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| -rw-r--r-- | Spear/Scene/GameObject.hs | 320 |
1 files changed, 320 insertions, 0 deletions
diff --git a/Spear/Scene/GameObject.hs b/Spear/Scene/GameObject.hs new file mode 100644 index 0000000..190d0a5 --- /dev/null +++ b/Spear/Scene/GameObject.hs | |||
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| 1 | module Spear.Scene.GameObject | ||
| 2 | ( | ||
| 3 | GameObject | ||
| 4 | , GameStyle(..) | ||
| 5 | , Window(..) | ||
| 6 | , AM.AnimationSpeed | ||
| 7 | -- * Construction | ||
| 8 | , goNew | ||
| 9 | -- * Accessors | ||
| 10 | , currentAnimation | ||
| 11 | --, goAABB | ||
| 12 | --, goAABBs | ||
| 13 | , collisioners | ||
| 14 | , goRPGtransform | ||
| 15 | , numCollisioners | ||
| 16 | , renderer | ||
| 17 | , window | ||
| 18 | -- * Manipulation | ||
| 19 | , goUpdate | ||
| 20 | , setAnimation | ||
| 21 | , setAnimationSpeed | ||
| 22 | , setAxis | ||
| 23 | , withCollisioners | ||
| 24 | , setCollisioners | ||
| 25 | , setWindow | ||
| 26 | -- * Rendering | ||
| 27 | , goRender | ||
| 28 | -- * Collision | ||
| 29 | , goCollide | ||
| 30 | ) | ||
| 31 | where | ||
| 32 | |||
| 33 | |||
| 34 | import Spear.GL | ||
| 35 | import Spear.Math.AABB | ||
| 36 | import qualified Spear.Math.Camera as Cam | ||
| 37 | import Spear.Math.Collision as Col | ||
| 38 | import qualified Spear.Math.Matrix3 as M3 | ||
| 39 | import qualified Spear.Math.Matrix4 as M4 | ||
| 40 | import Spear.Math.MatrixUtils | ||
| 41 | import qualified Spear.Math.Spatial2 as S2 | ||
| 42 | import qualified Spear.Math.Spatial3 as S3 | ||
| 43 | import Spear.Math.Utils | ||
| 44 | import Spear.Math.Vector | ||
| 45 | import qualified Spear.Render.AnimatedModel as AM | ||
| 46 | import Spear.Render.Program | ||
| 47 | import Spear.Render.StaticModel as SM | ||
| 48 | |||
| 49 | import Data.Fixed (mod') | ||
| 50 | import Data.List (foldl') | ||
| 51 | |||
| 52 | |||
| 53 | -- | Game style. | ||
| 54 | data GameStyle | ||
| 55 | = RPG -- ^ RPG or RTS style game. | ||
| 56 | | PLT -- ^ Platformer or space invaders style game. | ||
| 57 | |||
| 58 | |||
| 59 | data Window = Window | ||
| 60 | { projInv :: !M4.Matrix4 | ||
| 61 | , viewInv :: !M4.Matrix4 | ||
| 62 | , vpx :: !Float | ||
| 63 | , vpy :: !Float | ||
| 64 | , width :: !Float | ||
| 65 | , height :: !Float | ||
| 66 | } | ||
| 67 | |||
| 68 | |||
| 69 | dummyWindow = Window M4.id M4.id 0 0 640 480 | ||
| 70 | |||
| 71 | |||
| 72 | -- | An object in the game scene. | ||
| 73 | data GameObject = GameObject | ||
| 74 | { gameStyle :: !GameStyle | ||
| 75 | , renderer :: !(Either StaticModelRenderer AM.AnimatedModelRenderer) | ||
| 76 | , collisioners :: ![Collisioner2] | ||
| 77 | , transform :: !M3.Matrix3 | ||
| 78 | , axis :: !Vector3 | ||
| 79 | , angle :: !Float | ||
| 80 | , window :: !Window | ||
| 81 | } | ||
| 82 | |||
| 83 | |||
