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69 changed files with 1569 additions and 3076 deletions

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@ -1,51 +0,0 @@
package ax
import (
"surdeus.su/core/gg"
)
// Unique identifier for animation
// in the animation set.
type AnimationID int
// The type describes set of animations
// to switch between.
type AnimationSet map[AnimationID] Animation
// Make new animation set from an image.
func AnimationSetFromImage(
img *gg.Image,
// Width and height of one frame respectively.
w, h int,
// Gaps for X and Y respectively.
gx, gy int,
defines ...AnimationDefine,
) (AnimationSet, error) {
set := AnimationSet{}
r := img.Bounds()
fw, fh := r.Dx()/w, r.Dy()/h
for _, define := range defines {
animation := make(Animation, len(define.Indexes))
for i := range animation {
idx := define.Indexes[i]
rect := gg.ImageRect{
Min: gg.ImagePoint{
idx.X*fw+gx,
idx.Y*fh+gy,
},
Max: gg.ImagePoint{
(idx.X+1)*fw-gx,
(idx.Y+1)*fh-gy,
},
}
subImg := img.SubImage(rect)
animation[i] = gg.NewImageFromImage(subImg)
}
set[define.Id] = animation
}
return set, nil
}

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@ -1,52 +0,0 @@
package ax
import "surdeus.su/core/gg"
type Animation []*gg.Image
type RectIndex struct {
X, Y int
}
// The type is used
// to structurely define
// animations.
type AnimationDefine struct{
Id AnimationID
Indexes []RectIndex
}
// Animation define shortcut.
func AD(
id AnimationID,
indexes ...RectIndex,
) AnimationDefine {
return AnimationDefine{
Id: id,
Indexes: indexes,
}
}
func (ad AnimationDefine) DefRow(
y int, xs ...int,
) AnimationDefine {
for _, x := range xs {
ad.Indexes = append(
ad.Indexes,
RectIndex{x, y},
)
}
return ad
}
func (ad AnimationDefine) DefCol(
x int, ys ...int,
) AnimationDefine {
for _, y := range ys {
ad.Indexes = append(
ad.Indexes,
RectIndex{x, y},
)
}
return ad
}

3
bg.go
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@ -1,3 +0,0 @@
package gg

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@ -1,3 +0,0 @@
#!/bin/sh
#
go build -o ./exe/ ./cmd/test/

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@ -1,21 +1,52 @@
package gg
import "surdeus.su/core/gg/mx"
// The type describes what
// a window camera object must implement.
type Camera interface {
// Get the matrice to apply
// camera's features.
GetRealMatrice(Context) mx.Matrice
// The way to convert from real to absolute.
GetAbsMatrice(Context) mx.Matrice
// The shaders to apply on
// everything on the camera.
GetShaderOptions() *ShaderOptions
GetAbsWinSize(Context) mx.Vector
// Implements the camera component
// for the main window.
type Camera struct {
// The shaders that will be applied to everything
// that the camera shows.
ShaderOptions
Transform
buffered bool
buf Matrix
engine *Engine
}
func (e *Engine) NewCamera() *Camera {
ret := &Camera{}
ret.Transform = T()
ret.engine = e
return ret
}
// Returns the matrix satysfying camera
// position, scale and rotation to apply
// it to the objects to get the real
// transform to display on the screen.
func (c *Camera)RealMatrix() Matrix {
// Bufferization
if c.buffered {
return c.buf
}
g := Matrix{}
g.Translate(-c.Position.X, -c.Position.Y)
g.Rotate(c.Rotation)
siz := c.engine.AbsWinSize()
g.Translate(c.Around.X * siz.X, c.Around.Y * siz.Y)
g.Scale(c.Scale.X, c.Scale.Y)
c.buf = g
c.buffered = true
return g
}
// The matrix to convert things into the
// inside engine representation,
// get the position of cursor inside the world
// basing on its window position.
func (c *Camera) AbsMatrix() Matrix {
m := c.RealMatrix()
m.Invert()
return m
}

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@ -1,40 +0,0 @@
package main
import (
"surdeus.su/core/gg"
"fmt"
"encoding/json"
)
type Float = gg.Float
func EdgesFromVals(vals ...Float) gg.Edges {
ret := gg.Edges{}
for i := 0; i < len(vals); i += 4 {
ret = append(
ret,
gg.Edge{
gg.Point{
vals[i], vals[i+1],
},
gg.Point{
vals[i+2], vals[i+3],
},
},
)
}
return ret
}
func main() {
e1 := EdgesFromVals(
0, 0, 5, 5,
)
e2 := EdgesFromVals(
0, 1, 5, 0,
0, 0, 5, 5,
)
val, ok := e1.CrossWithEdges(e2)
bts, _ := json.MarshalIndent(val, "", "\t")
fmt.Println(string(bts), ok)
}

