first commit of jamshred

release
Alex Chapman 2007-09-30 16:48:43 +10:00
parent 21beb45c1f
commit f4540c0697
7 changed files with 341 additions and 0 deletions

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USING: kernel opengl arrays sequences jamshred jamshred.tunnel
jamshred.player math.vectors ;
IN: jamshred.game
TUPLE: jamshred tunnel players running ;
: <jamshred> ( -- jamshred )
<random-tunnel> "Player 1" <player> 1array f
jamshred construct-boa ;
: jamshred-player ( jamshred -- player )
! TODO: support more than one player
jamshred-players first ;
: jamshred-update ( jamshred -- )
dup jamshred-running [
jamshred-player update-player
] [ drop ] if ;
: toggle-running ( jamshred -- )
dup jamshred-running not swap set-jamshred-running ;
: mouse-moved ( x-radians y-radians jamshred -- )
jamshred-player -rot turn-player ;

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USING: alien.c-types colors jamshred.game jamshred.oint
jamshred.player jamshred.tunnel kernel math math.vectors opengl
opengl.gl opengl.glu sequences ;
IN: jamshred.gl
: min-vertices 6 ; inline
: max-vertices 32 ; inline
: n-vertices ( -- n )
32 ; inline
: draw-segment-vertex ( segment theta -- )
over segment-color gl-color segment-vertex-and-normal
first3 glNormal3d first3 glVertex3d ;
: draw-vertex-pair ( theta next-segment segment -- )
rot tuck draw-segment-vertex draw-segment-vertex ;
: draw-segment ( next-segment segment -- )
GL_QUAD_STRIP [
[ draw-vertex-pair ] 2curry
n-vertices equally-spaced-radians { 0.0 } append swap each
] do-state ;
: draw-segments ( segments -- )
1 over length pick subseq swap [ draw-segment ] 2each ;
: draw-tunnel ( tunnel -- )
tunnel-segments draw-segments ;
: init-graphics ( width height -- )
GL_DEPTH_TEST glEnable
GL_SCISSOR_TEST glDisable
1.0 glClearDepth
0.0 0.0 0.0 0.0 glClearColor
GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
GL_PROJECTION glMatrixMode glLoadIdentity
! / >float 45.0 swap 0.1 100.0 gluPerspective
2drop 45.0 1024 768 / >float 0.1 100.0 gluPerspective
GL_MODELVIEW glMatrixMode glLoadIdentity
GL_LEQUAL glDepthFunc
GL_LIGHTING glEnable
GL_LIGHT0 glEnable
GL_FOG glEnable
GL_FOG_DENSITY 0.06 glFogf
GL_COLOR_MATERIAL glEnable
GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
GL_LIGHT0 GL_POSITION { 0.0 0.0 -3.0 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_AMBIENT { 0.2 0.2 0.2 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_DIFFUSE { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
GL_LIGHT0 GL_SPECULAR { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
;
: player-view ( player -- )
[ oint-location first3 ] keep
[ dup oint-location swap oint-forward v+ first3 ] keep
oint-up first3 gluLookAt ;
: draw-jamshred ( jamshred width height -- )
init-graphics dup jamshred-player player-view
jamshred-tunnel draw-tunnel ;