| 84 | instance S2.Spatial2 GameObject where | ||
| 85 | |||
| 86 | move v go = go | ||
| 87 | { collisioners = fmap (Col.move v) $ collisioners go | ||
| 88 | , transform = M3.translv v * transform go | ||
| 89 | } | ||
| 90 | |||
| 91 | moveFwd s go = | ||
| 92 | let m = transform go | ||
| 93 | v = scale s $ M3.forward m | ||
| 94 | in go | ||
| 95 | { collisioners = fmap (Col.move v) $ collisioners go | ||
| 96 | , transform = M3.translv v * m | ||
| 97 | } | ||
| 98 | |||
| 99 | moveBack s go = | ||
| 100 | let m = transform go | ||
| 101 | v = scale (-s) $ M3.forward m | ||
| 102 | in go | ||
| 103 | { collisioners = fmap (Col.move v) $ collisioners go | ||
| 104 | , transform = M3.translv v * m | ||
| 105 | } | ||
| 106 | |||
| 107 | strafeLeft s go = | ||
| 108 | let m = transform go | ||
| 109 | v = scale (-s) $ M3.right m | ||
| 110 | in go | ||
| 111 | { collisioners = fmap (Col.move v) $ collisioners go | ||
| 112 | , transform = M3.translv v * m | ||
| 113 | } | ||
| 114 | |||
| 115 | strafeRight s go = | ||
| 116 | let m = transform go | ||
| 117 | v = scale s $ M3.right m | ||
| 118 | in go | ||
| 119 | { collisioners = fmap (Col.move v) $ collisioners go | ||
| 120 | , transform = M3.translv v * m | ||
| 121 | } | ||
| 122 | |||
| 123 | rotate a go = | ||
| 124 | go | ||
| 125 | { transform = transform go * M3.rot a | ||
| 126 | , angle = (angle go + a) `mod'` 360 | ||
| 127 | } | ||
| 128 | |||
| 129 | setRotation a go = | ||
| 130 | go | ||
| 131 | { transform = M3.translation (transform go) * M3.rot a | ||
| 132 | , angle = a | ||
| 133 | } | ||
| 134 | |||
| 135 | pos go = M3.position . transform $ go | ||
| 136 | |||
| 137 | fwd go = M3.forward . transform $ go | ||
| 138 | |||
| 139 | up go = M3.up . transform $ go | ||
| 140 | |||
| 141 | right go = M3.right . transform $ go | ||
| 142 | |||
| 143 | transform go = Spear.Scene.GameObject.transform go | ||
| 144 | |||
| 145 | setTransform mat go = go { transform = mat } | ||
| 146 | |||
| 147 | setPos pos go = | ||
| 148 | let m = transform go | ||
| 149 | in go { transform = M3.transform (M3.right m) (M3.forward m) pos } | ||
| 150 | |||
| 151 | lookAt p go = | ||
| 152 | let position = S2.pos go | ||
| 153 | fwd = normalise $ p - position | ||
| 154 | r = perp fwd | ||
| 155 | toDeg = (*(180/pi)) | ||
| 156 | viewI = viewInv . window $ go | ||
| 157 | p1 = viewToWorld2d position viewI | ||
| 158 | p2 = viewToWorld2d (position + fwd) viewI | ||
| 159 | f = normalise $ p2 - p1 | ||
| 160 | in | ||
| 161 | go | ||
| 162 | { transform = M3.transform r fwd position | ||
| 163 | , angle = 180 - | ||
| 164 | if x f > 0 | ||
| 165 | then toDeg . acos $ f `dot` unity2 | ||
| 166 | else (+180) . toDeg . acos $ f `dot` (-unity2) | ||
| 167 | } | ||
| 168 | |||
| 169 | |||
| 170 | -- | Create a new game object. | ||
| 171 | goNew :: GameStyle | ||
| 172 | -> Either StaticModelResource AM.AnimatedModelResource | ||
