mirror of
https://github.com/Mercantec-GHC/h5-projekt-mst.git
synced 2026-08-26 21:27:38 +02:00
get rotated idiot
This commit is contained in:
parent
59bcd540fe
commit
57f201ca40
@ -1,4 +1,7 @@
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use crate::engine::math::{V2, V3};
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use crate::engine::{
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math::{V2, V3},
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Triangle2,
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};
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use std::{marker::PhantomData, time::Duration};
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use super::error::Error;
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@ -16,15 +19,17 @@ 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_triangles(&mut self, triangles: &[Triangle2], color: Color);
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}
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#[derive(Clone, Copy)]
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pub enum Color {
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HEX(u32),
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WHITE,
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GREEN,
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RED,
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CYAN,
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Hex(u32),
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White,
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Green,
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Red,
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Cyan,
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Black,
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}
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pub enum Event {
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@ -38,6 +38,11 @@ impl V3 {
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pub fn map<F: Fn(f64) -> f64>(&self, func: F) -> Self {
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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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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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}
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impl Add for V3 {
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@ -94,6 +99,79 @@ impl MulAssign<f64> for V3 {
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}
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}
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#[derive(Clone, PartialEq, Debug)]
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pub struct Triangle2(pub V2, pub V2, pub V2);
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#[derive(Clone, PartialEq, Debug)]
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pub struct Triangle3(pub V3, pub V3, pub V3);
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impl Triangle3 {
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pub fn normal(&self) -> V3 {
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(self.1 - self.0).cross(self.2 - self.1)
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}
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pub fn translate(&self, offset: V3) -> Self {
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Self(self.0 + offset, self.1 + offset, self.2 + offset)
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}
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pub fn project_2d(&self) -> Triangle2 {
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Triangle2(
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self.0.project_2d(),
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self.1.project_2d(),
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self.2.project_2d(),
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)
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}
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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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}
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struct M3x3([f64; 9]);
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impl M3x3 {
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#[rustfmt::skip]
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pub fn new_rotate_x(angle: f64) -> Self {
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Self([
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1.0, 0.0, 0.0,
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0.0, f64::cos(angle), -f64::sin(angle),
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0.0, f64::sin(angle), f64::cos(angle),
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])
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}
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#[rustfmt::skip]
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pub fn new_rotate_y(angle: f64) -> Self {
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Self([
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f64::cos(angle), 0.0, f64::sin(angle),
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0.0, 1.0, 0.0,
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-f64::sin(angle), 0.0, f64::cos(angle),
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])
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}
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#[rustfmt::skip]
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pub fn new_rotate_z(angle: f64) -> Self {
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Self([
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f64::cos(angle), -f64::sin(angle), 0.0,
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f64::sin(angle), f64::cos(angle), 0.0,
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0.0, 0.0, 1.0,
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])
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}
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}
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impl Mul<V3> for M3x3 {
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type Output = V3;
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fn mul(self, rhs: V3) -> Self::Output {
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let V3(x, y, z) = rhs;
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let [xx, xy, xz, yx, yy, yz, zx, zy, zz] = self.0;
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V3(
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x * xx + y * xy + z * xz,
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x * yx + y * yy + z * yz,
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x * zx + y * zy + z * zz,
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)
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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@ -1,43 +1,18 @@
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use crate::engine::{game::Renderer, Color, Shape, V2, V3};
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#[derive(Clone, PartialEq, Debug)]
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pub struct Triangle2(pub V2, pub V2, pub V2);
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#[derive(Clone, PartialEq, Debug)]
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pub struct Triangle3(pub V3, pub V3, pub V3);
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impl Triangle3 {
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pub fn normal_vector(&self) -> V3 {
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(self.1 - self.0).cross(self.2 - self.1)
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}
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pub fn translate(&self, offset: V3) -> Self {
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Self(self.0 + offset, self.1 + offset, self.2 + offset)
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}
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pub fn project_2d(&self) -> Triangle2 {
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Triangle2(
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self.0.project_2d(),
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self.1.project_2d(),
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self.2.project_2d(),
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)
