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-rw-r--r--demo/Enum.lua18
-rw-r--r--demo/FPSCamera.lua42
-rw-r--r--demo/Vector.lua359
-rw-r--r--demo/main.lua17
4 files changed, 358 insertions, 78 deletions
diff --git a/demo/Enum.lua b/demo/Enum.lua
new file mode 100644
index 0000000..d7fe469
--- /dev/null
+++ b/demo/Enum.lua
@@ -0,0 +1,18 @@
+local Enum = function (enumStrings)
+ local enumTable = {}
+ for _,str in pairs(enumStrings) do
+ enumTable[str] = str
+ end
+
+ local enum = {}
+ setmetatable(enum, { __index = enumTable,
+ __newindex = function(table, key, value)
+ error('Attempt to edit enum!')
+ end
+ }
+ )
+
+ return enum
+end
+
+return Enum
diff --git a/demo/FPSCamera.lua b/demo/FPSCamera.lua
index 6b4e4f9..5e21117 100644
--- a/demo/FPSCamera.lua
+++ b/demo/FPSCamera.lua
@@ -1,4 +1,4 @@
-local Vec3, Vec4 = require('Vector')()
+local Vector = require('Vector')
local Mat3, Mat4 = require('Matrix')()
local Basis = function(M)
@@ -18,9 +18,9 @@ local Basis = function(M)
local z2 = honey.cglm.get_value(m, Mat3.index(3,3))
local b = {}
- b.x = Vec3.new{x0, x1, x2}
- b.y = Vec3.new{y0, y1, y2}
- b.z = Vec3.new{z0, z1, z2}
+ b.x = Vector.Vec3.new{x0, x1, x2}
+ b.y = Vector.Vec3.new{y0, y1, y2}
+ b.z = Vector.Vec3.new{z0, z1, z2}
return b
end
@@ -34,7 +34,7 @@ camera.sensitivity = 0.1
camera.movement_speed = 1
-camera.position = Vec3.new{0,0,-1}
+camera.position = Vector.Vec3.new{0,0,-1}
camera.view = Mat4.new()
honey.cglm.mat4.identity(camera.view)
@@ -52,22 +52,30 @@ honey.cglm.camera.perspective(
function camera:update()
local M = Mat4.new()
honey.cglm.mat4.identity(M)
- honey.cglm.affine.rotate(M, Vec3.ZERO, self.basis.x, math.rad(self.pitch))
- honey.cglm.affine.rotate(M, Vec3.ZERO, Vec3.Y_UNIT, math.rad(self.yaw))
+ honey.cglm.affine.rotate(M, Vector.Vec3.ZERO.array, self.basis.x.array, math.rad(self.pitch))
+ honey.cglm.affine.rotate(M, Vector.Vec3.ZERO.array, Vector.Vec3.Y_UNIT.array, math.rad(self.yaw))
self.basis = Basis(M)
- movement = Vec3.new()
- if honey.input.key.is_down(honey.input.key.w) then honey.cglm.vec3.add(movement, self.basis.z, movement) end
- if honey.input.key.is_down(honey.input.key.a) then honey.cglm.vec3.add(movement, self.basis.x, movement) end
- if honey.input.key.is_down(honey.input.key.s) then honey.cglm.vec3.sub(movement, self.basis.z, movement) end
- if honey.input.key.is_down(honey.input.key.d) then honey.cglm.vec3.sub(movement, self.basis.x, movement) end
+ movement = Vector.Vec3.new()
+ if honey.input.key.is_down(honey.input.key.w) then
+ movement:add(self.basis.z, movement)
+ end
+ if honey.input.key.is_down(honey.input.key.a) then
+ movement:add(self.basis.x, movement)
+ end
+ if honey.input.key.is_down(honey.input.key.s) then
+ movement:sub(self.basis.z, movement)
+ end
+ if honey.input.key.is_down(honey.input.key.d) then
+ movement:sub(self.basis.x, movement)
+ end
- honey.cglm.set_value(movement, 1, 0)
- honey.cglm.vec3.normalize(movement)
- honey.cglm.vec3.muls(self.movement_speed, movement, movement)
- honey.cglm.vec3.add(self.position, movement, self.position)
+ movement:setAt(1, 0)
+ movement:normalize()
+ movement:muls(self.movement_speed, movement)
+ self.position:add(movement, self.position)
- honey.cglm.camera.look(self.position, self.basis.z, Vec3.Y_UNIT, self.view)
+ honey.cglm.camera.look(self.position.array, self.basis.z.array, Vector.Vec3.Y_UNIT.array, self.view)
end
camera.mouse_pos = {}
diff --git a/demo/Vector.lua b/demo/Vector.lua
index 89fd26a..534be3e 100644
--- a/demo/Vector.lua
+++ b/demo/Vector.lua
@@ -1,65 +1,316 @@
-local Vec3 = {}
-
-Vec3.tostring = function(vec3)
- local str = '['..
