mirror of
https://github.com/IgorTimofeev/MineOS.git
synced 2025-12-20 19:19:21 +01:00
520 lines
20 KiB
Lua
520 lines
20 KiB
Lua
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-------------------------------------------------------- Libraries --------------------------------------------------------
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local buffer = require("doubleBuffering")
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local vector = require("vector")
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local OCGL = require("OpenComputersGL/Main")
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local renderer = require("OpenComputersGL/Renderer")
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local materials = require("OpenComputersGL/Materials")
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local meowEngine = {}
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-------------------------------------------------------- Universal object methods --------------------------------------------------------
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function meowEngine.newPivotPoint(vector3Position)
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return {
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position = vector3Position,
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axis = {
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vector.newVector3(1, 0, 0),
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vector.newVector3(0, 1, 0),
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vector.newVector3(0, 0, 1),
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}
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}
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end
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-------------------------------------------------------- Light object --------------------------------------------------------
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function meowEngine.newLight(vector3Position, intensity, emissionDistance)
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return {
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position = vector3Position,
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emissionDistance = emissionDistance,
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intensity = intensity
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}
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end
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-------------------------------------------------------- Mesh object --------------------------------------------------------
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local function pushMeshToRenderQueue(mesh)
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local vector3Vertex1, vector3Vertex2, vector3Vertex3
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for triangleIndex = 1, #mesh.triangles do
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vector3Vertex1, vector3Vertex2, vector3Vertex3 = mesh.vertices[mesh.triangles[triangleIndex][1]], mesh.vertices[mesh.triangles[triangleIndex][2]], mesh.vertices[mesh.triangles[triangleIndex][3]]
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OCGL.pushTriangleToRenderQueue(
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vector.newVector5(vector3Vertex1[1], vector3Vertex1[2], vector3Vertex1[3], vector3Vertex1[4], vector3Vertex1[5]),
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vector.newVector5(vector3Vertex2[1], vector3Vertex2[2], vector3Vertex2[3], vector3Vertex2[4], vector3Vertex2[5]),
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vector.newVector5(vector3Vertex3[1], vector3Vertex3[2], vector3Vertex3[3], vector3Vertex3[4], vector3Vertex3[5]),
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mesh.triangles[triangleIndex][4] or mesh.material
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)
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end
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end
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function meowEngine.newMesh(vector3Position, vertices, triangles, material)
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local mesh = {}
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mesh.vertices = vertices
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mesh.position = vector3Position
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for vertexIndex = 1, #mesh.vertices do
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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]
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end
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mesh.triangles = triangles
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mesh.material = material
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mesh.pushToRenderQueue = pushMeshToRenderQueue
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return mesh
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end
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-------------------------------------------------------- Line object --------------------------------------------------------
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local function pushLineToRenderQueue(line)
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OCGL.pushLineToRenderQueue(
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vector.newVector3(line.vertices[1][1], line.vertices[1][2], line.vertices[1][3]),
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vector.newVector3(line.vertices[2][1], line.vertices[2][2], line.vertices[2][3]),
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line.color
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)
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end
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function meowEngine.newLine(vector3Position, vector3Vertex1, vector3Vertex2, color)
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return {
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vertices = { vector3Vertex1, vector3Vertex2 },
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color = color,
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pushToRenderQueue = pushLineToRenderQueue
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}
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end
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-------------------------------------------------------- Floating text object --------------------------------------------------------
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local function pushFloatingTextToRenderQueue(floatingText)
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OCGL.pushFloatingTextToRenderQueue(
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vector.newVector3(floatingText.position[1], floatingText.position[2], floatingText.position[3]),
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floatingText.text,
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floatingText.color
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)
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end
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function meowEngine.newFloatingText(vector3Position, color, text)
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return {
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position = vector3Position,
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color = color,
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text = text,
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pushToRenderQueue = pushFloatingTextToRenderQueue
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}
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end
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-------------------------------------------------------- Plane object --------------------------------------------------------
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function meowEngine.newPlane(vector3Position, width, height, segmentsWidth, segmentsHeight, material)
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local vertices, triangles, widthCellSize, heightCellSize, vertexIndex = {}, {}, width / segmentsWidth, height / segmentsHeight, 1
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segmentsWidth, segmentsHeight = segmentsWidth + 1, segmentsHeight + 1
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for zSegment = 1, segmentsHeight do
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for xSegment = 1, segmentsWidth do
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table.insert(vertices, vector.newVector3(xSegment * widthCellSize - widthCellSize, 0, zSegment * heightCellSize - heightCellSize))
