Impl. resetting surface with neat visual effect
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 21s
All checks were successful
Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 21s
This commit is contained in:
parent
530920c811
commit
d8b81f29cc
6 changed files with 380 additions and 123 deletions
6
Makefile
6
Makefile
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@ -18,7 +18,8 @@ SOURCES = \
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src/3d_helpers.cc \
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src/raymath.cc \
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src/ems.cc \
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src/walker.cc
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src/walker.cc \
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src/surface_triangle.cc
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HEADERS = \
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src/game.h \
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@ -27,7 +28,8 @@ HEADERS = \
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src/screen_trunner.h \
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src/3d_helpers.h \
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src/ems.h \
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src/walker.h
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src/walker.h \
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src/surface_triangle.h
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OBJECTS = $(addprefix ${OBJDIR}/,$(subst .cc,.cc.o,${SOURCES}))
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@ -21,6 +21,7 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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: Screen(stack),
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surface(),
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surface_bbs(),
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surface_triangles(),
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// NOLINTBEGIN(bugprone-integer-division)
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walkers{Walker{(float)(SURFACE_UNIT_WIDTH / 4) - SURFACE_X_OFFSET,
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(float)(SURFACE_UNIT_HEIGHT / 4) - SURFACE_Y_OFFSET, true},
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@ -42,6 +43,8 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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TEMP_cube_model(LoadModel("res/test_cube.obj")),
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TEMP_cube_texture(LoadTexture("res/test_cube_texture.png")),
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TEMP_matrix(get_identity_matrix()),
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bgRenderTexture(),
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fgRenderTexture(),
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camera_pos{0.0F, 4.0F, 4.0F},
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camera_target{0.0F, 0.0F, 0.0F},
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mouse_hit{0.0F, 0.0F, 0.0F},
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@ -50,7 +53,9 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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controlled_walker_idx(std::nullopt),
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left_text_width(MeasureText("Left", BUTTON_FONT_SIZE)),
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right_text_width(MeasureText("Right", BUTTON_FONT_SIZE)),
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forward_text_width(MeasureText("Forward", BUTTON_FONT_SIZE)) {
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forward_text_width(MeasureText("Forward", BUTTON_FONT_SIZE)),
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reset_surface_text_width(MeasureText("Reset Surface", BUTTON_FONT_SIZE)),
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surface_reset_anim_timer(0.0F) {
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#ifndef NDEBUG
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std::cout << "idx_hit initialized to " << idx_hit << std::endl;
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#endif
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@ -63,17 +68,32 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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// Initialize surface.
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generate_surface();
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// Set up render textures
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bgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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fgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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#ifndef NDEBUG
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std::cout << "Screen finished init.\n";
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#endif
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}
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TRunnerScreen::~TRunnerScreen() {
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UnloadRenderTexture(fgRenderTexture);
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UnloadRenderTexture(bgRenderTexture);
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UnloadTexture(TEMP_cube_texture);
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UnloadModel(TEMP_cube_model);
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}
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bool TRunnerScreen::update(float dt) {
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if (IsWindowResized()) {
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UnloadRenderTexture(fgRenderTexture);
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UnloadRenderTexture(bgRenderTexture);
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bgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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fgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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}
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if (controlled_walker_idx.has_value()) {
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auto walker_body_pos =
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walkers[controlled_walker_idx.value()].get_body_pos();
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@ -89,6 +109,7 @@ bool TRunnerScreen::update(float dt) {
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camera_pos = walkers[controlled_walker_idx.value()].get_body_pos() + offset;
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}
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if (!flags.test(0)) {
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if (controlled_walker_idx.has_value() && IsMouseButtonDown(0)) {
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// Check if clicked on button.
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if (!walkers[controlled_walker_idx.value()].player_is_turning_left() &&
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@ -107,8 +128,8 @@ bool TRunnerScreen::update(float dt) {
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goto post_check_click;
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} else if (!walkers[controlled_walker_idx.value()]
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.player_is_going_forward()) {
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if (int width_mid =
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(left_text_width + right_text_width) / 2 - forward_text_width / 2;
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if (int width_mid = (left_text_width + right_text_width) / 2 -
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forward_text_width / 2;
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GetTouchX() >= width_mid &&
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GetTouchX() <= width_mid + forward_text_width &&
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GetTouchY() >= GetScreenHeight() - BUTTON_FONT_SIZE * 2 &&
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@ -127,12 +148,22 @@ bool TRunnerScreen::update(float dt) {
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if (IsMouseButtonPressed(0)) {
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float press_x = GetTouchX();
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float press_y = GetTouchY();
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// Check if clicked on reset surface.
