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7 changed files with 1257 additions and 21 deletions

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@ -3,6 +3,7 @@
---@field texture string ---@field texture string
---@field texture_size integer ---@field texture_size integer
---@field position Vector3 ---@field position Vector3
---@field rotation Vector3
---@field triangles table ---@field triangles table
local Obj = {} local Obj = {}
@ -50,7 +51,7 @@ function Obj.create(model, texture, position)
texture = texture.file, texture = texture.file,
texture_size = texture.size, texture_size = texture.size,
position = pos:copy(), position = pos:copy(),
rotation = Vector3(),
triangles = {} triangles = {}
} }
obj.position = obj.position:copy() obj.position = obj.position:copy()
@ -112,12 +113,19 @@ function Obj.create(model, texture, position)
return obj return obj
end end
local function rotate_vertex(obj, v)
local vec = Vector3(v)
--- YXZ (yaw pitch roll) minimizes gimbal lock
-- return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
end
function Obj:draw() function Obj:draw()
for _, triangle in ipairs(self.triangles) do for _, triangle in ipairs(self.triangles) do
local newt = util.shallow_copy(triangle) local newt = util.shallow_copy(triangle)
newt.v0 = Vector3(triangle.v0) + self.position newt.v0 = rotate_vertex(self, triangle.v0) + self.position
newt.v1 = Vector3(triangle.v1) + self.position newt.v1 = rotate_vertex(self, triangle.v1) + self.position
newt.v2 = Vector3(triangle.v2) + self.position newt.v2 = rotate_vertex(self, triangle.v2) + self.position
draw_triangle(newt) draw_triangle(newt)
end end
end end

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@ -13,9 +13,20 @@ local Player = {
accel = 0.3, accel = 0.3,
world = nil,
ThrowPressed = Signal.new(), ThrowPressed = Signal.new(),
} }
local CAMERA_OFFSET = Vector3(0, -1, 0)
function Player:init(world)
local x,y,z = ((self.position - Vector3(0.25, 1.0, 0.25)) * UNIT_SIZE):decomposed()
local w,h,d = (Vector3(0.25, 1.1, 0.25) * UNIT_SIZE):decomposed()
world:add(self, x,y,z,w,h,d)
self.world = world
end
function Player:tick(ctx) function Player:tick(ctx)
input_action{name = "left", control = "A"} input_action{name = "left", control = "A"}
input_action{name = "right", control = "D"} input_action{name = "right", control = "D"}
@ -34,17 +45,22 @@ function Player:tick(ctx)
local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized() local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
local target_vel = direction * self.speed local target_vel = direction * self.speed
self.velocity = self.velocity:lerp(target_vel, self.accel)
if input_action_just_pressed{name = "throw"} then if input_action_just_pressed{name = "throw"} then
self.ThrowPressed:emit(self.position:copy(), camera_forward:copy()) self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
end end
self.velocity = self.velocity:lerp(target_vel, self.accel)
local goal = ((self.position + CAMERA_OFFSET) + self.velocity) * UNIT_SIZE
local actual_x, actual_y, actual_z, cols, len = self.world:move(self, goal.x, goal.y, goal.z)
-- for i = 1, len do
-- print(util.printt(cols[i].other))
-- end
self.position = Vector3(actual_x / UNIT_SIZE, actual_y / UNIT_SIZE, actual_z / UNIT_SIZE) - CAMERA_OFFSET
if ctx.mouse_capture then if ctx.mouse_capture then
self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
end end
draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 0}, string = table.concat(table.pack(self.world:getCube(self)), ";"), height = 14}
self.position = self.position + self.velocity draw_text{font = "fonts/Lunchtype21_Regular.ttf", position = {x = 0, y = 14}, string = tostring(self.position), height = 14}
end end
return Player return Player

