This commit is contained in:
Theis Pieter Hollebeek 2026-04-01 15:07:10 +02:00
parent 04b1943040
commit eb2bb12a8d
13 changed files with 1299 additions and 21 deletions

2
editor/.gitignore vendored Normal file
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/target
.vscode

46
editor/Cargo.lock generated Normal file
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# This file is automatically @generated by Cargo.
# It is not intended for manual editing.
version = 4
[[package]]
name = "bitflags"
version = "2.11.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "843867be96c8daad0d758b57df9392b6d8d271134fce549de6ce169ff98a92af"
[[package]]
name = "lazy_static"
version = "1.5.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bbd2bcb4c963f2ddae06a2efc7e9f3591312473c50c6685e1f298068316e66fe"
[[package]]
name = "libc"
version = "0.2.183"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b5b646652bf6661599e1da8901b3b9522896f01e736bad5f723fe7a3a27f899d"
[[package]]
name = "sdl3"
version = "0.17.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dce0693cede7f7901e968e5539f87174d0fb5fac5d489a3e3be52b2b4a0b49c5"
dependencies = [
"bitflags",
"lazy_static",
"libc",
"sdl3-sys",
]
[[package]]
name = "sdl3-sys"
version = "0.6.1+SDL-3.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1d73fc820b0b6b9bd0557de7b799ec9da1ca4f35fcd1cb42f7ceb85e640d1477"
[[package]]
name = "skate-slope"
version = "0.1.0"
dependencies = [
"sdl3",
]

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editor/Cargo.toml Normal file
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[package]
name = "skate-slope"
version = "0.1.0"
edition = "2021"
[dependencies]
sdl3 = "0.17.3"

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pub type Error = String;

53
editor/src/engine/game.rs Normal file
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use crate::engine::{
math::{V2, V3},
Triangle2,
};
use std::{marker::PhantomData, time::Duration};
use super::error::Error;
pub trait Io<R: Renderer, G: Game<R>> {
fn run(&mut self, game: &mut G);
}
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_triangle(&mut self, triangle: Triangle2, color: Color);
fn draw_triangles(&mut self, triangles: &[Triangle2], color: Color);
}
#[derive(Clone, Copy)]
pub enum Color {
Hex(u32),
White,
Green,
Red,
Cyan,
Black,
}
#[derive(PartialEq, Eq, Hash)]
pub enum Key {
R,
Left,
Right,
Down,
Up,
W,
A,
S,
D,
}
pub enum Event {
KeyUp { key: Key },
KeyDown { key: Key },
}
pub trait Game<R: Renderer> {
fn update(&mut self, delta_time: Duration);
fn render(&mut self, r: &mut R);
fn event(&mut self, event: Event);
}

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editor/src/engine/math.rs Normal file
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use std::ops::{Add, AddAssign, Mul, MulAssign, Sub, SubAssign};
#[derive(Clone, Copy, PartialEq, Debug)]
pub struct V2(pub f64, pub f64);
#[derive(Clone, Copy, PartialEq, Debug)]
pub struct V3(pub f64, pub f64, pub f64);
impl V3 {
pub fn project_2d(&self) -> V2 {
// V2(self.0 / self.2, self.1 / self.2)
let c = V3(0.0, 0.0, -1.0);
let d = *self - c;
let e = V3(0.0, 0.0, 0.0) - c;
V2(e.2 / d.2 * d.0 + e.0, e.2 / d.2 * d.1 + e.1)
}
pub fn cross(&self, rhs: Self) -> Self {
let V3(ax, ay, az) = self;
let V3(bx, by, bz) = rhs;
Self(ay * bz - az * by, az * bx - ax * bz, ax * by - ay * bx)
}
pub fn dot(&self, rhs: Self) -> f64 {
let V3(ax, ay, az) = self;
let V3(bx, by, bz) = rhs;
ax * bx + ay * by + az * bz
}
pub fn len(&self) -> f64 {
f64::sqrt(self.0.powi(2) + self.1.powi(2) + self.2.powi(2))
}
pub fn unit(&self) -> Self {
self.map(|v| v / self.len())
}
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: Self) -> Self {
M3x3::new_rotate_z(rot.2)
* (M3x3::new_rotate_y(rot.1) * (M3x3::new_rotate_x(rot.0) * *self))
}
pub fn distance(&self, rhs: Self) -> f64 {
(*self - rhs).len()
}
}
impl Add for V3 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self(self.0 + rhs.0, self.1 + rhs.1, self.2 + rhs.2)
