pixelfaucet/examples/3d.cr

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require "../src/game"
require "../src/controller"
require "../src/sprite"
require "../src/sprite/vector_sprite"
require "../src/pixel"
require "../src/point"
require "../src/3d/*"
class Model
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property mesh : PF::Mesh
property position = PF::Vec3d(Float64).new(0.0, 0.0, 0.0)
property rotation = PF::Vec3d(Float64).new(0.0, 0.0, 0.0)
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def initialize(obj_path : String)
@mesh = PF::Mesh.load_obj(obj_path)
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end
def update(dt : Float64)
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@rotation.x += 0.33 * dt
@rotation.y += 0.66 * dt
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end
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def draw(engine : PF::Game, projector : PF::Projector)
projector.project(@mesh.tris, rotation: @rotation, position: @position).each do |tri|
# Rasterize all triangles
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engine.fill_triangle(
PF::Point.new(tri.p1.x.to_i, tri.p1.y.to_i),
PF::Point.new(tri.p2.x.to_i, tri.p2.y.to_i),
PF::Point.new(tri.p3.x.to_i, tri.p3.y.to_i),
pixel: tri.color
)
engine.draw_triangle(
PF::Point.new(tri.p1.x.to_i, tri.p1.y.to_i),
PF::Point.new(tri.p2.x.to_i, tri.p2.y.to_i),
PF::Point.new(tri.p3.x.to_i, tri.p3.y.to_i),
pixel: PF::Pixel.green
)
end
end
end
class CubeGame < PF::Game
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@projector : PF::Projector
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@paused = false
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@light : PF::Vec3d(Float64) = PF::Vec3d.new(0.0, 0.0, -1.0).normalized
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@speed = 5.0
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@camera : PF::Camera
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def initialize(@width, @height, @scale)
super(@width, @height, @scale)
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@projector = PF::Projector.new(@width, @height)
@camera = @projector.camera
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@cube = Model.new("examples/cube.obj")
@cube.position.z = @cube.position.z + 3.0
@controller = PF::Controller(LibSDL::Keycode).new({
LibSDL::Keycode::RIGHT => "Rotate Right",
LibSDL::Keycode::LEFT => "Rotate Left",
LibSDL::Keycode::UP => "Up",
LibSDL::Keycode::DOWN => "Down",
LibSDL::Keycode::A => "Left",
LibSDL::Keycode::E => "Right",
LibSDL::Keycode::COMMA => "Forward",
LibSDL::Keycode::O => "Backward",
LibSDL::Keycode::SPACE => "Pause",
})
end
def update(dt)
@paused = !@paused if @controller.pressed?("Pause")
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forward = @camera.forward_vector
strafe = @camera.strafe_vector
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if @controller.action?("Right")
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@camera.position = @camera.position - (strafe * @speed * dt)
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end
if @controller.action?("Left")
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@camera.position = @camera.position + (strafe * @speed * dt)
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end
if @controller.action?("Up")
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@camera.position.y = @camera.position.y + @speed * dt
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end
if @controller.action?("Down")
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@camera.position.y = @camera.position.y - @speed * dt
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end
if @controller.action?("Rotate Left")
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@camera.yaw = @camera.yaw + (@speed / 2) * dt
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end
if @controller.action?("Rotate Right")
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@camera.yaw = @camera.yaw - (@speed / 2) * dt
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end
if @controller.action?("Forward")
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@camera.position = @camera.position + (forward * @speed * dt)
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end
if @controller.action?("Backward")
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@camera.position = @camera.position - (forward * @speed * dt)
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end
@cube.update(dt)
end
def draw
clear(0, 0, 100)
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@cube.draw(self, @projector)
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end
end
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engine = CubeGame.new(400, 300, 2)
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engine.run!