-------------------------------------------------------- Libraries -------------------------------------------------------- package.loaded["GUI"] = nil package.loaded["doubleBuffering"] = nil package.loaded["vector"] = nil package.loaded["matrix"] = nil package.loaded["OpenComputersGL/Main"] = nil package.loaded["OpenComputersGL/Materials"] = nil package.loaded["OpenComputersGL/Renderer"] = nil package.loaded["PolyCatEngine/Main"] = nil package.loaded["PolyCatEngine/PostProcessing"] = nil local computer = require("computer") local buffer = require("doubleBuffering") local event = require("event") local GUI = require("GUI") local vector = require("vector") local matrix = require("matrix") local materials = require("OpenComputersGL/Materials") local renderer = require("OpenComputersGL/Renderer") local OCGL = require("OpenComputersGL/Main") local polyCatEngine = require("PolyCatEngine/Main") polyCatEngine.intro(vector.newVector3(0, 0, 0), 20) -------------------------------------------------------- Constants -------------------------------------------------------- local autoRotate, showGrid = false, true local rotationAngle = math.rad(5) local translationOffset = 4 -------------------------------------------------------- Object group -------------------------------------------------------- local scene = polyCatEngine.newScene(0x222222) local size = 40 -- scene:addObject(polyCatEngine.newPolyCatMesh(vector.newVector3(0, 0, 0), 20)) -- scene:addObject(polyCatEngine.newFloatingText(vector.newVector3(0, -23, 0), 0xEEEEEE, "Powered by PolyCat Engine™")) -- scene:addObjects(polyCatEngine.newGridLines( -- vector.newVector3(0, 0, 0), -- 50, -- 40, -- 8 -- )) -- scene:addObject(polyCatEngine.newPlane( -- vector.newVector3(0, 0, 0), -- 60, -- 60, -- materials.newSolidMaterial(0xEEEEEE) -- )) local spaceBetween = 5 local cubeSize = 20 local xCube, zCube = -cubeSize - spaceBetween, -cubeSize - spaceBetween for j = 1, 3 do for i = 1, 3 do if not (i == 2 and j == 2) then scene:addObject(polyCatEngine.newCube( vector.newVector3(xCube, 0, zCube), cubeSize, materials.newSolidMaterial(math.random(0x0, 0xFFFFFF)) )) end xCube = xCube + cubeSize + spaceBetween end zCube, xCube = zCube + cubeSize + spaceBetween, -cubeSize - spaceBetween end local function move(x, y, z) -- local moveMatrix = {{-x, -y, -z}} -- moveMatrix = matrix.multiply(moveMatrix, scene.camera.rotationMatrix)[1] -- scene.camera:translate(moveMatrix[1], moveMatrix[2], moveMatrix[3], 0, 0, 0) scene.camera:translate(x, y, z) end local controls = { -- Arrows [200] = function() scene.camera:rotate(rotationAngle, 0, 0) end, [208] = function() scene.camera:rotate(-rotationAngle, 0, 0) end, [203] = function() scene.camera:rotate(0, rotationAngle, 0) end, [205] = function() scene.camera:rotate(0, -rotationAngle, 0) end, [16 ] = function() scene.camera:rotate(0, 0, rotationAngle) end, [18 ] = function() scene.camera:rotate(0, 0, -rotationAngle) end, -- +- [13 ] = function() end, [12 ] = function() end, -- G, X [34 ] = function() scene.showGrid = not scene.showGrid end, [45 ] = function() scene.renderMode = scene.renderMode + 1; if scene.renderMode > 3 then scene.renderMode = 1 end end, -- WASD [17 ] = function() move(0, 0, translationOffset) end, [31 ] = function() move(0, 0, -translationOffset) end, [30 ] = function() move(translationOffset, 0, 0) end, [32 ] = function() move(-translationOffset, 0, 0) end, --RSHIFT, SPACE [42 ] = function() move(0, translationOffset, 0) end, [57 ] = function() move(0, -translationOffset, 0) end, -- Backspace, R, Enter [14 ] = function() os.exit() end, [19 ] = function() autoRotate = not autoRotate end, [28 ] = function() scene.camera.projectionEnabled = not scene.camera.projectionEnabled end, } -------------------------------------------------------- Main shit -------------------------------------------------------- buffer.start() local function renderMethod() scene:render() local y = 6 local total = computer.totalMemory() buffer.text(2, y, 0xFFFFFF, "RenderMode: " .. scene.renderMode); y = y + 2 buffer.text(2, y, 0xFFFFFF, "CameraFOV: " .. string.format("%.2f", math.deg(scene.camera.FOV))); y = y + 1 buffer.text(2, y, 0xFFFFFF, "СameraPosition: " .. string.format("%.2f", scene.camera.position[1]) .. " x " .. string.format("%.2f", scene.camera.position[2]) .. " x " .. string.format("%.2f", scene.camera.position[3])); y = y + 1 buffer.text(2, y, 0xFFFFFF, "СameraRotation: " .. string.format("%.2f", math.deg(scene.camera.rotation[1])) .. " x " .. string.format("%.2f", math.deg(scene.camera.rotation[2])) .. " x " .. string.format("%.2f", math.deg(scene.camera.rotation[3]))); y = y + 1 buffer.text(2, y, 0xFFFFFF, "CameraNearClippingSurface: " .. string.format("%.2f", scene.camera.nearClippingSurface)); y = y + 1 buffer.text(2, y, 0xFFFFFF, "CameraFarClippingSurface: " .. string.format("%.2f", scene.camera.farClippingSurface)); y = y + 1 buffer.text(2, y, 0xFFFFFF, "CameraProjectionSurface: " .. string.format("%.2f", scene.camera.projectionSurface)); y = y + 1 buffer.text(2, y, 0xFFFFFF, "CameraPerspectiveProjection: " .. tostring(scene.camera.projectionEnabled)); y = y + 3 GUI.progressBar(2, y, 30, 0xFFFF00, 0xFFFFFF, 0xFFFFFF, math.ceil((total - computer.freeMemory()) / total * 100), true, true, "RAM usage: ", "%"):draw(); y = y + 3 end while true do local e = {event.pull(0)} if e[1] == "key_down" then if controls[e[4]] then controls[e[4]]() end elseif e[1] == "scroll" then if e[5] == 1 then if scene.camera.FOV < math.rad(170) then scene.camera:setFOV(scene.camera.FOV + math.rad(5)) end else if scene.camera.FOV > math.rad(5) then scene.camera:setFOV(scene.camera.FOV - math.rad(5)) end end elseif e[1] == "touch" then local mesh, triangleIndex = OCGL.triangleRaycast( vector.newVector3(e[3], e[4] * 2, -1000), vector.newVector3(e[3], e[4] * 2, 1000) ) if mesh then ecs.error("ТЫКНУЛОСЬ СУКА") -- Правый клик if e[5] == 1 then -- local currentCube = scene.objects[objectIndex] -- local newPosition = vector.newVector3(currentCube.pivotPoint.position[1], currentCube.pivotPoint.position[2] + 20, currentCube.pivotPoint.position[3]) -- scene:addObject(polyCatEngine.newCube( -- newPosition, -- 20, -- materials.newSolidMaterial(math.random(0x0, 0xFFFFFF)) -- )) else -- table.remove(scene.objects, objectIndex) end end -- elseif e[1] == "scroll" then -- if e[5] == 1 then -- scene:scale(OCGL.newScaleMatrix(vector.newVector3(1.2, 1.2, 1.2))) -- else -- scene:scale(OCGL.newScaleMatrix(vector.newVector3(0.8, 0.8, 0.8))) -- end end if autoRotate then scene.camera:rotate(0, rotationAngle, 0) end renderer.renderFPSCounter(2, 2, renderMethod, 0xFFFF00) buffer.draw() end