}
}
impl Sub for V3 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self(self.0 - rhs.0, self.1 - rhs.1, self.2 - rhs.2)
}
}
impl Mul<f64> for V3 {
type Output = V3;
fn mul(self, rhs: f64) -> Self::Output {
Self(self.0 * rhs, self.1 * rhs, self.2 * rhs)
}
}
impl Mul<Self> for V3 {
type Output = Self;
fn mul(self, rhs: Self) -> Self::Output {
Self(self.0 * rhs.0, self.1 * rhs.1, self.2 * rhs.2)
}
}
impl Add<&Self> for V3 {
type Output = Self;
fn add(self, rhs: &Self) -> Self::Output {
Self(self.0 + rhs.0, self.1 + rhs.1, self.2 + rhs.2)
}
}
impl Sub<&Self> for V3 {
type Output = Self;
fn sub(self, rhs: &Self) -> Self::Output {
Self(self.0 - rhs.0, self.1 - rhs.1, self.2 - rhs.2)
}
}
impl AddAssign for V3 {
fn add_assign(&mut self, rhs: Self) {
*self = *self + rhs;
}
}
impl SubAssign for V3 {
fn sub_assign(&mut self, rhs: Self) {
*self = *self - rhs;
}
}
impl MulAssign<f64> for V3 {
fn mul_assign(&mut self, rhs: f64) {
*self = *self * rhs;
}
}
#[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)
}
pub fn points(&self) -> [V3; 3] {
[self.0, self.1, self.2]
}
}
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::*;
#[test]
fn v3_ops() {
let v3 = |v: f64| V3(v, v, v);
assert_eq!(v3(1.0) + v3(2.0), v3(3.0));
assert_eq!(v3(3.0) - v3(2.0), v3(1.0));
assert_eq!(v3(2.0) * 2.0, v3(4.0));
let mut a = v3(1.0);
a += v3(2.0);
assert_eq!(a, v3(3.0));
let mut a = v3(2.0);
a *= 2.0;
assert_eq!(a, v3(4.0));
}
}

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editor/src/engine/mod.rs Normal file
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#![allow(unused_imports)]
mod error;
mod game;
mod math;
mod r3d;
mod scene;
mod sdl_io;
mod shapes;
pub use error::*;
pub use game::*;
pub use math::*;
pub use r3d::*;
pub use scene::*;
pub use sdl_io::*;
pub use shapes::*;

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editor/src/engine/r3d.rs Normal file
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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,
triangle_buffer: Vec::new(),
}
}
pub fn draw_line(&mut self, from: V3, to: V3, color: Color) {
self.r.draw_line(from.project_2d(), to.project_2d(), color);
}
pub fn draw_triangle(&mut self, triangle: Triangle3, color: Color) {
let triangle = triangle.translate(CAMERA_POS).project_2d();
self.r.draw_line(triangle.0, triangle.1, color);
self.r.draw_line(triangle.1, triangle.2, color);
self.r.draw_line(triangle.2, triangle.0, color);
}
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() {
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.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));
// 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,
);
}
}
}

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use crate::engine::{Color, Renderer, Shape, Triangle3, V3};
pub struct DrawnTriangle {
triangle: Triangle3,
outline_color: Color,
fill_color: Color,
}
pub struct Scene {
objects: Vec<DrawnTriangle>,
}
impl Scene {
pub fn new() -> Self {
Self {
objects: Vec::new(),
}
}
pub fn render<R: Renderer>(&mut self, r: &mut R, camera: V3) {
let mut indices_with_scores = self
.objects
.iter()
.enumerate()
.map(|(i, object)| {
let mut point_scores = object.triangle.points().map(|p| p.distance(camera));
point_scores.sort_by(|a, b| a.total_cmp(b));
(i, point_scores[0])
})
.rev()
.collect::<Vec<_>>();
indices_with_scores.sort_by(|a, b| b.1.total_cmp(&a.1));
for (i, _) in indices_with_scores {
let object = &self.objects[i];
// check if behind camera
if !(object.triangle.0 .2 >= -1.0
&& object.triangle.1 .2 >= -1.0
&& object.triangle.2 .2 >= -1.0)
{
continue;
}
if object.triangle.normal().dot(object.triangle.0 - camera) >= 0.0 {
continue;
}
let triangle = object.triangle.project_2d();
r.draw_triangle(triangle.clone(), object.fill_color);
r.draw_line(triangle.0, triangle.1, object.outline_color);
r.draw_line(triangle.0, triangle.2, object.outline_color);
