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Better latex example and a few bug fixes.
Former-commit-id: c08f4f7b31996b8a6672a91d86724ea57869d043
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8 changed files with 180 additions and 62 deletions
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@ -226,3 +226,18 @@ This file is auto-generated by docs/render_all.sh. DO NOT EDIT.
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<br/><hr><br/>
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## tut_glue_latex
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<details>
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<summary>View tut_glue_latex.hs</summary>
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<pre><code class="haskell">
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{!examples/tut_glue_latex.hs!}
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</code></pre>
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</details>
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<br/>
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<video width="640" height="360" autoplay loop>
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<source src="https://github.com/Lemmih/reanimate/raw/master/docs/rendered/tut_glue_latex.mp4">
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</video>
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<br/><hr><br/>
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@ -4,7 +4,7 @@ ROOT=`stack path --project-root`
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EXAMPLES='boundingbox colormaps goo latex_basic latex_color latex_draw
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latex_wheel raster sphere blender_default_cube
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tut_glue_svg tut_glue_animate tut_glue_keyframe tut_glue_fourier
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tut_glue_physics'
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tut_glue_physics tut_glue_latex'
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WIDTH=640
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HEIGHT=$((WIDTH*9/16))
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@ -105,6 +105,19 @@ TODO: Show that LaTeX is a provider of SVG graphics. It has the type
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'latex :: Text -> SVG'. Caching is automatic and it plays well with
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other SVG functions (partialSvg, center, etc).
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<details>
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<summary>Toggle source code.</summary>
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<pre><code class="haskell">
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{!examples/tut_glue_latex.hs!}
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</code></pre>
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</details>
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<br/>
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<video width="640" height="360" autoplay loop>
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<source src="../rendered/tut_glue_latex.mp4">
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<source src="https://github.com/Lemmih/reanimate/raw/master/docs/rendered/tut_glue_latex.mp4">
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</video>
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## Pillar III: potrace
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## Pillar IV: Povray
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92
examples/tut_glue_latex.hs
Executable file
92
examples/tut_glue_latex.hs
Executable file
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@ -0,0 +1,92 @@
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#!/usr/bin/env stack
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-- stack runghc --package reanimate
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{-# LANGUAGE OverloadedStrings #-}
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module Main (main) where
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import Codec.Picture
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import Codec.Picture.Types
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import Control.Lens ((^.))
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import Control.Monad
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import Data.Monoid
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import Graphics.SvgTree
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import Linear.V2
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import Reanimate
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import Reanimate.Animation
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import Reanimate.Effect
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import Reanimate.Scene
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import System.Random
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import System.Random.Shuffle
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main :: IO ()
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main = reanimate $ parA bg $ sceneAnimation $ do
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-- Draw equation
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play $ drawAnimation strokedSvg
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sprites <- forM glyphs $ \(fn, _, elt) ->
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newSpriteA $ animate $ const $ fn elt
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-- Yoink each glyph
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forM_ (reverse sprites) $ \sprite -> do
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spriteE sprite (overBeginning 1 $ aroundCenterE $ highlightE)
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wait 0.5
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-- Flash glyphs randomly with color
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forM_ (shuffleList (sprites++sprites)) $ \sprite -> do
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spriteE sprite (overBeginning 0.5 $ aroundCenterE $ flashE)
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wait 0.1
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wait 0.5
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mapM_ destroySprite sprites
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-- Undraw equations
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play $ drawAnimation' (Just 0xdeadbeef) 1 0.1 strokedSvg
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# reverseA
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where
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glyphs = svgGlyphs svg
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strokedSvg =
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withStrokeWidth (defaultStrokeWidth*0.5) $
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withStrokeColor "black" svg
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svg = lowerTransformations $ simplify $ scale 2 $ center $
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latexAlign "\\sum_{k=1}^\\infty {1 \\over k^2} = {\\pi^2 \\over 6}"
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bg = animate $ const $ mkBackgroundPixel (PixelRGBA8 252 252 252 0xFF)
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shuffleList lst = shuffle' lst (length lst) (mkStdGen 0xdeadbeef)
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highlightE :: Effect
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highlightE d t =
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scale (1 + bellS 2 (t/d)*0.5) . rotate (wiggleS (t/d) * 20)
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flashE :: Effect
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flashE d t =
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withStrokeColor "black" .
