get rotated idiot

This commit is contained in:
sfja 2026-03-26 22:31:38 +01:00
parent 59bcd540fe
commit 57f201ca40
6 changed files with 202 additions and 74 deletions

View File

@ -1,4 +1,7 @@
use crate::engine::math::{V2, V3};
use crate::engine::{
math::{V2, V3},
Triangle2,
};
use std::{marker::PhantomData, time::Duration};
use super::error::Error;
@ -16,15 +19,17 @@ pub trait Renderer {
fn draw_rect(&mut self, pos: V2, size: V2, color: Color);
fn draw_point(&mut self, pos: V2, color: Color);
fn draw_line(&mut self, from: V2, to: V2, color: Color);
fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color);
}
#[derive(Clone, Copy)]
pub enum Color {
HEX(u32),
WHITE,
GREEN,
RED,
CYAN,
Hex(u32),
White,
Green,
Red,
Cyan,
Black,
}
pub enum Event {

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@ -38,6 +38,11 @@ impl V3 {
pub fn map<F: Fn(f64) -> f64>(&self, func: F) -> Self {
V3(func(self.0), func(self.1), func(self.2))
}
pub fn rotate(&self, rot: V3) -> Self {
M3x3::new_rotate_z(rot.2)
* (M3x3::new_rotate_y(rot.1) * (M3x3::new_rotate_x(rot.0) * *self))
}
}
impl Add for V3 {
@ -94,6 +99,79 @@ impl MulAssign<f64> for V3 {
}
}
#[derive(Clone, PartialEq, Debug)]
pub struct Triangle2(pub V2, pub V2, pub V2);
#[derive(Clone, PartialEq, Debug)]
pub struct Triangle3(pub V3, pub V3, pub V3);
impl Triangle3 {
pub fn normal(&self) -> V3 {
(self.1 - self.0).cross(self.2 - self.1)
}
pub fn translate(&self, offset: V3) -> Self {
Self(self.0 + offset, self.1 + offset, self.2 + offset)
}
pub fn project_2d(&self) -> Triangle2 {
Triangle2(
self.0.project_2d(),
self.1.project_2d(),
self.2.project_2d(),
)
}
pub fn middle(&self) -> V3 {
(self.0 + self.1 + self.2).map(|v| v / 3.0)
}
}
struct M3x3([f64; 9]);
impl M3x3 {
#[rustfmt::skip]
pub fn new_rotate_x(angle: f64) -> Self {
Self([
1.0, 0.0, 0.0,
0.0, f64::cos(angle), -f64::sin(angle),
0.0, f64::sin(angle), f64::cos(angle),
])
}
#[rustfmt::skip]
pub fn new_rotate_y(angle: f64) -> Self {
Self([
f64::cos(angle), 0.0, f64::sin(angle),
0.0, 1.0, 0.0,
-f64::sin(angle), 0.0, f64::cos(angle),
])
}
#[rustfmt::skip]
pub fn new_rotate_z(angle: f64) -> Self {
Self([
f64::cos(angle), -f64::sin(angle), 0.0,
f64::sin(angle), f64::cos(angle), 0.0,
0.0, 0.0, 1.0,
])
}
}
impl Mul<V3> for M3x3 {
type Output = V3;
fn mul(self, rhs: V3) -> Self::Output {
let V3(x, y, z) = rhs;
let [xx, xy, xz, yx, yy, yz, zx, zy, zz] = self.0;
V3(
x * xx + y * xy + z * xz,
x * yx + y * yy + z * yz,
x * zx + y * zy + z * zz,
)
}
}
#[cfg(test)]
mod test {
use super::*;