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@ -1,81 +0,0 @@
package main
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
import "surdeus.su/core/gg"
import "log"
var (
camera *Camera
)
type Camera struct {
ox.Camera
ScaleSpeed mx.Float
RotationSpeed mx.Float
}
func NewCamera() *Camera {
camera := &Camera{}
camera.Camera = ox.NewCamera()
camera.ScaleSpeed = 5.
camera.RotationSpeed = .3
return camera
}
func (cam *Camera) OnUpdate(c gg.Context) {
dt := c.Engine().DT().Seconds()
mov := c.Events().Mouse.Move
wheel := c.Events().Mouse.Wheel
shiftPressed := c.Engine().IsPressed(gg.KeyShift)
d := float64(1.)
if shiftPressed {
d *= -1
}
// Moving.
if mov != nil && c.Engine().IsButtoned(
gg.MouseButtonRight,
) {
cam.Move(mov.AbsDelta)
}
for _, btn := range c.Events().Mouse.Downs {
switch btn.MouseButton {
case gg.MouseButtonLeft :
t := NewTri(ox.T().SetPosition(
c.Engine().GetAbsCursorPosition(),
))
t.Spawned = true
c.Engine().Spawn(t)
}
}
// Scale.
if wheel != nil {
k := 1.5
log.Println(wheel.Offset.Y)
if wheel.Offset.Y < 0 {
k = 1/k
}
cam.Scale(mx.V2(
k,
//wheel.Offset.Y * dt * cam.ScaleSpeed * 40,
))
}
// Scale and rotation.
for _, key := range c.Engine().GetKeyboardKeys() {
switch key {
case gg.KeyF:
cam.AddScale(mx.VX(d*cam.ScaleSpeed * dt))
case gg.KeyG:
cam.AddScale(mx.VY(d*cam.ScaleSpeed * dt))
case gg.KeyR:
cam.Rotate(d*mx.Pi * cam.RotationSpeed * dt)
}
}
}

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@ -1,78 +1,80 @@
package main
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
import "vultras.su/core/gg"
import (
//"strings"
//"fmt"
"strings"
"fmt"
)
type Debug struct {
ox.ObjectImpl
ox.Visibility
gg.Object
}
func (d *Debug) OnUpdate(c Context) {
for _, key := range c.Events().Keyboard.Downs {
switch key.Key {
case gg.KeyF11:
d.ToggleVisibility()
//d.Visible = !d.IsVisible()
}
func (d *Debug) Draw(c *Context) {
e := c.Engine
keyStrs := []string{}
keyStrs = append(keyStrs, fmt.Sprintf(
"counter: %d", counter,
))
keyStrs = append(keyStrs, fmt.Sprintf(
"tps: %d", int(c.TPS()),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"fps: %d", int(c.FPS()),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"relPlayerPos: %v", player.Position,
))
keyStrs = append(keyStrs, fmt.Sprintf(
"absPlayerPos: %v", player.AbsPosition(),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"relTriPos: %v", tri.Position,
))
keyStrs = append(keyStrs, fmt.Sprintf(
"absTriPos: %v", tri.AbsPosition(),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"absTriRot: %v", gg.Degree(tri.AbsRotation()),
))
keys := []string{}
for _, k := range e.Keys() {
keys = append(keys, k.String())
}
keyStrs = append(keyStrs, fmt.Sprintf(
"keys: %s", strings.Join(keys, ", "),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"buttons: %v", c.MouseButtons(),
))
keyStrs = append(keyStrs, fmt.Sprintf(
"wheel: %v", c.Wheel(),
))
/*if rectMove.ContainsPoint(e.AbsCursorPosition()) {
keyStrs = append(keyStrs, "contains cursor")
}
if rectMove.Vertices().Contained(rect).Len() > 0 ||
rect.Vertices().Contained(rectMove).Len() > 0 {
keyStrs = append(keyStrs, "rectangles intersect")
}*/
keyStrs = append(keyStrs, fmt.Sprintf(
"camera position: %v %v",
c.Camera.Position.X,
c.Camera.Position.Y,
))
keyStrs = append(keyStrs, fmt.Sprintf("realCursorPos: %v", e.CursorPosition()))
keyStrs = append(keyStrs, fmt.Sprintf("absCursorPos: %v", e.AbsCursorPosition()))
keyStrs = append(keyStrs, fmt.Sprintf("absWinSize: %v", c.AbsWinSize()))
e.DebugPrint(c.Image,
strings.Join(keyStrs, "\n"))
}
func (d *Debug) OnStart(c Context) {
d.Visible = true
}
func (d *Debug) GetLayer() gg.Layer {return LayerHighest}
func (d *Debug) Draw(c Context) *gg.Drawing {
e := c.Engine()
relTri := tri.Rel()
relPlayer := player.Rel()
keys := c.Engine().GetKeyboardKeys()
c.Dprint(
"counter = ", counter, "\n",
"tps = ", int(c.Engine().TPS()), "\n",
"fps = ", int(c.Engine().FPS()), "\n",
"dframe = ", int(c.Engine().Dframe()), "\n",
"frame = ", int(c.Engine().Frame()), "\n",
"relPlayerPos = ", relPlayer.GetPosition(), "\n",
"absPlayerPos = ", player.GetPosition(), "\n",
"relTriPos = ", relTri.GetPosition(), "\n",
"absTriPos = ", tri.GetPosition(), "\n",
"absTriRot = " , mx.Degree(tri.GetRotation()), "\n",
"keys = ", keys, "\n",
"GetMouseButtons(...) = ",
c.Engine().GetMouseButtons(), "\n",
"GetMouseWheel(...) = ", "\n",
c.Engine().GetMouseWheel(), "\n",
"camera.GetPosition(...) = ",
camera.GetPosition().X,
camera.GetPosition().Y, "\n",
"GetRealCursorPosition(...) = ",
e.GetRealCursorPosition(), "\n",
"GetAbsCursorPos(...) = ",
e.GetAbsCursorPosition(), "\n",
"GetAbsWinSize(...) = ",
c.Engine().GetAbsWinSize(), "\n",
"ConnectedTriangleAmount = ",
len(c.Engine().Objects().FindByTags(
TagTriangle, TagConnectedToPlayer,
)), "\n",
)
return nil
}
func (d *Debug) IsVisible() bool { return true }

