diff options
author | sanine <sanine.not@pm.me> | 2023-04-07 00:53:03 -0500 |
---|---|---|
committer | sanine <sanine.not@pm.me> | 2023-04-07 00:53:03 -0500 |
commit | 3c9ba50944f1b136125e1191ccbc49fda1381123 (patch) | |
tree | f52a32da115d02eaeefe616122f607c92c62e57c /honey.bak | |
parent | f91a730b3a9ddd532c2ba9ff4f8b120a8ca2fa81 (diff) |
renormalize line endings
Diffstat (limited to 'honey.bak')
-rw-r--r-- | honey.bak/ecs-systems.lua | 152 | ||||
-rw-r--r-- | honey.bak/glm.lua | 722 |
2 files changed, 437 insertions, 437 deletions
diff --git a/honey.bak/ecs-systems.lua b/honey.bak/ecs-systems.lua index 5dec159..e3f9d56 100644 --- a/honey.bak/ecs-systems.lua +++ b/honey.bak/ecs-systems.lua @@ -1,76 +1,76 @@ -local ecs = require 'honey.ecs'
-
-
-local module = {}
-setmetatable(module, {__index=_G})
-setfenv(1, module)
-
-
-
---===== transform cascading =====--
-
-local function recursiveComputeTransform(entity)
- if entity._transformComputed then
- return entity._transform
- end
- if entity.parent == false then
- entity._transformComputed = true
- entity._transform = entity.transform
- return entity.transform
- end
-
- entity._transformComputed = true
- local parentTransform = recursiveComputeTransform(entity.parent)
- entity._transform = parentTransform * entity.transform
- return entity._transform
-end
-
--- update transforms
-transformCascade = {
- filter=ecs.Filter.AND{"transform", "parent"},
- prepareEntity=function(self, entity)
- entity._transform = nil
- entity._transformComputed = false
- end,
- update=function(self, entity, dt)
- recursiveComputeTransform(entity)
- end,
- priority=98,
-}
-
-
---===== rendering =====--
-
-function renderCam(camera, priority)
- local priority = priority or 99
- return {
- filter=ecs.Filter.AND{"mesh", "shader", "transform"},
- update=function(self, entity, dt)
- entity.shader:use()
- entity.shader:configure{
- matrix={
- model=entity._transform,
- view=camera.view,
- projection=camera.projection,
- },
- }
- entity.mesh:drawElements()
- end,
- nopause=true,
- priority=priority,
- }
-end
-
---===== update functions =====--
-
-update = {
- filter=ecs.Filter.AND{"update"},
- update=function(self, entity, dt)
- entity.update(entity, dt)
- end,
- priority=50,
-}
-
-
-
-return module
+local ecs = require 'honey.ecs' + + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + + +--===== transform cascading =====-- + +local function recursiveComputeTransform(entity) + if entity._transformComputed then + return entity._transform + end + if entity.parent == false then + entity._transformComputed = true + entity._transform = entity.transform + return entity.transform + end + + entity._transformComputed = true + local parentTransform = recursiveComputeTransform(entity.parent) + entity._transform = parentTransform * entity.transform + return entity._transform +end + +-- update transforms +transformCascade = { + filter=ecs.Filter.AND{"transform", "parent"}, + prepareEntity=function(self, entity) + entity._transform = nil + entity._transformComputed = false + end, + update=function(self, entity, dt) + recursiveComputeTransform(entity) + end, + priority=98, +} + + +--===== rendering =====-- + +function renderCam(camera, priority) + local priority = priority or 99 + return { + filter=ecs.Filter.AND{"mesh", "shader", "transform"}, + update=function(self, entity, dt) + entity.shader:use() + entity.shader:configure{ + matrix={ + model=entity._transform, + view=camera.view, + projection=camera.projection, + }, + } + entity.mesh:drawElements() + end, + nopause=true, + priority=priority, + } +end + +--===== update functions =====-- + +update = { + filter=ecs.Filter.AND{"update"}, + update=function(self, entity, dt) + entity.update(entity, dt) + end, + priority=50, +} + + + +return module diff --git a/honey.bak/glm.lua b/honey.bak/glm.lua index af8dcb3..c7c83b9 100644 --- a/honey.bak/glm.lua +++ b/honey.bak/glm.lua @@ -1,361 +1,361 @@ -local glm = honey.glm
