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14 Commits
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main
Author | SHA1 | Date | |
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b25e41bd49
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91c2e1bce1
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1433aa8e40
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e3f195cf71
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342c98e915
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1e2a162800
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3859c190d1
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db4809d385
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82da17287e
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71c045c797
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b7e027cdc6
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4c5006d1e7
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6a952a221b
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954277688f
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BIN
data/images/measure002a.png
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BIN
data/images/measure002a.png
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Binary file not shown.
After Width: | Height: | Size: 2.7 KiB |
38
data/models/unit_cube.obj
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38
data/models/unit_cube.obj
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@ -0,0 +1,38 @@
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# Blender 4.0.2
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# www.blender.org
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o Cube
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v -0.500000 -0.500000 0.500000
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v -0.500000 0.500000 0.500000
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v -0.500000 -0.500000 -0.500000
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v -0.500000 0.500000 -0.500000
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v 0.500000 -0.500000 0.500000
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v 0.500000 0.500000 0.500000
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v 0.500000 -0.500000 -0.500000
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v 0.500000 0.500000 -0.500000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -0.0000 -1.0000 -0.0000
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vn -0.0000 1.0000 -0.0000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.125000 0.500000
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vt 0.125000 0.750000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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s 0
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f 1/1/1 2/2/1 4/3/1 3/4/1
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f 3/4/2 4/3/2 8/5/2 7/6/2
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f 7/6/3 8/5/3 6/7/3 5/8/3
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f 5/8/4 6/7/4 2/9/4 1/10/4
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f 3/11/5 7/6/5 5/8/5 1/12/5
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f 8/5/6 4/13/6 2/14/6 6/7/6
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BIN
data/music/bg1.xm
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BIN
data/music/bg1.xm
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Binary file not shown.
@ -12,32 +12,34 @@ local States = {
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local WANDER_TIME = 1.0
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local IDLE_TIME = 1.0
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local Duck = {
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position = {},
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velocity = {},
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direction = {},
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target = nil,
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state = States.IDLE,
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wander_timer = 0,
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speed = 0.02,
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chase_speed = 0.04,
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accel = 0.5,
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STATES = States,
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AteFeed = Signal.new()
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}
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local Duck = {}
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Duck.__index = Duck
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function Duck.new(position)
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local d = util.shallow_copy(Duck)
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d.position = position
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d.velocity = Vector3()
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d.direction = Vector3(0, 0, -1):rotated(Vector3.UP, util.random_float(-math.pi, math.pi))
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-- local d = util.shallow_copy(Duck)
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local d = {
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position = position:copy(),
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velocity = Vector3(),
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direction = Vector3(0, 0, -1):rotated(Vector3.UP, util.random_float(-math.pi, math.pi)),
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target = nil,
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state = States.IDLE,
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wander_timer = 0,
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speed = 0.02,
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chase_speed = 0.04,
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accel = 0.5,
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STATES = States,
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AteFeed = Signal.new(),
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SeekFeed = Signal.new(),
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index = 1,
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}
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d.position.y = 0.4
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return setmetatable(d, Duck)
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end
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@ -68,6 +70,7 @@ function Duck:wander(delta)
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if self.wander_timer >= WANDER_TIME then
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self.state = States.IDLE
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self.wander_timer = 0
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self.SeekFeed:emit(self)
