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