-
-local module = {}
-setmetatable(module, {__index=_G})
-setfenv(1, module)
-
-
-Vec3 = {}
-Mat4 = {}
-Quaternion = {}
-
-
---===== Vec3 =====--
-
-
-function Vec3.new(_, values)
- local self = {}
- self.data = glm.vec3_create()
- setmetatable(self, Vec3)
- if values then
- self[1] = values[1]
- self[2] = values[2]
- self[3] = values[3]
- end
- return self
-end
-setmetatable(Vec3, {__call=Vec3.new})
-
-
-function Vec3.__index(self, key)
- if type(key) == 'number' then
- return glm.vec3_get(self.data, key-1)
- else
- return Vec3[key]
- end
-end
-
-
-function Vec3.__newindex(self, key, value)
- glm.vec3_set(self.data, key-1, value)
-end
-
-
-function Vec3.__tostring(self)
- return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3])
-end
-
-
---===== arithmetic =====--
-
-local function swapIfNumber(self, other)
- if type(self) == "number" and type(other) == "table" then
- return other, self
- else
- return self, other
- end
-end
-
-
-function Vec3.__add(self, other)
- local self, other = swapIfNumber(self, other)
-
- local dest = Vec3()
- if type(other) == "number" then
- glm.vec3_adds(self.data, other, dest.data)
- elseif type(other) == "table" then
- glm.vec3_add(self.data, other.data, dest.data)
- else
- error(string.format("cannot add %s to Vec3", type(other)))
- end
- return dest
-end
-
-
-function Vec3.__sub(self, other)
- local dest = Vec3()
- if type(other) == "number" then
- glm.vec3_subs(self.data, other, dest.data)
- elseif type(other) == "table" then
- glm.vec3_sub(self.data, other.data, dest.data)
- else
- error(string.format("cannot subtract %s from Vec3", type(other)))
- end
- return dest
-end
-
-
-function Vec3.__mul(self, other)
- local self, other = swapIfNumber(self, other)
- local dest = Vec3()
- if type(other) == "number" then
- glm.vec3_scale(self.data, other, dest.data)
- elseif type(other) == "table" then
- glm.vec3_mul(self.data, other.data, dest.data)
- else
- error(string.format("cannot multiply %s and Vec3", type(other)))
- end
- return dest
-end
-
-
-function Vec3.__div(self, other)
- local dest = Vec3()
- if type(other) == "number" then
- glm.vec3_divs(self.data, other, dest.data)
- elseif type(other) == "table" then
- glm.vec3_div(self.data, other.data, dest.data)
- else
- error(string.format("cannot divide Vec3 by %s", type(other)))
- end
- return dest
-end
-
-
-
-
-function Vec3.copyTo(self, dest)
- glm.vec3_copy(self.data, dest.data)
-end
-
-
-function Vec3.zero(self)
- glm.vec3_zero(self.data)
-end
-
-
-function Vec3.zero(self)
- glm.vec3_zero(self.data)
-end
-function Vec3.one(self)
- glm.vec3_one(self.data)
-end
-
-
-function Vec3.dot(self, other)
- return glm.vec3_dot(self.data, other.data)
-end
-
-
-function Vec3.crossTo(self, other, dest)
- glm.vec3_cross(self.data, other.data, dest.data)
-end
-function Vec3.cross(self, other)
- local dest = Vec3()
- self:crossTo(other, dest)
- return dest
-end
-
-
-function Vec3.crossnTo(self, other, dest)
- glm.vec3_crossn(self.data, other.data, dest.data)
-end
-function Vec3.crossn(self, other)
- local dest = Vec3()
- self:crossTo(other, dest)
- return dest
-end
-
-
-function Vec3.norm2(self)
- return glm.vec3_norm2(self.data)
-end
-function Vec3.norm(self)
- return glm.vec3_norm(self.data)
-end
-
-
-function Vec3.normalize(self)
- glm.vec3_normalize(self.data)
-end