}
}
pub fn draw_shape(&mut self, pos: V3, shape: &Shape, outline_color: Color, fill_color: Color) {
for triangle in shape.faces() {
self.objects.push(DrawnTriangle {
triangle: triangle.translate(pos),
outline_color,
fill_color,
})
}
}
}

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editor/src/engine/sdl_io.rs Normal file
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use std::time::{Duration, Instant};
use sdl3::{
event::Event,
keyboard::Keycode,
pixels::{Color as SdlColor, FColor, PixelFormat},
rect::Point,
render::{Canvas, FPoint, FRect, Vertex, VertexIndices},
video::Window,
Sdl, VideoSubsystem,
};
use crate::engine::{
error::Error,
game,
math::{V2, V3},
Color, Renderer, Triangle2,
};
pub static WIDTH: f64 = 1280.0;
pub static HEIGHT: f64 = 720.0;
pub struct SdlIo {
sdl_context: Sdl,
video_subsystem: VideoSubsystem,
canvas: Canvas<Window>,
}
impl SdlIo {
pub fn new() -> Result<Self, Error> {
let sdl_context = sdl3::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let window = video_subsystem
.window("Game", WIDTH as u32, HEIGHT as u32)
.position_centered()
.build()
.unwrap();
let mut canvas = window.into_canvas();
canvas.set_draw_color(SdlColor::BLACK);
canvas.clear();
canvas.present();
Ok(Self {
sdl_context,
video_subsystem,
canvas,
})
}
pub fn run(&mut self, game: &mut impl game::Game<Self>) {
let mut event_pump = self.sdl_context.event_pump().unwrap();
let mut time_before = Instant::now();
let time_per_frame = Duration::from_secs_f64(1.0 / 60.0);
let mut print_fps_timer = Instant::now();
let mut fps_count = 0;
'running: loop {
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. }
| Event::KeyDown {
keycode: Some(Keycode::Escape),
..
} => break 'running,
Event::KeyDown { keycode, .. } => match keycode {
Some(key) => match key {
Keycode::R => {
game.event(game::Event::KeyDown { key: game::Key::R });
}
Keycode::W => {
game.event(game::Event::KeyDown { key: game::Key::W });
}
Keycode::A => {
game.event(game::Event::KeyDown { key: game::Key::A });
}
Keycode::S => {
game.event(game::Event::KeyDown { key: game::Key::S });
}
Keycode::D => {
game.event(game::Event::KeyDown { key: game::Key::D });
}
Keycode::Down => {
game.event(game::Event::KeyDown {
key: game::Key::Down,
});
}
Keycode::Up => {
game.event(game::Event::KeyDown { key: game::Key::Up });
}
Keycode::Left => {
game.event(game::Event::KeyDown {
key: game::Key::Left,
});
}
Keycode::Right => {
game.event(game::Event::KeyDown {
key: game::Key::Right,
});
}
_ => {}
},
None => {}
},
Event::KeyUp { keycode, .. } => match keycode {
Some(key) => match key {
Keycode::R => {
game.event(game::Event::KeyUp { key: game::Key::R });
}
Keycode::W => {
game.event(game::Event::KeyUp { key: game::Key::W });
}
Keycode::A => {
game.event(game::Event::KeyUp { key: game::Key::A });
}
Keycode::S => {
game.event(game::Event::KeyUp { key: game::Key::S });
}
Keycode::D => {
game.event(game::Event::KeyUp { key: game::Key::D });
}
Keycode::Down => {
game.event(game::Event::KeyUp {
key: game::Key::Down,
});
}
Keycode::Up => {
game.event(game::Event::KeyUp { key: game::Key::Up });
}
Keycode::Left => {
game.event(game::Event::KeyUp {
key: game::Key::Left,
});
}
Keycode::Right => {
game.event(game::Event::KeyUp {
key: game::Key::Right,
});
}
_ => {}
},
None => {}
},
_ => {}
}
}
let time_now = Instant::now();
let delta_time = time_now - time_before;
time_before = time_now;
game.update(delta_time);
self.canvas.set_draw_color(SdlColor::BLACK);
self.canvas.clear();
game.render(self);
self.canvas.present();
fps_count += 1;
if (time_now - print_fps_timer).as_secs_f64() > 1.0 {
println!("fps: {fps_count}");
fps_count = 0;
print_fps_timer = time_now;
}
if delta_time < time_per_frame {
std::thread::sleep(time_per_frame - delta_time);
}
}
}
/// world space to screen space
fn scale_w2s(&self, v: V2) -> V2 {
let factor = WIDTH / 2.0;
V2(v.0 * factor, v.1 * factor)
}
/// world space to screen space.
