first commit of jamshred
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21beb45c1f
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f4540c0697
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USING: kernel opengl arrays sequences jamshred jamshred.tunnel
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jamshred.player math.vectors ;
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IN: jamshred.game
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TUPLE: jamshred tunnel players running ;
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: <jamshred> ( -- jamshred )
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<random-tunnel> "Player 1" <player> 1array f
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jamshred construct-boa ;
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: jamshred-player ( jamshred -- player )
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! TODO: support more than one player
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jamshred-players first ;
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: jamshred-update ( jamshred -- )
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dup jamshred-running [
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jamshred-player update-player
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] [ drop ] if ;
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: toggle-running ( jamshred -- )
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dup jamshred-running not swap set-jamshred-running ;
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: mouse-moved ( x-radians y-radians jamshred -- )
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jamshred-player -rot turn-player ;
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@ -0,0 +1,62 @@
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USING: alien.c-types colors jamshred.game jamshred.oint
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jamshred.player jamshred.tunnel kernel math math.vectors opengl
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opengl.gl opengl.glu sequences ;
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IN: jamshred.gl
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: min-vertices 6 ; inline
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: max-vertices 32 ; inline
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: n-vertices ( -- n )
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32 ; inline
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: draw-segment-vertex ( segment theta -- )
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over segment-color gl-color segment-vertex-and-normal
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first3 glNormal3d first3 glVertex3d ;
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: draw-vertex-pair ( theta next-segment segment -- )
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rot tuck draw-segment-vertex draw-segment-vertex ;
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: draw-segment ( next-segment segment -- )
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GL_QUAD_STRIP [
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[ draw-vertex-pair ] 2curry
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n-vertices equally-spaced-radians { 0.0 } append swap each
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] do-state ;
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: draw-segments ( segments -- )
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1 over length pick subseq swap [ draw-segment ] 2each ;
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: draw-tunnel ( tunnel -- )
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tunnel-segments draw-segments ;
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: init-graphics ( width height -- )
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GL_DEPTH_TEST glEnable
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GL_SCISSOR_TEST glDisable
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1.0 glClearDepth
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0.0 0.0 0.0 0.0 glClearColor
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GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT bitor glClear
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GL_PROJECTION glMatrixMode glLoadIdentity
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! / >float 45.0 swap 0.1 100.0 gluPerspective
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2drop 45.0 1024 768 / >float 0.1 100.0 gluPerspective
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GL_MODELVIEW glMatrixMode glLoadIdentity
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GL_LEQUAL glDepthFunc
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GL_LIGHTING glEnable
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GL_LIGHT0 glEnable
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GL_FOG glEnable
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GL_FOG_DENSITY 0.06 glFogf
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GL_COLOR_MATERIAL glEnable
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GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE glColorMaterial
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GL_LIGHT0 GL_POSITION { 0.0 0.0 -3.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_AMBIENT { 0.2 0.2 0.2 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_DIFFUSE { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
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GL_LIGHT0 GL_SPECULAR { 1.0 1.0 1.0 1.0 } >c-float-array glLightfv
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;
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: player-view ( player -- )
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[ oint-location first3 ] keep
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[ dup oint-location swap oint-forward v+ first3 ] keep
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oint-up first3 gluLookAt ;
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: draw-jamshred ( jamshred width height -- )
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init-graphics dup jamshred-player player-view
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jamshred-tunnel draw-tunnel ;
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@ -0,0 +1,64 @@
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USING: arrays jamshred.game jamshred.gl kernel math math.constants
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namespaces sequences timers ui ui.gadgets ui.gestures ui.render
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math.vectors ;
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IN: jamshred
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TUPLE: jamshred-gadget jamshred last-hand-loc ;
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: <jamshred-gadget> ( jamshred -- gadget )
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jamshred-gadget construct-gadget tuck set-jamshred-gadget-jamshred ;
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: default-width ( -- x ) 1024 ;
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: default-height ( -- y ) 768 ;
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M: jamshred-gadget pref-dim*
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drop default-width default-height 2array ;
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M: jamshred-gadget draw-gadget* ( gadget -- )
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dup jamshred-gadget-jamshred swap rect-dim first2 draw-jamshred ;
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M: jamshred-gadget tick ( gadget -- )
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dup jamshred-gadget-jamshred jamshred-update relayout-1 ;
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M: jamshred-gadget graft* ( gadget -- )
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10 1 add-timer ;