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USING: arrays jamshred.game jamshred.gl kernel math math.constants
namespaces sequences timers ui ui.gadgets ui.gestures ui.render
math.vectors ;
IN: jamshred
TUPLE: jamshred-gadget jamshred last-hand-loc ;
: <jamshred-gadget> ( jamshred -- gadget )
jamshred-gadget construct-gadget tuck set-jamshred-gadget-jamshred ;
: default-width ( -- x ) 1024 ;
: default-height ( -- y ) 768 ;
M: jamshred-gadget pref-dim*
drop default-width default-height 2array ;
M: jamshred-gadget draw-gadget* ( gadget -- )
dup jamshred-gadget-jamshred swap rect-dim first2 draw-jamshred ;
M: jamshred-gadget tick ( gadget -- )
dup jamshred-gadget-jamshred jamshred-update relayout-1 ;
M: jamshred-gadget graft* ( gadget -- )
10 1 add-timer ;
M: jamshred-gadget ungraft* ( gadget -- ) remove-timer ;
: jamshred-restart ( jamshred-gadget -- )
<jamshred> swap set-jamshred-gadget-jamshred ;
: pix>radians ( n m -- theta )
2 / / pi * ;
: x>radians ( x gadget -- theta )
#! translate motion of x pixels to an angle
rect-dim first pix>radians neg ;
: y>radians ( y gadget -- theta )
#! translate motion of y pixels to an angle
rect-dim second pix>radians ;
: (handle-mouse-motion) ( jamshred-gadget mouse-motion -- )
over jamshred-gadget-jamshred >r
[ first swap x>radians ] 2keep second swap y>radians
r> mouse-moved ;
: handle-mouse-motion ( jamshred-gadget -- )
hand-loc get [
over jamshred-gadget-last-hand-loc [
v- (handle-mouse-motion)
] [ 2drop ] if*
] 2keep swap set-jamshred-gadget-last-hand-loc ;
USE: vocabs.loader
jamshred-gadget H{
{ T{ key-down f f "r" } [ jamshred-restart refresh-all ] }
{ T{ key-down f f " " } [ jamshred-gadget-jamshred toggle-running ] }
{ T{ motion } [ handle-mouse-motion ] }
} set-gestures
: jamshred-window ( -- )
[ <jamshred> <jamshred-gadget> "Jamshred" open-window ] with-ui ;
MAIN: jamshred-window

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USING: arrays kernel math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ;
IN: jamshred.oint
! An oint is a point with three linearly independent unit vectors
! given relative to that point. In jamshred a player's location and
! direction are given by the player's oint. Similarly, a tunnel
! segment's location and orientation are given by an oint.
TUPLE: oint location forward up left ;
: <oint> ( location forward up left -- oint )
oint construct-boa ;
! : x-rotation ( theta -- matrix )
! #! construct this matrix:
! #! { { 1 0 0 }
! #! { 0 cos(theta) sin(theta) }
! #! { 0 -sin(theta) cos(theta) } }
! dup sin neg swap cos 2dup 0 -rot 3array >r
! swap neg 0 -rot 3array >r
! { 1 0 0 } r> r> 3array ;
!
! : y-rotation ( theta -- matrix )
! #! costruct this matrix:
! #! { { cos(theta) 0 -sin(theta) }
! #! { 0 1 0 }
! #! { sin(theta) 0 cos(theta) } }
! dup sin swap cos 2dup
! 0 swap 3array >r
! { 0 1 0 } >r
! 0 rot neg 3array r> r> 3array ;
: apply-to-oint ( oint quot -- )
#! apply quot to each of forward, up, and left, storing the results
over oint-forward over call pick set-oint-forward
over oint-up over call pick set-oint-up
over oint-left swap call swap set-oint-left ;
: rotation-quaternion ( theta axis -- quaternion )
swap 2 / dup cos swap sin rot n*v first3 rect> >r rect> r> 2array ;
: rotate-oint ( oint theta axis -- )
rotation-quaternion dup qrecip
[ rot v>q swap q* q* q>v ] curry curry apply-to-oint ;
: left-pivot ( oint theta -- )
over oint-left rotate-oint ;
: up-pivot ( oint theta -- )
over oint-up rotate-oint ;
: random-float+- ( n -- m )
#! find a random float between -n/2 and n/2
dup 10000 * >fixnum random 10000 / swap 2 / - ;
: random-turn ( oint theta -- )
2 / 2dup random-float+- left-pivot random-float+- up-pivot ;
: go-forward ( distance oint -- )
tuck oint-forward n*v over oint-location v+ swap set-oint-location ;
: distance ( oint oint -- distance )
oint-location swap oint-location v- norm ;

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USING: jamshred.game jamshred.oint jamshred.tunnel kernel
math.constants ;
IN: jamshred.player
TUPLE: player name speed last-segment ;
: <player> ( name -- player )
1 f player construct-boa
{ 0 0 5 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <oint> over set-delegate ;
: update-player ( player -- )
0.1 swap go-forward ;
: turn-player ( player x-radians y-radians -- )
>r over r> left-pivot up-pivot ;
: player-nearest-segment ( tunnel player -- segment )
[
dup player-last-segment nearest-segment
] keep dupd set-player-last-segment ;

