Reworked Transform as a type class

This commit is contained in:
Matthias Schiffer 2011-06-26 20:55:51 +02:00
parent 8f1fd98cd6
commit cc53496bab
11 changed files with 115 additions and 75 deletions

View file

@ -12,12 +12,11 @@ import GLDriver
import Player
data CPUPlayer = CPUPlayer Vector
data CPUPlayer = CPUPlayer Rotation
deriving (Typeable, Show)
instance Player CPUPlayer where
-- playerUpdate (CPUPlayer angle) _ = return (CPUPlayer (if (angle+0.2) > 180 then angle-359.8 else angle+0.2), Just angle, True, Just (-angle), ((fromIntegral . round $ angle) == angle) && ((round $ angle) `mod` 2 == 0))
playerUpdate (CPUPlayer dir) _ = return (CPUPlayer dir', Just dir', True, Just mirrordir, False)
playerUpdate (CPUPlayer dir) _ = return (CPUPlayer dir', Just dir', True, Just $ negateV dir', False)
where
dir' = (rotate (0.2*pi/180)) >< dir
mirrordir = Vector (vectorX dir') (-(vectorY dir'))
dir' = (fromAngle (0.2*pi/180)) >< dir

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@ -20,7 +20,7 @@ bulletDiameter :: Coord
bulletDiameter = 0.05
collisionTankBorder :: Coord -> Coord -> Tank -> Tank
collisionTankBorder lw lh tank = (translate dx dy) >< tank
collisionTankBorder lw lh tank = V.Vector dx dy >< tank
where
corners = [ V.Vector (tankLength/2) (tankWidth/2)
, V.Vector (-tankLength/2) (tankWidth/2)
@ -28,8 +28,8 @@ collisionTankBorder lw lh tank = (translate dx dy) >< tank
, V.Vector (tankLength/2) (-tankWidth/2)
]
rotp v = V.rotateV (tankDir tank) >< v
transp v = V.translateV v >< tankPos tank
rotp v = tankDir tank >< v
transp v = v >< tankPos tank
points = map (transp . rotp) corners
minx = minimum $ map V.vertexX points
@ -50,7 +50,7 @@ collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (bet
where
between x a b = x >= a && x <= b
rotp t v = V.rotateV' (tankDir t) >< v
rotp t v = tankDir t >:< v
transp t v = V.diffV (tankPos t) v
V.Vector bx by = (rotp tank) . (transp tank) $ bulletPos b
@ -61,7 +61,8 @@ collisionBulletTank (b, b') (tank, tank') = (not ((between bx minx maxx) && (bet
miny = -(tankWidth+bulletDiameter)/2
maxy = (tankWidth+bulletDiameter)/2
collisionTankTank :: ((Tank, Tank), (Tank, Tank)) -> ((Tank, Tank), (Tank, Tank))
collisionTankTank ((t1, t1'), (t2, t2')) = ((t1, t1'), (t2, t2'))
-- where
collisionTankTank :: ((Tank, Tank), (Tank, Tank)) -> (Tank, Tank)
collisionTankTank ((t1, t1'), (t2, t2')) = (t1'', t2'')
where
t1'' = t1'
t2'' = t2'

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@ -30,8 +30,8 @@ instance Player DefaultPlayer where
ax = realToFrac $ aimx - (fromRational . toRational . tankX $ tank)
ay = realToFrac $ aimy - (fromRational . toRational . tankY $ tank)
move = (x /= 0 || y /= 0)
dir = if move then Just (normalized $ Vector x y) else Nothing
adir = if (ax /= 0 || ay /= 0) then Just (normalized $ Vector ax ay) else Nothing
dir = if move then Just (fromVector $ Vector x y) else Nothing
adir = if (ax /= 0 || ay /= 0) then Just (fromVector $ Vector ax ay) else Nothing
in return (DefaultPlayer keys aimx aimy False, dir, move, adir, shoot)
handleEvent (DefaultPlayer keys aimx aimy shoot) ev