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return
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end
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@ -96,6 +99,7 @@ end
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function Duck:start_chase(feed)
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if self.state == States.CHASE then return end
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-- print("duck " .. self.index .. " starting chase")
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self.state = States.CHASE
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self.target = feed
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feed.occupied = true
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@ -2,22 +2,20 @@ local Vector3 = require "types.vector3"
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local TEXTURE = "images/tongue.png"
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local Feed = {
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position = {},
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direction = {},
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velocity = {},
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landed = false,
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occupied = false,
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speed = 0.15,
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}
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local Feed = {}
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Feed.__index = Feed
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function Feed.new(p_position, p_direction)
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local f = util.shallow_copy(Feed)
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f.position = p_position:copy()
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f.direction = p_direction:copy()
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function Feed.new(position, direction)
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local f = {
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position = position:copy(),
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direction = direction:copy(),
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velocity = Vector3(),
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landed = false,
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occupied = false,
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speed = 0.15,
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}
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f.velocity = f.direction * f.speed
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f.velocity.y = 0.1
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133
data/scripts/classes/obj.lua
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133
data/scripts/classes/obj.lua
Normal file
@ -0,0 +1,133 @@
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---@class Obj
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---@field model string
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---@field texture string
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---@field texture_size integer
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---@field position Vector3
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---@field rotation Vector3
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---@field triangles table
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local Obj = {}
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local Vector3 = require "types.vector3"
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Obj.__index = Obj
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local function string_split(str, delimiter)
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local res = {}
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local i = 0
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local f
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local match = '(.-)' .. delimiter .. '()'
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if string.find(str, delimiter) == nil then
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return {str}
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end
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for sub, j in string.gmatch(str, match) do
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i = i + 1
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res[i] = sub
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f = j
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end
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if i ~= 0 then
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res[i+1] = string.sub(str, f)
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end
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return res
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end
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---parses the obj file and triangulates it for drawing
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---@param model string path to obj model
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---@param texture {file: string, size: number}
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---@param position Vector3?
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---@return Obj
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function Obj.create(model, texture, position)
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local pos
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if position ~= nil then
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pos = position
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else
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pos = Vector3()
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end
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local obj = {
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model = model,
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texture = texture.file,
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texture_size = texture.size,
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position = pos:copy(),
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rotation = Vector3(),
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triangles = {}
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}
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obj.position = obj.position:copy()
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setmetatable(obj, Obj)
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-- adapted from https://github.com/karai17/lua-obj/blob/master/obj_loader.lua
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-- Copyright (c) 2014 Landon Manning - LManning17@gmail.com - LandonManning.com
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-- MIT
