minor
- made map more fance - changed draw-dist, camera start-pos & max cam distance from plane
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@ -111,11 +111,11 @@ main = do
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glHud <- initHud
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glHud <- initHud
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let zDistClosest = 1
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let zDistClosest = 1
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zDistFarthest = zDistClosest + 30
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zDistFarthest = zDistClosest + 50
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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fov = 90 --field of view
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fov = 90 --field of view
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near = 1 --near plane
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near = 1 --near plane
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far = 100 --far plane
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far = 500 --far plane
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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frust = createFrustum fov near far ratio
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aks = ArrowKeyState {
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aks = ArrowKeyState {
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@ -160,8 +160,8 @@ main = do
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, _zDist = 10
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, _zDist = 10
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, _frustum = frust
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, _frustum = frust
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, _camPosition = Types.Position
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, _camPosition = Types.Position
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{ Types._x = 5
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{ Types._x = 25
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, Types._y = 5
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, Types._y = 25
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}
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}
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}
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}
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, _io = IOState
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, _io = IOState
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@ -8,7 +8,7 @@ gauss2Dgeneral :: Floating q => q -> q -> q -> q -> q -> q -> q -> q
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gauss2Dgeneral amp x0 y0 sX sY x y = amp * exp (-(((x-x0)^2/(2 * sX^2))+((y-y0)^2/(2 * sY^2))))
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gauss2Dgeneral amp x0 y0 sX sY x y = amp * exp (-(((x-x0)^2/(2 * sX^2))+((y-y0)^2/(2 * sY^2))))
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gauss2D :: Floating q => q -> q -> q
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gauss2D :: Floating q => q -> q -> q
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gauss2D x y = gauss2Dgeneral 45 100.0 100.0 50.0 50.0 x y
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gauss2D x y = gauss2Dgeneral 15 100.0 100.0 15.0 15.0 x y
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-- 2D Manhattan distance
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-- 2D Manhattan distance
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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mnh2D :: (Int,Int) -> (Int,Int) -> Int
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