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}
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pub fn middle(&self) -> V3 {
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let m1 = self.0 + (self.1 - self.0).map(|v| v / 2.0);
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m1 + (self.2 - m1).map(|v| v / 2.0)
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}
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}
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use crate::engine::{game::Renderer, Color, Shape, Triangle2, Triangle3, V2, V3};
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pub struct R3d<'r, R: Renderer> {
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r: &'r mut R,
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triangle_buffer: Vec<Triangle2>,
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}
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static CAMERA_POS: V3 = V3(0.0, 0.0, -1.0);
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impl<'r, R: Renderer> R3d<'r, R> {
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pub fn new(r: &'r mut R) -> Self {
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Self { r }
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Self {
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r,
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triangle_buffer: Vec::new(),
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}
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}
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pub fn draw_line(&mut self, from: V3, to: V3, color: Color) {
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@ -53,25 +28,45 @@ impl<'r, R: Renderer> R3d<'r, R> {
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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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self.triangle_buffer.clear();
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self.triangle_buffer
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.extend(shape.faces().map(|tri| tri.translate(pos).project_2d()));
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self.r.draw_triangles(&self.triangle_buffer, fill_color);
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for face in shape.faces() {
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let normal_vector = face.normal_vector();
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let pxyz = face.middle() + normal_vector;
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self.draw_line(face.middle() + pos, pxyz + pos, Color::RED);
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if face.normal().dot(face.0 - CAMERA_POS + pos) >= 0.0 {
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continue;
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}
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// let pxyz = face.middle() + face.normal();
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// self.draw_line(
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// face.middle() + pos,
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// face.middle() + face.0.unit() * 0.1 + pos,
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// Color::HEX(0x33dd33),
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// face.middle() + (face.1 - face.0).unit() * 0.02 + pos,
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// Color::HEX(0xffaa00),
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// );
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// self.draw_line(
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// face.middle() + pos,
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// face.middle() + (face.2 - face.1).unit() * 0.02 + pos,
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// Color::HEX(0x00ffaa),
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// );
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// self.draw_line(
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// face.middle() + pos,
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// face.middle() + (face.0 - face.2).unit() * 0.02 + pos,
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// Color::HEX(0xaa00ff),
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// );
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// self.draw_line(face.middle() + pos, pxyz + pos, Color::HEX(0xffffff));
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let bingbongvector = face.0 - CAMERA_POS + pos;
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if normal_vector.dot(bingbongvector) < 0.0 {
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self.draw_triangle(face.translate(pos - CAMERA_POS), outline_color);
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}
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// self.draw_triangle(face.translate(pos - CAMERA_POS), outline_color);
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self.r.draw_line(
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(face.0 + pos).project_2d(),
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(face.1 + pos).project_2d(),
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outline_color,
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);
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self.r.draw_line(
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(face.2 + pos).project_2d(),
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(face.0 + pos).project_2d(),
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outline_color,
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);
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}
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// for vertex in shape.vertices() {
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// self.r
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// .draw_point((vertex + pos).project_2d(), outline_color);
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// }
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}
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}
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@ -3,9 +3,9 @@ use std::time::{Duration, Instant};
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use sdl3::{
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event::Event,
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keyboard::Keycode,
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pixels::{Color as SdlColor, PixelFormat},
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pixels::{Color as SdlColor, FColor, PixelFormat},
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rect::Point,
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render::{Canvas, FPoint, FRect},
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render::{Canvas, FPoint, FRect, Vertex, VertexIndices},
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video::Window,
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Sdl, VideoSubsystem,
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};
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@ -14,7 +14,7 @@ use crate::engine::{
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error::Error,
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game,
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math::{V2, V3},
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Color, Renderer,
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Color, Renderer, Triangle2,
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};
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pub static WIDTH: f64 = 1280.0;
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@ -137,6 +137,23 @@ impl Renderer for SdlIo {
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.draw_line(self.point_w2s(from), self.point_w2s(to))
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.unwrap();
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}
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fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color) {
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let vertices = triangles
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.iter()
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.flat_map(|t| [t.0, t.1, t.2])
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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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@ -148,11 +165,22 @@ impl From<V2> for FPoint {