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local file = file_read{file = obj.model}
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local lines = string_split(file, "\r?\n")
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local obj_data = {
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v = {},
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vt = {},
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f = {},
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}
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for _, line in ipairs(lines) do
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local l = string_split(line, "%s+")
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if l[1] == "v" then
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local v = {
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x = tonumber(l[2]),
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y = tonumber(l[3]),
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z = tonumber(l[4]),
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}
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table.insert(obj_data.v, v)
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elseif l[1] == "vt" then
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local vt = {
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x = tonumber(l[2]) * obj.texture_size,
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y = tonumber(l[3]) * obj.texture_size,
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}
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table.insert(obj_data.vt, vt)
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elseif l[1] == "f" then
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local f = {}
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for i = 2, #l do
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local split = string_split(l[i], "/")
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local v = {}
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v.v = tonumber(split[1])
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if split[2] ~= "" then v.vt = tonumber(split[2]) end
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-- v.vn = tonumber(split[3])
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table.insert(f, v)
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end
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table.insert(obj_data.f, f)
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end
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end
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for _, face in ipairs(obj_data.f) do
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for i = 2, #face - 1 do
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local triangle = {
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v0 = obj_data.v[face[1].v],
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v1 = obj_data.v[face[i].v],
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v2 = obj_data.v[face[i + 1].v],
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uv0 = obj_data.vt[face[1].vt],
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uv1 = obj_data.vt[face[i].vt],
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uv2 = obj_data.vt[face[i + 1].vt],
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texture = obj.texture
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}
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table.insert(obj.triangles, triangle)
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end
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end
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return obj
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end
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local function rotate_vertex(obj, v)
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local vec = Vector3(v)
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--- YXZ (yaw pitch roll) minimizes gimbal lock
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-- return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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end
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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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local newt = util.shallow_copy(triangle)
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newt.v0 = rotate_vertex(self, triangle.v0) + self.position
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newt.v1 = rotate_vertex(self, triangle.v1) + self.position
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newt.v2 = rotate_vertex(self, triangle.v2) + self.position
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draw_triangle(newt)
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end
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end
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return Obj
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@ -1,5 +1,6 @@
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local Vector3 = require("types.vector3")
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local Signal = require("types.signal")
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local AABB = require("types.aabb")
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local Player = {
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position = Vector3(0, 1, 0),
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@ -12,10 +13,82 @@ local Player = {
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yaw_speed = 0.05,
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accel = 0.3,
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aabb = nil,
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test_intersect = nil,
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ThrowPressed = Signal.new(),
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}
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local aabb_offset = Vector3(-0.25, -1, -0.25)
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---@param aabb AABB
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---@param other AABB
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---@param velocity Vector3
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---@return Vector3, Vector3
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local function resolve_collision(aabb, other, velocity)
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local my_min = aabb.min
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local my_max = aabb:get_max()
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local other_min = other.min
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local other_max = other:get_max()
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local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
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local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
