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342c98e915
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342c98e915 | |||
1e2a162800 | |||
3859c190d1 |
@ -3,6 +3,7 @@
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---@field texture string
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---@field texture string
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---@field texture_size integer
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---@field texture_size integer
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---@field position Vector3
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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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---@field triangles table
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local Obj = {}
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local Obj = {}
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@ -50,7 +51,7 @@ function Obj.create(model, texture, position)
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texture = texture.file,
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texture = texture.file,
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texture_size = texture.size,
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texture_size = texture.size,
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position = pos:copy(),
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position = pos:copy(),
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rotation = Vector3(),
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triangles = {}
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triangles = {}
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}
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}
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obj.position = obj.position:copy()
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obj.position = obj.position:copy()
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@ -112,12 +113,19 @@ function Obj.create(model, texture, position)
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return obj
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return obj
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end
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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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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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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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local newt = util.shallow_copy(triangle)
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newt.v0 = Vector3(triangle.v0) + self.position
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newt.v0 = rotate_vertex(self, triangle.v0) + self.position
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newt.v1 = Vector3(triangle.v1) + self.position
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newt.v1 = rotate_vertex(self, triangle.v1) + self.position
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newt.v2 = Vector3(triangle.v2) + 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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draw_triangle(newt)
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end
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end
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end
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end
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@ -5,7 +5,7 @@ local List = require "types.list"
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local Obj = require "classes.obj"
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local Obj = require "classes.obj"
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local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 0))
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local cube = Obj.create("models/unit_cube.obj", {file = "images/measure002a.png", size = 512}, Vector3(0, 1, 1))
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local Feed = require "classes.feed"
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local Feed = require "classes.feed"
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---@type List
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---@type List
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@ -44,7 +44,7 @@ end
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function game_tick()
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function game_tick()
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
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if ctx.initialization_needed then
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if ctx.initialization_needed then
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audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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-- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
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player.ThrowPressed:connect(create_feed)
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player.ThrowPressed:connect(create_feed)
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-- spawn some ducks
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-- spawn some ducks
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@ -86,7 +86,9 @@ function game_tick()
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texture_region = { x = 0, y = 0, w = 512, h = 512 },
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texture_region = { x = 0, y = 0, w = 512, h = 512 },
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}
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}
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draw_quad(util.merge(q, params))
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draw_quad(util.merge(q, params))
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cube.position.x = math.sin(ctx.frame_number * 0.01)
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cube.position.y = math.sin(ctx.frame_number * 0.05)
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cube.position.z = math.cos(ctx.frame_number * 0.01)
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-- cube.position.z = math.cos(ctx.frame_number * 0.01)
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cube.rotation.x = cube.rotation.x + 0.01
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cube.rotation.z = cube.rotation.z + 0.01
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cube:draw()
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cube:draw()
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end
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end
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@ -220,14 +220,30 @@ function Vector3:rotated(axis, angle)
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return vaxis
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return vaxis
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end
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end
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---@diagnostic disable-next-line: undefined-field
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vaxis = vaxis:normalized()
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vaxis = vaxis:normalized()
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local cosa = math.cos(angle)
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local cosa = math.cos(angle)
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local sina = math.sin(angle)
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local sina = math.sin(angle)
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-- __mul is only defined for the left operand (table), numbers don't get metatables.
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-- __mul is only defined for the left operand (table), numbers don't get metatables.
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-- as such, the ordering of operations here is specific
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-- as such, the ordering of operations here is specific
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local v = (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
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return (self * cosa) + (vaxis * ((1 - cosa) * self:dot(vaxis))) + (vaxis:cross(self) * sina)
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return Vector3(v)
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end
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---In-place version of rotated.
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---@param axis Vector3
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---@param angle number
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---@return Vector3
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function Vector3:rotate(axis, angle)
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local cosa = math.cos(angle)
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local sina = math.sin(angle)
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local dot = self:dot(axis)
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local cross = axis:cross(self)
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self.x = self.x * cosa + axis.x * ((1 - cosa) * dot) + cross.x * sina
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self.y = self.y * cosa + axis.y * ((1 - cosa) * dot) + cross.y * sina
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self.z = self.z * cosa + axis.z * ((1 - cosa) * dot) + cross.z * sina
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return self
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end
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end
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---Returns a copy of this vector.
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---Returns a copy of this vector.
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@ -293,12 +309,18 @@ function Vector3:horizontal()
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end
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end
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---- CONSTANTS
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---- CONSTANTS
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---@type Vector3
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Vector3.UP = Vector3(0, 1, 0)
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Vector3.UP = Vector3(0, 1, 0)
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Vector3.DOWN = -Vector3.UP
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---@type Vector3
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Vector3.DOWN = Vector3(0, -1, 0)
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---@type Vector3
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Vector3.FORWARD = Vector3(0, 0, -1)
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Vector3.FORWARD = Vector3(0, 0, -1)
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Vector3.BACK = -Vector3.FORWARD
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---@type Vector3
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Vector3.BACK = Vector3(0, 0, 1)
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---@type Vector3
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Vector3.RIGHT = Vector3(1, 0, 0)
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Vector3.RIGHT = Vector3(1, 0, 0)
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Vector3.LEFT = -Vector3.RIGHT
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---@type Vector3
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Vector3.LEFT = Vector3(-1, 0, 0)
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-------------------
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-------------------
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return Vector3
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return Vector3
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