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impl From<Color> for SdlColor {
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fn from(value: Color) -> Self {
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match value {
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Color::HEX(v) => SdlColor::from_u32(&PixelFormat::BGR24, v),
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Color::WHITE => SdlColor::WHITE,
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Color::GREEN => SdlColor::GREEN,
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Color::RED => SdlColor::RED,
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Color::CYAN => SdlColor::CYAN,
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Color::Hex(v) => SdlColor::RGB(
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((v >> 16) & 0xff) as u8,
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((v >> 8) & 0xff) as u8,
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(v & 0xff) as u8,
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),
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Color::White => SdlColor::WHITE,
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Color::Green => SdlColor::GREEN,
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Color::Red => SdlColor::RED,
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Color::Cyan => SdlColor::CYAN,
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Color::Black => SdlColor::BLACK,
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}
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}
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}
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impl From<Color> for FColor {
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fn from(value: Color) -> Self {
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FColor::from(<Color as Into<SdlColor>>::into(value))
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}
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}
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@ -54,10 +54,9 @@ static PLANE_VERTICES: [(i8, i8, i8); 4] = [
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(1, 0, 0),
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(1, 0, 1),
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];
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static PLANE_EDGES: [(usize, usize); 5] = [
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static PLANE_EDGES: [(usize, usize); 4] = [
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//
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(0, 1),
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(1, 2),
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(2, 3),
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(0, 2),
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(1, 3),
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@ -101,12 +100,33 @@ impl Shape {
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self.vertices.iter().cloned()
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}
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pub fn edges<'a>(&'a self) -> impl Iterator<Item = (V3, V3)> + 'a {
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let verts: &[V3] = &self.vertices;
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self.edges.iter().map(|(a, b)| (verts[*a], verts[*b]))
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}
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pub fn faces<'a>(&'a self) -> impl Iterator<Item = Triangle3> + 'a {
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let verts: &[V3] = &self.vertices;
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self.faces
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.iter()
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.map(|(a, b, c)| Triangle3(verts[*a], verts[*b], verts[*c]))
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}
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pub fn rotate(&self, rot: V3) -> Self {
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Self {
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vertices: self.vertices.iter().map(|v| v.rotate(rot)).collect(),
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edges: self.edges.clone(),
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faces: self.faces.clone(),
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}
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}
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pub fn translate(&self, trans: V3) -> Self {
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Self {
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vertices: self.vertices.iter().map(|v| *v + trans).collect(),
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edges: self.edges.clone(),
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faces: self.faces.clone(),
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}
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}
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}
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fn scale_i8_vertex(p: (i8, i8, i8), s: &V3) -> V3 {
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@ -1,8 +1,8 @@
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#![allow(dead_code)]
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use std::time::Duration;
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use std::{f64, time::Duration};
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use crate::engine::{Color, R3d, Shape, Triangle3, V3};
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use crate::engine::{Color, R3d, Shape, V3};
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mod engine;
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@ -15,8 +15,8 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
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match self {
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MyObject::Player { pos, vel } => {
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*pos += *vel * delta_time.as_secs_f64();
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if pos.0 >= 1.0 {
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pos.0 = -1.0;
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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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}
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@ -32,8 +32,8 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
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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::WHITE,
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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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@ -41,14 +41,16 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
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r3d.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::WHITE,
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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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*pos + V3(-0.4, -0.2, 0.0),
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&Shape::new_cube(V3(0.2, 0.2, 0.2)),
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Color::GREEN,
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Color::WHITE,
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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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.rotate(V3(pos.0 * 5.0, pos.0 * 5.0, pos.0 * 5.0)),
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Color::Green,
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Color::Black,
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);
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}
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}
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@ -60,7 +62,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
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let mut game = engine::Game::<engine::SdlIo, MyObject>::new()?;
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let player = MyObject::Player {
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pos: V3(0.0, -0.1, 0.0),
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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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