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local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
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local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
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local new_pos = my_min:copy()
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local new_vel = velocity:copy()
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if min_overlap == overlap_x then
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if velocity.x > 0 then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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elseif velocity.x < 0 then
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new_pos.x = other_max.x
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else
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if my_min.x < other_min.x then
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new_pos.x = other_min.x - (my_max.x - my_min.x)
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else
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new_pos.x = other_max.x
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end
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end
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new_vel.x = 0
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elseif min_overlap == overlap_y then
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if velocity.y > 0 then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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elseif velocity.y < 0 then
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new_pos.y = other_max.y
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else
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if my_min.y < other_min.y then
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new_pos.y = other_min.y - (my_max.y - my_min.y)
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else
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new_pos.y = other_max.y
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end
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end
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new_vel.y = 0
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elseif min_overlap == overlap_z then
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if velocity.z > 0 then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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elseif velocity.z < 0 then
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new_pos.z = other_max.z
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else
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if my_min.z < other_min.z then
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new_pos.z = other_min.z - (my_max.z - my_min.z)
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else
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new_pos.z = other_max.z
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end
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end
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new_vel.z = 0
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end
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return new_pos, new_vel
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end
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function Player:init()
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self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
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end
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function Player:tick(ctx)
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input_action{name = "left", control = "A"}
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input_action{name = "right", control = "D"}
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@ -34,17 +107,39 @@ function Player:tick(ctx)
|
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|
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local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
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local target_vel = direction * self.speed
|
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self.velocity = self.velocity:lerp(target_vel, self.accel)
|
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|
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-- self.velocity = self.velocity:lerp(target_vel, self.accel)
|
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self.velocity = target_vel:copy()
|
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self.position = self.position + self.velocity
|
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if self.aabb:intersects(self.test_intersect) then
|
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local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
|
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self.position:set(
|
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new_pos.x - aabb_offset.x,
|
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new_pos.y - aabb_offset.y,
|
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new_pos.z - aabb_offset.z
|
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)
|
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self.aabb.min:set(
|
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self.position.x + aabb_offset.x,
|
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self.position.y + aabb_offset.y,
|
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self.position.z + aabb_offset.z
|
||||
)
|
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self.velocity:sett(new_vel)
|
||||
end
|
||||
if input_action_just_pressed{name = "throw"} then
|
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self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
|
||||
end
|
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-- self.aabb.min = self.position + aabb_offset
|
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self.aabb.min:set(
|
||||
self.position.x + aabb_offset.x,
|
||||
self.position.y + aabb_offset.y,
|
||||
self.position.z + aabb_offset.z
|
||||
)
|
||||
|
||||
if ctx.mouse_capture then
|
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self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
|
||||
end
|
||||
|
||||
self.position = self.position + self.velocity
|
||||
|
||||
self.aabb:draw()
|
||||
end
|
||||
|
||||
return Player
|
@ -2,42 +2,74 @@ util = require "util"
|
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local player = require "classes.player"
|
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local Vector3 = require "types.vector3"
|
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local List = require "types.list"
|
||||
local AABB = require "types.aabb"
|
||||
|
||||
local test_aabb = AABB.new(
|