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if xSegment < segmentsWidth and zSegment < segmentsHeight then
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table.insert(triangles,
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OCGL.newIndexedTriangle(
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vertexIndex,
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vertexIndex + 1,
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vertexIndex + segmentsWidth
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)
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)
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table.insert(triangles,
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OCGL.newIndexedTriangle(
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vertexIndex + 1,
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vertexIndex + segmentsWidth + 1,
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vertexIndex + segmentsWidth
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)
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)
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end
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vertexIndex = vertexIndex + 1
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end
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end
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return meowEngine.newMesh(vector3Position, vertices, triangles, material)
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end
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-------------------------------------------------------- Textured plane object --------------------------------------------------------
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function meowEngine.newTexturedPlane(vector3Position, width, height, texture)
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width, height = width / 2, height / 2
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return meowEngine.newMesh(
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vector3Position,
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{
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vector.newVector5(-width, 0, -height, 1, texture.height),
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vector.newVector5(-width, 0, height, 1, 1),
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vector.newVector5(width, 0, height, texture.width, 1),
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vector.newVector5(width, 0, -height, texture.width, texture.height),
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},
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{
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OCGL.newIndexedTriangle(1, 2, 3),
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OCGL.newIndexedTriangle(1, 4, 3)
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},
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materials.newTexturedMaterial(texture)
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)
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end
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-------------------------------------------------------- Cube object --------------------------------------------------------
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--[[
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| /
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| /
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y z
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x -----
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FRONT LEFT BACK RIGHT TOP BOTTOM
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2######3 3######6 6######7 7######2 7######6 8######5
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######## ######## ######## ######## ######## ########
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1######4 4######5 5######8 8######1 2######3 1######4
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]]
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function meowEngine.newCube(vector3Position, size, material)
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local halfSize = size / 2
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return meowEngine.newMesh(
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vector3Position,
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{
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-- (1-2-3-4)
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vector.newVector3(-halfSize, -halfSize, -halfSize),
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vector.newVector3(-halfSize, halfSize, -halfSize),
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vector.newVector3(halfSize, halfSize, -halfSize),
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vector.newVector3(halfSize, -halfSize, -halfSize),
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-- (5-6-7-8)
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vector.newVector3(halfSize, -halfSize, halfSize),
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vector.newVector3(halfSize, halfSize, halfSize),
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vector.newVector3(-halfSize, halfSize, halfSize),
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vector.newVector3(-halfSize, -halfSize, halfSize),
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},
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{
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-- Front
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OCGL.newIndexedTriangle(1, 2, 3),
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OCGL.newIndexedTriangle(1, 4, 3),
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-- Left
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OCGL.newIndexedTriangle(4, 3, 6),
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OCGL.newIndexedTriangle(4, 5, 6),
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-- Back
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OCGL.newIndexedTriangle(5, 6, 7),
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OCGL.newIndexedTriangle(5, 8, 7),
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-- Right
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OCGL.newIndexedTriangle(8, 7, 2),
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OCGL.newIndexedTriangle(8, 1, 2),
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-- Top
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OCGL.newIndexedTriangle(2, 7, 6),
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OCGL.newIndexedTriangle(2, 3, 6),
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-- Bottom
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OCGL.newIndexedTriangle(1, 8, 5),
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OCGL.newIndexedTriangle(1, 4, 5),
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},
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material
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)
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end
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-------------------------------------------------------- Camera object --------------------------------------------------------
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local function cameraSetRotation(camera, axisXRotation, axisYRotation, axisZRotation)
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camera.rotation[1], camera.rotation[2], camera.rotation[3] = axisXRotation, axisYRotation, axisZRotation
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return camera
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end
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local function cameraRotate(camera, axisXAdditionalRotation, axisYAdditionalRotation, axisZAdditionalRotation)
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cameraSetRotation(camera, camera.rotation[1] + axisXAdditionalRotation, camera.rotation[2] + axisYAdditionalRotation, camera.rotation[3] + axisZAdditionalRotation)
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return camera
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end
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local function cameraLookAt(camera, xLook, yLook, zLook)
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local dx, dy, dz = xLook - camera.position[1], yLook - camera.position[2], zLook - camera.position[3]
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local rad180 = math.rad(180)
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local roty = math.atan(dx / dz)