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@ -8,13 +8,12 @@ module Game ( Bullet(..)
import Level
import Tank
import Transformable
import Vector
data Bullet = Bullet
{ bulletPos :: !Vertex
, bulletDir :: !Vector
, bulletDir :: !Rotation
, bulletSpeed :: !Coord
, bulletBouncesLeft :: !Int
, bulletTank :: !Int
@ -27,7 +26,7 @@ bulletY :: Bullet -> Coord
bulletY = vertexY . bulletPos
instance Transformable Bullet where
t >< b = b { bulletPos = pos, bulletDir = dir } where
transform t b = b { bulletPos = pos, bulletDir = dir } where
pos = t >< bulletPos b
dir = t >< bulletDir b

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@ -10,6 +10,8 @@ import DefaultPlayer
import HWiidPlayer
import Simulation
import Tank
import Vector
import GLDriver
import GLX
@ -20,7 +22,6 @@ import qualified Data.Map as M
import qualified Data.Set as S
import Data.Time
import Vector
main :: IO ()
main = do
@ -31,14 +32,14 @@ main = do
when (initialized gl) $ do
currentTime <- getCurrentTime
let gamestate = GameState {level = theLevel, tanks = [ Tank (Vertex 7.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
, Tank (Vertex 4.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
, Tank (Vertex 10.0 4.0) (Vector 1 0) (Vector 1 0) 1.5 (270*pi/180) False 3 1 5 1
let gamestate = GameState {level = theLevel, tanks = [ Tank (Vertex 7.0 4.0) zeroV zeroV 1.5 (270*pi/180) False 3 1 5 1
, Tank (Vertex 4.0 4.0) zeroV zeroV 1.5 (270*pi/180) False 3 1 5 1
, Tank (Vertex 10.0 4.0) zeroV zeroV 1.5 (270*pi/180) False 3 1 5 1
], bullets = []}
mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players =
[ SomePlayer humanPlayer
, SomePlayer $ CPUPlayer $ Vector 0 (-1)
, SomePlayer $ CPUPlayer $ Vector 0 1
, SomePlayer $ CPUPlayer $ fromAngle $ -pi/2
, SomePlayer $ CPUPlayer $ fromAngle $ pi/2
], textures = M.empty, models = M.empty, gameState = gamestate}
runMain mainstate $ do

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@ -55,11 +55,11 @@ instance Player HWiidPlayer where
(aimx, aimy) = if null aims then (0, 0) else mulV (1/(fromIntegral $ length aims)) (foldr addV (0, 0) aims)
ax = realToFrac $ aimx - (fromRational . toRational . tankX $ tank)
ay = realToFrac $ aimy - (fromRational . toRational . tankY $ tank)
aim = if (ax /= 0 || ay /= 0) then Just $ V.Vector ax ay else Nothing
aim = if (ax /= 0 || ay /= 0) then Just . V.fromVector $ V.Vector ax ay else Nothing
move = (mx /= 0 || my /= 0)
angle = atan2 my mx
dir = if move then Just $ T.rotate (fromRational $ round ((angle - (sin $ 8*x)/8)*1000000*180/pi)%1000000) T.>< V.Vector 1 0 else Nothing
dir = if move then Just $ V.fromAngle (fromRational $ round ((angle - (sin $ 8*x)/8)*1000000)%1000000) else Nothing
when foo $ print state
return (HWiidPlayer wiimote cal aims, dir, move, aim, shoot)

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@ -4,7 +4,6 @@ module Player ( Player(..)
, SomePlayer(..)
) where
import Transformable
import Vector
import Data.Typeable
@ -13,7 +12,7 @@ import GLDriver (SomeEvent)
class Player a where
playerUpdate :: a -> Tank -> IO (a, Maybe Vector, Bool, Maybe Vector, Bool)
playerUpdate :: a -> Tank -> IO (a, Maybe Rotation, Bool, Maybe Rotation, Bool)
handleEvent :: a -> SomeEvent -> a
handleEvent player _ = player