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if (!flags.test(0) &&
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press_x >= GetScreenWidth() - reset_surface_text_width &&
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press_y <= BUTTON_FONT_SIZE) {
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generate_surface_with_triangles();
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goto post_check_click;
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}
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Ray ray = GetMouseRay(Vector2{press_x, press_y}, camera);
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#ifndef NDEBUG
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std::cout << "X: " << press_x << ", Y: " << press_y << std::endl;
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std::cout << "Ray pos: " << ray.position.x << ", " << ray.position.y << ", "
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<< ray.position.z << " Ray dir: " << ray.direction.x << ", "
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<< ray.direction.y << ", " << ray.direction.z << std::endl;
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std::cout << "Ray pos: " << ray.position.x << ", " << ray.position.y
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<< ", " << ray.position.z << " Ray dir: " << ray.direction.x
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<< ", " << ray.direction.y << ", " << ray.direction.z
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<< std::endl;
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#endif
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// Check if clicked on a Walker.
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@ -207,20 +238,33 @@ bool TRunnerScreen::update(float dt) {
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}
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}
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}
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}
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post_check_click:
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if (flags.test(0)) {
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surface_reset_anim_timer += dt;
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if (surface_reset_anim_timer > SURFACE_RESET_TIME) {
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flags.reset(0);
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} else {
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for (auto &tri : surface_triangles) {
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tri.update(dt);
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}
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}
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}
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camera_to_targets(dt);
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for (auto &walker : walkers) {
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walker.update(dt, surface_bbs, SURFACE_UNIT_WIDTH, SURFACE_UNIT_HEIGHT);
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walker.update(flags.test(0) ? 0.0F : dt, surface_bbs, SURFACE_UNIT_WIDTH,
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SURFACE_UNIT_HEIGHT);
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}
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return false;
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}
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bool TRunnerScreen::draw() {
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BeginDrawing();
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BeginTextureMode(bgRenderTexture);
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ClearBackground(PixelToColor(Pixel::PIXEL_SKY));
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BeginMode3D(camera);
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@ -237,12 +281,20 @@ bool TRunnerScreen::draw() {
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: Color{(unsigned char)(200 + ox * 2),
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(unsigned char)(150 + oy * 2), 20, 255};
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const auto ¤t = surface[idx].value();
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DrawTriangle3D(Vector3{xf - 0.5F, current.nw, zf - 0.5F},
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Vector3{xf - 0.5F, current.sw, zf + 0.5F},
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Vector3{xf + 0.5F, current.ne, zf - 0.5F}, color);
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DrawTriangle3D(Vector3{xf + 0.5F, current.se, zf + 0.5F},
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Vector3{xf + 0.5F, current.ne, zf - 0.5F},
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Vector3{xf - 0.5F, current.sw, zf + 0.5F}, color);
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float reset_y_offset = 0.0F;
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if (flags.test(0)) {
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reset_y_offset = (1.0F - std::sin(surface_reset_anim_timer /
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SURFACE_RESET_TIME * PI / 2.0F)) *
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-SURFACE_RESET_Y_OFFSET;
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}
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DrawTriangle3D(Vector3{xf - 0.5F, current.nw + reset_y_offset, zf - 0.5F},
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Vector3{xf - 0.5F, current.sw + reset_y_offset, zf + 0.5F},
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Vector3{xf + 0.5F, current.ne + reset_y_offset, zf - 0.5F},
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color);
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DrawTriangle3D(Vector3{xf + 0.5F, current.se + reset_y_offset, zf + 0.5F},
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Vector3{xf + 0.5F, current.ne + reset_y_offset, zf - 0.5F},
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Vector3{xf - 0.5F, current.sw + reset_y_offset, zf + 0.5F},
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color);
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}
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for (auto &walker : walkers) {