- tostring(honey.cglm.get_value(vec3, 0))..','..
- tostring(honey.cglm.get_value(vec3, 1))..','..
- tostring(honey.cglm.get_value(vec3, 2))..']'
- return str
-end
-
-Vec3.new = function(tbl)
- if tbl == nil then
- return honey.cglm.new_array_zero(3)
- end
-
- if #tbl ~= 3 then
- error('3-vectors require exactly three elements!')
- end
-
- local vec3 = honey.cglm.new_array_zero(3)
- for i = 0,2 do
- honey.cglm.set_value(vec3, i, tbl[i+1])
- end
-
- return vec3
-end
-
-Vec3.ZERO = Vec3.new()
-Vec3.X_UNIT = Vec3.new{1, 0, 0}
-Vec3.Y_UNIT = Vec3.new{0, 1, 0}
-Vec3.Z_UNIT = Vec3.new{0, 0, 1}
+local Enum = require('Enum')
+
+local Vector = {}
+
+Vector.type = Enum{'Vec3', 'Vec4'}
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+--
+-- Vec3
+--
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec3 = {}
+
+Vector.Vec3.prototype = {}
+
+Vector.Vec3.prototype.type = Vector.type.Vec3
+
+Vector.Vec3.prototype.at = function(self, index)
+ return honey.cglm.get_value(self.array, index)
+end
+
+Vector.Vec3.prototype.setAt = function(self, index, value)
+ honey.cglm.set_value(self.array, index, value)
+end
+
+Vector.Vec3.prototype.dot = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.dot(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.norm2 = function(self)
+ return honey.cglm.vec3.norm2(self.array)
+end
+
+Vector.Vec3.prototype.norm = function(self)
+ return honey.cglm.vec3.norm(self.array)
+end
+
+Vector.Vec3.prototype.add = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.add(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.adds = function(self, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.adds(s, self.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.sub = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.sub(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.mul = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.mul(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.muls = function(self, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.muls(s, self.array, result.array)
+ return result
+end
+
+Vector.Vec3.prototype.normalize = function(self)
+ honey.cglm.vec3.normalize(self.array)
+end
+
+Vector.Vec3.prototype.distanceTo = function(self, v)
+ return honey.cglm.vec3.distance(self.array, v.array)
+end
+
+Vector.Vec3.prototype.lerp = function(self, v, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec3.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec3.lerp(self.array, v.array, s, result.array)
+ return result
+end
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec3.mt = {}
+Vector.Vec3.mt.__index = Vector.Vec3.prototype
+Vector.Vec3.mt.__tostring = function(vec3)
+ local str = 'vec3('..
+ tostring(vec3:at(0))..', '..
+ tostring(vec3:at(1))..', '..
+ tostring(vec3:at(2))..')'
+ return str
+end
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec3.new = function(tbl)
+ local vec3 = {}
+ vec3.array = honey.cglm.new_array_zero(3)
+ setmetatable(vec3, Vector.Vec3.mt)
+
+ if tbl == nil then return vec3 end
+
+ for i=0,2 do
+ vec3:setAt(i, tbl[i+1])
+ end
+
+ return vec3
+end
+
+Vector.Vec3.ZERO = Vector.Vec3.new()
+Vector.Vec3.X_UNIT = Vector.Vec3.new{1, 0, 0}
+Vector.Vec3.Y_UNIT = Vector.Vec3.new{0, 1, 0}
+Vector.Vec3.Z_UNIT = Vector.Vec3.new{0, 0, 1}
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+--
+-- Vec4
+--
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec4 = {}
+
+Vector.Vec4.prototype = {}
+
+Vector.Vec4.prototype.type = Vector.type.Vec4
+
+Vector.Vec4.prototype.at = function(self, index)
+ return honey.cglm.get_value(self.array, index)
+end
+
+Vector.Vec4.prototype.setAt = function(self, index, value)
+ honey.cglm.set_value(self.array, index, value)
+end
+
+Vector.Vec4.prototype.dot = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec4.dot(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec4.prototype.norm2 = function(self)
+ return honey.cglm.vec4.norm2(self.array)
+end
+
+Vector.Vec4.prototype.norm = function(self)
+ return honey.cglm.vec4.norm(self.array)
+end
+
+Vector.Vec4.prototype.add = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec4.add(self.array, v.array, result.array)
+ return result
+end
+
+Vector.Vec4.prototype.adds = function(self, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec4.adds(s, self.array, result.array)
+ return result
+end
-local Vec4 = {}
+Vector.Vec4.prototype.sub = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
-Vec4.tostring = function(vec4)
- local str = '['..