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if dz < 0 then roty = roty + rad180 end
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local rotx = math.atan(math.sqrt(dx ^ 2 + dz ^ 2) / dy) - math.rad(90)
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if dy < 0 then rotx = rotx + rad180 end
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cameraSetRotation(camera, rotx, roty, 0)
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end
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local function cameraSetPosition(camera, x, y, z)
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camera.position[1], camera.position[2], camera.position[3] = x, y, z
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return camera
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end
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local function cameraTranslate(camera, xTranslation, yTranslation, zTranslation, xLookingAtTranslation, yLookingAtTranslation, zLookingAtTranslation)
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cameraSetPosition(camera, camera.position[1] + xTranslation, camera.position[2] + yTranslation, camera.position[3] + zTranslation)
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return camera
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end
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local function cameraSetFOV(camera, FOV)
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if FOV > 0 and FOV < math.pi then
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camera.FOV = FOV
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camera.projectionSurface = camera.farClippingSurface - camera.FOV / math.rad(180) * (camera.farClippingSurface - camera.nearClippingSurface)
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else
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error("FOV can't be < 0 or > 180 degrees")
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end
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return camera
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end
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function meowEngine.newCamera(vector3Position, FOV, nearClippingSurface, farClippingSurface)
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local camera = {}
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camera.projectionEnabled = true
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camera.position = vector3Position
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camera.rotation = {}
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camera.nearClippingSurface = nearClippingSurface
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camera.farClippingSurface = farClippingSurface
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camera.FOV = FOV
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camera.setPosition = cameraSetPosition
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camera.translate = cameraTranslate
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camera.rotate = cameraRotate
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camera.setRotation = cameraSetRotation
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camera.setFOV = cameraSetFOV
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camera.lookAt = cameraLookAt
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-- Создаем точку "лука" (и матрицу поворота камеры), а также ее плоскость проекции через ФОВ
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cameraSetRotation(camera, 0, 0, 0)
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cameraSetFOV(camera, camera.FOV)
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return camera
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end
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-------------------------------------------------------- Scene object --------------------------------------------------------
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local function sceneAddObject(scene, object)
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table.insert(scene.objects, object)
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return object
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end
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local function sceneAddLight(scene, light)
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table.insert(scene.lights, light)
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return light
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end
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local function sceneAddObjects(scene, objects)
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for objectIndex = 1, #objects do table.insert(scene.objects, objects[objectIndex]) end
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return objects
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end
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local function sceneRender(scene)
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renderer.setViewport( 1, 1, buffer.width, buffer.height * 2, scene.camera.nearClippingSurface, scene.camera.farClippingSurface, scene.camera.projectionSurface)
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OCGL.clearBuffer(scene.backgroundColor)
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OCGL.renderMode = scene.renderMode
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OCGL.auxiliaryMode = scene.auxiliaryMode
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for objectIndex = 1, #scene.objects do
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scene.objects[objectIndex]:pushToRenderQueue()
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end
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for lightIndex = 1, #scene.lights do
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OCGL.pushLightToRenderQueue(
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vector.newVector3(scene.lights[lightIndex].position[1], scene.lights[lightIndex].position[2], scene.lights[lightIndex].position[3]),
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scene.lights[lightIndex].intensity,
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scene.lights[lightIndex].emissionDistance
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)
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end
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OCGL.translate(-scene.camera.position[1], -scene.camera.position[2], -scene.camera.position[3])
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OCGL.rotate(OCGL.rotateVectorRelativeToYAxis, -scene.camera.rotation[2])
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OCGL.rotate(OCGL.rotateVectorRelativeToXAxis, -scene.camera.rotation[1])
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-- OCGL.rotate(OCGL.rotateVectorRelativeToZAxis, -scene.camera.rotation[3])
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if scene.renderMode == OCGL.renderModes.flatShading then
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OCGL.calculateLights()
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end
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if scene.camera.projectionEnabled then
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OCGL.createPerspectiveProjection()
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end
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OCGL.render()
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return scene
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end
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function meowEngine.newScene(backgroundColor)
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local scene = {}
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scene.renderMode = OCGL.renderModes.constantShading
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scene.auxiliaryMode = OCGL.auxiliaryModes.disabled
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scene.backgroundColor = backgroundColor
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scene.objects = {}
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scene.lights = {}
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scene.addObject = sceneAddObject
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scene.addLight = sceneAddLight
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scene.addObjects = sceneAddObjects
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scene.render = sceneRender
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scene.camera = meowEngine.newCamera(vector.newVector3(0, 0, 0), math.rad(90), 1, 100)
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return scene
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end
