mirror of
https://github.com/Mercantec-GHC/h5-projekt-mst.git
synced 2026-08-26 21:27:38 +02:00
add scene and rendering order
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parent
9c8f2e5787
commit
44483daa72
@ -6,19 +6,15 @@ use std::{marker::PhantomData, time::Duration};
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use super::error::Error;
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pub trait Object<R: Renderer> {
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fn update(&mut self, delta: Duration);
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fn render(&mut self, r: &mut R);
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}
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pub trait Io<R: Renderer, O: Object<R>> {
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fn run(&mut self, game: &mut Game<R, O>);
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pub trait Io<R: Renderer, G: Game<R>> {
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fn run(&mut self, game: &mut G);
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}
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pub trait Renderer {
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fn draw_rect(&mut self, pos: V2, size: V2, color: Color);
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fn draw_point(&mut self, pos: V2, color: Color);
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fn draw_line(&mut self, from: V2, to: V2, color: Color);
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fn draw_triangle(&mut self, triangle: Triangle2, color: Color);
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fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color);
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}
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@ -36,34 +32,8 @@ pub enum Event {
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Exit,
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}
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pub struct Game<R: Renderer, O: Object<R>> {
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_phantom_data: PhantomData<R>,
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objects: Vec<O>,
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}
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impl<R: Renderer, O: Object<R>> Game<R, O> {
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pub fn new() -> Result<Self, Error> {
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Ok(Self {
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_phantom_data: PhantomData,
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objects: Vec::new(),
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})
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}
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pub fn spawn(&mut self, object: O) {
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self.objects.push(object);
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}
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pub fn update(&mut self, delta_time: Duration) {
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for object in self.objects.iter_mut() {
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object.update(delta_time);
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}
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}
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pub fn render(&mut self, r: &mut R) {
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for object in self.objects.iter_mut() {
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object.render(r);
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}
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}
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pub fn event(&mut self, event: Event) {}
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pub trait Game<R: Renderer> {
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fn update(&mut self, delta_time: Duration);
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fn render(&mut self, r: &mut R);
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fn event(&mut self, event: Event);
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}
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@ -31,7 +31,7 @@ impl V3 {
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f64::sqrt(self.0.powi(2) + self.1.powi(2) + self.2.powi(2))
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}
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pub fn unit(&self) -> V3 {
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pub fn unit(&self) -> Self {
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self.map(|v| v / self.len())
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}
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@ -39,10 +39,14 @@ impl V3 {
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V3(func(self.0), func(self.1), func(self.2))
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}
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pub fn rotate(&self, rot: V3) -> Self {
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pub fn rotate(&self, rot: Self) -> Self {
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M3x3::new_rotate_z(rot.2)
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* (M3x3::new_rotate_y(rot.1) * (M3x3::new_rotate_x(rot.0) * *self))
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}
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pub fn distance(&self, rhs: Self) -> f64 {
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(*self - rhs).len()
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}
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}
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impl Add for V3 {
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@ -125,6 +129,10 @@ impl Triangle3 {
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pub fn middle(&self) -> V3 {
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(self.0 + self.1 + self.2).map(|v| v / 3.0)
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}
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pub fn points(&self) -> [V3; 3] {
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[self.0, self.1, self.2]
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}
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}
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struct M3x3([f64; 9]);
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@ -4,14 +4,14 @@ mod error;
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mod game;
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mod math;
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mod r3d;
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mod scene;
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mod sdl_io;
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mod shapes;
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mod system;
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pub use error::*;
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pub use game::*;
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pub use math::*;
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pub use r3d::*;
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pub use scene::*;
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pub use sdl_io::*;
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pub use shapes::*;
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pub use system::*;
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59
game/src/engine/scene.rs
Normal file
59
game/src/engine/scene.rs
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@ -0,0 +1,59 @@
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use crate::engine::{Color, Renderer, Shape, Triangle3, V3};
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pub struct DrawnTriangle {
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triangle: Triangle3,
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outline_color: Color,
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fill_color: Color,
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}
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pub struct Scene {
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objects: Vec<DrawnTriangle>,
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}
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impl Scene {
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pub fn new() -> Self {
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Self {
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objects: Vec::new(),
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}
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}
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pub fn render<R: Renderer>(&mut self, r: &mut R, camera: V3) {
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self.objects.sort_by(|a, b| {
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let a = a
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.triangle
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.points()
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.map(|p| p.distance(camera))
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.into_iter()
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.min_by(|a, b| a.total_cmp(b))
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.unwrap();
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let b = b
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.triangle
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.points()
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.map(|p| p.distance(camera))
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.into_iter()
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.min_by(|a, b| a.total_cmp(b))
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.unwrap();
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b.total_cmp(&a)
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});
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let drawn_triangles = self
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.objects
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.iter()
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.map(|v| (v.triangle.project_2d(), v.outline_color, v.fill_color));
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for (triangle, outline_color, fill_color) in drawn_triangles {
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r.draw_triangle(triangle.clone(), fill_color);
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r.draw_line(triangle.0, triangle.1, outline_color);
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r.draw_line(triangle.0, triangle.2, outline_color);
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}
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}
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pub fn draw_shape(&mut self, pos: V3, shape: &Shape, outline_color: Color, fill_color: Color) {
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for triangle in shape.faces() {
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self.objects.push(DrawnTriangle {
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triangle: triangle.translate(pos),
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outline_color,
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fill_color,
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})
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}
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}
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}
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@ -48,7 +48,7 @@ impl SdlIo {
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})
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}
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pub fn run<O: game::Object<Self>>(&mut self, game: &mut game::Game<Self, O>) {
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pub fn run(&mut self, game: &mut impl game::Game<Self>) {