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M: jamshred-gadget ungraft* ( gadget -- ) remove-timer ;
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: jamshred-restart ( jamshred-gadget -- )
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<jamshred> swap set-jamshred-gadget-jamshred ;
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: pix>radians ( n m -- theta )
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2 / / pi * ;
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: x>radians ( x gadget -- theta )
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#! translate motion of x pixels to an angle
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rect-dim first pix>radians neg ;
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: y>radians ( y gadget -- theta )
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#! translate motion of y pixels to an angle
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rect-dim second pix>radians ;
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: (handle-mouse-motion) ( jamshred-gadget mouse-motion -- )
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over jamshred-gadget-jamshred >r
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[ first swap x>radians ] 2keep second swap y>radians
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r> mouse-moved ;
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: handle-mouse-motion ( jamshred-gadget -- )
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hand-loc get [
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over jamshred-gadget-last-hand-loc [
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v- (handle-mouse-motion)
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] [ 2drop ] if*
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] 2keep swap set-jamshred-gadget-last-hand-loc ;
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USE: vocabs.loader
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jamshred-gadget H{
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{ T{ key-down f f "r" } [ jamshred-restart refresh-all ] }
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{ T{ key-down f f " " } [ jamshred-gadget-jamshred toggle-running ] }
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{ T{ motion } [ handle-mouse-motion ] }
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} set-gestures
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: jamshred-window ( -- )
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[ <jamshred> <jamshred-gadget> "Jamshred" open-window ] with-ui ;
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MAIN: jamshred-window
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USING: arrays kernel math math.constants math.functions math.matrices math.vectors math.quaternions random sequences ;
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IN: jamshred.oint
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! An oint is a point with three linearly independent unit vectors
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! given relative to that point. In jamshred a player's location and
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! direction are given by the player's oint. Similarly, a tunnel
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! segment's location and orientation are given by an oint.
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TUPLE: oint location forward up left ;
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: <oint> ( location forward up left -- oint )
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oint construct-boa ;
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! : x-rotation ( theta -- matrix )
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! #! construct this matrix:
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! #! { { 1 0 0 }
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! #! { 0 cos(theta) sin(theta) }
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! #! { 0 -sin(theta) cos(theta) } }
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! dup sin neg swap cos 2dup 0 -rot 3array >r
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! swap neg 0 -rot 3array >r
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! { 1 0 0 } r> r> 3array ;
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!
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! : y-rotation ( theta -- matrix )
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! #! costruct this matrix:
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! #! { { cos(theta) 0 -sin(theta) }
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! #! { 0 1 0 }
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! #! { sin(theta) 0 cos(theta) } }
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! dup sin swap cos 2dup
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! 0 swap 3array >r
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! { 0 1 0 } >r
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! 0 rot neg 3array r> r> 3array ;
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: apply-to-oint ( oint quot -- )
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#! apply quot to each of forward, up, and left, storing the results
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over oint-forward over call pick set-oint-forward
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over oint-up over call pick set-oint-up
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over oint-left swap call swap set-oint-left ;
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: rotation-quaternion ( theta axis -- quaternion )
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swap 2 / dup cos swap sin rot n*v first3 rect> >r rect> r> 2array ;
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: rotate-oint ( oint theta axis -- )
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rotation-quaternion dup qrecip
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[ rot v>q swap q* q* q>v ] curry curry apply-to-oint ;
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: left-pivot ( oint theta -- )
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over oint-left rotate-oint ;
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: up-pivot ( oint theta -- )
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over oint-up rotate-oint ;
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: random-float+- ( n -- m )
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#! find a random float between -n/2 and n/2
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dup 10000 * >fixnum random 10000 / swap 2 / - ;
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: random-turn ( oint theta -- )
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2 / 2dup random-float+- left-pivot random-float+- up-pivot ;
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: go-forward ( distance oint -- )
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tuck oint-forward n*v over oint-location v+ swap set-oint-location ;
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: distance ( oint oint -- distance )
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oint-location swap oint-location v- norm ;
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@ -0,0 +1,20 @@
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USING: jamshred.game jamshred.oint jamshred.tunnel kernel
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math.constants ;
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IN: jamshred.player
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TUPLE: player name speed last-segment ;
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: <player> ( name -- player )
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1 f player construct-boa
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{ 0 0 5 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <oint> over set-delegate ;
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: update-player ( player -- )