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@ -1,11 +1,16 @@
util = require "util" util = require "util"
UNIT_SIZE = 1
local player = require "classes.player" local player = require "classes.player"
local Vector3 = require "types.vector3" local Vector3 = require "types.vector3"
local List = require "types.list" local List = require "types.list"
local bump = require "lib.bump-3dpd"
local AABB = require "types.aabb"
local world = bump.newWorld()
local Obj = require "classes.obj" local Obj = require "classes.obj"
local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 0)) local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 1))
local Feed = require "classes.feed" local Feed = require "classes.feed"
---@type List ---@type List
@ -40,11 +45,19 @@ local function duck_seek_feed(duck)
) )
end end
local test_aabb = AABB.new(Vector3(0, 0, 2), Vector3(1, 1, 1))
-- called every frame, with constant delta time -- called every frame, with constant delta time
function game_tick() function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed -- ctx.initialization_needed is true first frame and every time dynamic reload is performed
if ctx.initialization_needed then if ctx.initialization_needed then
audio_play{audio = "music/bg1.xm", loops = true, channel = "music"} player:init(world)
local x,y,z = (Vector3(0, 0, 2) * UNIT_SIZE):decomposed()
local w,h,d = (Vector3(1, 1, 1) * UNIT_SIZE):decomposed()
world:add(test_aabb, x,y,z,w,h,d)
print(world:getCube(test_aabb))
print(world:getCube(player))
-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
player.ThrowPressed:connect(create_feed) player.ThrowPressed:connect(create_feed)
-- spawn some ducks -- spawn some ducks
@ -56,7 +69,6 @@ function game_tick()
duck.index = i duck.index = i
end end
end end
-- ctx.udata persists on reload -- ctx.udata persists on reload
if ctx.udata == nil then if ctx.udata == nil then
ctx.udata = { ctx.udata = {
@ -85,8 +97,12 @@ function game_tick()
texture = "images/measure001a.png", texture = "images/measure001a.png",
texture_region = { x = 0, y = 0, w = 512, h = 512 }, texture_region = { x = 0, y = 0, w = 512, h = 512 },
} }
draw_quad(util.merge(q, params)) -- draw_quad(util.merge(q, params))
cube.position.x = math.sin(ctx.frame_number * 0.01) cube.position.y = math.sin(ctx.frame_number * 0.05)
cube.position.z = math.cos(ctx.frame_number * 0.01) -- 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() cube:draw()
test_aabb:draw()
end end

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@ -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

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@ -155,8 +155,39 @@ function Vector3:__tostring()
return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")" return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
end end
Vector3.__index = Vector3 -- 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
local NUMK = {"x", "y", "z"}
function Vector3:__index(key)
-- this allows constructs like `for i, v in ipairs(Vector3(3, 2, 1))` to iterate over components
if type(key) == "number" then
return rawget(self, NUMK[key])
end
return rawget(Vector3, key)
end
function Vector3:__newindex(key, value)
if NUMK[key] then
rawset(self, NUMK[key], value)
return
end
rawset(self, key, value)
end
--------API-------- --------API--------
function Vector3:length_squared() function Vector3:length_squared()
@ -220,14 +251,48 @@ function Vector3:rotated(axis, angle)
return vaxis return vaxis
end end
---@diagnostic disable-next-line: undefined-field
vaxis = vaxis:normalized() vaxis = vaxis:normalized()
local cosa = math.cos(angle) local cosa = math.cos(angle)
local sina = math.sin(angle) local sina = math.sin(angle)
-- __mul is only defined for the left operand (table), numbers don't get metatables. -- __mul is only defined for the left operand (table), numbers don't get metatables.
-- as such, the ordering of operations here is specific -- as such, the ordering of operations here is specific
local v = (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina) return (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
return Vector3(v) 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 end
---Returns a copy of this vector. ---Returns a copy of this vector.
@ -291,14 +356,29 @@ end
function Vector3:horizontal() function Vector3:horizontal()
return Vector3(self.x, 0.0, self.z) return Vector3(self.x, 0.0, self.z)
end end
---Returns the components of the vector individually.
---@return number
---@return number
---@return number
function Vector3:decomposed()
return self.x, self.y, self.z
end
---- CONSTANTS ---- CONSTANTS
---@type Vector3
Vector3.UP = Vector3(0, 1, 0) 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.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.RIGHT = Vector3(1, 0, 0)
Vector3.LEFT = -Vector3.RIGHT ---@type Vector3
Vector3.LEFT = Vector3(-1, 0, 0)
------------------- -------------------
return Vector3 return Vector3

21
data/scripts/v3test.lua Normal file
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@ -0,0 +1,21 @@
local Vector3 = require "types.vector3"
local function pf(x, y, z)
print(x, y, z)
end
local v1 = Vector3(2, 1, 1)
local v2 = Vector3(3, 4, 4)
pf(v1:decomposed())
-- print(v1)
-- print(v2)
-- v1[1] = 383838
-- v1.y = 8858
-- print(v1)
-- print(v1:normalized())
-- print(v2)
-- for i, v in ipairs(v2) do
-- print(i, v)
-- end