-function Vec3.normalizeTo(self, dest)
- glm.vec3_normalize_to(self.data, dest.data)
-end
-
-
-----------------------------------------
-
-local RowLookup = {}
-function RowLookup.new(_, row, data)
- local self = {
- row=row,
- data=data,
- }
- setmetatable(self, RowLookup)
- return self
-end
-setmetatable(RowLookup, {__call=RowLookup.new})
-function RowLookup.__index(self, col)
- return glm.mat4_get(self.data, col-1, self.row-1)
-end
-function RowLookup.__newindex(self, col, value)
- return glm.mat4_set(self.data, col-1, self.row-1, value)
-end
-
-
---===== Mat4 =====--
-
-
-function Mat4.new(_, self, values)
- local self = {}
- self.type = "mat4"
- self.data = glm.mat4_create()
- setmetatable(self, Mat4)
- if values then
- self[1][1] = values[1]
- self[1][2] = values[2]
- self[1][3] = values[3]
- self[1][4] = values[4]
-
- self[2][1] = values[5]
- self[2][2] = values[6]
- self[2][3] = values[7]
- self[2][4] = values[8]
-
- self[3][1] = values[9]
- self[3][2] = values[10]
- self[3][3] = values[11]
- self[3][4] = values[12]
-
- self[4][1] = values[13]
- self[4][2] = values[14]
- self[4][3] = values[15]
- self[4][4] = values[16]
- end
- return self
-end
-setmetatable(Mat4, {__call=Mat4.new})
-
-
-function Mat4.__index(self, key)
- if type(key) == "number" then
- return RowLookup(key, self.data)
- else
- return Mat4[key]
- end
-end
-
-
-function Mat4.__tostring(self)
- return string.format(
- "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" ..
- "| %0.4f, %0.4f, %0.4f, %0.4f |\n" ..
- "| %0.4f, %0.4f, %0.4f, %0.4f |\n" ..
- "\\ %0.4f, %0.4f, %0.4f, %0.4f /",
- self[1][1], self[1][2], self[1][3], self[1][4],
- self[2][1], self[2][2], self[2][3], self[2][4],
- self[3][1], self[3][2], self[3][3], self[3][4],
- self[4][1], self[4][2], self[4][3], self[4][4]
- )
-end
-
-
-function Mat4.__mul(self, other)
- if other.type == "mat4" then
- local dest = Mat4()
- glm.mat4_mul(self.data, other.data, dest.data)
- return dest
- elseif other.type == "vec4" then
- -- todo
- elseif other.type == "vec3" then
- local dest = Vec3()
- glm.mat4_mulv3(self.data, other.data, 1.0, dest.data)
- return dest
- else
- error(string.format("cannot multiply Mat4 by %s", type(other)))
- end
-end
-
-
-function Mat4.copy(self, other)
- glm.mat4_copy(other.data, self.data)
- return self
-end
-function Mat4.copyTo(self, dest)
- glm.mat4_copy(self.data, dest.data)
- return self
-end
-
-
-function Mat4.identity(self)
- glm.mat4_identity(self.data)
- return self
-end
-
-
-function Mat4.zero(self)
- glm.mat4_zero(self.data)
- return self
-end
-
-
-function Mat4.mul(self, other)
- glm.mat4_mul(self.data, other.data, self.data)
- return self
-end
-
-
-function Mat4.translate(self, vec)
- glm.translate(self.data, vec.data)
- return self
-end
-
-
-function Mat4.rotateX(self, angle)
- glm.rotate_x(self.data, angle, self.data)
- return self
-end
-function Mat4.rotateY(self, angle)
- glm.rotate_y(self.data, angle, self.data)
- return self
-end
-function Mat4.rotateZ(self, angle)
- glm.rotate_z(self.data, angle, self.data)
- return self
-end
-
-
-function Mat4.scale(self, vec)
- glm.scale(self.data, vec.data)
- return self
-end
-
-
-function Mat4.perspective(self, fovy, aspect, near, far)
- glm.perspective(fovy, aspect, near, far, self.data)
- return self
-end
-function Mat4.perspectiveResize(self, aspect)
- glm.perspective_resize(aspect, self.data)
- return self
-end
-
-
---===== Quaternion =====--
-
-
-Quaternion.__index = Quaternion
-
-
-function Quaternion.new(_, tbl)
- local tbl = tbl or { 0, 0, 0, 0 }
- local self = {}
- self.data = glm.quat_create()
- glm.quat_init(self.data, unpack(tbl))
- setmetatable(self, Quaternion)
