Add basic 3D functionality
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1f6789c909
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run
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run
@ -1,5 +1,5 @@
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#!/usr/bin/env bash
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#!/usr/bin/env bash
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set -e
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set -e
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./lua_translate
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./lua_translate
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gcc src/main.c -g -lSDL2 -llua5.3 -o engine -O3 -Werror -Wall
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gcc src/main.c -g -lSDL2 -llua5.3 -lm -o engine -O3 -Werror -Wall
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exec ./engine
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exec ./engine
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49
src/3d.c
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49
src/3d.c
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#include <math.h>
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void engine_3d_find_rotation(struct ENGINE_VECTOR_3D * rot,float x, float y, float z) {
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float distance = sqrtf(x * x + y * y);
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rot->x = atan2f(y,x) * (180.0/M_PI);
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rot->y = atan2f(z,distance) * (180.0/M_PI);
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rot->z = 0.0;
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}
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void engine_3d_rotate_position(struct ENGINE_VECTOR_3D * pos,float x, float y, float z, float rx, float ry, float rz) {
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rx = rx * (M_PI/180.0);
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ry = ry * (M_PI/180.0);
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rz = rz * (M_PI/180.0);
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float sinX = sinf(rx);
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float cosX = cosf(rx);
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float sinY = sinf(ry);
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float cosY = cosf(ry);
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float sinZ = sinf(rz);
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float cosZ = cosf(rz);
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pos->x = x * (cosY * cosZ) + y * (sinX * sinY * cosZ - cosX * sinZ) + z * (cosX * sinY * cosZ + sinX * sinZ);
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pos->y = x * (cosY * sinZ) + y * (sinX * sinY * sinZ + cosX * cosZ) + z * (cosX * sinY * sinZ - sinX * cosZ);
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pos->z = x * (-sinY) + y * (sinX * cosY) + z * (cosX * cosY);
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}
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void engine_3d_project(struct ENGINE_VECTOR_2D * screen,float x, float y, float z, float rx, float ry, float rz, float fov) {
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struct ENGINE_VECTOR_3D pos;
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pos.x = x;
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pos.y = y;
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pos.z = z;
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engine_3d_rotate_position(&pos,pos.x,pos.y,pos.z,0.0,ry,0.0);
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engine_3d_rotate_position(&pos,pos.x,pos.y,pos.z,0.0,0.0,rx);
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pos.x = -pos.x; pos.y = -pos.y; pos.z = -pos.z;
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struct ENGINE_VECTOR_3D rot;
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engine_3d_find_rotation(&rot,pos.x,pos.y,pos.z);
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// rot.y (screen X)
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while (rot.y > 180.0) { rot.y -= 360.0; }
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while (rot.y < -180.0) { rot.y += 360.0; }
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rot.y = rot.y / (fov * 0.5);
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// rot.x (screen Y)
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while (rot.x > 180.0) { rot.x -= 360.0; }
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while (rot.x < -180.0) { rot.x += 360.0; }
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rot.x = rot.x / (fov * 0.5);
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screen->x = rot.y;
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screen->y = rot.x;
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}
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@ -36,6 +36,50 @@ int engine_luaf_window_texture_get(lua_State *L) {
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return 1;
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return 1;
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}
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}
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int engine_luaf_3d_find_rotation(lua_State *L) {
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float x = luaL_checknumber(L,1);
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float y = luaL_checknumber(L,2);
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float z = luaL_checknumber(L,3);
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struct ENGINE_VECTOR_3D rot;
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engine_3d_find_rotation(&rot,x,y,z);
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lua_pushnumber(L,rot.x);
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lua_pushnumber(L,rot.y);
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lua_pushnumber(L,rot.z);
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return 3;
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}
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int engine_luaf_3d_rotate_position(lua_State *L) {
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float x = luaL_checknumber(L,1);
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float y = luaL_checknumber(L,2);
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float z = luaL_checknumber(L,3);
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float rx = luaL_checknumber(L,4);
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float ry = luaL_checknumber(L,5);
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float rz = luaL_checknumber(L,6);
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struct ENGINE_VECTOR_3D pos;
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engine_3d_rotate_position(&pos,x,y,z,rx,ry,rz);
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lua_pushnumber(L,pos.x);
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lua_pushnumber(L,pos.y);
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lua_pushnumber(L,pos.z);
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return 3;