- tostring(honey.cglm.get_value(vec4, 0))..','..
- tostring(honey.cglm.get_value(vec4, 1))..','..
- tostring(honey.cglm.get_value(vec4, 2))..','..
- tostring(honey.cglm.get_value(vec4, 3))..']'
- return str
+ honey.cglm.vec4.sub(self.array, v.array, result.array)
+ return result
end
-Vec4.new = function(tbl)
- if tbl == nil then
- return honey.cglm.new_array_zero(4)
- end
-
- if #tbl ~= 4 then
- error('4-vectors require exactly four elements!')
- end
-
- local vec4 = honey.cglm.new_array_zero(4)
- for i = 0,3 do
- honey.cglm.set_value(vec4, i, tbl[i+1])
- end
+Vector.Vec4.prototype.mul = function(self, v, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
- return vec4
+ honey.cglm.vec4.mul(self.array, v.array, result.array)
+ return result
end
+Vector.Vec4.prototype.muls = function(self, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec4.muls(s, self.array, result.array)
+ return result
+end
+
+Vector.Vec4.prototype.normalize = function(self)
+ honey.cglm.vec4.normalize(self.array)
+end
+
+Vector.Vec4.prototype.distanceTo = function(self, v)
+ return honey.cglm.vec4.distance(self.array, v.array)
+end
+
+Vector.Vec4.prototype.lerp = function(self, v, s, dest)
+ local result
+ if dest == nil then
+ result = Vector.Vec4.new()
+ else
+ result = dest
+ end
+
+ honey.cglm.vec4.lerp(self.array, v.array, s, result.array)
+ return result
+end
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec4.mt = {}
+Vector.Vec4.mt.__index = Vector.Vec4.prototype
+Vector.Vec4.mt.__tostring = function(vec4)
+ local str = 'vec4('..
+ tostring(vec4:at(0))..', '..
+ tostring(vec4:at(1))..', '..
+ tostring(vec4:at(2))..', '..
+ tostring(vec4:at(3))..')'
+ return str
+end
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+Vector.Vec4.new = function(tbl)
+ local vec4 = {}
+ vec4.array = honey.cglm.new_array_zero(4)
+ setmetatable(vec4, Vector.Vec4.mt)
+
+ if tbl == nil then return vec4 end
+
+ for i=0,3 do
+ vec4:setAt(i, tbl[i+1])
+ end
+
+ return vec4
+end
+
+-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+return Vector
+
+
+
-return function() return Vec3, Vec4 end
diff --git a/demo/main.lua b/demo/main.lua
index ec1a952..62ffcd2 100644
--- a/demo/main.lua
+++ b/demo/main.lua
@@ -1,10 +1,13 @@
-local Vec3, Vec4 = require('Vector')()
+local Vector = require('Vector')
local Mat3, Mat4 = require('Matrix')()
local FPSCamera = require('FPSCamera')
local model = Mat4.new()
honey.cglm.mat4.identity(model)
-honey.cglm.affine.rotate(model, Vec3.ZERO, Vec3.X_UNIT, math.pi/4)
+honey.cglm.affine.rotate(model,
+ Vector.Vec3.ZERO.array,
+ Vector.Vec3.X_UNIT.array,
+ math.pi/4)
honey.input.key.bind(honey.input.key.escape, honey.exit)
@@ -31,15 +34,15 @@ void main() { color = base_color; } ]]
local shader = honey.shader.new(vertex_shader, fragment_shader)
local plane = honey.primitives.cube(10,10,10)
-local color1 = Vec4.new{1,0,0,1}
-local color2 = Vec4.new{0,0,1,1}
-local color = honey.cglm.new_array_zero(4)
+local color1 = Vector.Vec4.new{1,0,0,1}
+local color2 = Vector.Vec4.new{0,0,1,1}
+local color = Vector.Vec4.new()
local total_time = 0
function honey.update(dt)
total_time = total_time + dt
- honey.cglm.vec4.lerp(color1, color2, 0.5*(math.sin(math.pi*total_time)+1), color)
+ color1:lerp(color2, 0.5*(math.sin(math.pi*total_time)+1), color)
end
function honey.draw()
@@ -47,6 +50,6 @@ function honey.draw()
honey.shader.set_mat4(shader, 'model', model)
honey.shader.set_mat4(shader, 'view', FPSCamera.view)
honey.shader.set_mat4(shader, 'projection', FPSCamera.projection)
- honey.shader.set_vec4(shader, "base_color", color)
+ honey.shader.set_vec4(shader, "base_color", color.array)
honey.mesh.draw(plane, shader)
end