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@ -16,8 +16,8 @@ import Data.Maybe
import Data.VectorSpace
updateAngle :: Vector -> Tank -> Tank
updateAngle dir tank = tank {tankDir = rotate newangle >< Vector 1 0}
updateAngle :: Rotation -> Tank -> Tank
updateAngle dir tank = tank { tankDir = fromAngle newangle }
where
oldangle = toAngle . tankDir $ tank
angle = toAngle dir
@ -44,12 +44,14 @@ updateAngle dir tank = tank {tankDir = rotate newangle >< Vector 1 0}
newangle = angle180 + turn
approx :: Vector -> Vector -> Bool
approx (Vector x1 y1) (Vector x2 y2) = x1 `approx'` x2 && y1 `approx'` y2
approx :: Rotation -> Rotation -> Bool
approx r1 r2 = c1 `approx'` c2 && s1 `approx'` s2
where
approx' a b = (abs (a-b)) < 0.000001
Vector c1 s1 = toVector r1
Vector c2 s2 = toVector r2
updateTank :: GameState -> Maybe Vector -> Bool -> Maybe Vector -> State Tank ()
updateTank :: GameState -> Maybe Rotation -> Bool -> Maybe Rotation -> State Tank ()
updateTank game dir move aim = do
when (isJust dir) $
modify $ updateAngle $ fromJust dir
@ -64,7 +66,7 @@ updateTank game dir move aim = do
moved = tankMoving tank
when (isNothing dir || (isJust dir && (tdir `approx` fromJust dir) || moved)) $
put $ translateV (tdir ^* (tspeed/100)) >< tank {tankMoving = True}
put $ ((toVector tdir) ^* (tspeed/100)) >< tank {tankMoving = True}
when (not move) $ do
modify $ \tank -> tank {tankMoving = False}
@ -75,11 +77,11 @@ updateTank game dir move aim = do
updateBullet :: GameState -> Bullet -> (Bullet, Bool)
updateBullet game bullet = (bullet {bulletPos = Vertex x' y', bulletDir = Vector dx' dy', bulletBouncesLeft = bounces3}, bounces3 >= 0)
updateBullet game bullet = (bullet {bulletPos = Vertex x' y', bulletDir = fromVector $ Vector dx' dy', bulletBouncesLeft = bounces3}, bounces3 >= 0)
where
speed = bulletSpeed bullet
d@(Vector dx dy) = bulletDir bullet
Vertex x y = translateV (d ^* (speed/100)) >< bulletPos bullet
d@(Vector dx dy) = toVector $ bulletDir bullet
Vertex x y = (d ^* (speed/100)) >< bulletPos bullet
bounces = bulletBouncesLeft bullet
lw = fromIntegral . levelWidth . level $ game
lh = fromIntegral . levelHeight . level $ game

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@ -3,13 +3,12 @@ module Tank ( Tank(..)
, tankY
) where
import Transformable
import Vector
data Tank = Tank
{ tankPos :: !Vertex
, tankDir :: !Vector
, tankAim :: !Vector
, tankDir :: !Rotation
, tankAim :: !Rotation
, tankSpeed :: !Coord
, tankTurnspeed :: !Coord
, tankMoving :: !Bool
@ -26,7 +25,7 @@ tankY :: Tank -> Coord
tankY = vertexY . tankPos
instance Transformable Tank where
t >< tank = tank { tankPos = pos, tankDir = dir, tankAim = aim } where
transform t tank = tank { tankPos = pos , tankDir = dir, tankAim = aim } where
pos = t >< tankPos tank
dir = t >< tankDir tank
aim = t >< tankAim tank

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@ -2,11 +2,12 @@
module Transformable ( Coord
, Vector3
, Transform
, TransformMap
, Transform(..)
, ReversibleTransform(..)
, Transformable(..)
, translate
, rotate
, scale
, (><)
, (>:<)
) where
import Data.LinearMap
@ -14,24 +15,29 @@ import Data.LinearMap
type Coord = Double
type Vector3 = (Coord, Coord, Coord)
type Transform = Vector3 :-* Vector3
type TransformMap = Vector3 :-* Vector3
class Transformable a where
(><) :: Transform -> a -> a
transform :: TransformMap -> a -> a
instance Transformable Transform where
t1 >< t2 = t1 *.* t2
class Transform a where
toMap :: a -> TransformMap
class Transform a => ReversibleTransform a where
toMap' :: a -> TransformMap
instance Transformable Vector3 where
t >< v = t `lapply` v
transform = lapply
translate :: Coord -> Coord -> Transform
translate dx dy = linear $ \(x, y, w) -> (x + w*dx, y + w*dy, w)
instance Transform TransformMap where
toMap = id
rotate :: Coord -> Transform
rotate a = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w) where
c = cos a
s = sin a
instance Transformable TransformMap where
transform = (*.*)
(><) :: (Transform t, Transformable a) => t -> a -> a
t >< a = transform (toMap t) a
(>:<) :: (ReversibleTransform t, Transformable a) => t -> a -> a
t >:< a = transform (toMap' t) a
scale :: Coord -> Transform
scale s = linear $ \(x, y, w) -> (s*y, s*y, w)

