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

@ -2,22 +2,32 @@
module Main where module Main where
import Control.Concurrent (threadDelay)
import Control.Monad (unless) 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 Foreign.C (CInt)
import SDL import SDL (
( Event (eventPayload), Event (eventPayload),
EventPayload (KeyboardEvent, QuitEvent), EventPayload (KeyboardEvent, QuitEvent),
Hint (HintRenderScaleQuality),
HintPriority (DefaultPriority),
InitFlag (InitVideo), InitFlag (InitVideo),
InputMotion (Pressed, Released), InputMotion (Pressed, Released),
KeyboardEventData (keyboardEventKeyMotion, keyboardEventKeysym), KeyboardEventData (keyboardEventKeyMotion, keyboardEventKeysym),
Keysym (keysymKeycode), Keysym (keysymKeycode),
OpenGLConfig (glMultisampleSamples),
Point (P), Point (P),
Renderer, Renderer,
V2 (V2), V2 (V2),
V3 (V3),
V4 (V4), V4 (V4),
Window, Window,
WindowConfig (windowGraphicsContext, windowInitialSize), WindowConfig (WindowConfig, windowGraphicsContext, windowInitialSize),
WindowGraphicsContext (OpenGLContext), WindowGraphicsContext (OpenGLContext),
clear, clear,
createRenderer, createRenderer,
@ -29,23 +39,71 @@ import SDL
drawLine, drawLine,
get, get,
initialize, initialize,
pollEvents,
present, present,
quit, quit,
rendererDrawColor, rendererDrawColor,
setHintWithPriority,
waitEvent, waitEvent,
windowSize, windowSize,
($=), ($=),
) )
import SDL.Input.Keyboard.Codes 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 :: IO ()
main = do 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] initialize [InitVideo]
window <- window <-
createWindow createWindow
"Test" "Test"
defaultWindow {windowGraphicsContext = OpenGLContext defaultOpenGL, windowInitialSize = V2 800 600} defaultWindow{windowGraphicsContext = OpenGLContext defaultOpenGL, windowInitialSize = V2 800 800}
renderer <- createRenderer window (-1) defaultRenderer renderer <- createRenderer window (-1) defaultRenderer
@ -55,30 +113,111 @@ main = do
quit quit
loop :: Renderer -> Window -> IO ()
loop renderer window = waitEvent >>= _loop renderer window
exitCodes :: [Keycode] exitCodes :: [Keycode]
exitCodes = [KeycodeQ, KeycodeEscape] exitCodes = [KeycodeQ, KeycodeEscape]
triangle :: [(V2 Float, V2 Float)] type Point2D = 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)
]
_loop :: Renderer -> Window -> Event -> IO () type Line2D = (Point2D, Point2D)
_loop renderer window event = do
let stop = type Point3D = V3 Float
case eventPayload event of
QuitEvent -> True 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 KeyboardEvent kevent -> case keyboardEventKeyMotion kevent of
Pressed -> False Pressed -> return False
Released Released
| keyof kevent `elem` exitCodes -> True | keyof kevent `elem` exitCodes -> return True
| otherwise -> False | otherwise -> return False
_ -> False _ -> return False
)
events
rendererDrawColor renderer $= V4 255 255 255 255 rendererDrawColor renderer $= V4 255 255 255 255
clear renderer clear renderer
@ -86,14 +225,56 @@ _loop renderer window event = do
rendererDrawColor renderer $= V4 0 0 0 255 rendererDrawColor renderer $= V4 0 0 0 255
size <- get $ windowSize window 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 present renderer
unless stop continue unless (or stop) continue
where where
continue = waitEvent >>= _loop renderer window continue = threadDelay (1000000 `div` fps) >> loop renderer window
keyof = keysymKeycode . keyboardEventKeysym 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

77
fourmolu.yaml Normal file
View file

@ -0,0 +1,77 @@
# Number of spaces per indentation step
indentation: 2
# Max line length for automatic line breaking
column-limit: none
# Styling of arrows in type signatures (choices: trailing, leading, or leading-args)
function-arrows: trailing
# How to place commas in multi-line lists, records, etc. (choices: leading or trailing)
comma-style: trailing
# Styling of import/export lists (choices: leading, trailing, or diff-friendly)
import-export-style: diff-friendly
# Rules for grouping import declarations
import-grouping: legacy
# Whether to full-indent or half-indent 'where' bindings past the preceding body
indent-wheres: false
# Whether to leave a space before an opening record brace
record-brace-space: false
# Number of spaces between top-level declarations
newlines-between-decls: 1
# How to print Haddock comments (choices: single-line, multi-line, or multi-line-compact)
haddock-style: multi-line
# How to print module docstring
haddock-style-module: null
# Where to put docstring comments in function signatures (choices: auto, leading, or trailing)
haddock-location-signature: auto
# Styling of let blocks (choices: auto, inline, newline, or mixed)
let-style: auto
# How to align the 'in' keyword with respect to the 'let' keyword (choices: left-align, right-align, or no-space)
in-style: right-align
# Styling of if-statements (choices: indented or hanging)
if-style: indented
# Whether to put parentheses around a single constraint (choices: auto, always, or never)
single-constraint-parens: always
# Whether to put parentheses around a single deriving class (choices: auto, always, or never)
single-deriving-parens: always
# Whether to sort constraints
sort-constraints: false
# Whether to sort derived classes
sort-derived-classes: false
# Whether to sort deriving clauses
sort-deriving-clauses: false
# Whether to place section operators (those that are infixr 0, such as $) in trailing position, continuing the expression indented below
trailing-section-operators: true
# Output Unicode syntax (choices: detect, always, or never)
unicode: detect
# Give the programmer more choice on where to insert blank lines
respectful: true
# Fixity information for operators
fixities: []
# Module reexports Fourmolu should know about
reexports: []
# Modules defined by the current Cabal package for import grouping
local-modules: []

View file

@ -49,7 +49,7 @@ category: Game
build-type: Simple build-type: Simple
-- Extra doc files to be distributed with the package, such as a CHANGELOG or a README. -- Extra doc files to be distributed with the package, such as a CHANGELOG or a README.
extra-doc-files: CHANGELOG.md extra-doc-files: README.md
-- Extra source files to be distributed with the package, such as examples, or a tutorial module. -- Extra source files to be distributed with the package, such as examples, or a tutorial module.
-- extra-source-files: -- extra-source-files:
@ -71,7 +71,7 @@ executable haskell-game
-- other-extensions: -- other-extensions:
-- Other library packages from which modules are imported. -- Other library packages from which modules are imported.
build-depends: base ^>=4.18.3.0, sdl2 >= 2.5.5.1 build-depends: base ^>=4.18.3.0, sdl2 >= 2.5.5.1, StateVar
-- Directories containing source files. -- Directories containing source files.
hs-source-dirs: app hs-source-dirs: app