View file

@ -1,52 +0,0 @@
package main
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
type Grid struct {
ox.Sprite
Cage, Width mx.Float
}
func (grid *Grid) OnUpdate(c Context) {
//d := c.IsPressed(gg.KeyShift)
for _, down := range c.Events().Keyboard.Downs {
switch down.Key {
case gg.Key9:
grid.Cage /= 10
grid.Width /= 5
case gg.Key0:
grid.Cage *= 10
grid.Width *= 5
}
}
}
func NewGrid() *Grid {
grid := &Grid{}
grid.Transform = *ox.T()
grid.SetAround(mx.V2(0))
grid.Layer = LayerBackground
grid.Images[0] = gg.NewImage(720, 480)
grid.Images[0].Fill(gg.RGBA(1, 1, 1, 1))
grid.Shader = bgShader
grid.Uniforms = map[string]any{}
//bg.Floating = true
grid.Visible = true
grid.Floating = true
grid.Cage = 100
grid.Width = 5
return grid
}
func (grid *Grid) Draw(c Context) *gg.Drawing {
scale := camera.GetScale()
pos := camera.GetPosition()
grid.Uniforms["Zoom"] = mx.Float(scale.X)
grid.Uniforms["PosX"] = pos.X
grid.Uniforms["PosY"] = pos.Y
grid.Uniforms["Cage"] = grid.Cage
grid.Uniforms["Width"] = grid.Width
return grid.Sprite.Draw(c)
}

