factor/extra/4DNav/turtle/turtle.factor

160 lines
4.1 KiB
Factor
Executable File

USING: kernel math arrays math.vectors math.matrices namespaces make
math.constants math.functions splitting grouping math.trig sequences
accessors 4DNav.deep models vars ;
IN: 4DNav.turtle
! replacement of self
VAR: self
: with-self ( quot obj -- ) [ >self call ] with-scope ; inline
: save-self ( quot -- ) self> [ self> clone >self call ] dip >self ; inline
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
TUPLE: turtle pos ori ;
: <turtle> ( -- turtle )
turtle new
{ 0 0 0 } clone >>pos
3 identity-matrix >>ori
;
TUPLE: observer < turtle projection-mode collision-mode ;
: <observer> ( -- object )
observer new
0 <model> >>projection-mode
f <model> >>collision-mode
;
: turtle-pos> ( -- val ) self> pos>> ;
: >turtle-pos ( val -- ) self> (>>pos) ;
: turtle-ori> ( -- val ) self> ori>> ;
: >turtle-ori ( val -- ) self> (>>ori) ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! These rotation matrices are from
! `Computer Graphics: Principles and Practice'
! waiting for deep-cleave-quots
! : Rz ( angle -- Rx ) deg>rad
! { { [ cos ] [ sin neg ] 0 }
! { [ sin ] [ cos ] 0 }
! { 0 0 1 }
! } deep-cleave-quots ;
! : Ry ( angle -- Ry ) deg>rad
! { { [ cos ] 0 [ sin ] }
! { 0 1 0 }
! { [ sin neg ] 0 [ cos ] }
! } deep-cleave-quots ;
! : Rx ( angle -- Rz ) deg>rad
! { { 1 0 0 }
! { 0 [ cos ] [ sin neg ] }
! { 0 [ sin ] [ cos ] }
! } deep-cleave-quots ;
: Rz ( angle -- Rx ) deg>rad
[ dup cos , dup sin neg , 0 ,
dup sin , dup cos , 0 ,
0 , 0 , 1 , ] 3 make-matrix nip ;
: Ry ( angle -- Ry ) deg>rad
[ dup cos , 0 , dup sin ,
0 , 1 , 0 ,
dup sin neg , 0 , dup cos , ] 3 make-matrix nip ;
: Rx ( angle -- Rz ) deg>rad
[ 1 , 0 , 0 ,
0 , dup cos , dup sin neg ,
0 , dup sin , dup cos , ] 3 make-matrix nip ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: apply-rotation ( rotation -- )
turtle-ori> swap m. >turtle-ori ;
: rotate-x ( angle -- ) Rx apply-rotation ;
: rotate-y ( angle -- ) Ry apply-rotation ;
: rotate-z ( angle -- ) Rz apply-rotation ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: pitch-up ( angle -- ) neg rotate-x ;
: pitch-down ( angle -- ) rotate-x ;
: turn-left ( angle -- ) rotate-y ;
: turn-right ( angle -- ) neg rotate-y ;
: roll-left ( angle -- ) neg rotate-z ;
: roll-right ( angle -- ) rotate-z ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
! roll-until-horizontal
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: V ( -- V ) { 0 1 0 } ;
: X ( -- 3array ) turtle-ori> [ first ] map ;
: Y ( -- 3array ) turtle-ori> [ second ] map ;
: Z ( -- 3array ) turtle-ori> [ third ] map ;
: set-X ( seq -- ) turtle-ori> [ set-first ] 2each ;
: set-Y ( seq -- ) turtle-ori> [ set-second ] 2each ;
: set-Z ( seq -- ) turtle-ori> [ set-third ] 2each ;
: roll-until-horizontal ( -- )
V Z cross normalize set-X
Z X cross normalize set-Y ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: distance ( turtle turtle -- n )
pos>> swap pos>> v- [ sq ] map sum sqrt ;
: move-by ( point -- ) turtle-pos> v+ >turtle-pos ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: reset-turtle ( -- )
{ 0 0 0 } clone >turtle-pos 3 identity-matrix >turtle-ori ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: step-vector ( length -- array ) { 0 0 1 } n*v ;
: step-turtle ( length -- )
step-vector turtle-ori> swap m.v
turtle-pos> v+ >turtle-pos ;
! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
: strafe-up ( length -- )
90 pitch-up
step-turtle
90 pitch-down ;
: strafe-down ( length -- )
90 pitch-down
step-turtle
90 pitch-up ;
: strafe-left ( length -- )
90 turn-left
step-turtle
90 turn-right ;
: strafe-right ( length -- )
90 turn-right
step-turtle
90 turn-left ;