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0.1 swap go-forward ;
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: turn-player ( player x-radians y-radians -- )
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>r over r> left-pivot up-pivot ;
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: player-nearest-segment ( tunnel player -- segment )
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[
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dup player-last-segment nearest-segment
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] keep dupd set-player-last-segment ;
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@ -0,0 +1,15 @@
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USING: jamshred.oint jamshred.tunnel kernel sequences tools.test ;
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IN: temporary
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[ 0 ] [ T{ segment T{ oint f { 0 0 0 } } 0 }
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T{ segment T{ oint f { 1 1 1 } } 1 }
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T{ oint f { 0 0 0.25 } }
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nearer-segment segment-number ] unit-test
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[ 0 ] [ T{ oint f { 0 0 0 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 1 ] [ T{ oint f { 0 0 -1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 2 ] [ T{ oint f { 0 0.1 -2.1 } } <straight-tunnel> tunnel-segments find-nearest-segment segment-number ] unit-test
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[ 3 ] [ <straight-tunnel> tunnel-segments T{ oint f { 0 0 -3.25 } } 0 nearest-segment-forward segment-number ] unit-test
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[ { 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
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math.constants random sequences vectors ;
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IN: jamshred.tunnel
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: n-segments ( -- n ) 100 ; inline
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TUPLE: segment number color radius ;
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: <segment> ( number color radius location forward up left -- segment )
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<oint> >r segment construct-boa r> over set-delegate ;
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: segment-vertex ( theta segment -- vertex )
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tuck 2dup oint-up swap sin v*n
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>r oint-left swap cos v*n r> v+
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swap oint-location v+ ;
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: segment-vertex-normal ( vertex segment -- normal )
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oint-location swap v- normalize ;
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: segment-vertex-and-normal ( segment theta -- vertex normal )
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swap [ segment-vertex ] keep dupd segment-vertex-normal ;
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: equally-spaced-radians ( n -- seq )
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#! return a sequence of n numbers between 0 and 2pi
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dup [ / pi 2 * * ] curry map ;
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: segment-number++ ( segment -- )
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dup segment-number 1+ swap set-segment-number ;
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: random-color ( -- color )
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{ 100 100 100 } [ random 100 / >float ] map { 1.0 } append ;
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: tunnel-segment-distance ( -- n ) 0.5 ;
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: random-rotation-angle ( -- theta ) pi 6 / ;
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: random-segment ( previous-segment -- segment )
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clone dup random-rotation-angle random-turn
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tunnel-segment-distance over go-forward
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random-color over set-segment-color dup segment-number++ ;
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: (random-segments) ( segments n -- segments )
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dup 0 > [
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>r dup peek random-segment over push r> 1- (random-segments)
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] [
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drop
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] if ;
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: default-segment-radius ( -- r ) 1 ;
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: initial-segment ( -- segment )
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0 random-color default-segment-radius
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{ 0 0 0 } { 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
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: random-segments ( n -- segments )
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initial-segment 1vector swap (random-segments) ;
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: simple-segment ( n -- segment )
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random-color default-segment-radius pick { 0 0 -1 } n*v
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{ 0 0 -1 } { 0 1 0 } { -1 0 0 } <segment> ;
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: simple-segments ( n -- segments )
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[ simple-segment ] map ;
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TUPLE: tunnel segments ;
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C: <tunnel> tunnel
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: <random-tunnel> ( -- tunnel )
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n-segments random-segments <tunnel> ;
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: <straight-tunnel> ( -- tunnel )
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n-segments simple-segments <tunnel> ;
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: nearer-segment ( segment segment oint -- segment )
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#! return whichever of the two segments is nearer to the oint
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>r 2dup r> tuck distance >r distance r> < -rot ? ;
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: find-nearest-segment ( oint segments -- segment )
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tuck first swap [ -rot nearer-segment ] curry reduce ;
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: nearest-segment-forward ( segments oint start -- segment )
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rot dup length swap <slice> find-nearest-segment ;
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: nearest-segment-backward ( segments oint start -- segment )
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1+ 0 swap rot <slice> <reversed> find-nearest-segment ;
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: nearest-segment ( tunnel oint start-segment -- segment )
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#! find the segment nearest to 'oint', and return it.
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#! start looking at segment 'start-segment'
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segment-number over >r
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>r >r tunnel-segments r> r>
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[ nearest-segment-forward ] 3keep
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nearest-segment-backward r> nearer-segment ;
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