almost complete type overhaul, working relative rotation

This commit is contained in:
Dario48 2026-02-02 16:51:05 +01:00
commit e237a0539a

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@ -6,31 +6,25 @@ module Main where
import Control.Concurrent (threadDelay)
import Control.Monad (unless)
import Control.Monad.IO.Class (MonadIO)
import Data.Bifoldable (bimapM_)
import Data.Bifunctor (Bifunctor (bimap, second))
import Data.Bifunctor (Bifunctor (bimap))
import Data.Foldable (Foldable (toList))
import Data.Functor ((<&>))
import Data.IORef (IORef, newIORef, readIORef, writeIORef)
import Data.Kind (Type)
import Data.StateVar (StateVar (StateVar), makeStateVar, mapStateVar)
import Foreign.C (CInt)
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),
WindowConfig (windowGraphicsContext, windowInitialSize),
WindowGraphicsContext (OpenGLContext),
clear,
createRenderer,
@ -47,17 +41,15 @@ import SDL (
present,
quit,
rendererDrawColor,
setHintWithPriority,
waitEvent,
windowSize,
($=),
)
import SDL.Input.Keyboard.Codes
import System.IO.Unsafe (unsafePerformIO)
import Text.Printf (PrintfType, printf)
import Text.Printf (printf)
fps :: Int
fps = 1
fps = 60
data LoggingState = On | Off
@ -102,6 +94,29 @@ main = do
logPrint logState $ to2D $ V3 0.75 0.5 2
logPutStrLn logState ""
let tmpPoint =
Lines
( [ Line (p3 0 0 0, p3 1 0 0)
],
p3 0 0 0
)
let movedPoint = move (Right (V3 0 0 1 :: V3 Float)) tmpPoint
let rotatedPoint = rotate X Z (pi / 2) movedPoint
let rotatedPoint2 = rotate X Z (-(pi / 2)) rotatedPoint
let movedBackPoint = move (Right (V3 0 0 (-1) :: V3 Float)) rotatedPoint2
putStr "tmpPoint: "
print tmpPoint
putStr "movedPoint: "
print movedPoint
putStr "debugGetCenteredObject movedPoint: "
print $ debugGetCenteredObject movedPoint
putStr "rotatedPoint: "
print rotatedPoint
putStr "rotatedPoint2: "
print rotatedPoint2
putStr "movedBackPoint: "
print movedBackPoint
initialize [InitVideo]
window <-
@ -132,6 +147,8 @@ class Drawable a where
draw :: (MonadIO m, Functor m) => Window -> Renderer -> a -> m ()
absRotate :: Direction -> Direction -> Float -> a -> a
rotate :: Direction -> Direction -> Float -> a -> a
move :: Either (V2 Float) (V3 Float) -> a -> a
movePrecise :: a -> a -> a
data Pointrel = P2 Point2D | P3 Point3D deriving (Show)
@ -151,12 +168,18 @@ toP3 (P2 pnt) = let oldvec = toList pnt in V3 (head oldvec) (last oldvec) 0
instance Drawable Pointrel where
draw window renderer (P3 pnt) = draw window renderer $ P2 $ to2D pnt
draw window renderer pnt = get $ windowSize window >>= drawPoint renderer . flip tosdl pnt
draw window renderer pnt = get (windowSize window) >>= drawPoint renderer . flip tosdl pnt
move (Left d2) (P2 p2D) = P2 $ p2D + d2
move (Right d3) (P2 p2D) = P3 $ (\x -> V3 (head x) (last x) (0 :: Float)) (toList p2D) + d3
move (Left d2) (P3 p3D) = P3 $ (\x -> V3 (head x) (last x) (0 :: Float)) (toList d2) + p3D
move (Right d3) (P3 p3D) = P3 $ p3D + d3
movePrecise a (P2 b) = move (Left b) a
movePrecise a (P3 b) = move (Right b) a
