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Patrick Devine
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Mar 9, 2022
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package main | ||
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import ( | ||
"math" | ||
"math/rand" | ||
"sort" | ||
"time" | ||
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sprite "github.com/pdevine/go-asciisprite" | ||
tm "github.com/pdevine/go-asciisprite/termbox" | ||
) | ||
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var allSprites sprite.SpriteGroup | ||
var Width int | ||
var Height int | ||
var Rand *rand.Rand | ||
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type Triangle struct { | ||
A *Point3D | ||
B *Point3D | ||
C *Point3D | ||
Color rune | ||
surf *sprite.Surface | ||
} | ||
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func NewTriangle(a, b, c *Point3D, ch rune) *Triangle { | ||
t := &Triangle{ | ||
A: a, | ||
B: b, | ||
C: c, | ||
Color: ch, | ||
} | ||
return t | ||
} | ||
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func (t *Triangle) isBackFace() bool { | ||
cax := t.C.ScreenX() - t.A.ScreenX() | ||
cay := t.C.ScreenY() - t.A.ScreenY() | ||
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bcx := t.B.ScreenX() - t.C.ScreenX() | ||
bcy := t.B.ScreenY() - t.C.ScreenY() | ||
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return cax * bcy > cay * bcx | ||
} | ||
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func (t *Triangle) Depth() float64 { | ||
zPos := math.Min(t.A.Z, t.B.Z) | ||
zPos = math.Min(zPos, t.C.Z) | ||
return zPos | ||
} | ||
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func (t *Triangle) Draw(surf *sprite.Surface) { | ||
if t.isBackFace() { | ||
return | ||
} | ||
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surf.Triangle( | ||
t.A.ScreenX(), t.A.ScreenY(), | ||
t.B.ScreenX(), t.B.ScreenY(), | ||
t.C.ScreenX(), t.C.ScreenY(), | ||
t.Color, true) | ||
} | ||
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type Point3D struct { | ||
X float64 | ||
Y float64 | ||
Z float64 | ||
cX float64 | ||
cY float64 | ||
cZ float64 | ||
fl float64 | ||
vpX float64 | ||
vpY float64 | ||
scale float64 | ||
} | ||
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func NewPoint3D(x, y, z float64) *Point3D { | ||
p := &Point3D{ | ||
fl: 250.0, | ||
scale: 1.0, | ||
X: x, | ||
Y: y, | ||
Z: z, | ||
} | ||
return p | ||
} | ||
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func (p *Point3D) SetVanishingPoint(vpX, vpY int) { | ||
p.vpX = float64(vpX) | ||
p.vpY = float64(vpY) | ||
} | ||
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func (p *Point3D) SetCenter(cX, cY, cZ float64) { | ||
p.cX = cX | ||
p.cY = cY | ||
p.cZ = cZ | ||
} | ||
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func (p *Point3D) ScreenX() int { | ||
p.scale = p.fl / (p.fl + p.Z + p.cZ) | ||
return int(math.Round(p.vpX + (p.cX+p.X)*p.scale)) | ||
} | ||
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func (p *Point3D) ScreenY() int { | ||
p.scale = p.fl / (p.fl + p.Z + p.cZ) | ||
return int(math.Round(p.vpY + (p.cY+p.Y)*p.scale)) | ||
} | ||
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func (p *Point3D) RotateX(angleX float64) { | ||
cosX := math.Cos(angleX) | ||
sinX := math.Sin(angleX) | ||
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y := (p.Y * cosX) - (p.Z * sinX) | ||
z := (p.Z * cosX) + (p.Y * sinX) | ||
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p.Y = y | ||
p.Z = z | ||
} | ||
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func (p *Point3D) RotateY(angleY float64) { | ||
cosY := math.Cos(angleY) | ||
sinY := math.Sin(angleY) | ||
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x := (p.X * cosY) - (p.Z * sinY) | ||
z := (p.Z * cosY) + (p.X * sinY) | ||
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p.X = x | ||
p.Z = z | ||
} | ||
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func (p *Point3D) RotateZ(angleZ float64) { | ||
cosZ := math.Cos(angleZ) | ||
sinZ := math.Sin(angleZ) | ||
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x := (p.X * cosZ) - (p.Y * sinZ) | ||
y := (p.Y * cosZ) + (p.X * sinZ) | ||
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p.X = x | ||
p.Y = y | ||
} | ||
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type Square3D struct { | ||
sprite.BaseSprite | ||
points []*Point3D | ||
triangles []*Triangle | ||
} | ||
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func NewSquare3D() *Square3D { | ||
s := &Square3D{BaseSprite: sprite.BaseSprite{ | ||
Visible: true}, | ||
} | ||
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s.points = []*Point3D{ | ||