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USING: jamshred.oint jamshred.tunnel kernel sequences tools.test ;
IN: temporary
[ 0 ] [ T{ segment T{ oint f { 0 0 0 } } 0 }
T{ segment T{ oint f { 1 1 1 } } 1 }
T{ oint f { 0 0 0.25 } }
nearer-segment segment-number ] unit-test
[ 0 ] [ T{ oint f { 0 0 0 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
[ 1 ] [ T{ oint f { 0 0 -1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
[ 2 ] [ T{ oint f { 0 0.1 -2.1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
[ 3 ] [ <straight-tunnel> tunnel-segments T{ oint f { 0 0 -3.25 } } 0 nearest-segment-forward segment-number ] unit-test
[ { 0 0 0 } ] [ <straight-tunnel> T{ oint f { 0 0 -0.25 } } over tunnel-segments first nearest-segment oint-location ] unit-test

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USING: arrays kernel jamshred.oint math math.functions math.vectors
math.constants random sequences vectors ;
IN: jamshred.tunnel
: n-segments ( -- n ) 100 ; inline
TUPLE: segment number color radius ;
: <segment> ( number color radius location forward up left -- segment )
<oint> >r segment construct-boa r> over set-delegate ;
: segment-vertex ( theta segment -- vertex )
tuck 2dup oint-up swap sin v*n
>r oint-left swap cos v*n r> v+
swap oint-location v+ ;
: segment-vertex-normal ( vertex segment -- normal )
oint-location swap v- normalize ;
: segment-vertex-and-normal ( segment theta -- vertex normal )
swap [ segment-vertex ] keep dupd segment-vertex-normal ;
: equally-spaced-radians ( n -- seq )
#! return a sequence of n numbers between 0 and 2pi
dup [ / pi 2 * * ] curry map ;
: segment-number++ ( segment -- )
dup segment-number 1+ swap set-segment-number ;
: random-color ( -- color )
{ 100 100 100 } [ random 100 / >float ] map { 1.0 } append ;
: tunnel-segment-distance ( -- n ) 0.5 ;
: random-rotation-angle ( -- theta ) pi 6 / ;
: random-segment ( previous-segment -- segment )
clone dup random-rotation-angle random-turn
tunnel-segment-distance over go-forward
random-color over set-segment-color dup segment-number++ ;
: (random-segments) ( segments n -- segments )
dup 0 > [
>r dup peek random-segment over push r> 1- (random-segments)
] [
drop
] if ;
: default-segment-radius ( -- r ) 1 ;
: initial-segment ( -- segment )
0 random-color default-segment-radius
{ 0 0 0 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
: random-segments ( n -- segments )
initial-segment 1vector swap (random-segments) ;
: simple-segment ( n -- segment )
random-color default-segment-radius pick { 0 0 -1 } n*v
{ 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
: simple-segments ( n -- segments )
[ simple-segment ] map ;
TUPLE: tunnel segments ;
C: <tunnel> tunnel
: <random-tunnel> ( -- tunnel )
n-segments random-segments <tunnel> ;
: <straight-tunnel> ( -- tunnel )
n-segments simple-segments <tunnel> ;
: nearer-segment ( segment segment oint -- segment )
#! return whichever of the two segments is nearer to the oint
>r 2dup r> tuck distance >r distance r> < -rot ? ;
: find-nearest-segment ( oint segments -- segment )
tuck first swap [ -rot nearer-segment ] curry reduce ;
: nearest-segment-forward ( segments oint start -- segment )
rot dup length swap <slice> find-nearest-segment ;
: nearest-segment-backward ( segments oint start -- segment )
1+ 0 swap rot <slice> <reversed> find-nearest-segment ;
: nearest-segment ( tunnel oint start-segment -- segment )
#! find the segment nearest to 'oint', and return it.
#! start looking at segment 'start-segment'
segment-number over >r
>r >r tunnel-segments r> r>
[ nearest-segment-forward ] 3keep
nearest-segment-backward r> nearer-segment ;