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Vector3(-1, 0, 3),
|
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Vector3(1, 2, 1)
|
||||
)
|
||||
|
||||
local Obj = require "classes.obj"
|
||||
|
||||
local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 1))
|
||||
|
||||
local Feed = require "classes.feed"
|
||||
---@type List
|
||||
local feed = List()
|
||||
|
||||
local Duck = require "classes.duck"
|
||||
local ducks = List{Duck.new(Vector3(0, 0.4, 3))}
|
||||
---@type List
|
||||
local ducks = List()
|
||||
|
||||
local function create_feed(position, direction)
|
||||
local f = Feed.new(position, direction)
|
||||
feed:push(f)
|
||||
local eligible_ducks = ducks:filter(
|
||||
function (duck)
|
||||
return duck.state ~= Duck.STATES.CHASE
|
||||
end
|
||||
)
|
||||
if #eligible_ducks == 0 then return end
|
||||
eligible_ducks[1]:start_chase(f)
|
||||
f.occupied = true
|
||||
end
|
||||
|
||||
local function delete_feed(f)
|
||||
util.list_remove_value(feed, f)
|
||||
feed:remove_value(f)
|
||||
end
|
||||
|
||||
local function duck_seek_feed(duck)
|
||||
local eligible_feeds = feed:filter(
|
||||
function (f)
|
||||
return f.occupied == false
|
||||
end
|
||||
)
|
||||
if eligible_feeds:is_empty() then return end
|
||||
duck:start_chase(
|
||||
eligible_feeds:sorted(
|
||||
function(a, b)
|
||||
return a.position:distance_squared_to(duck.position) < b.position:distance_squared_to(duck.position)
|
||||
end
|
||||
):pop_front()
|
||||
)
|
||||
end
|
||||
|
||||
-- called every frame, with constant delta time
|
||||
function game_tick()
|
||||
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
|
||||
if ctx.initialization_needed then
|
||||
-- ctx.udata persists on reload
|
||||
player:init()
|
||||
player.test_intersect = test_aabb
|
||||
-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
|
||||
player.ThrowPressed:connect(create_feed)
|
||||
|
||||
-- spawn some ducks
|
||||
for i = 1, 5 do
|
||||
local duck = Duck.new(Vector3(0, 0, -math.random() * 10.0):rotated(Vector3.UP, util.random_float(-math.pi, math.pi)))
|
||||
ducks:push(duck)
|
||||
duck.AteFeed:connect(delete_feed)
|
||||
duck.SeekFeed:connect(duck_seek_feed)
|
||||
duck.index = i
|
||||
end
|
||||
end
|
||||
|
||||
-- ctx.udata persists on reload
|
||||
if ctx.udata == nil then
|
||||
ctx.udata = {
|
||||
capture = false,
|
||||
}
|
||||
player.ThrowPressed:connect(create_feed)
|
||||
for _, v in ipairs(ducks) do
|
||||
v.AteFeed:connect(delete_feed)
|
||||
end
|
||||
end
|
||||
|
||||
ctx.mouse_capture = ctx.udata.capture
|
||||
@ -61,5 +93,12 @@ function game_tick()
|
||||
texture = "images/measure001a.png",
|
||||
texture_region = { x = 0, y = 0, w = 512, h = 512 },
|
||||
}
|
||||
draw_quad(util.merge(q, params))
|
||||
-- draw_quad(util.merge(q, params))
|
||||
cube.position.y = math.sin(ctx.frame_number * 0.05)
|
||||
-- cube.position.z = math.cos(ctx.frame_number * 0.01)
|
||||
cube.rotation.x = cube.rotation.x + 0.01
|
||||
cube.rotation.z = cube.rotation.z + 0.01
|
||||
cube:draw()
|
||||
|
||||
test_aabb:draw()
|
||||
end
|
||||
|
85
data/scripts/types/aabb.lua
Normal file
85
data/scripts/types/aabb.lua
Normal file
@ -0,0 +1,85 @@
|
||||
local Vector3 = require "types.vector3"
|
||||
|
||||
---@class AABB
|
||||
local AABB = {
|
||||
min = Vector3(),
|
||||
size = Vector3(),
|
||||
}
|
||||
|
||||
local RED = {
|
||||
r = 255,
|
||||
g = 0,
|
||||
b = 0,
|
||||
a = 255,
|
||||
}
|
||||
|
||||
setmetatable(AABB, AABB)
|
||||
|
||||
AABB.__index = AABB
|
||||
|
||||
---@param position Vector3
|
||||
---@param size Vector3
|
||||
---@return AABB
|
||||
function AABB.new(position, size)
|
||||
position = position or Vector3()
|
||||
size = size or Vector3(1, 1, 1)
|
||||
local aabb = {
|
||||
min = position,
|
||||
size = size,
|
||||
}
|
||||
|
||||
return setmetatable(aabb, AABB)
|
||||
end
|
||||
|
||||
function AABB:get_max()
|
||||
return self.min + self.size
|
||||
end
|
||||
|
||||
function AABB:draw()
|
||||
local max = self:get_max()
|
||||
-- bottom rectangle
|
||||
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, self.min.z)}
|
||||
draw_line_3d{start = self.min, finish = Vector3(self.min.x, self.min.y, max.z)}
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, self.min.y, max.z)}
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, self.min.y, self.min.z)}
|
||||
-- bottom rectangle diagonal
|
||||
draw_line_3d{start = self.min, finish = Vector3(max.x, self.min.y, max.z), color = RED}
|
||||
-- top rectangle
|
||||
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||
draw_line_3d{start = Vector3(self.min.x, max.y, self.min.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||
-- top rectangle diagonal
|
||||
draw_line_3d{start = Vector3(max.x, max.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
|
||||
-- hull
|
||||
draw_line_3d{start = self.min, finish = Vector3(self.min.x, max.y, self.min.z)}
|
||||
draw_line_3d{start = self.min, finish = Vector3(max.x, max.y, self.min.z), color = RED}
|
||||
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, self.min.z)}
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, self.min.z), finish = Vector3(max.x, max.y, max.z), color = RED}
|
||||
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(max.x, max.y, max.z)}
|
||||
draw_line_3d{start = Vector3(max.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z), color = RED}
|
||||
|
||||
draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, max.z)}
|
||||
draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
|
||||
end
|
||||
|
||||
---returns true if the point is inside this aabb
|
||||
---@param point Vector3
|
||||
---@return boolean
|
||||
function AABB:has_point(point)
|
||||
local max = self:get_max()
|
||||
return point > self.min and point < max
|
||||
end
|
||||
|
||||
---returns true if `other` intersects this AABB
|
||||
---@param other AABB
|
||||
---@return boolean
|
||||
function AABB:intersects(other)
|
||||
local my_max = self:get_max()
|
||||
local other_max = other:get_max()
|
||||
return self.min <= other_max and my_max >= other.min
|
||||
end
|
||||
|
||||
return AABB
|
@ -55,10 +55,11 @@ function List:__tostring()
|
||||
return s
|
||||
end
|
||||
|
||||
---Appends v to the end of the list.
|
||||
---@param v any
|
||||
function List:push(v)
|
||||
table.insert(self, v)
|
||||
---Appends value to the end of the list.
|
||||
---@param value any
|
||||
function List:push(value)
|
||||
if self:has(value) then return end
|
||||
table.insert(self, value)
|
||||
end
|
||||
|
||||
---Removes the last element in the list and returns it.
|
||||
@ -67,21 +68,35 @@ function List:pop()
|
||||
return table.remove(self, #self)
|
||||
end
|
||||
|
||||
---Reduce.
|
||||
---@param f function called with element, accumulator, index
|
||||
---@param init any initial value of accumulator
|
||||
---Removes the first element in the list and returns it.
|
||||
---@return any
|
||||
function List:pop_front()
|
||||
return table.remove(self, 1)
|
||||
end
|
||||
|
||||
---Reduce.