absRotate dir1 dir2 ang (P3 pnt) = P3 $ _rotate dir1 dir2 ang pnt
absRotate dir1 dir2 ang pnt = P3 $ _rotate dir1 dir2 ang $ toP3 pnt
rotate _ _ _ = id
newtype Line = Line (Pointrel, Pointrel)
newtype Line = Line (Pointrel, Pointrel) deriving (Show)
toLines :: [(Pointrel, Pointrel)] -> [Line]
toLines = map Line
unLine :: Line -> (Pointrel, Pointrel)
@ -164,32 +187,68 @@ unLine (Line points) = points
instance Drawable Line where
draw window renderer (Line points) = get (windowSize window) >>= (\size -> uncurry (drawLine renderer) $ bimap (tosdl size) (tosdl size) points)
move a (Line (b, c)) = Line (move a b, move a c)
movePrecise (Line (a1, b1)) (Line (a2, b2)) = Line (movePrecise a1 a2, movePrecise b1 b2)
absRotate dir1 dir2 ang (Line line) = Line $ bimap (absRotate dir1 dir2 ang) (absRotate dir1 dir2 ang) line
rotate dir1 dir2 ang (Line (P2 p_1, P2 p_2)) = let mid = (p_1 + p_2) / 2 in move (Left mid) $ absRotate dir1 dir2 ang $ Line (P2 (p_1 - mid), P2 (p_2 - mid))
rotate dir1 dir2 ang (Line (P2 _p_1, P3 p_2)) =
let
p_1 = toP3 (P2 _p_1)
mid = (p_1 + p_2) / 2
in
move (Right mid) $ absRotate dir1 dir2 ang $ Line (P3 (p_1 - mid), P3 (p_2 - mid))
rotate dir1 dir2 ang (Line (P3 p_1, P2 _p_2)) =
let
p_2 = toP3 (P2 _p_2)
mid = (p_1 + p_2) / 2
in
move (Right mid) $ absRotate dir1 dir2 ang $ Line (P3 (p_1 - mid), P3 (p_2 - mid))
rotate dir1 dir2 ang (Line (P3 p_1, P3 p_2)) = let mid = (p_1 + p_2) / 2 in move (Right mid) $ absRotate dir1 dir2 ang $ Line (P3 (p_1 - mid), P3 (p_2 - mid))
data Object = Lines [Line] | Points [Pointrel]
data Object = Lines ([Line], Pointrel) | Points ([Pointrel], Pointrel) deriving (Show)
instance Drawable Object where
draw window renderer (Lines obj) = mapM_ (draw window renderer) obj
draw window renderer (Points obj) = mapM_ (draw window renderer) obj
draw window renderer (Lines (obj, _)) = mapM_ (draw window renderer) obj
draw window renderer (Points (obj, _)) = mapM_ (draw window renderer) obj
move a (Lines (b, c)) = Lines (map (move a) b, move a c)
move a (Points (b, c)) = Points (map (move a) b, move a c)
movePrecise _ = id
absRotate dir1 dir2 ang (Lines (obj, center)) = Lines (map (absRotate dir1 dir2 ang) obj, center)
absRotate dir1 dir2 ang (Points (obj, center)) = Points (map (absRotate dir1 dir2 ang) obj, center)
rotate dir1 dir2 ang (Lines (obj, P3 center)) = move (Right center) $ absRotate dir1 dir2 ang $ Lines (map (move $ Right $ center * (-1)) obj, p3 0 0 0)
rotate dir1 dir2 ang (Lines (obj, P2 center)) = move (Left center) $ absRotate dir1 dir2 ang $ Lines (map (move $ Left $ center * (-1)) obj, p2 0 0)
rotate dir1 dir2 ang (Points (obj, P3 center)) = move (Right center) $ absRotate dir1 dir2 ang $ Points (map (move $ Right $ center * (-1)) obj, p3 0 0 0)
rotate dir1 dir2 ang (Points (obj, P2 center)) = move (Left center) $ absRotate dir1 dir2 ang $ Points (map (move $ Left $ center * (-1)) obj, p2 0 0)
debugGetCenteredObject :: Object -> Object
debugGetCenteredObject (Lines (obj, P3 center)) = Lines (map (move $ Right $ center * (-1)) obj, P3 center)