NewPoint3D(-30, -30, -30), | ||
NewPoint3D( 30, -30, -30), | ||
NewPoint3D( 30, 30, -30), | ||
NewPoint3D(-30, 30, -30), | ||
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NewPoint3D(-30, -30, 30), | ||
NewPoint3D( 30, -30, 30), | ||
NewPoint3D( 30, 30, 30), | ||
NewPoint3D(-30, 30, 30), | ||
} | ||
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for _, p := range s.points { | ||
p.SetVanishingPoint(Width/2, Height/2) | ||
p.SetCenter(0, 0, 10) | ||
} | ||
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s.triangles = []*Triangle{ | ||
// front | ||
NewTriangle(s.points[0], s.points[1], s.points[2], 'X'), | ||
NewTriangle(s.points[0], s.points[2], s.points[3], 'X'), | ||
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// top | ||
NewTriangle(s.points[0], s.points[5], s.points[1], 'b'), | ||
NewTriangle(s.points[0], s.points[4], s.points[5], 'b'), | ||
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// back | ||
NewTriangle(s.points[4], s.points[6], s.points[5], 'N'), | ||
NewTriangle(s.points[4], s.points[7], s.points[6], 'N'), | ||
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// bottom | ||
NewTriangle(s.points[3], s.points[2], s.points[6], 'G'), | ||
NewTriangle(s.points[3], s.points[6], s.points[7], 'G'), | ||
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// right | ||
NewTriangle(s.points[1], s.points[5], s.points[6], 'B'), | ||
NewTriangle(s.points[1], s.points[6], s.points[2], 'B'), | ||
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// left | ||
NewTriangle(s.points[4], s.points[0], s.points[3], 'p'), | ||
NewTriangle(s.points[4], s.points[3], s.points[7], 'p'), | ||
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} | ||
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surf := sprite.NewSurface(Width, Height, false) | ||
s.BlockCostumes = append(s.BlockCostumes, &surf) | ||
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return s | ||
} | ||
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func (s *Square3D) Update() { | ||
angleX := 0.05 | ||
angleY := 0.1 | ||
angleZ := 0.05 | ||
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for _, p := range s.points { | ||
p.RotateX(angleX) | ||
p.RotateY(angleY) | ||
p.RotateZ(angleZ) | ||
} | ||
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sort.Slice(s.triangles, func(i, j int) bool { | ||
return s.triangles[i].Depth() > s.triangles[j].Depth() | ||
}) | ||
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surf := sprite.NewSurface(Width, Height, false) | ||
for _, t := range s.triangles { | ||
t.Draw(&surf) | ||
} | ||
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s.BlockCostumes[0] = &surf | ||
} | ||
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func setPalette() { | ||
sprite.ColorMap['b'] = tm.Attribute(99) | ||
sprite.ColorMap['N'] = tm.ColorNavy | ||
sprite.ColorMap['G'] = tm.ColorGray | ||
sprite.ColorMap['B'] = tm.Attribute(111) | ||
sprite.ColorMap['p'] = tm.Attribute(131) | ||
} | ||
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func main() { | ||
// XXX - Wait a bit until the terminal is properly initialized | ||
time.Sleep(500 * time.Millisecond) | ||
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err := tm.Init() | ||
if err != nil { | ||
panic(err) | ||
} | ||
defer tm.Close() | ||
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w, h := tm.Size() | ||
Width = w * 2 | ||
Height = h * 2 | ||
Rand = rand.New(rand.NewSource(time.Now().UnixNano())) | ||
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setPalette() | ||
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event_queue := make(chan tm.Event) | ||
go func() { | ||
for { | ||
event_queue <- tm.PollEvent() | ||
} | ||
}() | ||
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i := NewSquare3D() | ||
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allSprites.Init(Width, Height, true) | ||
allSprites.BlockMode = true | ||
allSprites.Background = tm.Attribute(178) | ||
allSprites.Sprites = append(allSprites.Sprites, i) | ||
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mainloop: | ||
for { | ||
tm.Clear(tm.Attribute(178), tm.Attribute(178)) | ||
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select { | ||
case ev := <-event_queue: | ||
if ev.Type == tm.EventKey { | ||
if ev.Key == tm.KeyEsc { | ||
break mainloop | ||
} | ||
} else if ev.Type == tm.EventResize { | ||
Width = ev.Width * 2 | ||
Height = ev.Height * 2 | ||
allSprites.Resize(Width, Height) | ||
} | ||
default: | ||
allSprites.Update() | ||
allSprites.Render() | ||
time.Sleep(50 * time.Millisecond) | ||
} | ||
} | ||
} |
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