-------------------------------------------------------- Libraries -------------------------------------------------------- local buffer = require("doubleBuffering") local vector = require("vector") local OCGL = require("OpenComputersGL/Main") local renderer = require("OpenComputersGL/Renderer") local materials = require("OpenComputersGL/Materials") local meowEngine = {} -------------------------------------------------------- Universal object methods -------------------------------------------------------- function meowEngine.newPivotPoint(vector3Position) return { position = vector3Position, axis = { vector.newVector3(1, 0, 0), vector.newVector3(0, 1, 0), vector.newVector3(0, 0, 1), } } end -------------------------------------------------------- Light object -------------------------------------------------------- function meowEngine.newLight(vector3Position, intensity, emissionDistance) return { position = vector3Position, emissionDistance = emissionDistance, intensity = intensity } end -------------------------------------------------------- Mesh object -------------------------------------------------------- local function pushMeshToRenderQueue(mesh) local vector3Vertex1, vector3Vertex2, vector3Vertex3 for triangleIndex = 1, #mesh.triangles do vector3Vertex1, vector3Vertex2, vector3Vertex3 = mesh.vertices[mesh.triangles[triangleIndex][1]], mesh.vertices[mesh.triangles[triangleIndex][2]], mesh.vertices[mesh.triangles[triangleIndex][3]] OCGL.pushTriangleToRenderQueue( vector.newVector5(vector3Vertex1[1], vector3Vertex1[2], vector3Vertex1[3], vector3Vertex1[4], vector3Vertex1[5]), vector.newVector5(vector3Vertex2[1], vector3Vertex2[2], vector3Vertex2[3], vector3Vertex2[4], vector3Vertex2[5]), vector.newVector5(vector3Vertex3[1], vector3Vertex3[2], vector3Vertex3[3], vector3Vertex3[4], vector3Vertex3[5]), mesh.triangles[triangleIndex][4] or mesh.material ) end end function meowEngine.newMesh(vector3Position, vertices, triangles, material) local mesh = {} mesh.vertices = vertices mesh.position = vector3Position for vertexIndex = 1, #mesh.vertices do mesh.vertices[vertexIndex][1], mesh.vertices[vertexIndex][2], mesh.vertices[vertexIndex][3] = mesh.vertices[vertexIndex][1] + vector3Position[1], mesh.vertices[vertexIndex][2] + vector3Position[2], mesh.vertices[vertexIndex][3] + vector3Position[3] end mesh.triangles = triangles mesh.material = material mesh.pushToRenderQueue = pushMeshToRenderQueue return mesh end -------------------------------------------------------- Line object -------------------------------------------------------- local function pushLineToRenderQueue(line) OCGL.pushLineToRenderQueue( vector.newVector3(line.vertices[1][1], line.vertices[1][2], line.vertices[1][3]), vector.newVector3(line.vertices[2][1], line.vertices[2][2], line.vertices[2][3]), line.color ) end function meowEngine.newLine(vector3Position, vector3Vertex1, vector3Vertex2, color) return { vertices = { vector3Vertex1, vector3Vertex2 }, color = color, pushToRenderQueue = pushLineToRenderQueue } end -------------------------------------------------------- Floating text object -------------------------------------------------------- local function pushFloatingTextToRenderQueue(floatingText) OCGL.pushFloatingTextToRenderQueue( vector.newVector3(floatingText.position[1], floatingText.position[2], floatingText.position[3]), floatingText.text, floatingText.color ) end function meowEngine.newFloatingText(vector3Position, color, text) return { position = vector3Position, color = color, text = text, pushToRenderQueue = pushFloatingTextToRenderQueue } end -------------------------------------------------------- Plane object -------------------------------------------------------- function