View file

@ -1,91 +1,42 @@
package main
import (
"surdeus.su/core/gg"
"surdeus.su/core/gg/ox"
//"surdeus.su/core/gg/mx"
"surdeus.su/core/gg/ax"
"vultras.su/core/gg"
"github.com/hajimehoshi/ebiten/v2/examples/resources/images"
//_ "github.com/silbinarywolf/preferdiscretegpu"
_ "github.com/silbinarywolf/preferdiscretegpu"
"bytes"
"log"
//"strings"
"fmt"
)
type Context = gg.Context
const (
LayerHighest gg.Layer = -iota
LayerDebug
LayerTriangle
LayerPlayer
LayerRect
LayerBackground
LayerLowest
HighestL gg.Layer = -iota
DebugL
TriangleL
PlayerL
RectL
LowestL
)
const (
TagPlayer gg.Tag = gg.TagLast + 1 + iota
TagConnectedToPlayer
TagTriangle
)
const (
Stand ax.AnimationID = iota
Walk
)
var (
playerAnimations ax.AnimationSet
playerImg *gg.Image
player *Player
rectMove ox.Rectangle
rect *Rect
tri *Tri
bgShader = gg.MustNewShader([]byte(`
package main
//kage:unit pixels
//var cameraScaleX, cameraScaleY
var Zoom float
var PosX, PosY float
var Cage float
var Width float
const (
)
func Fragment(dst vec4, src vec2, _ vec4) vec4 {
c := imageSrc0UnsafeAt(src)
dstSize := imageDstSize()/Zoom
absDst := vec2(
dst.x/Zoom - dstSize.x/2 - PosX,
dst.y/Zoom - dstSize.y/2 - PosY,
)
cx := c*step(Cage-Width, mod(absDst.x-Width/2, Cage))
cy := c*step(Cage-Width, mod(absDst.y-Width/2, Cage))
if cx.a == 0 {
return cy
}
return cx
}
`))
playerImg *gg.Image
player *Player
rectMove gg.Rectangle
rect *Rect
tri *Tri
)
func main() {
e := gg.NewEngine(gg.WindowConfig{
Title: "Test title",
Width: 720,
Height: 480,
VSync: true,
Fullscreen: false,
e := gg.NewEngine(&gg.WindowConfig{
Title: "Test title",
Width: 720,
Height: 480,
VSync: true,
Fullscreen: true,
})
camera = NewCamera()
e.SetCamera(camera)
var err error
playerImg, err = gg.LoadImage(bytes.NewReader(images.Runner_png))
@ -94,47 +45,15 @@ func main() {
}
rect = NewRect()
playerAnimations, err = ax.AnimationSetFromImage(
playerImg,
8, 3,
10, 1,
ax.AD(Stand).DefRow(0, 0, 1, 2, 3, 4),
ax.AD(Walk).DefRow(1, 0, 1, 2, 3, 4, 5, 6, 7),
)
if err != nil {
panic(err)
}
player = NewPlayer()
tri = NewTri(ox.T())
tri = NewTri()
e.Spawn(&Debug{})
e.Spawn(player)
e.Spawn(rect)
e.Spawn(tri)
fmt.Println(rect.GetLayer(), player.GetLayer())
/*circle := &gg.Circle{}
circle.Transform = gg.T()
circle.Rotation = 300
circle.Color = gg.Rgba(1, 1, 1, 1)
circle.Antialias = true
circle.Layer = HighestL
circle.Visible = true*/
//e.Spawn(circle)
text, err := NewText()
if err != nil {
panic(err)
}
e.Spawn(text)
//fmt.Println(rect.GetLayer(), player.GetLayer())
fmt.Println("Starting...")
objects := []gg.Object{
camera, &Debug{},
player, rect, tri,
NewGrid(), text,
}
for _, object := range objects {
e.Spawn(object)
}
err = e.Run()
if err != nil {
panic(err)