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@ -250,7 +302,7 @@ bool TRunnerScreen::draw() {
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}
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// TODO DEBUG
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if (!controlled_walker_idx.has_value()) {
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if (!controlled_walker_idx.has_value() && !flags.test(0)) {
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DrawLine3D(Vector3{0.0F, 3.0F, 0.0F}, mouse_hit, BLACK);
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for (const auto &walker : walkers) {
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@ -262,29 +314,77 @@ bool TRunnerScreen::draw() {
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}
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EndMode3D();
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EndTextureMode();
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BeginTextureMode(fgRenderTexture);
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ClearBackground(Color{0, 0, 0, 0});
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if (flags.test(0)) {
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BeginMode3D(camera);
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for (unsigned int idx = 0; idx < SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT;
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++idx) {
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int x = idx % SURFACE_UNIT_WIDTH;
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int y = idx / SURFACE_UNIT_WIDTH;
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int ox = x - SURFACE_UNIT_WIDTH / 2;
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int oy = y - SURFACE_UNIT_HEIGHT / 2;
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Color color = idx == idx_hit
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? RAYWHITE
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: Color{(unsigned char)(200 + ox * 2),
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(unsigned char)(150 + oy * 2), 20, 255};
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if (surface_reset_anim_timer < SURFACE_RESET_TIME_TRI_DRAW) {
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unsigned char alpha =
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((1.0F - surface_reset_anim_timer / SURFACE_RESET_TIME_TRI_DRAW) *
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255.0F);
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surface_triangles.at(x * 2 + y * SURFACE_UNIT_WIDTH * 2)
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.draw(Color{color.r, color.g, color.b, alpha});
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surface_triangles.at(x * 2 + 1 + y * SURFACE_UNIT_WIDTH * 2)
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.draw(Color{color.r, color.g, color.b, alpha});
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}
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}
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EndMode3D();
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}
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if (controlled_walker_idx.has_value()) {
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int total_width = 0;
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DrawRectangle(0, GetScreenHeight() - BUTTON_FONT_SIZE, left_text_width,
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BUTTON_FONT_SIZE, Color{255, 255, 255, 120});
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BUTTON_FONT_SIZE, Color{255, 255, 255, 180});
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DrawText("Left", 0, GetScreenHeight() - BUTTON_FONT_SIZE, BUTTON_FONT_SIZE,
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BLACK);
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total_width += left_text_width;
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DrawRectangle(total_width, GetScreenHeight() - BUTTON_FONT_SIZE,
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right_text_width, BUTTON_FONT_SIZE,
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Color{255, 255, 255, 120});
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Color{255, 255, 255, 180});
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DrawText("Right", total_width, GetScreenHeight() - BUTTON_FONT_SIZE,
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BUTTON_FONT_SIZE, BLACK);
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total_width = (total_width + right_text_width) / 2 - forward_text_width / 2;
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DrawRectangle(total_width, GetScreenHeight() - BUTTON_FONT_SIZE * 2,
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forward_text_width, BUTTON_FONT_SIZE,
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Color{255, 255, 255, 120});
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Color{255, 255, 255, 180});
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DrawText("Forward", total_width, GetScreenHeight() - BUTTON_FONT_SIZE * 2,
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BUTTON_FONT_SIZE, BLACK);
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}
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if (!flags.test(0)) {
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DrawRectangle(GetScreenWidth() - reset_surface_text_width, 0,
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reset_surface_text_width, BUTTON_FONT_SIZE,
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Color{255, 255, 255, 180});
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DrawText("Reset Surface", GetScreenWidth() - reset_surface_text_width, 0,
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BUTTON_FONT_SIZE, BLACK);
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}
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EndTextureMode();
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BeginDrawing();
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DrawTextureRec(
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bgRenderTexture.texture,
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Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},
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{0, 0}, WHITE);
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DrawTextureRec(