| 173 | -> [Collisioner2] | ||
| 174 | -> M3.Matrix3 -- ^ Transform | ||
| 175 | -> Vector3 -- ^ Axis of rotation | ||
| 176 | -> GameObject | ||
| 177 | |||
| 178 | goNew style (Left smr) cols transf axis = GameObject | ||
| 179 | style (Left $ SM.staticModelRenderer smr) cols transf axis 0 dummyWindow | ||
| 180 | |||
| 181 | goNew style (Right amr) cols transf axis = GameObject | ||
| 182 | style (Right $ AM.animatedModelRenderer 1 amr) cols transf axis 0 dummyWindow | ||
| 183 | |||
| 184 | |||
| 185 | goUpdate :: Float -> GameObject -> GameObject | ||
| 186 | goUpdate dt go = | ||
| 187 | let rend = renderer go | ||
| 188 | rend' = case rend of | ||
| 189 | Left _ -> rend | ||
| 190 | Right amr -> Right $ AM.update dt amr | ||
| 191 | in go | ||
| 192 | { renderer = rend' | ||
| 193 | } | ||
| 194 | |||
| 195 | |||
| 196 | -- | Get the game object's ith bounding box. | ||
| 197 | --goAABB :: Int -> GameObject -> AABB2 | ||
| 198 | --goAABB i = getAABB . flip (!!) i . collisioners | ||
| 199 | |||
| 200 | |||
| 201 | -- | Get the game object's bounding boxes. | ||
| 202 | --goAABBs :: GameObject -> [AABB2] | ||
| 203 | --goAABBs = fmap getAABB . collisioners | ||
| 204 | |||
| 205 | |||
| 206 | -- | Get the game object's 3D transform. | ||
| 207 | goRPGtransform :: GameObject -> M4.Matrix4 | ||
| 208 | goRPGtransform go = | ||
| 209 | let viewI = viewInv . window $ go | ||
| 210 | in rpgTransform 0 (angle go) (axis go) (S2.pos go) viewI | ||
| 211 | |||
| 212 | |||
| 213 | -- | Get the game object's current animation. | ||
| 214 | currentAnimation :: Enum a => GameObject -> a | ||
| 215 | currentAnimation go = case renderer go of | ||
| 216 | Left _ -> toEnum 0 | ||
| 217 | Right amr -> AM.currentAnimation amr | ||
| 218 | |||
| 219 | |||
| 220 | -- | Return the game object's number of collisioners. | ||
| 221 | numCollisioners :: GameObject -> Int | ||
| 222 | numCollisioners = length . collisioners | ||
| 223 | |||
| 224 | |||
| 225 | -- | Set the game object's current animation. | ||
| 226 | setAnimation :: Enum a => a -> GameObject -> GameObject | ||
| 227 | setAnimation a go = case renderer go of | ||
| 228 | Left _ -> go | ||
| 229 | Right amr -> go { renderer = Right $ AM.setAnimation a amr } | ||
| 230 | |||
| 231 | |||
| 232 | -- | Set the game object's animation speed. | ||
| 233 | setAnimationSpeed :: AM.AnimationSpeed -> GameObject -> GameObject | ||
| 234 | setAnimationSpeed s go = case renderer go of | ||
| 235 | Left _ -> go | ||
| 236 | Right amr -> go { renderer = Right $ AM.setAnimationSpeed s amr } | ||
| 237 | |||
| 238 | |||
| 239 | -- | Set the game object's axis of rotation. | ||
| 240 | setAxis :: Vector3 -> GameObject -> GameObject | ||
| 241 | setAxis ax go = go { axis = ax } | ||
| 242 | |||
| 243 | |||
| 244 | -- | Set the game object's collisioners. | ||
| 245 | setCollisioners :: [Collisioner2] -> GameObject -> GameObject | ||
