refactor separate framework from game code, add demo3d
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92 changed files with 2665 additions and 6547 deletions
132
demo3d/mod/entities.fnl
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132
demo3d/mod/entities.fnl
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(local pxl8 (require :pxl8))
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(local FIREBALL_COLOR 218)
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(var fireball-mesh nil)
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(fn create-fireball-mesh []
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(let [verts []
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indices []
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radius 5
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rings 4
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segments 6
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core-color (+ FIREBALL_COLOR 6)
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spike-color (- FIREBALL_COLOR 1)]
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(table.insert verts {:x 0 :y radius :z 0 :nx 0 :ny 1 :nz 0 :color core-color :light 255})
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(for [ring 1 (- rings 1)]
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(let [phi (* (/ ring rings) math.pi)
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sin-phi (math.sin phi)
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cos-phi (math.cos phi)
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y (* radius cos-phi)
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ring-radius (* radius sin-phi)]
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(for [seg 0 (- segments 1)]
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(let [theta (* (/ seg segments) math.pi 2)
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x (* ring-radius (math.cos theta))
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z (* ring-radius (math.sin theta))
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nx (* sin-phi (math.cos theta))
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nz (* sin-phi (math.sin theta))]
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(table.insert verts {:x x :y y :z z :nx nx :ny cos-phi :nz nz :color core-color :light 255})))))
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(let [bottom-idx (length verts)]
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(table.insert verts {:x 0 :y (- radius) :z 0 :nx 0 :ny -1 :nz 0 :color core-color :light 255})
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)]
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(table.insert indices 0)
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(table.insert indices (+ 1 next-seg))
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(table.insert indices (+ 1 seg))))
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(for [ring 0 (- rings 3)]
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)
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curr-row (+ 1 (* ring segments))
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next-row (+ 1 (* (+ ring 1) segments))]
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(table.insert indices (+ curr-row seg))
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(table.insert indices (+ curr-row next-seg))
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(table.insert indices (+ next-row seg))
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(table.insert indices (+ curr-row next-seg))
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(table.insert indices (+ next-row next-seg))
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(table.insert indices (+ next-row seg)))))
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(let [last-ring-start (+ 1 (* (- rings 2) segments))]
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(for [seg 0 (- segments 1)]
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(let [next-seg (% (+ seg 1) segments)]
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(table.insert indices bottom-idx)
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(table.insert indices (+ last-ring-start seg))
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(table.insert indices (+ last-ring-start next-seg))))))
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(let [num-spikes 12
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spike-len 8
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base-size 1.2
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golden-ratio (/ (+ 1 (math.sqrt 5)) 2)]
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(for [i 0 (- num-spikes 1)]
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(let [y (- 1 (* (/ i (- num-spikes 1)) 2))
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r-at-y (math.sqrt (- 1 (* y y)))
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theta (* math.pi 2 i golden-ratio)
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nx (* r-at-y (math.cos theta))
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ny y
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nz (* r-at-y (math.sin theta))
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tx (if (> (math.abs ny) 0.9) 1 0)
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ty (if (> (math.abs ny) 0.9) 0 1)
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tz 0
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px (- (* ty nz) (* tz ny))
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py (- (* tz nx) (* tx nz))
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pz (- (* tx ny) (* ty nx))
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pl (math.sqrt (+ (* px px) (* py py) (* pz pz)))
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px (/ px pl) py (/ py pl) pz (/ pz pl)
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qx (- (* ny pz) (* nz py))
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qy (- (* nz px) (* nx pz))
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qz (- (* nx py) (* ny px))
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bx (* radius 0.8 nx)
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by (* radius 0.8 ny)
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bz (* radius 0.8 nz)
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sx (* (+ radius spike-len) nx)
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sy (* (+ radius spike-len) ny)
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sz (* (+ radius spike-len) nz)
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base-idx (length verts)]
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(table.insert verts {:x (+ bx (* base-size px) (* base-size qx))
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:y (+ by (* base-size py) (* base-size qy))
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:z (+ bz (* base-size pz) (* base-size qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* base-size px) (* (- base-size) qx))
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:y (+ by (* base-size py) (* (- base-size) qy))
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:z (+ bz (* base-size pz) (* (- base-size) qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* (- base-size) px) (* (- base-size) qx))
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:y (+ by (* (- base-size) py) (* (- base-size) qy))
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:z (+ bz (* (- base-size) pz) (* (- base-size) qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x (+ bx (* (- base-size) px) (* base-size qx))
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:y (+ by (* (- base-size) py) (* base-size qy))
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:z (+ bz (* (- base-size) pz) (* base-size qz))
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:nx nx :ny ny :nz nz :color core-color :light 255})
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(table.insert verts {:x sx :y sy :z sz :nx nx :ny ny :nz nz :color spike-color :light 255})
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(table.insert indices base-idx)
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(table.insert indices (+ base-idx 1))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 1))
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(table.insert indices (+ base-idx 2))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 2))
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(table.insert indices (+ base-idx 3))
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(table.insert indices (+ base-idx 4))
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(table.insert indices (+ base-idx 3))
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(table.insert indices base-idx)
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(table.insert indices (+ base-idx 4)))))
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(set fireball-mesh (pxl8.create_mesh verts indices))))
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(fn init [textures]
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(when (not fireball-mesh)
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(create-fireball-mesh)))
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(fn render-fireball [x y z]
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(when fireball-mesh
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(pxl8.draw_mesh fireball-mesh {:x x :y y :z z
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:emissive true})))
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{:FIREBALL_COLOR FIREBALL_COLOR
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:init init
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:render-fireball render-fireball}
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