fn translate_w2s(&self, v: V2) -> V2 {
let middle = V2(WIDTH / 2.0, HEIGHT / 2.0);
V2(v.0 + middle.0, middle.1 - v.1)
}
/// scale -> translate
fn point_w2s(&self, v: V2) -> V2 {
self.translate_w2s(self.scale_w2s(v))
}
}
impl Renderer for SdlIo {
fn draw_rect(&mut self, pos: V2, size: V2, color: Color) {
let pos = self.point_w2s(pos);
let size = self.scale_w2s(size);
self.canvas.set_draw_color(color);
self.canvas
.fill_rect(FRect::new(pos.0 as _, pos.1 as _, size.0 as _, size.1 as _))
.unwrap();
}
fn draw_point(&mut self, pos: V2, color: Color) {
let pos = self.point_w2s(pos);
let size = 4.0;
self.canvas.set_draw_color(color);
self.canvas
.fill_rect(FRect::new(
(pos.0 - size / 2.0) as _,
(pos.1 - size / 2.0) as _,
size as _,
size as _,
))
.unwrap();
}
fn draw_line(&mut self, from: V2, to: V2, color: Color) {
self.canvas.set_draw_color(color);
self.canvas
.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();
}
fn draw_triangle(&mut self, triangle: Triangle2, color: Color) {
let vertices = [triangle.0, triangle.1, triangle.2]
.into_iter()
.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 {
fn from(value: V2) -> Self {
FPoint::new(value.0 as _, value.1 as _)
}
}
impl From<Color> for SdlColor {
fn from(value: Color) -> Self {
match value {
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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editor/src/engine/shapes.rs Normal file
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use crate::engine::{math::V3, Triangle3, V2};
static CUBE_VERTICES: [(i8, i8, i8); 8] = [
(0, 1, 0), // 0 front top left
(1, 1, 0), // 1 front top right
(0, 0, 0), // 2 front bottom left
(1, 0, 0), // 3 front bottom right
(0, 1, 1), // 4 back top left
(1, 1, 1), // 5 back top right
(0, 0, 1), // 6 back bottom left
(1, 0, 1), // 7 back bottom right
];
static CUBE_EDGES: [(usize, usize); 12] = [
(0, 1), // ftl -> ftr
(2, 3), // fbl -> fbr
(4, 5), // btl -> btr
(6, 7), // bbl -> bbr
(0, 2), // ftl -> fbl
(1, 3), // ftr -> fbr
(4, 6), // btl -> bbl
(5, 7), // btr -> bbr
(0, 4), // ftl -> btl
(1, 5), // ftr -> btr
(2, 6), // fbl -> bbl
(3, 7), // fbr -> bbr
];
static CUBE_FACES: [(usize, usize, usize); 12] = [
// front
(0, 1, 2),
(3, 2, 1),
// top
(0, 4, 1),
(5, 1, 4),
// right
(7, 3, 5),
(1, 5, 3),
// back
(5, 4, 7),
(6, 7, 4),
// bottom
(3, 7, 2),
(6, 2, 7),
// left
(4, 0, 6),
(2, 6, 0),
];
static PLANE_VERTICES: [(i8, i8, i8); 4] = [