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withStrokeWidth (defaultStrokeWidth*0.5*bellS 2 (t/d)) .
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withFillColorPixel (promotePixel $ turbo (t/d))
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-- s-curve, sin, s-curve
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wiggleS :: Signal
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wiggleS t
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| t < 0.25 = curveS 2 (t*4)
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| t < 0.75 = sin ((t-0.25)*2*pi+pi/2)
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| otherwise = curveS 2 ((t-0.75)*4)-1
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--
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drawAnimation :: SVG -> Animation
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drawAnimation = drawAnimation' Nothing 0.5 0.3
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drawAnimation' :: Maybe Int -> Double -> Double -> SVG -> Animation
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drawAnimation' mbSeed fillDur step svg = sceneAnimation $ do
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forM_ (zip [0..] $ shuf $ svgGlyphs svg) $ \(n, (fn, attr, tree)) -> do
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let sWidth =
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case toUserUnit defaultDPI <$> getLast (attr ^. strokeWidth) of
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Just (Num d) -> d
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_ -> defaultStrokeWidth
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fork $ do
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wait (n*step)
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play $ mapA fn $ (animate (\t -> withFillOpacity 0 $ partialSvg t tree)
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# applyE (overEnding fillDur $ fadeLineOutE sWidth))
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fork $ do
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wait (n*step+(1-fillDur))
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newSprite $ do
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return $ \_real_t d t ->
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withStrokeWidth 0 $ fn $ withFillOpacity (min 1 $ t/fillDur) tree
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where
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shuf lst =
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case mbSeed of
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Nothing -> lst
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Just seed -> shuffle' lst (length lst) (mkStdGen seed)
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len = fromIntegral $ length $ svgGlyphs svg
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@ -5,68 +5,56 @@
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module Main (main) where
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import Chiphunk.Low
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import Control.Monad
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import Codec.Picture (PixelRGBA8 (..))
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import Control.Monad (forM_)
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import Graphics.SvgTree (Tree)
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import Linear.V2
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import Reanimate.Chiphunk
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import Linear.V2 (V2 (..))
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import Reanimate
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import Reanimate.Chiphunk
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import Reanimate.PolyShape
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import System.IO.Unsafe
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import Codec.Picture
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import Reanimate.Signal
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import System.IO.Unsafe (unsafePerformIO)
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test :: Animation
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test = unsafePerformIO $ do
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bodyStore <- newBodyStore
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let gravity = Vect 0 (-1)
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shatter :: Animation
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shatter = unsafePerformIO $ do
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bodyStore <- newBodyStore
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let gravity = Vect 0 (-1) -- Gravity points down (negative 1 y/s^2)
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-- Create an empty space.