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fgRenderTexture.texture,
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Rectangle{0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight()},
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{0, 0}, WHITE);
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EndDrawing();
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return false;
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@ -496,3 +596,10 @@ void TRunnerScreen::generate_surface() {
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}
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}
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}
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void TRunnerScreen::generate_surface_with_triangles() {
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surface_triangles = surface_to_triangles(surface, SURFACE_UNIT_WIDTH);
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generate_surface();
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surface_reset_anim_timer = 0.0F;
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flags.set(0);
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}
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@ -13,6 +13,7 @@
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// local includes
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#include "common_constants.h"
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#include "surface_triangle.h"
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#include "walker.h"
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constexpr float POS_VALUE_INC_RATE = 0.2F;
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constexpr int BUTTON_FONT_SIZE = 30;
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constexpr float SURFACE_RESET_TIME = 4.0F;
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constexpr float SURFACE_RESET_TIME_TRI_DRAW = 3.0F;
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constexpr float SURFACE_RESET_Y_OFFSET = 40.0F;
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class TRunnerScreen : public Screen {
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public:
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struct SurfaceUnit {
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float nw, ne, sw, se;
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};
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TRunnerScreen(std::weak_ptr<ScreenStack> stack);
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~TRunnerScreen() override;
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PIXEL_WHITE
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};
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struct SurfaceUnit {
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float nw, ne, sw, se;
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};
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static Color PixelToColor(Pixel p);
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std::array<std::optional<SurfaceUnit>,
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SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT>
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surface;
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std::array<BoundingBox, SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT> surface_bbs;
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std::array<SurfaceTriangle, SURFACE_UNIT_WIDTH * SURFACE_UNIT_HEIGHT * 2>
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surface_triangles;
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std::array<Walker, 4> walkers;
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Camera3D camera;
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/*
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* 0 - resetting surface
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*/
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std::bitset<64> flags;
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Model TEMP_cube_model;
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Texture2D TEMP_cube_texture;
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Matrix TEMP_matrix;
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RenderTexture2D bgRenderTexture;
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RenderTexture2D fgRenderTexture;
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Vector3 camera_pos;
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Vector3 camera_target;
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Vector3 mouse_hit;
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@ -73,9 +84,12 @@ class TRunnerScreen : public Screen {
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const int left_text_width;
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const int right_text_width;
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const int forward_text_width;
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const int reset_surface_text_width;
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float surface_reset_anim_timer;
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void camera_to_targets(float dt);
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void generate_surface();
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void generate_surface_with_triangles();
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};
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#endif
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60
src/surface_triangle.cc
Normal file
60
src/surface_triangle.cc
Normal file
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@ -0,0 +1,60 @@
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#include "surface_triangle.h"
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// third party includes
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#include <raylib.h>
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#include <raymath.h>
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// local includes
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#include "3d_helpers.h"
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#include "ems.h"
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SurfaceTriangle::SurfaceTriangle()