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let mut event_pump = self.sdl_context.event_pump().unwrap();
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let mut time_before = Instant::now();
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@ -154,6 +154,21 @@ impl Renderer for SdlIo {
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.render_geometry(&vertices, None, VertexIndices::Sequential)
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.unwrap();
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}
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fn draw_triangle(&mut self, triangle: Triangle2, color: Color) {
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let vertices = [triangle.0, triangle.1, triangle.2]
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.into_iter()
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.map(|p| self.point_w2s(p))
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.map(|p| Vertex {
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position: p.into(),
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color: color.into(),
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tex_coord: FPoint::new(0.0, 0.0),
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})
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.collect::<Vec<_>>();
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self.canvas
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.render_geometry(&vertices, None, VertexIndices::Sequential)
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.unwrap();
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}
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}
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impl From<V2> for FPoint {
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@ -1,17 +0,0 @@
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use super::error::Error;
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pub trait System {
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fn on_add(&self) -> Result<(), Error> {
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Ok(())
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}
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fn on_update(&self) -> Result<(), Error> {
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Ok(())
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}
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fn on_remove(&self) -> Result<(), Error> {
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Ok(())
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}
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}
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@ -1,51 +1,80 @@
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#![allow(dead_code)]
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use std::{f64, time::Duration};
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use std::time::Duration;
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use crate::engine::{Color, R3d, Shape, V3};
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use crate::engine::{Color, Renderer, Scene, Shape, V3};
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mod engine;
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mod vermiparous;
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enum MyObject {
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Player { pos: V3, vel: V3 },
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struct Game {
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objects: Vec<Object>,
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}
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impl<R: engine::Renderer> engine::Object<R> for MyObject {
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impl Game {
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fn new() -> Self {
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Self {
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objects: Vec::new(),
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}
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}
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fn spawn(&mut self, object: Object) {
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self.objects.push(object);
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}
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}
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impl<R: Renderer> engine::Game<R> for Game {
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fn update(&mut self, delta_time: Duration) {
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for object in &mut self.objects {
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object.update(delta_time);
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}
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}
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fn render(&mut self, r: &mut R) {
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let mut scene = Scene::new();
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for object in &mut self.objects {
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object.render(&mut scene);
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}
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scene.render(r, V3(0.0, 0.0, -1.0));
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}
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fn event(&mut self, event: engine::Event) {}
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}
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enum Object {
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Player { pos: V3, vel: V3 },
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Obstacle { pos: V3, vel_z: f64 },
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Ground { pos: V3, vel_z: f64 },
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}
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impl Object {
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fn update(&mut self, delta_time: Duration) {
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match self {
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MyObject::Player { pos, vel } => {
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Object::Player { pos, vel } => {
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*pos += *vel * delta_time.as_secs_f64();
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if pos.0 >= 2.1 {
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pos.0 = -2.0;
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}
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}
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Object::Obstacle { pos, vel_z } => {
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pos.2 += *vel_z * delta_time.as_secs_f64();
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}
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Object::Ground { pos, vel_z } => {
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pos.2 += *vel_z * delta_time.as_secs_f64();
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}
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}
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}
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fn render(&mut self, r: &mut R) {
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fn render(&mut self, scene: &mut Scene) {
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match self {
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MyObject::Player { pos, .. } => {
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let mut r3d = R3d::new(r);
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for z in 0..10 {
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for x in -10..10 {
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r3d.draw_shape(
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V3(x as f64 * 0.1, -0.5, z as f64 * 0.1),
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&Shape::new_plane(V3(0.1, 0.0, 0.1)),
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Color::Cyan,
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Color::Black,
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);
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}
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}
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r3d.draw_shape(
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Object::Player { pos, .. } => {
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scene.draw_shape(
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*pos + V3(0.0, 0.2, 0.0),
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&Shape::new_cube(V3(0.2, 0.1, 0.2)),
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Color::Green,
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Color::Black,
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);
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r3d.draw_shape(
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scene.draw_shape(
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*pos + V3(-0.8, -0.2, 0.0),
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&Shape::new_cube(V3(0.2, 0.2, 0.2))
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.translate(V3(-0.1, -0.1, -0.1))
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@ -54,19 +83,37 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
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Color::Black,
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);
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}
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Object::Obstacle { pos, vel_z } => todo!(),
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Object::Ground { pos, .. } => {
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for z in 0..10 {
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for x in -10..10 {
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scene.draw_shape(
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V3(x as f64 * 0.1 + pos.0, pos.1, z as f64 * 0.1 + pos.2),
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&Shape::new_plane(V3(0.1, 0.0, 0.1)),
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Color::Cyan,
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Color::Black,
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);
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}
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}
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}
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}
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}
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}
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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let mut sdl_io = engine::SdlIo::new()?;
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let mut game = engine::Game::<engine::SdlIo, MyObject>::new()?;
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let mut game = Game::new();
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let player = MyObject::Player {
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let player = Object::Player {
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pos: V3(-1.0, -0.1, 0.0),
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vel: V3(0.4, 0.0, 0.0),
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};
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game.spawn(player);
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let ground = Object::Ground {
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pos: V3(0.0, -0.3, -0.5),
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vel_z: -0.1,
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};
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game.spawn(ground);
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sdl_io.run(&mut game);
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Ok(())
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