meowEngine.newPlane(vector3Position, width, height, segmentsWidth, segmentsHeight, material) local vertices, triangles, widthCellSize, heightCellSize, vertexIndex = {}, {}, width / segmentsWidth, height / segmentsHeight, 1 segmentsWidth, segmentsHeight = segmentsWidth + 1, segmentsHeight + 1 for zSegment = 1, segmentsHeight do for xSegment = 1, segmentsWidth do table.insert(vertices, vector.newVector3(xSegment * widthCellSize - widthCellSize, 0, zSegment * heightCellSize - heightCellSize)) if xSegment < segmentsWidth and zSegment < segmentsHeight then table.insert(triangles, OCGL.newIndexedTriangle( vertexIndex, vertexIndex + 1, vertexIndex + segmentsWidth ) ) table.insert(triangles, OCGL.newIndexedTriangle( vertexIndex + 1, vertexIndex + segmentsWidth + 1, vertexIndex + segmentsWidth ) ) end vertexIndex = vertexIndex + 1 end end return meowEngine.newMesh(vector3Position, vertices, triangles, material) end -------------------------------------------------------- Textured plane object -------------------------------------------------------- function meowEngine.newTexturedPlane(vector3Position, width, height, texture) width, height = width / 2, height / 2 return meowEngine.newMesh( vector3Position, { vector.newVector5(-width, 0, -height, 1, texture.height), vector.newVector5(-width, 0, height, 1, 1), vector.newVector5(width, 0, height, texture.width, 1), vector.newVector5(width, 0, -height, texture.width, texture.height), }, { OCGL.newIndexedTriangle(1, 2, 3), OCGL.newIndexedTriangle(1, 4, 3) }, materials.newTexturedMaterial(texture) ) end -------------------------------------------------------- Cube object -------------------------------------------------------- --[[ | / | / y z x ----- FRONT LEFT BACK RIGHT TOP BOTTOM 2######3 3######6 6######7 7######2 7######6 8######5 ######## ######## ######## ######## ######## ######## 1######4 4######5 5######8 8######1 2######3 1######4 ]] function meowEngine.newCube(vector3Position, size, material) local halfSize = size / 2 return meowEngine.newMesh( vector3Position, { -- (1-2-3-4) vector.newVector3(-halfSize, -halfSize, -halfSize), vector.newVector3(-halfSize, halfSize, -halfSize), vector.newVector3(halfSize, halfSize, -halfSize), vector.newVector3(halfSize, -halfSize, -halfSize), -- (5-6-7-8) vector.newVector3(halfSize, -halfSize, halfSize), vector.newVector3(halfSize, halfSize, halfSize), vector.newVector3(-halfSize, halfSize, halfSize), vector.newVector3(-halfSize, -halfSize, halfSize), }, { -- Front OCGL.newIndexedTriangle(1, 2, 3), OCGL.newIndexedTriangle(1, 4, 3), -- Left OCGL.newIndexedTriangle(4, 3, 6), OCGL.newIndexedTriangle(4, 5, 6), -- Back OCGL.newIndexedTriangle(5, 6, 7), OCGL.newIndexedTriangle(5, 8, 7), -- Right OCGL.newIndexedTriangle(8, 7, 2), OCGL.newIndexedTriangle(8, 1, 2), -- Top OCGL.newIndexedTriangle(2, 7, 6), OCGL.newIndexedTriangle(2, 3, 6), -- Bottom OCGL.newIndexedTriangle(1, 8, 5), OCGL.newIndexedTriangle(1, 4, 5), }, material ) end -------------------------------------------------------- Camera object -------------------------------------------------------- local function cameraSetRotation(camera, axisXRotation, axisYRotation, axisZRotation) camera.rotation[1], camera.rotation[2], camera.rotation[3] = axisXRotation, axisYRotation, axisZRotation return camera end local function cameraRotate(camera, axisXAdditionalRotation, axisYAdditionalRotation, axisZAdditionalRotation) cameraSetRotation(camera, camera.rotation[1] + axisXAdditionalRotation, camera.rotation[2] + axisYAdditionalRotation, camera.rotation[3] + axisZAdditionalRotation) return camera end local function cameraLookAt(camera, xLook, yLook, zLook) local dx, dy, dz = xLook - camera.position[1], yLook - camera.position[2], zLook - camera.position[3] local rad180 = math.rad(180) local roty = math.atan(dx / dz) if dz < 0 then roty = roty + rad180 end local rotx = math.atan(math.sqrt(dx ^ 2 + dz ^ 2) / dy) - math.rad(90) if dy < 0 then rotx = rotx + rad180 end cameraSetRotation(camera, rotx, roty, 0) end local function cameraSetPosition(camera, x, y, z) camera.position[1], camera.position[2], camera.position[3] = x, y, z return camera end local function cameraTranslate(camera, xTranslation, yTranslation, zTranslation, xLookingAtTranslation, yLookingAtTranslation, zLookingAtTranslation) cameraSetPosition(camera, camera.position[1] + xTranslation, camera.position[2] + yTranslation, camera.position[3] + zTranslation) return camera end local function cameraSetFOV(camera, FOV) if FOV > 0 and FOV < math.pi then camera.FOV = FOV camera.projectionSurface = camera.farClippingSurface - camera.FOV / math.rad(180) * (camera.farClippingSurface - camera.nearClippingSurface) else error("FOV can't be < 0 or > 180 degrees") end return camera end function meowEngine.newCamera(vector3Position, FOV, nearClippingSurface, farClippingSurface) local camera = {} camera.projectionEnabled = true camera.position = vector3Position camera.rotation = {} camera.nearClippingSurface = nearClippingSurface camera.farClippingSurface = farClippingSurface camera.FOV = FOV camera.setPosition = cameraSetPosition camera.translate = cameraTranslate camera.rotate = cameraRotate camera.setRotation = cameraSetRotation camera.setFOV = cameraSetFOV camera.lookAt = cameraLookAt -- Создаем точку "лука" (и матрицу поворота камеры), а также ее плоскость проекции через ФОВ cameraSetRotation(camera, 0, 0, 0) cameraSetFOV(camera, camera.FOV) return camera end -------------------------------------------------------- Scene object -------------------------------------------------------- local function sceneAddObject(scene, object) table.insert(scene.objects, object) return object end local function sceneAddLight(scene, light) table.insert(scene.lights, light) return light end local function sceneAddObjects(scene, objects) for objectIndex = 1, #objects do table.insert(scene.objects, objects[objectIndex]) end return objects end local function sceneRender(scene) renderer.setViewport( 1, 1, buffer.width, buffer.height * 2, scene.camera.nearClippingSurface, scene.camera.farClippingSurface, scene.camera.projectionSurface) OCGL.clearBuffer(scene.backgroundColor) OCGL.renderMode = scene.renderMode OCGL.auxiliaryMode = scene.auxiliaryMode for objectIndex = 1, #scene.objects do scene.objects[objectIndex]:pushToRenderQueue() end for lightIndex = 1, #scene.lights do OCGL.pushLightToRenderQueue( vector.newVector3(scene.lights[lightIndex].position[1], scene.lights[lightIndex].position[2], scene.lights[lightIndex].position[3]), scene.lights[lightIndex].intensity, scene.lights[lightIndex].emissionDistance ) end OCGL.translate(-scene.camera.position[1], -scene.camera.position[2], -scene.camera.position[3]) OCGL.rotate(OCGL.rotateVectorRelativeToYAxis, -scene.camera.rotation[2]) OCGL.rotate(OCGL.rotateVectorRelativeToXAxis, -scene.camera.rotation[1]) -- OCGL.rotate(OCGL.rotateVectorRelativeToZAxis, -scene.camera.rotation[3]) if scene.renderMode == OCGL.renderModes.flatShading then OCGL.calculateLights() end if scene.camera.projectionEnabled then OCGL.createPerspectiveProjection() end OCGL.render() return scene end function meowEngine.newScene(backgroundColor) local scene = {} scene.renderMode = OCGL.renderModes.constantShading scene.auxiliaryMode = OCGL.auxiliaryModes.disabled scene.backgroundColor = backgroundColor scene.objects = {} scene.lights = {} scene.addObject = sceneAddObject scene.addLight = sceneAddLight scene.addObjects = sceneAddObjects scene.render = sceneRender scene.camera = meowEngine.newCamera(vector.newVector3(0, 0, 0), math.rad(90), 1, 100) return scene end -------------------------------------------------------- Raycasting methods -------------------------------------------------------- local function vectorMultiply(a, b) return vector.newVector3( a[2] * b[3] - a[3] * b[2], a[3] * b[1] - a[1] * b[3], a[1] * b[2] - a[2] * b[1] ) end local function getVectorDistance(a) return math.sqrt(a[1] ^ 2 + a[2] ^ 2 + a[3] ^ 2) end -- В случае попадания лучика этот метод вернет сам треугольник, а также дистанцию до его плоскости function meowEngine.meshRaycast(mesh, vector3RayStart, vector3RayEnd) local minimalDistance, closestTriangleIndex for triangleIndex = 1, #mesh.triangles do -- Это вершины треугольника local A, B, C = mesh.vertices[mesh.triangles[triangleIndex][1]], mesh.vertices[mesh.triangles[triangleIndex][2]], mesh.vertices[mesh.triangles[triangleIndex][3]] -- Это вектор, образованный произведением двух векторов-сторон треугольника, он образует параллелограмм local ABC = vectorMultiply( vector.newVector3(C[1] - A[1], C[2] - A[2], C[3] - A[3]), vector.newVector3(B[1] - A[1], B[2] - A[2], B[3] - A[3]) ) -- Рассчитываем удаленность виртуальной плоскости треугольника от старта нашего луча local D = -ABC[1] * A[1] - ABC[2] * A[2] - ABC[3] * A[3] local firstPart = D + ABC[1] * vector3RayStart[1] + ABC[2] * vector3RayStart[2] + ABC[3] * vector3RayStart[3] local secondPart = ABC[1] * vector3RayStart[1] - ABC[1] * vector3RayEnd[1] + ABC[2] * vector3RayStart[2] - ABC[2] * vector3RayEnd[2] + ABC[3] * vector3RayStart[3] - ABC[3] * vector3RayEnd[3] -- Если наш лучик не параллелен той ебучей плоскости треугольника if secondPart ~= 0 then local distance = firstPart / secondPart -- И если этот объект находится ближе к старту луча, нежели предыдущий if (distance >= 0 and distance <= 1) and (not minimalDistance or distance < minimalDistance) then -- То считаем точку попадания луча в данную плоскость (но ни хуя не факт, что он попадет в треугольник!) local S = vector.newVector3( vector3RayStart[1] + (vector3RayEnd[1] - vector3RayStart[1]) * distance, vector3RayStart[2] + (vector3RayEnd[2] - vector3RayStart[2]) * distance, vector3RayStart[3] + (vector3RayEnd[3] - vector3RayStart[3]) * distance ) -- Далее считаем сумму площадей параллелограммов, образованных тремя треугольниками, образовавшихся при попадании точки в треугольник -- Нууу тип кароч смари: точка ебанула в центр, и треугольник распидорасило на три мелких. Ну, и три мелких могут образовать параллелограммы свои -- И, кароч, если сумма трех площадей этих мелких уебков будет сильно отличаться от площади жирного треугольника, то луч не попал -- Ну, а площадь считается через sqrt(x^2+y^2+z^2) для каждого йоба-вектора ---- *A *B -- * Shotxyz -- *ABC --- *C local SA = vector.newVector3(A[1] - S[1], A[2] - S[2], A[3] - S[3]) local SB = vector.newVector3(B[1] - S[1], B[2] - S[2], B[3] - S[3]) local SC = vector.newVector3(C[1] - S[1], C[2] - S[2], C[3] - S[3]) local vectorDistanceSum = getVectorDistance(vectorMultiply(SA, SB)) + getVectorDistance(vectorMultiply(SB, SC)) + getVectorDistance(vectorMultiply(SC, SA)) local ABCDistance = getVectorDistance(ABC) -- Вот тут мы чекаем погрешность расчетов. Если все заебок, то кидаем этот треугольник в "проверенные"" if math.abs(vectorDistanceSum - ABCDistance) < 1 then closestTriangleIndex = triangleIndex minimalDistance = distance end end end end return closestTriangleIndex, minimalDistance end function meowEngine.sceneRaycast(scene, vector3RayStart, vector3RayEnd) local closestObjectIndex, closestTriangleIndex, minimalDistance for objectIndex = 1, #scene.objects do if