View file

@ -1,164 +1,137 @@
package main
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
import "time"
//import "log"
import (
//"math/rand"
"fmt"
)
import "vultras.su/core/gg"
type Player struct {
ox.AnimatedSprite
MoveSpeed mx.Float
ScaleSpeed mx.Float
Spawned bool
gg.Sprite
MoveSpeed gg.Float
ScaleSpeed gg.Float
}
func NewPlayer() *Player {
ret := &Player{}
//ret.Transform = ox.T()
ret.AnimatedSprite = ox.NewAnimatedSprite(
playerAnimations,
time.Second / 10,
)
ret.SetScale(mx.V2(1))
ret.SetAround(mx.V2(.5))
ret.MoveSpeed = 40.
ret.Transform = gg.T()
fmt.Println("transform:", ret.Transform)
//ret.Parent = rect
ret.Scale = gg.V2(1)
// Around center.
ret.Around = gg.V2(.5)
ret.MoveSpeed = 90.
ret.ScaleSpeed = .2
ret.Shader = gg.SolidWhiteColorShader
ret.Visible = true
ret.Layer = LayerPlayer
//ret.Collidable = true
//ret.Resolvable = true
ret.Images[0] = playerImg
ret.Layer = PlayerL
return ret
}
func (p *Player) OnStart(c Context) {
p.Connect(rect)
func (p *Player) Start(c *Context) {
}
func (p *Player) Draw(c Context) *gg.Drawing {
return p.AnimatedSprite.Draw(c)
prect := &ox.DrawableRectangle{
Rectangle: p.GetRectangle(),
// Custom drawing function.
func (p *Player) Draw(c *Context) {
p.Sprite.Draw(c)
t := p.Transform
t.Scale.X *= 4.
t.Scale.Y *= 4.
r := &gg.DrawableRectangle{}
r.Color = gg.Rgba(0, 0, 1, 1)
r.Rectangle = gg.Rectangle{
Transform: t,
}
prect.Color = gg.RGBA(1, 1, 1, 1)
return prect.Draw(c)
r.Draw(c)
}
func (p *Player) OnUpdate(c Context) {
//log.Println("OnUpdate(...)")
if p.Spawned {
return
}
e := c.Engine()
dt := e.DT().Seconds()
//cam := c.Camera
keys := e.GetKeyboardKeys()
/*r := gg.Rectangle{
Transform: gg.T(),
}
r.Width = 150
r.Height = 150
col, _ := gg.Collide(p, r)
fmt.Println(col.Crosses)*/
//p.SetPosition(p.Position().Sub(gg.Y(2)))
//p.Move(gg.Y(1))
walking := false
shiftPressed := e.IsPressed(gg.KeyShift)
d := float64(1)
if shiftPressed {
d *= -1
}
func (p *Player) Update(c *Context) {
dt := c.DT()
cam := c.Camera
keys := c.Keys()
shift := c.IsPressed(gg.KeyShift)
//p.Uniforms["Random"] = any(rand.Float32())
for _, key := range keys {
switch key {
for _, v := range keys {
switch v {
case gg.KeyQ:
p.AddScale(mx.VX(d*p.ScaleSpeed * dt))
p.Scale = p.Scale.Add(gg.V(p.ScaleSpeed*dt, 0))
case gg.KeyArrowUp:
cam.Position.Y += p.MoveSpeed * dt
case gg.KeyArrowLeft:
cam.Position.X -= p.MoveSpeed * dt
case gg.KeyArrowDown:
cam.Position.Y -= p.MoveSpeed * dt
case gg.KeyArrowRight:
cam.Position.X += p.MoveSpeed * dt
case gg.KeyW:
p.Move(mx.VY(-p.MoveSpeed * dt))
walking = true
p.Animate(Walk)
p.Position.Y += p.MoveSpeed * dt
case gg.KeyA:
p.Move(mx.VX(-p.MoveSpeed * dt))
p.SetScale(mx.V(-1, 1))
walking = true
p.Animate(Walk)
p.Position.X -= p.MoveSpeed * dt
case gg.KeyS:
p.Move(mx.VY(p.MoveSpeed * dt))
//p.Position.Y -= p.MoveSpeed * dt
walking = true
p.Animate(Walk)
p.Position.Y -= p.MoveSpeed * dt
case gg.KeyD:
p.Move(mx.VX(p.MoveSpeed * dt))
p.SetScale(mx.V(1, 1))
walking = true
p.Animate(Walk)
case gg.KeyE :
p.Rotate(d*mx.Pi * 0.3 * dt)
case gg.KeyX:
c.Engine().Delete(p)
case gg.KeyC:
pp := *p
counter++
pp.Spawned = true
//pp.Collidable = false
//pp.Resolvable = false
c.Engine().Spawn(&pp)
p.Position.X += p.MoveSpeed * dt
case gg.KeyR:
cam.Rotation += gg.Pi * p.ScaleSpeed * dt
case gg.KeyT:
cam.Rotation -= gg.Pi * p.ScaleSpeed * dt
case gg.KeyRightBracket:
if shift {
p.Rotation -= gg.Pi * 0.3 * dt
} else {
p.Rotation += gg.Pi * 0.3 * dt
}
case gg.KeyF:
if shift {
cam.Scale = cam.Scale.Add(gg.V2(p.ScaleSpeed * dt))
} else {
cam.Scale = cam.Scale.Add(gg.V2(-p.ScaleSpeed * dt))
}
case gg.KeyG:
if shift {
cam.Scale.Y -= gg.Pi * p.ScaleSpeed * dt
} else {
cam.Scale.Y += gg.Pi * p.ScaleSpeed * dt
}
case gg.KeyLeftBracket:
if shift {
rect.Rotation -= gg.Pi * 0.3 * dt
} else {
rect.Rotation += gg.Pi * 0.3 * dt
}
case gg.Key0:
c.Del(p)
case gg.KeyB:
}
}
if !walking {
p.Animate(Stand)
}
for _, down := range c.Events().Keyboard.Downs {
for _, event := range c.Events {
switch ec := event.(type) {
case *gg.KeyDown:
switch {
case down.Key == gg.KeyZ:
if p.Layer != LayerPlayer {
p.Layer = LayerPlayer
case ec.Key == gg.KeyB:
if p.Layer != PlayerL {
p.Layer = PlayerL
} else {
p.Layer = LayerHighest
p.Layer = HighestL
}
}
}
case *gg.MouseMove:
if !c.IsButtoned(gg.MouseButtonRight) {
break
}
pos := c.Camera.Position
c.Camera.Position = pos.Sub(ec.Abs)
case *gg.WheelChange:
c.Camera.Scale = c.Camera.Scale.Add(gg.V2(
ec.Offset.Y * c.DT() * p.ScaleSpeed * 40,
))
}}
}
/*func (p *Player) GetCollisionInterest() []gg.CollisionType {
return []gg.CollisionType{
gg.CollisionStaticPhysics,
}
}*/
/*func (p *Player) Resolve(c *Context) {
col := c.Collisions[0]
if !p.Spawned && false {
fmt.Printf(
"frame[%d]: the col[0] len(%d): %T, %T, %d %d\n",
c.Frame(), len(c.Collisions), col.What, col.With, len(col.Crosses), len(col.Points),
)
}
for _, col := range c.Collisions {
switch col.Type {
case gg.CollisionStaticPhysics:
LOOP:
for {
p.Move(gg.Y(-1))
_, collides := gg.Collide(p, col.With)
if !collides {
break LOOP
}
}
}
}
}*/