- return self
-end
-setmetatable(Quaternion, {__call=Quaternion.new})
-
-
-function Quaternion.toMat4(self)
- local m = Mat4()
- glm.quat_mat4(self.data, m.data)
- return m
-end
-
-
----------------------------
-
-
-return module
+local glm = honey.glm + +local module = {} +setmetatable(module, {__index=_G}) +setfenv(1, module) + + +Vec3 = {} +Mat4 = {} +Quaternion = {} + + +--===== Vec3 =====-- + + +function Vec3.new(_, values) + local self = {} + self.data = glm.vec3_create() + setmetatable(self, Vec3) + if values then + self[1] = values[1] + self[2] = values[2] + self[3] = values[3] + end + return self +end +setmetatable(Vec3, {__call=Vec3.new}) + + +function Vec3.__index(self, key) + if type(key) == 'number' then + return glm.vec3_get(self.data, key-1) + else + return Vec3[key] + end +end + + +function Vec3.__newindex(self, key, value) + glm.vec3_set(self.data, key-1, value) +end + + +function Vec3.__tostring(self) + return string.format("Vec3[%.4f, %.4f, %.4f]", self[1], self[2], self[3]) +end + + +--===== arithmetic =====-- + +local function swapIfNumber(self, other) + if type(self) == "number" and type(other) == "table" then + return other, self + else + return self, other + end +end + + +function Vec3.__add(self, other) + local self, other = swapIfNumber(self, other) + + local dest = Vec3() + if type(other) == "number" then + glm.vec3_adds(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_add(self.data, other.data, dest.data) + else + error(string.format("cannot add %s to Vec3", type(other))) + end + return dest +end + + +function Vec3.__sub(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_subs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_sub(self.data, other.data, dest.data) + else + error(string.format("cannot subtract %s from Vec3", type(other))) + end + return dest +end + + +function Vec3.__mul(self, other) + local self, other = swapIfNumber(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_scale(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_mul(self.data, other.data, dest.data) + else + error(string.format("cannot multiply %s and Vec3", type(other))) + end + return dest +end + + +function Vec3.__div(self, other) + local dest = Vec3() + if type(other) == "number" then + glm.vec3_divs(self.data, other, dest.data) + elseif type(other) == "table" then + glm.vec3_div(self.data, other.data, dest.data) + else + error(string.format("cannot divide Vec3 by %s", type(other))) + end + return dest +end + + + + +function Vec3.copyTo(self, dest) + glm.vec3_copy(self.data, dest.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end + + +function Vec3.zero(self) + glm.vec3_zero(self.data) +end +function Vec3.one(self) + glm.vec3_one(self.data) +end + + +function Vec3.dot(self, other) + return glm.vec3_dot(self.data, other.data) +end + + +function Vec3.crossTo(self, other, dest) + glm.vec3_cross(self.data, other.data, dest.data) +end +function Vec3.cross(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.crossnTo(self, other, dest) + glm.vec3_crossn(self.data, other.data, dest.data) +end +function Vec3.crossn(self, other) + local dest = Vec3() + self:crossTo(other, dest) + return dest +end + + +function Vec3.norm2(self) + return glm.vec3_norm2(self.data) +end +function Vec3.norm(self) + return glm.vec3_norm(self.data) +end + + +function Vec3.normalize(self) + glm.vec3_normalize(self.data) +end +function Vec3.normalizeTo(self, dest) + glm.vec3_normalize_to(self.data, dest.data) +end + + +---------------------------------------- + +local RowLookup = {} +function RowLookup.new(_, row, data) + local self = { + row=row, + data=data, + } + setmetatable(self, RowLookup) + return self +end +setmetatable(RowLookup, {__call=RowLookup.new}) +function RowLookup.