scene.objects[objectIndex].triangles then local triangleIndex, distance = meowEngine.meshRaycast(scene.objects[objectIndex], vector3RayStart, vector3RayEnd) if triangleIndex and (not minimalDistance or distance < minimalDistance ) then closestObjectIndex, closestTriangleIndex, minimalDistance = objectIndex, triangleIndex, distance end end end return closestObjectIndex, closestTriangleIndex, minimalDistance end -------------------------------------------------------- Intro -------------------------------------------------------- function meowEngine.newPolyCatMesh(vector3Position, size) return meowEngine.newMesh( vector3Position, { vector.newVector3(-1.0 * size, 0.8 * size, 0.3 * size), vector.newVector3(-0.5 * size, 0.5 * size, 0.3 * size), vector.newVector3(0.0 * size, 0.5 * size, 0.3 * size), vector.newVector3(0.5 * size, 0.5 * size, 0.3 * size), vector.newVector3(1.0 * size, 0.8 * size, 0.3 * size), vector.newVector3(0.8 * size, 0.2 * size, 0.3 * size), vector.newVector3(0.7 * size, -0.3 * size, 0.3 * size), vector.newVector3(0.0 * size, -0.8 * size, 0.3 * size), vector.newVector3(-0.7 * size, -0.3 * size, 0.3 * size), vector.newVector3(-0.8 * size, 0.2 * size, 0.3 * size), vector.newVector3(-0.2 * size, -0.1 * size, 0.0 * size), vector.newVector3(0.2 * size, -0.1 * size, 0.0 * size), vector.newVector3(0.0 * size, -0.3 * size, 0.0 * size) }, { OCGL.newIndexedTriangle(1, 2, 10, materials.newSolidMaterial(0x555555)), OCGL.newIndexedTriangle(2, 11, 10, materials.newSolidMaterial(0x6fe7fc)), OCGL.newIndexedTriangle(2, 3, 11, materials.newSolidMaterial(0xDDDDDD)), OCGL.newIndexedTriangle(3, 12, 11, materials.newSolidMaterial(0xDDDDDD)), OCGL.newIndexedTriangle(3, 4, 12, materials.newSolidMaterial(0xDDDDDD)), OCGL.newIndexedTriangle(4, 6, 12, materials.newSolidMaterial(0xa8f1fd)), OCGL.newIndexedTriangle(4, 5, 6, materials.newSolidMaterial(0x808080)), OCGL.newIndexedTriangle(6, 7, 8, materials.newSolidMaterial(0xCCCCCC)), OCGL.newIndexedTriangle(12, 6, 8, materials.newSolidMaterial(0xCCCCCC)), OCGL.newIndexedTriangle(13, 12, 8, materials.newSolidMaterial(0xCCCCCC)), OCGL.newIndexedTriangle(11, 12, 13, materials.newSolidMaterial(0x555555)), OCGL.newIndexedTriangle(11, 13, 8, materials.newSolidMaterial(0xBBBBBB)), OCGL.newIndexedTriangle(10, 11, 8, materials.newSolidMaterial(0xBBBBBB)), OCGL.newIndexedTriangle(10, 8, 9, materials.newSolidMaterial(0xBBBBBB)) }, materials.newSolidMaterial(0xFF0000) ) end function meowEngine.intro(vector3Position, size) local GUI = require("GUI") local scene = meowEngine.newScene(0xEEEEEE) scene:addObject(meowEngine.newPolyCatMesh(vector3Position, size)) scene:addObject(meowEngine.newFloatingText(vector.newVector3(vector3Position[1] + 2, vector3Position[2] - size, vector3Position[3] + size * 0.1), 0xBBBBBB, "Powered by MeowEngine™")) local from, to, speed = -30, 20, 4 local transparency, transparencyStep = 0, 100 / math.abs(to - from) * speed scene.camera:setPosition(from, 0, -32) while scene.camera.position[1] < to do scene.camera:translate(speed, 0, 0) scene.camera:lookAt(0, 0, 0) scene:render() if scene.camera.position[1] < to then buffer.clear(0x0, transparency) end buffer.draw() transparency = transparency + transparencyStep -- ecs.error("POS: " .. scene.camera.position[1] .. ", " .. scene.camera.position[2] .. ", " .. scene.camera.position[3] .. ", ROT: " .. math.deg(scene.camera.rotation[1]) .. ", " .. math.deg(scene.camera.rotation[2]) .. ", " .. math.deg(scene.camera.rotation[3])) os.sleep(0.01) end os.sleep(2) for i = 100, 0, -20 do scene:render() buffer.clear(0x0, i) buffer.draw() end end -------------------------------------------------------- Zalupa -------------------------------------------------------- return meowEngine