|
||||
---@generic T
|
||||
---@param f fun(element: any, accumulator: T, index: integer): T
|
||||
---@param init T|nil initial value of accumulator
|
||||
---@return T
|
||||
function List:reduce(f, init)
|
||||
return reduce(self, f, init)
|
||||
end
|
||||
|
||||
---Returns a new List of all elements of this list that match the predicate function.
|
||||
---@param predicate function called with element
|
||||
---@param predicate fun(element: any): boolean
|
||||
---@return List
|
||||
function List:filter(predicate)
|
||||
return filter(self, predicate)
|
||||
end
|
||||
|
||||
---Removes the value at the given index.
|
||||
---@param idx integer
|
||||
---@return any
|
||||
function List:remove_at(idx)
|
||||
return table.remove(self, idx)
|
||||
end
|
||||
|
||||
---Returns the index of value, if it exists in the list, -1 otherwise.
|
||||
---@param value any
|
||||
---@return integer
|
||||
@ -95,4 +110,56 @@ function List:find(value)
|
||||
end
|
||||
return idx
|
||||
end
|
||||
|
||||
---Returns true if the value exists in the list.
|
||||
---@param value any
|
||||
---@return boolean
|
||||
function List:has(value)
|
||||
return self:find(value) ~= -1
|
||||
end
|
||||
|
||||
---Removes the value from the list, if it exists.
|
||||
---@param value any
|
||||
function List:remove_value(value)
|
||||
local idx = self:find(value)
|
||||
if idx ~= -1 then
|
||||
table.remove(self, idx)
|
||||
end
|
||||
end
|
||||
|
||||
---Returns true if the list is empty.
|
||||
---@return boolean
|
||||
function List:is_empty()
|
||||
return #self == 0
|
||||
end
|
||||
|
||||
---Returns a (shallow) copy of this list.
|
||||
---@return List
|
||||
function List:copy()
|
||||
return List.create(self)
|
||||
end
|
||||
|
||||
---Returns a new copy of this list with the order of the elements shuffled around.
|
||||
---@return List
|
||||
function List:shuffled()
|
||||
-- https://gist.github.com/Uradamus/10323382
|
||||
local list = self:copy()
|
||||
|
||||
for i = #list, 2, -1 do
|
||||
local j = math.random(i)
|
||||
list[i], list[j] = list[j], list[i]
|
||||
end
|
||||
|
||||
return list
|
||||
end
|
||||
|
||||
---Returns a sorted copy of this list.
|
||||
---@param f? fun(a: any, b: any): boolean
|
||||
---@return List
|
||||
function List:sorted(f)
|
||||
local list = self:copy()
|
||||
table.sort(list, f)
|
||||
return list
|
||||
end
|
||||
|
||||
return List
|
@ -1,10 +1,19 @@
|
||||
---@class Signal
|
||||
local Signal = {
|
||||
_connections = {}
|
||||
}
|
||||
---@field private _connections table
|
||||
local Signal = {}
|
||||
|
||||
Signal.__index = Signal
|
||||
|
||||
---Constructs a new signal.
|
||||
---@return Signal
|
||||
function Signal.new()
|
||||
local s = {
|
||||
_connections = {},
|
||||
}
|
||||
|
||||
return setmetatable(s, Signal)
|
||||
end
|
||||
|
||||
---Connects f to this signal. When the signal is emmitted, this function will be called.
|
||||
---@param f function
|
||||
function Signal:connect(f)
|
||||
@ -26,14 +35,4 @@ function Signal:emit(...)
|
||||
end
|
||||
end
|
||||
|
||||
---Constructs a new signal.
|
||||
---@return Signal
|
||||
function Signal.new()
|
||||
local s = {
|
||||
_connections = {},
|
||||
}
|
||||
|
||||
return setmetatable(s, Signal)
|
||||
end
|
||||
|
||||
return Signal
|
@ -1,8 +1,5 @@
|
||||
--- @class Vector3
|
||||
--- @field x number
|
||||
--- @field y number
|
||||
--- @field z number
|
||||
--- @alias vectorlike number[] | Vector3
|
||||
--- @class Vector3
|
||||
local Vector3 = {
|
||||
x = 0,
|
||||
y = 0,
|
||||
@ -158,6 +155,20 @@ function Vector3:__tostring()
|
||||
return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
|
||||
end
|
||||
|
||||
-- note: the < and <= operators of this class are component-wise rather than lexicographic (that is, htey are useful for bounds checking but are not suitable for sorting.)