__index(self, col) + return glm.mat4_get(self.data, col-1, self.row-1) +end +function RowLookup.__newindex(self, col, value) + return glm.mat4_set(self.data, col-1, self.row-1, value) +end + + +--===== Mat4 =====-- + + +function Mat4.new(_, self, values) + local self = {} + self.type = "mat4" + self.data = glm.mat4_create() + setmetatable(self, Mat4) + if values then + self[1][1] = values[1] + self[1][2] = values[2] + self[1][3] = values[3] + self[1][4] = values[4] + + self[2][1] = values[5] + self[2][2] = values[6] + self[2][3] = values[7] + self[2][4] = values[8] + + self[3][1] = values[9] + self[3][2] = values[10] + self[3][3] = values[11] + self[3][4] = values[12] + + self[4][1] = values[13] + self[4][2] = values[14] + self[4][3] = values[15] + self[4][4] = values[16] + end + return self +end +setmetatable(Mat4, {__call=Mat4.new}) + + +function Mat4.__index(self, key) + if type(key) == "number" then + return RowLookup(key, self.data) + else + return Mat4[key] + end +end + + +function Mat4.__tostring(self) + return string.format( + "/ %0.4f, %0.4f, %0.4f, %0.4f \\\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "| %0.4f, %0.4f, %0.4f, %0.4f |\n" .. + "\\ %0.4f, %0.4f, %0.4f, %0.4f /", + self[1][1], self[1][2], self[1][3], self[1][4], + self[2][1], self[2][2], self[2][3], self[2][4], + self[3][1], self[3][2], self[3][3], self[3][4], + self[4][1], self[4][2], self[4][3], self[4][4] + ) +end + + +function Mat4.__mul(self, other) + if other.type == "mat4" then + local dest = Mat4() + glm.mat4_mul(self.data, other.data, dest.data) + return dest + elseif other.type == "vec4" then + -- todo + elseif other.type == "vec3" then + local dest = Vec3() + glm.mat4_mulv3(self.data, other.data, 1.0, dest.data) + return dest + else + error(string.format("cannot multiply Mat4 by %s", type(other))) + end +end + + +function Mat4.copy(self, other) + glm.mat4_copy(other.data, self.data) + return self +end +function Mat4.copyTo(self, dest) + glm.mat4_copy(self.data, dest.data) + return self +end + + +function Mat4.identity(self) + glm.mat4_identity(self.data) + return self +end + + +function Mat4.zero(self) + glm.mat4_zero(self.data) + return self +end + + +function Mat4.mul(self, other) + glm.mat4_mul(self.data, other.data, self.data) + return self +end + + +function Mat4.translate(self, vec) + glm.translate(self.data, vec.data) + return self +end + + +function Mat4.rotateX(self, angle) + glm.rotate_x(self.data, angle, self.data) + return self +end +function Mat4.rotateY(self, angle) + glm.rotate_y(self.data, angle, self.data) + return self +end +function Mat4.rotateZ(self, angle) + glm.rotate_z(self.data, angle, self.data) + return self +end + + +function Mat4.scale(self, vec) + glm.scale(self.data, vec.data) + return self +end + + +function Mat4.perspective(self, fovy, aspect, near, far) + glm.perspective(fovy, aspect, near, far, self.data) + return self +end +function Mat4.perspectiveResize(self, aspect) + glm.perspective_resize(aspect, self.data) + return self +end + + +--===== Quaternion =====-- + + +Quaternion.__index = Quaternion + + +function Quaternion.new(_, tbl) + local tbl = tbl or { 0, 0, 0, 0 } + local self = {} + self.data = glm.quat_create() + glm.quat_init(self.data, unpack(tbl)) + setmetatable(self, Quaternion) + return self +end +setmetatable(Quaternion, {__call=Quaternion.new}) + + +function Quaternion.toMat4(self) + local m = Mat4() + glm.quat_mat4(self.data, m.data) + return m +end + + +--------------------------- + + +return module |