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: triangle_coords{Vector3{0.5F, 0.0F, -0.5F}, Vector3{-0.5F, 0.0F, -0.5F},
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Vector3{-0.5F, 0.0F, 0.5F}},
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triangle_pos{0.0F, 0.0F, 0.0F},
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rotate_axis{0.0F, 1.0F, 0.0F},
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pos_move_dir{0.0F, 1.0F, 0.0F},
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rotation(0.0F),
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move_amount(0.0F) {}
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SurfaceTriangle::SurfaceTriangle(Vector3 a, Vector3 b, Vector3 c, Vector3 pos)
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: triangle_coords{a, b, c},
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triangle_pos{pos},
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rotate_axis{call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F},
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pos_move_dir{call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F},
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rotation(0.0F),
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move_amount(0.0F) {
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if (FloatEquals(rotate_axis.x, 0.0F) && FloatEquals(rotate_axis.x, 0.0F) &&
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FloatEquals(rotate_axis.x, 0.0F)) {
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rotate_axis.x = 1.0F;
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}
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if (FloatEquals(pos_move_dir.x, 0.0F) && FloatEquals(pos_move_dir.x, 0.0F) &&
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FloatEquals(pos_move_dir.x, 0.0F)) {
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pos_move_dir.x = 1.0F;
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}
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rotate_axis = Vector3Normalize(rotate_axis);
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pos_move_dir = Vector3Normalize(pos_move_dir);
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}
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void SurfaceTriangle::update(float dt) {
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rotation += dt * SURFACE_TRIANGLE_ROTATION_RATE;
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move_amount += dt * SURFACE_TRIANGLE_MOVE_RATE;
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}
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void SurfaceTriangle::draw(Color color) {
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const auto mat =
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MatrixRotate(rotate_axis, rotation) *
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MatrixTranslate(triangle_pos.x + pos_move_dir.x * move_amount,
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triangle_pos.y + pos_move_dir.y * move_amount,
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triangle_pos.z + pos_move_dir.z * move_amount);
|
||||
Vector3 a = mat * triangle_coords[0];
|
||||
Vector3 b = mat * triangle_coords[1];
|
||||
Vector3 c = mat * triangle_coords[2];
|
||||
|
||||
DrawTriangle3D(a, b, c, color);
|
||||
}
|
72
src/surface_triangle.h
Normal file
72
src/surface_triangle.h
Normal file
|
@ -0,0 +1,72 @@
|
|||
#ifndef JUMPARTIFACT_DOT_COM_DEMO_0_SURFACE_TRIANGLE_H_
|
||||
#define JUMPARTIFACT_DOT_COM_DEMO_0_SURFACE_TRIANGLE_H_
|
||||
|
||||
// standard library includes
|
||||
#include <array>
|
||||
|
||||
// third party includes
|
||||
#include <raylib.h>
|
||||
|
||||
// local includes
|
||||
#include "common_constants.h"
|
||||
|
||||
constexpr float SURFACE_TRIANGLE_ROTATION_RATE = 0.4F;
|
||||
constexpr float SURFACE_TRIANGLE_MOVE_RATE = 1.0F;
|
||||
|
||||
struct SurfaceTriangle {
|
||||
SurfaceTriangle();
|
||||
SurfaceTriangle(Vector3 a, Vector3 b, Vector3 c, Vector3 pos);
|
||||
|
||||
std::array<Vector3, 3> triangle_coords;
|
||||
Vector3 triangle_pos;
|
||||
Vector3 rotate_axis;
|
||||
Vector3 pos_move_dir;
|
||||
float rotation;
|
||||
float move_amount;
|
||||
|
||||
void update(float dt);
|
||||
void draw(Color color);
|
||||
};
|
||||
|
||||
template <typename SurfaceUnitOptT, std::size_t ASize>
|
||||
extern std::array<SurfaceTriangle, ASize * 2> surface_to_triangles(
|
||||
const std::array<SurfaceUnitOptT, ASize> &surface,
|
||||
const std::size_t width) {
|
||||
std::array<SurfaceTriangle, ASize * 2> triangles;
|
||||
|
||||
for (std::size_t idx = 0; idx < ASize; ++idx) {
|
||||
std::size_t x = idx % width;
|
||||
std::size_t y = idx / width;
|
||||
|
||||
float posx = ((float)x) - SURFACE_X_OFFSET;
|
||||
float posz = ((float)y) - SURFACE_Y_OFFSET;
|
||||
|
||||
std::size_t toffset = x * 2 + y * width * 2;
|
||||
|
||||
if (!surface[idx].has_value()) {
|
||||
triangles.at(toffset) = SurfaceTriangle();
|
||||
triangles.at(toffset + 1) = SurfaceTriangle();
|
||||
continue;
|
||||
}
|
||||
|
||||
const auto &surface_unit = surface[idx].value();
|
||||
triangles.at(toffset) = SurfaceTriangle(
|
||||
Vector3{0.5F, surface_unit.ne, -0.5F},
|
||||
Vector3{-0.5F, surface_unit.nw, -0.5F},
|
||||
Vector3{-0.5F, surface_unit.sw, 0.5F},
|
||||
Vector3{posx,
|
||||
(surface_unit.ne + surface_unit.nw + surface_unit.sw) / 3.0F,
|
||||
posz});
|
||||
triangles.at(toffset + 1) = SurfaceTriangle(
|
||||
Vector3{0.5F, surface_unit.ne, -0.5F},
|
||||
Vector3{-0.5F, surface_unit.sw, 0.5F},
|
||||
Vector3{0.5F, surface_unit.se, 0.5F},
|
||||
Vector3{posx,
|
||||
(surface_unit.ne + surface_unit.sw + surface_unit.se) / 3.0F,
|
||||
posz});
|
||||
}
|
||||
|
||||
return triangles;
|
||||
}
|
||||
|
||||
#endif
|
|
@ -15,7 +15,8 @@ SOURCES = \
|
|||
../src/screen_trunner.cc \
|
||||
../src/3d_helpers.cc \
|
||||
../src/raymath.cc \
|
||||
../src/walker.cc
|
||||
../src/walker.cc \
|
||||
../src/surface_triangle.cc
|
||||
|
||||
HEADERS = \
|
||||
../src/ems.h \
|
||||
|
@ -24,7 +25,8 @@ HEADERS = \
|
|||
../src/screen_test.h \
|
||||
../src/screen_trunner.h \
|
||||
../src/3d_helpers.h \
|
||||
../src/walker.h
|
||||
../src/walker.h \
|
||||
../src/surface_triangle.h
|
||||
|
||||
OBJECTS = $(addprefix ${OBJDIR}/,$(subst ..,PREVDIR,$(subst .cc,.cc.o,${SOURCES})))
|
||||
|
||||
|
|
Loading…
Reference in a new issue