|
||||
|
||||
function Vector3:__lt(b)
|
||||
local err, other = coerce(b, true)
|
||||
if err then return nil end
|
||||
return self.x < other.x and self.y < other.y and self.z < other.z
|
||||
end
|
||||
|
||||
function Vector3:__le(b)
|
||||
local err, other = coerce(b, true)
|
||||
if err then return nil end
|
||||
return self.x <= other.x and self.y <= other.y and self.z <= other.z
|
||||
end
|
||||
|
||||
Vector3.__index = Vector3
|
||||
|
||||
--------API--------
|
||||
@ -223,14 +234,48 @@ function Vector3:rotated(axis, angle)
|
||||
return vaxis
|
||||
end
|
||||
|
||||
---@diagnostic disable-next-line: undefined-field
|
||||
vaxis = vaxis:normalized()
|
||||
local cosa = math.cos(angle)
|
||||
local sina = math.sin(angle)
|
||||
-- __mul is only defined for the left operand (table), numbers don't get metatables.
|
||||
-- as such, the ordering of operations here is specific
|
||||
local v = (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
|
||||
return Vector3(v)
|
||||
return (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
|
||||
end
|
||||
|
||||
---In-place version of rotated.
|
||||
---@param axis Vector3
|
||||
---@param angle number
|
||||
---@return Vector3
|
||||
function Vector3:rotate(axis, angle)
|
||||
local cosa = math.cos(angle)
|
||||
local sina = math.sin(angle)
|
||||
|
||||
local dot = self:dot(axis)
|
||||
local cross = axis:cross(self)
|
||||
|
||||
self.x = self.x * cosa + axis.x * ((1 - cosa) * dot) + cross.x * sina
|
||||
self.y = self.y * cosa + axis.y * ((1 - cosa) * dot) + cross.y * sina
|
||||
self.z = self.z * cosa + axis.z * ((1 - cosa) * dot) + cross.z * sina
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---In place set.
|
||||
---@param x number
|
||||
---@param y number
|
||||
---@param z number
|
||||
---@return Vector3
|
||||
function Vector3:set(x, y, z)
|
||||
self.x, self.y, self.z = x, y, z
|
||||
return self
|
||||
end
|
||||
|
||||
---In place set.
|
||||
---@param t vectorlike
|
||||
---@return Vector3
|
||||
function Vector3:sett(t)
|
||||
self.x, self.y, self.z = t.x, t.y, t.z
|
||||
return self
|
||||
end
|
||||
|
||||
---Returns a copy of this vector.
|
||||
@ -296,12 +341,18 @@ function Vector3:horizontal()
|
||||
end
|
||||
---- CONSTANTS
|
||||
|
||||
---@type Vector3
|
||||
Vector3.UP = Vector3(0, 1, 0)
|
||||
Vector3.DOWN = -Vector3.UP
|
||||
---@type Vector3
|
||||
Vector3.DOWN = Vector3(0, -1, 0)
|
||||
---@type Vector3
|
||||
Vector3.FORWARD = Vector3(0, 0, -1)
|
||||
Vector3.BACK = -Vector3.FORWARD
|
||||
---@type Vector3
|
||||
Vector3.BACK = Vector3(0, 0, 1)
|
||||
---@type Vector3
|
||||
Vector3.RIGHT = Vector3(1, 0, 0)
|
||||
Vector3.LEFT = -Vector3.RIGHT
|
||||
---@type Vector3
|
||||
Vector3.LEFT = Vector3(-1, 0, 0)
|
||||
|
||||
-------------------
|
||||
return Vector3
|
||||
|
Reference in New Issue
Block a user