View file

@ -1,53 +1,30 @@
package main
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
import "vultras.su/core/gg"
type Rect struct {
ox.DrawableRectangle
gg.DrawableRectangle
}
func NewRect() *Rect {
ret := &Rect{}
ret.SetScale(mx.V(5, 5))
ret.Color = gg.RGBA(1, 0, 0, 1)
ret.Layer = LayerRect
ret.Scale = gg.V(200, 400)
ret.Color = gg.Color{
gg.MaxColorV,
0,
0,
gg.MaxColorV,
}
ret.Layer = RectL
ret.Visible = true
//ret.Collidable = true
ret.Width = 100
ret.Height = 200
return ret
}
func (r *Rect) OnUpdate(c Context) {
func (r *Rect) Update(c *Context) {
//r.R += 0.3 * e.DT()
e := c.Engine()
dt := e.DT().Seconds()
shiftPressed := e.IsPressed(gg.KeyShift)
d := float64(1)
if shiftPressed {
d *= -1
}
//r.Position = c.AbsCursorPosition()
for _, v := range e.GetKeyboardKeys() {
switch v {
case gg.KeyArrowUp:
r.Move(mx.VY(-10 * dt))
case gg.KeyArrowDown:
r.Move(mx.VY(10 * dt))
case gg.KeyArrowLeft:
r.Move(mx.VX(-10 * dt))
case gg.KeyArrowRight:
r.Move(mx.VX(10 * dt))
case gg.KeyLeftBracket:
r.Rotate(d*mx.Pi * 0.3 * dt)
}
}
}
/*func (r *Rect) CollisionType() gg.CollisionType {
return gg.CollisionStaticPhysics
}*/
func (r *Rect) Event(c *Context) {
}

View file

@ -1,41 +0,0 @@
package main
import (
"surdeus.su/core/gg"
"surdeus.su/core/gg/ox"
"github.com/hajimehoshi/ebiten/v2/examples/resources/fonts"
"bytes"
//"fmt"
)
type Text struct {
ox.ObjectImpl
ox.Text
}
func NewText() (*Text, error) {
txt := &Text{}
txt.Transform = *ox.T()
//txt.Position = gg.V2(400)
txt.Color = gg.RGBA(1, 1, 1, 1)
txt.Layer = LayerHighest
txt.Visible = true
txt.Data = "Hello, World!\nПривет, Мир!"
var err error
txt.Face, err = gg.MakeFaceFromTTF(
bytes.NewReader(fonts.MPlus1pRegular_ttf),
&gg.FaceOptionsTTF{
Size: 32,
DPI: 72,
Hinting: gg.FontHintingNone,
},
)
if err != nil {
return nil, err
}
return txt, nil
}
func (txt *Text) Update(c *gg.Context) {
//txt.Data += string(c.Runes())
}