| 246 | setCollisioners cols go = go { collisioners = cols } | ||
| 247 | |||
| 248 | |||
| 249 | -- | Set the game object's window. | ||
| 250 | setWindow :: Window -> GameObject -> GameObject | ||
| 251 | setWindow wnd go = go { window = wnd } | ||
| 252 | |||
| 253 | |||
| 254 | -- | Manipulate the game object's collisioners. | ||
| 255 | withCollisioners :: GameObject -> ([Collisioner2] -> [Collisioner2]) -> GameObject | ||
| 256 | withCollisioners go f = go { collisioners = f $ collisioners go } | ||
| 257 | |||
| 258 | |||
| 259 | -- | Render the game object. | ||
| 260 | goRender :: StaticProgram -> AnimatedProgram -> Cam.Camera -> GameObject -> IO () | ||
| 261 | goRender sprog aprog cam go = | ||
| 262 | let spu = staticProgramUniforms sprog | ||
| 263 | apu = animatedProgramUniforms aprog | ||
| 264 | style = gameStyle go | ||
| 265 | axis' = axis go | ||
| 266 | a = angle go | ||
| 267 | proj = Cam.projection cam | ||
| 268 | view = M4.inverseTransform $ S3.transform cam | ||
| 269 | transf = S2.transform go | ||
| 270 | normal = fastNormalMatrix modelview | ||
| 271 | modelview = case style of | ||
| 272 | RPG -> view * goRPGtransform go | ||
| 273 | PLT -> view * pltTransform transf | ||
| 274 | in case renderer go of | ||
| 275 | Left smr -> | ||
| 276 | goRender' style a axis' sprog spu modelview proj normal | ||
| 277 | (SM.bind spu smr) (SM.render spu smr) | ||
| 278 | Right amr -> | ||
| 279 | goRender' style a axis' aprog apu modelview proj normal | ||
| 280 | (AM.bind apu amr) (AM.render apu amr) | ||
| 281 | |||
| 282 | |||
| 283 | type Bind = IO () | ||
| 284 | |||
| 285 | type Render = IO () | ||
| 286 | |||
| 287 | |||
| 288 | goRender' :: (ProgramUniforms u, Program p) | ||
| 289 | => GameStyle | ||
| 290 | -> Float | ||
| 291 | -> Vector3 | ||
| 292 | -> p | ||
| 293 | -> u | ||
| 294 | -> M4.Matrix4 -- Modelview | ||
| 295 | -> M4.Matrix4 -- Projection | ||
| 296 | -> M3.Matrix3 -- Normal matrix | ||
| 297 | -> Bind | ||
| 298 | -> Render | ||
| 299 | -> IO () | ||
| 300 | goRender' style a axis prog uniforms modelview proj normal bindRenderer render = | ||
| 301 | let | ||
| 302 | in do | ||
| 303 | useProgram . program $ prog | ||
| 304 | uniform (projLoc uniforms) proj | ||
| 305 | uniform (modelviewLoc uniforms) modelview | ||
| 306 | uniform (normalmatLoc uniforms) normal | ||
| 307 | bindRenderer | ||
| 308 | render | ||
| 309 | |||
| 310 | |||
| 311 | -- | Return 'True' if the given game objects collide, 'False' otherwise. | ||
| 312 | goCollide :: GameObject -> GameObject -> Bool | ||
| 313 | goCollide go1 go2 = | ||
| 314 | let cols1 = collisioners go1 | ||
| 315 | cols2 = collisioners go2 | ||
| 316 | c1 = cols1 !! 0 | ||
| 317 | c2 = cols2 !! 0 | ||
| 318 | in | ||
| 319 | if length cols1 == 0 || length cols2 == 0 then False | ||
| 320 | else c1 `collide` c2 /= NoCollision \ No newline at end of file | ||