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@ -1,12 +1,20 @@
{-# LANGUAGE TypeFamilies #-}
module Vector ( Vertex(..)
module Vector ( Coord
, Transformable(..)
, Transform(..)
, ReversibleTransform(..)
, Vertex(..)
, Vector(..)
, Rotation
, zeroV
, (^+^)
, negateV
, (><)
, toAngle
, translateV
, translateV'
, rotateV
, rotateV'
, fromAngle
, toVector
, fromVector
, diffV
) where
@ -18,13 +26,14 @@ import Data.LinearMap
data Vertex = Vertex { vertexX :: Coord, vertexY :: Coord } deriving (Show, Eq)
instance Transformable Vertex where
t >< (Vertex x y) = Vertex x' y'
transform t (Vertex x y) = Vertex x' y'
where
(x', y', _) = t >< (x, y, 1) :: Vector3
data Vector = Vector { vectorX :: Coord, vectorY :: Coord } deriving (Show, Eq)
instance Transformable Vector where
t >< (Vector x y) = Vector x' y'
transform t (Vector x y) = Vector x' y'
where
(x', y', _) = t >< (x, y, 0) :: Vector3
@ -35,25 +44,50 @@ instance AdditiveGroup Vector where
instance VectorSpace Vector where
type Scalar Vector = Coord
s *^ Vector x y = Vector (s*x) (s*y)
r *^ Vector x y = Vector (r*x) (r*y)
instance InnerSpace Vector where
Vector x1 y1 <.> Vector x2 y2 = x1*x2 + y1*y2
toAngle :: Vector -> Coord
toAngle (Vector x y) = atan2 y x
instance Transform Vector where
toMap (Vector dx dy) = linear $ \(x, y, w) -> (x+w*dx, y+w*dy, w)
translateV :: Vector -> Transform
translateV (Vector x y) = translate x y
instance ReversibleTransform Vector where
toMap' = toMap . negateV
translateV' :: Vector -> Transform
translateV' = translateV . negateV
data Rotation = Rotation { rotC :: Coord, rotS :: Coord } deriving (Show, Eq)
rotateV :: Vector -> Transform
rotateV (Vector c s) = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w)
instance Transformable Rotation where
transform t (Rotation c s) = Rotation (c'/l) (s'/l)
where
(c', s', _) = t >< (c, s, 0) :: Vector3
l = sqrt $ c'^2 + s'^2
rotateV' :: Vector -> Transform
rotateV' (Vector c s) = rotateV $ Vector c (-s)
instance AdditiveGroup Rotation where
zeroV = Rotation 1 0
Rotation c1 s1 ^+^ Rotation c2 s2 = Rotation (c1*c2 - s1*s2) (s1*c2 + c1*s2)
negateV (Rotation c s) = Rotation (-c) s
instance Transform Rotation where
toMap (Rotation c s) = linear $ \(x, y, w) -> (c*x - s*y, s*x + c*y, w)
instance ReversibleTransform Rotation where
toMap' = toMap . negateV
toAngle :: Rotation -> Coord
toAngle (Rotation c s) = atan2 s c
fromAngle :: Coord -> Rotation
fromAngle a = Rotation (cos a) (sin a)
toVector :: Rotation -> Vector
toVector (Rotation c s) = Vector c s
fromVector :: Vector -> Rotation
fromVector v = Rotation x y
where
Vector x y = normalized v
diffV :: Vertex -> Vertex -> Vector
diffV (Vertex x1 y1) (Vertex x2 y2) = Vector (x2-x1) (y2-y1)