View file

@ -1,102 +1,98 @@
package main
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ox"
import "surdeus.su/core/gg/mx"
import "vultras.su/core/gg"
//import "fmt"
import "log"
var (
counter int
)
type Tri struct {
ox.DrawablePolygon
gg.DrawablePolygon
Spawned bool
}
func NewTri(t *ox.Transform) *Tri {
func NewTri() *Tri {
ret := &Tri{}
ret.Transform = *t
ret.Triangles = mx.Triangles{
mx.Triangle{
mx.V(0, 10),
mx.V(100, 0),
mx.V(0, -10),
ret.Transform.Scale = gg.V2(1)
ret.Triangles = gg.Triangles{
gg.Triangle{
gg.V(0, 10),
gg.V(100, 0),
gg.V(0, -10),
},
}
ret.Color = gg.RGBA(1, 1, 0, 1)
ret.Color = gg.Rgba(1, 1, 0, 1)
ret.Visible = true
ret.Layer = LayerTriangle
ret.Layer = TriangleL
ret.Connect(player)
return ret
}
func (t *Tri) GetTags(c Context) gg.TagMap {
tags := gg.TagMap{
TagTriangle: struct{}{},
func (t *Tri) Update(c *Context) {
if t.Spawned {
return
}
if t.IsConnected() {
tags[TagConnectedToPlayer] = struct{}{}
dt := c.DT()
if t.ContainsPoint(c.AbsCursorPosition()) {
t.Color = gg.Rgba(0, 1, 0, 1)
} else {
t.Color = gg.Rgba(1, 0, 1, 1)
}
return tags
}
func (t *Tri) OnStart(c Context) {
log.Println("added a tri")
}
func (t *Tri) OnUpdate(c Context) {
e := c.Engine()
dt := e.DT().Seconds()
keys := e.GetKeyboardKeys()
keys := c.Keys()
d := +1.
if e.IsPressed(gg.KeyShift) {
if c.IsPressed(gg.KeyShift) {
d = -1
}
for _, key := range keys {
switch key {
case gg.KeyM:
t.Move(mx.VY(100 * dt * d))
case gg.KeyN:
t.Move(mx.VX(100 * dt * d))
case gg.KeyV:
t.Rotate(d * mx.Pi * 0.3 * dt)
case gg.Key2:
if t.Spawned {
break
}
case gg.Key3:
if t.Spawned {
break
}
tt := *t
tt.Spawned = true
tt.Disconnect()
if e.Spawn(&tt) {
counter++
}
for _, key := range keys { switch key {
case gg.KeyM:
absPos := t.AbsPosition()
t.SetAbsPosition(
absPos.Add(gg.V(0, 100*c.DT()*d)),
)
case gg.KeyN:
absPos := t.AbsPosition()
t.SetAbsPosition(
absPos.Add(gg.V(100*c.DT()*d, 0)),
)
case gg.KeyV:
t.Rotation += d * gg.Pi * 0.3 * dt
case gg.Key2 :
if t.Spawned {
break
}
}
t.Triangles = append(t.Triangles, gg.Triangle{
gg.V(0, 10 + gg.Float(counter)),
gg.V(100 + gg.Float(counter), 0),
gg.V(0, -10 - gg.Float(counter)),
})
case gg.Key3 :
if t.Spawned {
break
}
tt := *t
tt.Spawned = true
tt.Visible = true
tt.Disconnect()
if c.Spawn(&tt) == nil {
counter++
}
}}
for _, down := range c.Events().Keyboard.Downs {
switch down.Key {
case gg.Key1:
if t.IsConnected() {
for _, event := range c.Events {
switch e := event.(type) { case *gg.KeyDown:
switch e.Key {
case gg.Key1 :
if t.Connected() {
t.Disconnect()
} else {
t.Connect(player)
}
}
}
}}}
}
func (tri *Tri) Draw(c Context) *gg.Drawing {
return tri.DrawablePolygon.Draw(c)
}

33
collider.go Normal file
View file

@ -0,0 +1,33 @@
package gg
// Implementing the interface lets
// the engine to work faster about
// collisions because it first checks
// if the the bigger collider that
// contains more complicated (accurate) structure
// do collide.
type ColliderSimplifier interface {
ColliderSimplify() Triangle
}
// The structure represents all
// information on collisions.
type Collision struct {
Current, With any
}
type PointContainer interface {
ContainsPoint(Point) bool
}
// Implementing the interface lets the engine
// to determine if the object collides with anything.
// Mostly will use the Collide function with some
// inner structure field as first argument.
// The Collide method will be called on collisions.
type Collider interface {
Collides(Collider) *Collision
Collide(*Collision)
}