//
(0, 0, 0),
(0, 0, 1),
(1, 0, 0),
(1, 0, 1),
];
static PLANE_EDGES: [(usize, usize); 4] = [
//
(0, 1),
(2, 3),
(0, 2),
(1, 3),
];
static PLANE_FACES: [(usize, usize, usize); 2] = [
//
(0, 1, 2),
(3, 2, 1),
];
pub struct Shape {
vertices: Vec<V3>,
edges: Vec<(usize, usize)>,
faces: Vec<(usize, usize, usize)>,
}
impl Shape {
pub fn new_plane(dim: V3) -> Self {
Self {
vertices: PLANE_VERTICES
.iter()
.map(|p| scale_i8_vertex(*p, &dim))
.collect(),
edges: Vec::from_iter(PLANE_EDGES),
faces: Vec::from_iter(PLANE_FACES),
}
}
pub fn new_cube(dim: V3) -> Self {
Self {
vertices: CUBE_VERTICES
.iter()
.map(|p| scale_i8_vertex(*p, &dim))
.collect(),
edges: Vec::from_iter(CUBE_EDGES),
faces: Vec::from_iter(CUBE_FACES),
}
}
pub fn vertices<'a>(&'a self) -> impl Iterator<Item = V3> + 'a {
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 {
V3(p.0 as f64 * s.0, p.1 as f64 * s.1, p.2 as f64 * s.2)
}

361
editor/src/main.rs Normal file
View File

@ -0,0 +1,361 @@
#![allow(dead_code)]
use std::{collections::HashSet, f64::consts::PI, time::Duration};
use crate::engine::{Color, Key, Renderer, Scene, Shape, V3};
mod engine;
struct Game {
objects: Vec<Object>,
next_object_id: u32,
keys_pressed: HashSet<Key>,
}
impl Game {
fn new() -> Self {
Self {
objects: Vec::new(),
next_object_id: 0,
keys_pressed: HashSet::new(),
}
}
fn spawn(&mut self, object_kind: ObjectKind) {
let object = Object {
kind: object_kind,
id: self.next_object_id,
};
self.objects.push(object);
self.next_object_id += 1
}
fn despawn(&mut self, id: u32) {
let index = self
.objects
.iter()
.position(|o| o.id == id)
.expect("doesn't exist");
self.objects.remove(index);
}
}
impl<R: Renderer> engine::Game<R> for Game {
fn update(&mut self, delta_time: Duration) {
for object in &mut self.objects {
if self.keys_pressed.contains(&Key::A) {
match &mut object.kind {
ObjectKind::SkateBoard { pivot_deg, .. } => {
*pivot_deg -= 18.0 * delta_time.as_secs_f64();
if *pivot_deg < -12.5 {
*pivot_deg = -12.5;
}
}
}
}
if self.keys_pressed.contains(&Key::D) {
match &mut object.kind {
ObjectKind::SkateBoard {
pivot_deg: pivot_factor,
..
} => {
*pivot_factor += 18.0 * delta_time.as_secs_f64();
if *pivot_factor > 12.5 {
*pivot_factor = 12.5;
}
}
}
}
if !(self.keys_pressed.contains(&Key::A) || self.keys_pressed.contains(&Key::D)) {
match &mut object.kind {
ObjectKind::SkateBoard {
pivot_deg: pivot_factor,
..