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-------------------------------------------------------- Raycasting methods --------------------------------------------------------
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local function vectorMultiply(a, b)
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return vector.newVector3(
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a[2] * b[3] - a[3] * b[2],
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a[3] * b[1] - a[1] * b[3],
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a[1] * b[2] - a[2] * b[1]
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)
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end
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local function getVectorDistance(a)
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return math.sqrt(a[1] ^ 2 + a[2] ^ 2 + a[3] ^ 2)
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end
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-- В случае попадания лучика этот метод вернет сам треугольник, а также дистанцию до его плоскости
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function meowEngine.meshRaycast(mesh, vector3RayStart, vector3RayEnd)
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local minimalDistance, closestTriangleIndex
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for triangleIndex = 1, #mesh.triangles do
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-- Это вершины треугольника
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local A, B, C = mesh.vertices[mesh.triangles[triangleIndex][1]], mesh.vertices[mesh.triangles[triangleIndex][2]], mesh.vertices[mesh.triangles[triangleIndex][3]]
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-- Это вектор, образованный произведением двух векторов-сторон треугольника, он образует параллелограмм
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local ABC = vectorMultiply(
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vector.newVector3(C[1] - A[1], C[2] - A[2], C[3] - A[3]),
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vector.newVector3(B[1] - A[1], B[2] - A[2], B[3] - A[3])
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)
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-- Рассчитываем удаленность виртуальной плоскости треугольника от старта нашего луча
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local D = -ABC[1] * A[1] - ABC[2] * A[2] - ABC[3] * A[3]
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local firstPart = D + ABC[1] * vector3RayStart[1] + ABC[2] * vector3RayStart[2] + ABC[3] * vector3RayStart[3]
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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]
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-- Если наш лучик не параллелен той ебучей плоскости треугольника
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if secondPart ~= 0 then
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local distance = firstPart / secondPart
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-- И если этот объект находится ближе к старту луча, нежели предыдущий
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if (distance >= 0 and distance <= 1) and (not minimalDistance or distance < minimalDistance) then
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-- То считаем точку попадания луча в данную плоскость (но ни хуя не факт, что он попадет в треугольник!)
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local S = vector.newVector3(
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vector3RayStart[1] + (vector3RayEnd[1] - vector3RayStart[1]) * distance,
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vector3RayStart[2] + (vector3RayEnd[2] - vector3RayStart[2]) * distance,
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vector3RayStart[3] + (vector3RayEnd[3] - vector3RayStart[3]) * distance
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)
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-- Далее считаем сумму площадей параллелограммов, образованных тремя треугольниками, образовавшихся при попадании точки в треугольник
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-- Нууу тип кароч смари: точка ебанула в центр, и треугольник распидорасило на три мелких. Ну, и три мелких могут образовать параллелограммы свои
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-- И, кароч, если сумма трех площадей этих мелких уебков будет сильно отличаться от площади жирного треугольника, то луч не попал
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-- Ну, а площадь считается через sqrt(x^2+y^2+z^2) для каждого йоба-вектора
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---- *A *B
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-- * Shotxyz
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-- *ABC
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--- *C
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local SA = vector.newVector3(A[1] - S[1], A[2] - S[2], A[3] - S[3])
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local SB = vector.newVector3(B[1] - S[1], B[2] - S[2], B[3] - S[3])
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local SC = vector.newVector3(C[1] - S[1], C[2] - S[2], C[3] - S[3])
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local vectorDistanceSum = getVectorDistance(vectorMultiply(SA, SB)) + getVectorDistance(vectorMultiply(SB, SC)) + getVectorDistance(vectorMultiply(SC, SA))
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local ABCDistance = getVectorDistance(ABC)
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-- Вот тут мы чекаем погрешность расчетов. Если все заебок, то кидаем этот треугольник в "проверенные""
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if math.abs(vectorDistanceSum - ABCDistance) < 1 then
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closestTriangleIndex = triangleIndex
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minimalDistance = distance
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end
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end
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end
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end
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return closestTriangleIndex, minimalDistance
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end
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function meowEngine.sceneRaycast(scene, vector3RayStart, vector3RayEnd)
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local closestObjectIndex, closestTriangleIndex, minimalDistance
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for objectIndex = 1, #scene.objects do
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if scene.objects[objectIndex].triangles then
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local triangleIndex, distance = meowEngine.meshRaycast(scene.objects[objectIndex], vector3RayStart, vector3RayEnd)
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if triangleIndex and (not minimalDistance or distance < minimalDistance ) then
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closestObjectIndex, closestTriangleIndex, minimalDistance = objectIndex, triangleIndex, distance
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end
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end
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end
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return closestObjectIndex, closestTriangleIndex, minimalDistance
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end
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-------------------------------------------------------- Intro --------------------------------------------------------
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function meowEngine.newPolyCatMesh(vector3Position, size)
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return meowEngine.newMesh(
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vector3Position,
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{
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vector.newVector3(-1.0 * size, 0.8 * size, 0.3 * size),
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vector.newVector3(-0.5 * size, 0.5 * size, 0.3 * size),
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vector.newVector3(0.0 * size, 0.5 * size, 0.3 * size),
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vector.newVector3(0.5 * size, 0.5 * size, 0.3 * size),
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vector.newVector3(1.0 * size, 0.8 * size, 0.3 * size),
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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
|