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}
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int engine_luaf_3d_project(lua_State *L) {
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float x = luaL_checknumber(L,1);
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float y = luaL_checknumber(L,2);
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float z = luaL_checknumber(L,3);
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float rx = luaL_checknumber(L,4);
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float ry = luaL_checknumber(L,5);
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float rz = luaL_checknumber(L,6);
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float fov = luaL_checknumber(L,7);
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struct ENGINE_VECTOR_2D pos;
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engine_3d_project(&pos,x,y,z,rx,ry,rz,fov);
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lua_pushnumber(L,pos.x);
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lua_pushnumber(L,pos.y);
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return 2;
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}
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void engine_lua_init_manual() {
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void engine_lua_init_manual() {
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lua_pushcfunction(engine_lua_state,engine_luaf_lua_event_get_data);
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lua_pushcfunction(engine_lua_state,engine_luaf_lua_event_get_data);
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lua_setglobal (engine_lua_state,"engine_lua_event_get_data");
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lua_setglobal (engine_lua_state,"engine_lua_event_get_data");
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@ -43,4 +87,10 @@ void engine_lua_init_manual() {
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lua_setglobal (engine_lua_state,"engine_texture_color_get");
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lua_setglobal (engine_lua_state,"engine_texture_color_get");
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lua_pushcfunction(engine_lua_state,engine_luaf_window_texture_get);
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lua_pushcfunction(engine_lua_state,engine_luaf_window_texture_get);
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lua_setglobal (engine_lua_state,"engine_window_texture_get");
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lua_setglobal (engine_lua_state,"engine_window_texture_get");
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lua_pushcfunction(engine_lua_state,engine_luaf_3d_find_rotation);
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lua_setglobal (engine_lua_state,"engine_3d_find_rotation");
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lua_pushcfunction(engine_lua_state,engine_luaf_3d_rotate_position);
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lua_setglobal (engine_lua_state,"engine_3d_rotate_position");
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lua_pushcfunction(engine_lua_state,engine_luaf_3d_project);
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lua_setglobal (engine_lua_state,"engine_3d_project");
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}
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}
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@ -3,6 +3,7 @@
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#include "frontend/sdl/structs.c"
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#include "frontend/sdl/structs.c"
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//#include "frontend/sdl/structs.c"
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//#include "frontend/sdl/structs.c"
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#include "engine.c"
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#include "engine.c"
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#include "3d.c"
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#include "frontend/sdl/main.c"
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#include "frontend/sdl/main.c"
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#include "helpers.c"
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#include "helpers.c"
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//#include "frontend/sdl/main.c"
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//#include "frontend/sdl/main.c"
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@ -120,3 +120,25 @@ type = "void"
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arguments = ["struct ENGINE_WINDOW *"]
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arguments = ["struct ENGINE_WINDOW *"]
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argNames = ["window"]
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argNames = ["window"]
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description = "Destroy a window."
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description = "Destroy a window."
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# 3D
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[engine_3d_find_rotation]
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type = "void"
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arguments = ["struct ENGINE_VECTOR_3D *","float","float","float"]
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argNames = ["rot", "x", "y", "z"]
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description = "Find the rotation required to get from 0,0,0 to the coordinates (look at). Output is put into rot pointer. Pointer not required in Lua."
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lua = "manual"
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[engine_3d_rotate_position]
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type = "void"
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arguments = ["struct ENGINE_VECTOR_3D *","float","float","float","float","float","float"]
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argNames = ["pos", "x", "y", "z", "rx", "ry", "rz"]
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description = "Rotate a point around 0,0,0 using rotation vectors. Output is put into pos pointer. Pointer not required in Lua."
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lua = "manual"
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[engine_3d_project]
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type = "void"
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arguments = ["struct ENGINE_VECTOR_2D *","float","float","float","float","float","float","float"]
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argNames = ["screen", "x", "y", "z", "rx", "ry", "rz", "fov"]
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description = "Project a 3D point onto a 2D surface. -1. = Top/Left, 1. = Bottom/Right. Output is put into screen pointer. Pointer not required in Lua."
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lua = "manual"
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