} => {
let decay_rate = 1.0 - (2.0 * delta_time.as_secs_f64());
*pivot_factor *= decay_rate;
}
}
}
if self.keys_pressed.contains(&Key::R) {
match &mut object.kind {
ObjectKind::SkateBoard { rot, pos, .. } => {
*pos = V3(0.0, -0.1, -0.6);
*rot = V3(0.0, 0.5 * PI, 0.0);
}
}
}
if self.keys_pressed.contains(&Key::W) {
match &mut object.kind {
ObjectKind::SkateBoard { rot, .. } => rot.0 += 1.0 * delta_time.as_secs_f64(),
}
}
if self.keys_pressed.contains(&Key::S) {
match &mut object.kind {
ObjectKind::SkateBoard { rot, .. } => rot.0 -= 1.0 * delta_time.as_secs_f64(),
}
}
if self.keys_pressed.contains(&Key::Left) {
match &mut object.kind {
ObjectKind::SkateBoard { rot, .. } => rot.1 -= 1.0 * delta_time.as_secs_f64(),
}
}
if self.keys_pressed.contains(&Key::Right) {
match &mut object.kind {
ObjectKind::SkateBoard { rot, .. } => rot.1 += 1.0 * delta_time.as_secs_f64(),
}
}
if self.keys_pressed.contains(&Key::Down) {
match &mut object.kind {
ObjectKind::SkateBoard { pos, .. } => pos.1 -= 0.5 * delta_time.as_secs_f64(),
}
}
if self.keys_pressed.contains(&Key::Up) {
match &mut object.kind {
ObjectKind::SkateBoard { pos, .. } => pos.1 += 0.5 * delta_time.as_secs_f64(),
}
}
object.update(delta_time);
}
}
fn render(&mut self, r: &mut R) {
let mut scene = Scene::new();
for object in &self.objects {
object.render(&mut scene);
}
scene.render(r, V3(0.0, 0.0, -1.0));
}
fn event(&mut self, event: engine::Event) {
match event {
engine::Event::KeyDown { key } => self.keys_pressed.insert(key),
engine::Event::KeyUp { key } => self.keys_pressed.remove(&key),
};
}
}
struct Object {
kind: ObjectKind,
id: u32,
}
enum ObjectKind {
SkateBoard {
pos: V3,
vel: V3,
rot: V3,
nyoom_factor: f64,
pivot_deg: f64,
},
}
struct ShapeGroupShape {
shape: Shape,
offset: V3,
}
struct ShapeGroup {
pub shapes: Vec<ShapeGroupShape>,
}
impl ShapeGroup {
pub fn new(shapes: Vec<ShapeGroupShape>) -> Self {
Self { shapes }
}
pub fn rotate(mut self, rot: V3) -> Self {
for shape in &mut self.shapes {
shape.shape = shape
.shape
.translate(shape.offset)
.rotate(rot)
.translate(shape.offset * -1.0);
}
self
}
pub fn translate(mut self, offset: V3) -> Self {
for shape in &mut self.shapes {
shape.shape = shape.shape.translate(offset);
}
self
}
pub fn draw(self, pos: V3, scene: &mut Scene, outline_color: Color, fill_color: Color) {
for shape in self.shapes {
scene.draw_shape(
pos,
&shape.shape.translate(shape.offset),
outline_color,
fill_color,
);
}
}
}
impl Object {
fn update(&mut self, delta_time: Duration) {
match &mut self.kind {
ObjectKind::SkateBoard {
pos,
vel,
nyoom_factor,
pivot_deg: pivot_factor,
..
} => {
vel.0 = *pivot_factor * delta_time.as_secs_f64();
*pos += *vel * delta_time.as_secs_f64();
*nyoom_factor += 16.0 * delta_time.as_secs_f64();
// rot.0 += delta_time.as_secs_f64() * PI * 1.0;
// rot.1 += delta_time.as_secs_f64() * PI * 0.2;
// rot.2 += delta_time.as_secs_f64() * PI * 2.0;
}
}
}
fn render(&self, scene: &mut Scene) {
match self.kind {
ObjectKind::SkateBoard {
pos,
rot,
nyoom_factor,
pivot_deg: pivot_factor,
..