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@ -1,43 +1,18 @@
use crate::engine::{game::Renderer, Color, Shape, V2, V3};
#[derive(Clone, PartialEq, Debug)]
pub struct Triangle2(pub V2, pub V2, pub V2);
#[derive(Clone, PartialEq, Debug)]
pub struct Triangle3(pub V3, pub V3, pub V3);
impl Triangle3 {
pub fn normal_vector(&self) -> V3 {
(self.1 - self.0).cross(self.2 - self.1)
}
pub fn translate(&self, offset: V3) -> Self {
Self(self.0 + offset, self.1 + offset, self.2 + offset)
}
pub fn project_2d(&self) -> Triangle2 {
Triangle2(
self.0.project_2d(),
self.1.project_2d(),
self.2.project_2d(),
)
}
pub fn middle(&self) -> V3 {
let m1 = self.0 + (self.1 - self.0).map(|v| v / 2.0);
m1 + (self.2 - m1).map(|v| v / 2.0)
}
}
use crate::engine::{game::Renderer, Color, Shape, Triangle2, Triangle3, V2, V3};
pub struct R3d<'r, R: Renderer> {
r: &'r mut R,
triangle_buffer: Vec<Triangle2>,
}
static CAMERA_POS: V3 = V3(0.0, 0.0, -1.0);
impl<'r, R: Renderer> R3d<'r, R> {
pub fn new(r: &'r mut R) -> Self {
Self { r }
Self {
r,
triangle_buffer: Vec::new(),
}
}
pub fn draw_line(&mut self, from: V3, to: V3, color: Color) {
@ -53,25 +28,45 @@ impl<'r, R: Renderer> R3d<'r, R> {
}
pub fn draw_shape(&mut self, pos: V3, shape: &Shape, outline_color: Color, fill_color: Color) {
self.triangle_buffer.clear();
self.triangle_buffer
.extend(shape.faces().map(|tri| tri.translate(pos).project_2d()));
self.r.draw_triangles(&self.triangle_buffer, fill_color);
for face in shape.faces() {
let normal_vector = face.normal_vector();
let pxyz = face.middle() + normal_vector;
self.draw_line(face.middle() + pos, pxyz + pos, Color::RED);
if face.normal().dot(face.0 - CAMERA_POS + pos) >= 0.0 {
continue;
}
// let pxyz = face.middle() + face.normal();
// self.draw_line(
// face.middle() + pos,
// face.middle() + face.0.unit() * 0.1 + pos,
// Color::HEX(0x33dd33),
// face.middle() + (face.1 - face.0).unit() * 0.02 + pos,
// Color::HEX(0xffaa00),
// );
// self.draw_line(
// face.middle() + pos,
// face.middle() + (face.2 - face.1).unit() * 0.02 + pos,
// Color::HEX(0x00ffaa),
// );
// self.draw_line(
// face.middle() + pos,
// face.middle() + (face.0 - face.2).unit() * 0.02 + pos,
// Color::HEX(0xaa00ff),
// );
// self.draw_line(face.middle() + pos, pxyz + pos, Color::HEX(0xffffff));
let bingbongvector = face.0 - CAMERA_POS + pos;
if normal_vector.dot(bingbongvector) < 0.0 {
self.draw_triangle(face.translate(pos - CAMERA_POS), outline_color);
// self.draw_triangle(face.translate(pos - CAMERA_POS), outline_color);
self.r.draw_line(
(face.0 + pos).project_2d(),
(face.1 + pos).project_2d(),
outline_color,
);
self.r.draw_line(
(face.2 + pos).project_2d(),
(face.0 + pos).project_2d(),
outline_color,
);
}
}
// for vertex in shape.vertices() {
// self.r
// .draw_point((vertex + pos).project_2d(), outline_color);
// }
}
}

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@ -3,9 +3,9 @@ use std::time::{Duration, Instant};
use sdl3::{
event::Event,
keyboard::Keycode,
pixels::{Color as SdlColor, PixelFormat},
pixels::{Color as SdlColor, FColor, PixelFormat},
rect::Point,
render::{Canvas, FPoint, FRect},
render::{Canvas, FPoint, FRect, Vertex, VertexIndices},
video::Window,
Sdl, VideoSubsystem,
};
@ -14,7 +14,7 @@ use crate::engine::{
error::Error,
game,
math::{V2, V3},
Color, Renderer,
Color, Renderer, Triangle2,
};
pub static WIDTH: f64 = 1280.0;
@ -137,6 +137,23 @@ impl Renderer for SdlIo {
.draw_line(self.point_w2s(from), self.point_w2s(to))
.unwrap();
}
fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color) {
let vertices = triangles
.iter()
.flat_map(|t| [t.0, t.1, t.2])
.map(|p| self.point_w2s(p))
.map(|p| Vertex {
position: p.into(),
color: color.into(),
tex_coord: FPoint::new(0.0, 0.0),
})
.collect::<Vec<_>>();
self.canvas
.render_geometry(&vertices, None, VertexIndices::Sequential)
.unwrap();
}
}
impl From<V2> for FPoint {
@ -148,11 +165,22 @@ impl From<V2> for FPoint {
impl From<Color> for SdlColor {
fn from(value: Color) -> Self {
match value {
Color::HEX(v) => SdlColor::from_u32(&PixelFormat::BGR24, v),
Color::WHITE => SdlColor::WHITE,
Color::GREEN => SdlColor::GREEN,
Color::RED => SdlColor::RED,
Color::CYAN => SdlColor::CYAN,
Color::Hex(v) => SdlColor::RGB(
((v >> 16) & 0xff) as u8,
((v >> 8) & 0xff) as u8,
(v & 0xff) as u8,
),
Color::White => SdlColor::WHITE,
Color::Green => SdlColor::GREEN,
Color::Red => SdlColor::RED,
Color::Cyan => SdlColor::CYAN,
Color::Black => SdlColor::BLACK,
}
}
}
impl From<Color> for FColor {
fn from(value: Color) -> Self {
FColor::from(<Color as Into<SdlColor>>::into(value))
}
}