debugGetCenteredObject (Lines (obj, P2 center)) = Lines (map (move $ Left $ center * (-1)) obj, P2 center)
debugGetCenteredObject (Points (obj, P3 center)) = Points (map (move $ Right $ center * (-1)) obj, P3 center)
debugGetCenteredObject (Points (obj, P2 center)) = Points (map (move $ Left $ center * (-1)) obj, P2 center)
{- FOURMOLU_DISABLE -}
square :: Object
square = Lines $ toLines [
(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),
square =
Lines
( toLines
[ (p3 (-1) (-1) 0, p3 1 (-1) 0),
(p3 (-1) (-1) 0, p3 (-1) 1 0),
(p3 (-1) (-1) 0, p3 (-1) (-1) 2),
(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 1 1 0, p3 1 1 2),
(p3 1 1 0, p3 1 (-1) 0),
(p3 1 1 0, p3 (-1) 1 0),
(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 (-1) 1 2, p3 1 1 2),
(p3 (-1) 1 2, p3 (-1) (-1) 2),
(p3 (-1) 1 2, p3 (-1) 1 0),
(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 1 (-1) 2, p3 1 1 2),
(p3 1 (-1) 2, p3 (-1) (-1) 2),
(p3 1 (-1) 2, p3 1 (-1) 0)
],
p3 0 0 1
)
{- FOURMOLU_ENABLE -}
data Direction = X | Y | Z
@ -200,7 +259,7 @@ _rotate X Y ang pnt =
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))
in V3 ((x * c) + (z * s)) y ((z * c) - (s * x))
_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))
@ -249,30 +308,32 @@ loop renderer window = do
rendererDrawColor renderer $= V4 0 0 0 255
size <- get $ windowSize window
-- size <- get $ windowSize window
oldObjs <- readIORef objects
-- oldObjs <- readIORef objects
-- readIORef delta >>= writeIORef delta . (+ (0.25 / fromIntegral fps))
readIORef delta >>= writeIORef delta . (+ (0.05 / fromIntegral fps))
-- readIORef delta >>= writeIORef delta . (+ (0.05 / 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)
rotated <- readIORef objects <&> map snd -- <&> map (rotate Y Z ang . snd)
mapM_ (logPrint logState) rotated
-- 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
let moved = map (move (Right (V3 0 0 tmpDelta))) rotated
mapM_ (logPrint logState) moved
readIORef objects >>= mapM_ (mapM_ (logPrint logState) . snd)
logPutStrLn logState ""
-- putStr "\ESC[H\ESC[2J"
mapM_ (mapM_ (bimapM_ (putStr . flip (++) " " . show . toP3) (print . toP3))) moved
mapM_ (mapM_ (uncurry (drawLine renderer) . bimap (tosdl size) (tosdl size))) moved
-- mapM_ (mapM_ (bimapM_ (putStr . flip (++) " " . show . toP3) (print . toP3))) moved
mapM_ (draw window renderer . rotate Y Z ang . rotate X Y ang . rotate X Z ang) moved
-- mapM_ (draw window renderer) moved
present renderer
writeIORef delta $ (+) tmpDelta $ 0.25 / fromIntegral fps
unless (or stop) continue
where
continue = threadDelay (1000000 `div` fps) >> loop renderer window
@ -286,8 +347,8 @@ loop renderer window = do
-}
to2D :: Point3D -> Point2D
to2D pointin
| last vec == 0 = to2D $ pointin * V3 1 (-1) 1
| otherwise = V2 (head vec / last vec) (vec !! 1 / last vec)
| last vec == 0 = to2D $ pointin + V3 0 0 0.01
| otherwise = V2 (head vec / last vec) ((vec !! 1) / last vec)
where
vec = toList pointin