} => {
let board_size = V3(0.175, 0.005, 0.05);
let trucks = {
let anchor_size = V3(0.005, 0.01, 0.005);
let anchor_y = -anchor_size.1 - board_size.1 * 0.5;
let pivot = vec![
ShapeGroupShape {
shape: Shape::new_cube(anchor_size),
offset: V3(
anchor_size.0 * -0.5 + board_size.0 * 0.4,
anchor_y,
anchor_size.2 * -0.5,
),
},
ShapeGroupShape {
shape: Shape::new_cube(anchor_size),
offset: V3(
anchor_size.0 * -0.5 - board_size.0 * 0.4,
anchor_y,
anchor_size.2 * -0.5,
),
},
];
let wheel_rail_size = V3(anchor_size.0, anchor_size.0, board_size.2 * 0.8);
let wheel_rail_y = anchor_y - wheel_rail_size.1;
let wheel_rail = vec![
ShapeGroupShape {
shape: Shape::new_cube(wheel_rail_size),
offset: V3(
wheel_rail_size.0 * -0.5 + board_size.0 * 0.4,
wheel_rail_y,
wheel_rail_size.2 * -0.5,
),
},
ShapeGroupShape {
shape: Shape::new_cube(wheel_rail_size),
offset: V3(
wheel_rail_size.0 * -0.5 - board_size.0 * 0.4,
wheel_rail_y,
wheel_rail_size.2 * -0.5,
),
},
];
let wheel_size = V3(0.01, 0.01, 0.0025);
let wheel_y = wheel_rail_y - wheel_size.1 * 0.25;
let wheel_rot = V3(0.0, 0.0, nyoom_factor);
let wheel_rot_trans = V3(0.5, 0.5, 0.0);
let wheel = vec![
ShapeGroupShape {
shape: Shape::new_cube(wheel_size)
.translate(wheel_size * wheel_rot_trans * -1.0)
.rotate(wheel_rot)
.translate(wheel_size * wheel_rot_trans),
offset: V3(
wheel_size.0 * -0.5 + board_size.0 * 0.4,
wheel_y,
wheel_rail_size.2 * -0.5 - wheel_size.2,
),
},
ShapeGroupShape {
shape: Shape::new_cube(wheel_size)
.translate(wheel_size * wheel_rot_trans * -1.0)
.rotate(wheel_rot)
.translate(wheel_size * wheel_rot_trans),
offset: V3(
wheel_size.0 * -0.5 - board_size.0 * 0.4,
wheel_y,
wheel_rail_size.2 * -0.5 - wheel_size.2,
),
},
ShapeGroupShape {
shape: Shape::new_cube(wheel_size)
.translate(wheel_size * wheel_rot_trans * -1.0)
.rotate(wheel_rot)
.translate(wheel_size * wheel_rot_trans),
offset: V3(
wheel_size.0 * -0.5 + board_size.0 * 0.4,
wheel_y,
wheel_rail_size.2 * 0.5,
),
},
ShapeGroupShape {
shape: Shape::new_cube(wheel_size)
.translate(wheel_size * wheel_rot_trans * -1.0)
.rotate(wheel_rot)
.translate(wheel_size * wheel_rot_trans),
offset: V3(
wheel_size.0 * -0.5 - board_size.0 * 0.4,
wheel_y,
wheel_rail_size.2 * 0.5,
),
},
];
vec![pivot, wheel_rail, wheel].into_iter().flatten()
};
let board_pivot_trans = V3(0.0, 0.5, 0.5);
let mut board = vec![ShapeGroupShape {
shape: Shape::new_cube(board_size)
.translate(board_size * board_pivot_trans * -1.0)
.rotate(V3(pivot_factor * (PI / 180.0), 0.0, 0.0))
.translate(board_size * board_pivot_trans),
offset: board_size * -0.5,
}];
board.extend(trucks);
let board = ShapeGroup::new(board).rotate(rot);
board.draw(pos, scene, Color::Green, Color::Black);
scene.draw_shape(
V3(-0.5, -5.0, 0.0),
&Shape::new_cube(V3(1.0, 0.0, 100.0)),
Color::Red,
Color::Red,
);
}
}
}
}
fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut sdl_io = engine::SdlIo::new()?;
let mut game = Game::new();
let mut objects: Vec<ObjectKind> = Vec::new();
objects.push(ObjectKind::SkateBoard {
pos: V3(0.0, -0.1, -0.6),
vel: V3(0.0, 0.0, 0.0),
rot: V3(0.0, PI * 0.5, 0.0),
nyoom_factor: 0.0,
pivot_deg: 0.0,
});
for object in objects {