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@ -54,10 +54,9 @@ static PLANE_VERTICES: [(i8, i8, i8); 4] = [
(1, 0, 0),
(1, 0, 1),
];
static PLANE_EDGES: [(usize, usize); 5] = [
static PLANE_EDGES: [(usize, usize); 4] = [
//
(0, 1),
(1, 2),
(2, 3),
(0, 2),
(1, 3),
@ -101,12 +100,33 @@ impl Shape {
self.vertices.iter().cloned()
}
pub fn edges<'a>(&'a self) -> impl Iterator<Item = (V3, V3)> + 'a {
let verts: &[V3] = &self.vertices;
self.edges.iter().map(|(a, b)| (verts[*a], verts[*b]))
}
pub fn faces<'a>(&'a self) -> impl Iterator<Item = Triangle3> + 'a {
let verts: &[V3] = &self.vertices;
self.faces
.iter()
.map(|(a, b, c)| Triangle3(verts[*a], verts[*b], verts[*c]))
}
pub fn rotate(&self, rot: V3) -> Self {
Self {
vertices: self.vertices.iter().map(|v| v.rotate(rot)).collect(),
edges: self.edges.clone(),
faces: self.faces.clone(),
}
}
pub fn translate(&self, trans: V3) -> Self {
Self {
vertices: self.vertices.iter().map(|v| *v + trans).collect(),
edges: self.edges.clone(),
faces: self.faces.clone(),
}
}
}
fn scale_i8_vertex(p: (i8, i8, i8), s: &V3) -> V3 {

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@ -1,8 +1,8 @@
#![allow(dead_code)]
use std::time::Duration;
use std::{f64, time::Duration};
use crate::engine::{Color, R3d, Shape, Triangle3, V3};
use crate::engine::{Color, R3d, Shape, V3};
mod engine;
@ -15,8 +15,8 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
match self {
MyObject::Player { pos, vel } => {
*pos += *vel * delta_time.as_secs_f64();
if pos.0 >= 1.0 {
pos.0 = -1.0;
if pos.0 >= 2.1 {
pos.0 = -2.0;
}
}
}
@ -32,8 +32,8 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
r3d.draw_shape(
V3(x as f64 * 0.1, -0.5, z as f64 * 0.1),
&Shape::new_plane(V3(0.1, 0.0, 0.1)),
Color::CYAN,
Color::WHITE,
Color::Cyan,
Color::Black,
);
}
}
@ -41,14 +41,16 @@ impl<R: engine::Renderer> engine::Object<R> for MyObject {
r3d.draw_shape(
*pos + V3(0.0, 0.2, 0.0),
&Shape::new_cube(V3(0.2, 0.1, 0.2)),
Color::GREEN,
Color::WHITE,
Color::Green,
Color::Black,
);
r3d.draw_shape(
*pos + V3(-0.4, -0.2, 0.0),
&Shape::new_cube(V3(0.2, 0.2, 0.2)),
Color::GREEN,
Color::WHITE,
*pos + V3(-0.8, -0.2, 0.0),
&Shape::new_cube(V3(0.2, 0.2, 0.2))
.translate(V3(-0.1, -0.1, -0.1))
.rotate(V3(pos.0 * 5.0, pos.0 * 5.0, pos.0 * 5.0)),
Color::Green,
Color::Black,
);
}
}
@ -60,7 +62,7 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut game = engine::Game::<engine::SdlIo, MyObject>::new()?;
let player = MyObject::Player {
pos: V3(0.0, -0.1, 0.0),
pos: V3(-1.0, -0.1, 0.0),
vel: V3(0.4, 0.0, 0.0),
};
game.spawn(player);