitialSize),
WindowGraphicsContext (OpenGLContext),
clear,
createRenderer,
createWindow,
defaultOpenGL,
defaultRenderer,
defaultWindow,
destroyWindow,
drawLine,
get,
initialize,
pollEvents,
present,
quit,
rendererDrawColor,
setHintWithPriority,
waitEvent,
windowSize,
($=),
)
import SDL.Input.Keyboard.Codes
import System.IO.Unsafe (unsafePerformIO)
import Text.Printf (PrintfType, printf)
fps :: Int
fps = 144
data LoggingState = On | Off
{-# INLINE logState #-}
logState :: LoggingState
logState = Off
{-# INLINE logPrint #-}
logPrint :: (Show a) => LoggingState -> a -> IO ()
logPrint On = print
logPrint Off = return . donothing
{-# INLINE logPutStr #-}
logPutStr :: LoggingState -> String -> IO ()
logPutStr On = putStr
logPutStr Off = return . donothing
{-# INLINE logPutStrLn #-}
logPutStrLn :: LoggingState -> String -> IO ()
logPutStrLn On = putStrLn
logPutStrLn Off = return . donothing
{-# INLINE donothing #-}
donothing :: a -> ()
donothing _ = ()
main :: IO ()
main = do
logPutStrLn logState "to2D test:"
logPutStr logState "V3 0.5 0.5 0: "
logPrint logState $ to2D $ V3 0.5 0.5 0
logPutStr logState "V3 0.5 0.5 1: "
logPrint logState $ to2D $ V3 0.5 0.5 1
logPutStr logState "V3 0.5 0.5 2: "
logPrint logState $ to2D $ V3 0.5 0.5 2
logPutStr logState "V3 0.75 0.5 0: "
logPrint logState $ to2D $ V3 0.75 0.5 0
logPutStr logState "V3 0.75 0.5 1: "
logPrint logState $ to2D $ V3 0.75 0.5 1
logPutStr logState "V3 0.75 0.5 2: "
logPrint logState $ to2D $ V3 0.75 0.5 2
logPutStrLn logState ""
initialize [InitVideo]
window <-
createWindow
"Test"
defaultWindow {windowGraphicsContext = OpenGLContext defaultOpenGL, windowInitialSize = V2 800 600}
defaultWindow{windowGraphicsContext = OpenGLContext defaultOpenGL, windowInitialSize = V2 800 800}
renderer <- createRenderer window (-1) defaultRenderer
@ -55,30 +113,111 @@ main = do
quit
loop :: Renderer -> Window -> IO ()
loop renderer window = waitEvent >>= _loop renderer window
exitCodes :: [Keycode]
exitCodes = [KeycodeQ, KeycodeEscape]
triangle :: [(V2 Float, V2 Float)]
triangle =
[ (V2 0.25 0.75, V2 0.5 0.25),
(V2 0.5 0.25, V2 0.75 0.75),
(V2 0.75 0.75, V2 0.25 0.75)
]
type Point2D = V2 Float
_loop :: Renderer -> Window -> Event -> IO ()
_loop renderer window event = do
let stop =
case eventPayload event of
QuitEvent -> True
type Line2D = (Point2D, Point2D)
type Point3D = V3 Float
type Line3D = (Point3D, Point3D)
data Pointrel = P2 Point2D | P3 Point3D deriving (Show)
p2 :: Float -> Float -> Pointrel
p2 x y = P2 (V2 x y)
toP2 :: Pointrel -> Point2D
toP2 (P2 pnt) = pnt
toP2 (P3 pnt) = to2D pnt
toP3 :: Pointrel -> Point3D
toP3 (P3 pnt) = pnt
toP3 (P2 pnt) = let oldvec = toList pnt in V3 (head oldvec) (last oldvec) 0
p3 :: Float -> Float -> Float -> Pointrel
p3 x y z = P3 (V3 x y z)
type Line = (Pointrel, Pointrel)
type Object = [Line]
{- FOURMOLU_DISABLE -}
square :: Object
square =
[ (p3 (-0.5) (-0.5) (-0.5), p3 0.5 (-0.5) (-0.5)),
(p3 (-0.5) (-0.5) (-0.5), p3 (-0.5) 0.5 (-0.5)),
(p3 (-0.5) (-0.5) (-0.5), p3 (-0.5) (-0.5) 0.5),
(p3 0.5 0.5 (-0.5), p3 0.5 0.5 0.5),
(p3 0.5 0.5 (-0.5), p3 0.5 (-0.5) (-0.5)),
(p3 0.5 0.5 (-0.5), p3 (-0.5) 0.5 (-0.5)),
(p3 (-0.5) 0.5 0.5, p3 0.5 0.5 0.5),
(p3 (-0.5) 0.5 0.5, p3 (-0.5) (-0.5) 0.5),
(p3 (-0.5) 0.5 0.5, p3 (-0.5) 0.5 (-0.5)),
(p3 0.5 (-0.5) 0.5, p3 0.5 0.5 0.5),
(p3 0.5 (-0.5) 0.5, p3 (-0.5) (-0.5) 0.5),
(p3 0.5 (-0.5) 0.5, p3 0.5 (-0.5) (-0.5))
]
{- FOURMOLU_ENABLE -}
data Direction = X | Y | Z
rotate :: Direction -> Direction -> Float -> Point3D -> Point3D
rotate X Y ang pnt =
let (c, s, toRotate, x, y, z) = (cos ang, sin ang, toList pnt, head toRotate, toRotate !! 1, last toRotate)
in V3 ((x * c) - (y * s)) ((x * s) + (y * c)) z
rotate X Z ang pnt =
let (c, s, toRotate, x, y, z) = (cos ang, sin ang, toList pnt, head toRotate, toRotate !! 1, last toRotate)
in V3 ((x * c) - (z * s)) y ((x * s) + (z * c))
rotate Y Z ang pnt =