game.spawn(object)
}
sdl_io.run(&mut game);
Ok(())
}

View File

@ -98,6 +98,7 @@ enum ObjectKind {
pos: V3, pos: V3,
vel: V3, vel: V3,
rot: V3, rot: V3,
nyoom_factor: f64,
}, },
Obstacle { Obstacle {
pos: V3, pos: V3,
@ -158,11 +159,17 @@ impl ShapeGroup {
impl Object { impl Object {
fn update(&mut self, delta_time: Duration) { fn update(&mut self, delta_time: Duration) {
match &mut self.kind { match &mut self.kind {
ObjectKind::SkateBoard { pos, vel, rot } => { ObjectKind::SkateBoard {
pos,
vel,
nyoom_factor,
rot,
} => {
*pos += *vel * delta_time.as_secs_f64(); *pos += *vel * delta_time.as_secs_f64();
*nyoom_factor += 16.0 * delta_time.as_secs_f64();
// rot.0 += delta_time.as_secs_f64() * PI * 1.0; // rot.0 += delta_time.as_secs_f64() * PI * 1.0;
// rot.1 += delta_time.as_secs_f64() * PI * 1.0; rot.1 += delta_time.as_secs_f64() * PI * 0.2;
// rot.2 += delta_time.as_secs_f64() * PI * 2.0; // rot.2 += delta_time.as_secs_f64() * PI * 2.0;
} }
ObjectKind::Obstacle { pos, vel } => { ObjectKind::Obstacle { pos, vel } => {
@ -187,24 +194,42 @@ impl Object {
fn render(&self, scene: &mut Scene) { fn render(&self, scene: &mut Scene) {
match self.kind { match self.kind {
ObjectKind::SkateBoard { pos, rot, .. } => { ObjectKind::SkateBoard {
let camera_pos = V3(0.0, 0.0, -1.0); pos,
let board = ShapeGroup::new(vec![ rot,
ShapeGroupShape { nyoom_factor,
shape: Shape::new_cube(V3(0.2, 0.01, 0.05)), ..
offset: V3(0.0, 0.0, 0.0), } => {
}, let trucks = {
ShapeGroupShape { vec![
shape: Shape::new_cube(V3(0.02, 0.02, 0.05)), ShapeGroupShape {
offset: V3(0.04, -0.02, 0.0), shape: Shape::new_cube(V3(0.005, 0.01, 0.005)),
}, offset: V3(0.04 - 0.0025, -0.005, 0.025 - 0.0025),
ShapeGroupShape { },
shape: Shape::new_cube(V3(0.02, 0.02, 0.05)), ShapeGroupShape {
offset: V3(0.14, -0.02, 0.0), shape: Shape::new_cube(V3(0.005, 0.01, 0.005)),
}, offset: V3(0.14 - 0.0025, -0.005, 0.025 - 0.0025),
]) },
.translate(V3(-0.1, -0.005, -0.0025)) ShapeGroupShape {
.rotate(rot); shape: Shape::new_cube(V3(0.0025, 0.0025, 0.05)),
offset: V3(0.04 - 0.0025, -0.005 - 0.01, 0.0),
},
ShapeGroupShape {
shape: Shape::new_cube(V3(0.0025, 0.0025, 0.05)),
offset: V3(0.14 - 0.0025, -0.005 - 0.01, 0.0),
},
]
};
let wheels = {};
let mut board = vec![ShapeGroupShape {
shape: Shape::new_cube(V3(0.175, 0.005, 0.05)),
offset: V3(0.0, 0.0, 0.0),
}];
board.extend(trucks);
board.extend(wheels);
let board = ShapeGroup::new(board)
.translate(V3(-0.1, 0.005, -0.0025))
.rotate(rot);
board.draw(pos, scene, Color::Green, Color::Black); board.draw(pos, scene, Color::Green, Color::Black);
} }
ObjectKind::Obstacle { pos, .. } => { ObjectKind::Obstacle { pos, .. } => {
@ -257,7 +282,8 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
objects.push(ObjectKind::SkateBoard { objects.push(ObjectKind::SkateBoard {
pos: V3(0.0, -0.1, -0.7), pos: V3(0.0, -0.1, -0.7),
vel: V3(0.0, 0.0, 0.0), vel: V3(0.0, 0.0, 0.0),
rot: V3(0.0, PI * 0.5, 0.0), rot: V3(0.0, PI * 0.33, 0.0),
nyoom_factor: 0.0,
}); });
objects.push(ObjectKind::Ground { objects.push(ObjectKind::Ground {
original_pos: V3(0.0, -0.25, -0.6), original_pos: V3(0.0, -0.25, -0.6),