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space <- spaceNew
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-- spaceCollisionSlop space $= (screenWidth/2560)
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spaceGravity space $= gravity
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space <- spaceNew
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spaceGravity space $= gravity
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static <- get $ spaceStaticBody space
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ground <- segmentShapeNew static
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(Vect (-screenWidth/2) (-screenHeight/2))
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(Vect (screenWidth/2) (-screenHeight/2)) 0
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shapeFriction ground $= 1
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spaceAddShape space ground
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shapeElasticity ground $= 1
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static <- get $ spaceStaticBody space
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ground <- segmentShapeNew static
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(Vect (-screenWidth/2) (-screenHeight/2))
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(Vect (screenWidth/2) (-screenHeight/2)) 0
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shapeFriction ground $= 1
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spaceAddShape space ground
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let toVect (V2 x y) = Vect x y
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let toVect (V2 x y) = Vect x y
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vectGroup = plDecompose $ svgToPolyShapes $ center $ scale 4 $
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latex "$F=ma$"
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let svg = center $ scale 4 $ latex "$F=ma$"
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poly = svgToPolyShapes svg
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vectGroup = plDecompose poly
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forM_ vectGroup $ \polygon -> do
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bd <- polygonsToBody space [map toVect polygon]
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bodyPosition bd $= Vect 0 (screenHeight/3)
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addToBodyStore bodyStore bd $
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renderPolyShape $ plFromPolygon polygon
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ani <- simulate space bodyStore 60 10 10
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spaceFreeRecursive space
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return ani
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chunkPolyshapes :: Tree -> Tree
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chunkPolyshapes t =
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mkGroup
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[
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withStrokeWidth 0.01 $
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withStrokeColor "black" $
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-- withFillOpacity 0 $
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withFillColor "black" $
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mkGroup $ map renderPolyShape $
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svgToPolyShapes t
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]
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reorient :: Tree -> Tree
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reorient = id -- scale 6 . translate 0 (-0.9)
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forM_ vectGroup $ \polygon -> do
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bd <- polygonsToBody space [map toVect polygon]
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bodyPosition bd $= Vect 0 (screenHeight/3)
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addToBodyStore bodyStore bd $
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renderPolyShape $ plFromPolygon polygon
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ani <- simulate space bodyStore fps stepsPerFrame shatterT
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spaceFreeRecursive space
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return $ mapA pp ani
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where
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shatterT = 10
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fps = 60
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stepsPerFrame = 10
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pp = withStrokeWidth 0.01 . withStrokeColor "black" . withFillColor "black"
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main :: IO ()
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main = reanimate $ bg `parA` mapA reorient (mapA chunkPolyshapes test)
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main = reanimate $ parA bg $ sceneAnimation $ do
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play $ shatter
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play $ shatter
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# reverseA
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# setDuration 5
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# signalA (powerS 2)
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where
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bg = animate $ const $ mkBackgroundPixel (PixelRGBA8 252 252 252 0xFF)
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@ -60,3 +60,6 @@ scaleE target d t = scale (1 + (target-1) * t/d)
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translateE :: Double -> Double -> Effect
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translateE x y d t = translate (x * t/d) (y * t/d)
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aroundCenterE :: Effect -> Effect
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aroundCenterE e d t = aroundCenter (e d t)
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@ -66,7 +66,7 @@ sceneAnimation action =
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| (startT, a, z) <- tl
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]
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genFns <- sequence gens
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return $ anis `parA` mkAnimation dur (\t ->
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return $ anis `parDropA` mkAnimation dur (\t ->
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mkGroup $
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map fst $
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sortBy (comparing snd)
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@ -28,10 +28,18 @@ rotateAround a (V2 x y) = withTransformations [Rotate a (Just (x,y))]
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rotateAroundCenter :: Double -> Tree -> Tree
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rotateAroundCenter a t =
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rotateAround a (V2 (x+w/h) (y+h/2)) t
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rotateAround a (V2 (x+w/2) (y+h/2)) t
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where
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(x,y,w,h) = boundingBox t
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aroundCenter :: (Tree -> Tree) -> Tree -> Tree
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aroundCenter fn t =
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translate (-offsetX) (-offsetY) $ fn $ translate offsetX offsetY t
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where
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offsetX = -x-w/2
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offsetY = -y-h/2
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(x,y,w,h) = boundingBox t
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scale :: Double -> Tree -> Tree
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scale a = withTransformations [Scale a Nothing]
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@ -207,4 +215,3 @@ mkText str =
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& fontSize .~ pure (Num 2)
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where
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span_ = defaultSvg & spanContent .~ [SpanText str]
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