let (c, s, toRotate, x, y, z) = (cos ang, sin ang, toList pnt, head toRotate, toRotate !! 1, last toRotate)
in V3 x ((y * c) - (z * s)) ((y * s) + (z * c))
rotate Y X a p = rotate X Y a p
rotate Z X a p = rotate X Z a p
rotate Z Y a p = rotate Y Z a p
rotate X X _ _ = error "cant't rotate around 2 axis simultaniously"
rotate Y Y _ _ = error "cant't rotate around 2 axis simultaniously"
rotate Z Z _ _ = error "cant't rotate around 2 axis simultaniously"
_rotateprint :: LoggingState -> Float -> Point3D -> IO ()
_rotateprint On ang pnt =
let (c, s, toRotate, x, y, z) = (cos ang, sin ang, toList pnt, head toRotate, toRotate !! 1, last toRotate)
in printf "c: %f, s: %f, x: %f, y: %f, z: %f\n" c s x y z
_rotateprint Off _ _ = return ()
rotateprint :: Float -> Point3D -> IO ()
rotateprint = _rotateprint logState
objects :: IORef [(Int, Object)]
{-# NOINLINE objects #-}
objects = unsafePerformIO (newIORef [(0 :: Int, square)])
delta :: IORef Float
{-# NOINLINE delta #-}
delta = unsafePerformIO (newIORef 0)
loop :: Renderer -> Window -> IO ()
loop renderer window = do
events <- pollEvents
stop <-
mapM
( \event -> case eventPayload event of
QuitEvent -> return True
KeyboardEvent kevent -> case keyboardEventKeyMotion kevent of
Pressed -> False
Pressed -> return False
Released
| keyof kevent `elem` exitCodes -> True
| otherwise -> False
_ -> False
| keyof kevent `elem` exitCodes -> return True
| otherwise -> return False
_ -> return False
)
events
rendererDrawColor renderer $= V4 255 255 255 255
clear renderer
@ -86,14 +225,56 @@ _loop renderer window event = do
rendererDrawColor renderer $= V4 0 0 0 255
size <- get $ windowSize window
mapM_ (uncurry (drawLine renderer) . bimap (tosdl size) (tosdl size)) triangle
oldObjs <- readIORef objects
mapM_ (mapM_ (bimapM_ (logPutStr logState . flip (++) " " . show . toP3) (logPrint logState . toP3)) . snd) oldObjs
logPutStrLn logState ""
logPutStrLn logState "rotateprint"
mapM_ (mapM_ (bimapM_ (rotateprint pi . toP3) (rotateprint pi . toP3)) . snd) oldObjs
logPutStrLn logState "rotateprint"
logPutStrLn logState ""
readIORef delta >>= writeIORef delta . (+ (0.25 / fromIntegral fps))
tmpDelta <- readIORef delta
let ang = 2 * pi * tmpDelta
-- readIORef objects >>= (writeIORef objects . map (second (map (bimap (P3 . (+) (V3 0 0 delta) . toP3) (P3 . (+) (V3 0 0 delta) . toP3)))))
-- readIORef objects >>= (writeIORef objects . map (second (map (bimap (P3 . rotate X Z ang . toP3) (P3 . rotate X Z ang . toP3)))))
rotated <- readIORef objects <&> map (map (bimap (P3 . rotate X Z ang . toP3) (P3 . rotate X Z ang . toP3)) . snd)
-- let rotated = map (map (bimap (P3 . rotate X Y ang . toP3) (P3 . rotate X Z ang . toP3))) rotated1
let moved = map (map (bimap (P3 . (+) (V3 0 0 tmpDelta) . toP3) (P3 . (+) (V3 0 0 tmpDelta) . toP3))) rotated
readIORef objects >>= mapM_ (mapM_ (logPrint logState) . snd)
logPutStrLn logState ""
mapM_ (mapM_ (uncurry (drawLine renderer) . bimap (tosdl size) (tosdl size))) moved
present renderer
unless stop continue
where
continue = waitEvent >>= _loop renderer window
keyof = keysymKeycode . keyboardEventKeysym
unless (or stop) continue
where
continue = threadDelay (1000000 `div` fps) >> loop renderer window
keyof = keysymKeycode . keyboardEventKeysym
tosdl :: V2 CInt -> V2 Float -> Point V2 CInt
tosdl size rel = P $ fmap round $ fmap fromIntegral size * rel
{-
- we apply the formula
- (x, y, z) -> (x/z, y/z)
- then change back from -1..1 to 0..2
- and finally from 0..2 to 0..1
-}
to2D :: Point3D -> Point2D
to2D = (\vec -> V2 (head vec / last vec) (vec !! 1 / last vec)) . toList
{-
- size `toIntegral`
- rel from -1..1 to 0..2
- rel from 0..2 to 0..1
- multiply size to rel
- round it
- return it in point form
-}
tosdl :: V2 CInt -> Pointrel -> Point V2 CInt
tosdl size (P2 rel) = P $ fmap round $ fmap fromIntegral size * (1 - (rel + 1) / 2)
tosdl size (P3 rel) = tosdl size $ P2 $ to2D rel