View file

@ -1,49 +1,17 @@
package gg
import "fmt"
type contextType int
const (
startContext contextType = iota
updateContext
eventContext
drawContext
deleteContext
)
// The type is used to provide
// custom behaviour for drawing and updating etc.
type Context struct {
events Events
engine *Engine
image *Image
typ contextType
Events []any
*Engine
*Image
}
// Get the current engine.
func (c Context) Engine() *Engine {
return c.engine
}
func (c Context) Camera() Camera {
if c.engine == nil {
return nil
}
return c.engine.camera
}
// Get the image to draw to.
// Can be accessed only in the
// Draw(...) call.
func (c Context) Image() *Image {
return c.image
}
// Get the events.
// Available only in the Update(...) call.
func (c Context) Events() Events {
return c.events
}
func (c Context) Dprint(v ...any) {
c.Engine().DebugPrint(c.Image(), fmt.Sprint(v...))
}
func (c Context) Dprintln(v ...any) {
c.Engine().DebugPrint(c.Image(), fmt.Sprintln(v...))
}
func (c Context) Dprintf(format string, v ...any) {
c.Engine().DebugPrint(c.Image(), fmt.Sprintf(format, v...))
}

View file

@ -1,109 +0,0 @@
package cx
// Implementing the interface lets
// the engine to work faster about
// collisions because it first checks
// if the the bigger collider that
// contains more complicated (accurate) structure
// do collide.
//type ColliderSimplifier interface {
//ColliderSimplify() Triangle
//}
type CollisionMap map[CollisionType] []Collision
type CollisionType int
const (
CollisionNo CollisionType = iota
CollisionStaticPhysics
CollisionTrigger
CollisionLast
)
// The structure contains collision information.
type Collision struct {
Type CollisionType
What, With Collider
// Points of Self contained in
Points Points
Crosses []LineCross
}
// Implementing the interface lets the engine
// to determine if the object collides with anything.
type Collider interface {
// Checks whether the object is collidable
CollisionType() CollisionType
IsCollidable() bool
Verticer
Edger
PointContainer
}
type Collidability struct {
Type CollisionType
Collidable bool
}
func (c Collidability) CollisionType() CollisionType {
return c.Type
}
func (c Collidability) IsCollidable() bool {
return c.Collidable
}
type PointContainer interface {
ContainedPoints(Points) Points
}
type Verticer interface {
Vertices() Vertices
}
type Edger interface {
Edges() Edges
}
// Implementing the type provides way
// to resolve collisions and other problems.
// The Resolve() is called right after the Update() of Updater.
type Resolver interface {
IsResolvable() bool
Resolve(c *Context)
GetCollisionInterest() []CollisionType
Collider
}
type Resolvability struct {
Resolvable bool
CollisionInterest []CollisionType
}
func (r Resolvability) IsResolvable() bool {
return r.Resolvable
}
func (r Resolvability) GetCollisionInterest() []CollisionType {
return r.CollisionInterest
}
func Collide(c1, c2 Collider) (Collision, bool) {
vertices := c1.Vertices()
es1, es2 := c1.Edges(), c2.Edges()
crosses, doCross := es1.CrossWithEdges(es2)
pts := c2.ContainedPoints(vertices)
return Collision{
Type: c2.CollisionType(),
What: c1,
With: c2,
Points: pts,
Crosses: crosses,
}, len(pts) > 0 || doCross
}
func GetCollisions(c Collider, cs []Collider) []Collision {
ret := []Collision{}
for _, ic := range cs {
if ic == c {
continue
}
col, has := Collide(c, ic)
if has {
ret = append(ret, col)
}
}
return ret
}

15
draw.go
View file

@ -1,15 +0,0 @@
package gg
type Drawing struct {
Vertices []Vertice
}
// The interface describes anything that can be
// drawn. It will be drew corresponding to
// the layers order so the layer must be returned.
type Drawer interface {
Draw(Context) *Drawing
GetLayer() Layer
IsVisible() bool
}

View file

@ -1,7 +1,7 @@
package mx
package gg
// The structure represents elipses.
/*type Elipse struct {
type Elipse struct {
// In transform S.X and S.Y represent
// coefficents for the corresponding axises.
Transform
@ -9,5 +9,5 @@ package mx
func (e Elipse) ContainsPoint(p Point) bool {
return true
}*/
}

444
engine.go
View file

@ -3,20 +3,27 @@ package gg
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"surdeus.su/core/gods/maps"
"github.com/di4f/gods/maps"
//"fmt"
"time"
"slices"
"sync"
)
import "surdeus.su/core/gg/mx"
const (
MaxVertices = 1 << 16
LayerBufSize = 100
)
type GraphicsLibrary = ebiten.GraphicsLibrary
type RunOptions = ebiten.RunGameOptions
// The type represents order of drawing.
// Higher values are drawn later.
type Layer float64
func (l Layer) GetLayer() Layer {
return l
}
// Window configuration type.
type WindowConfig struct {
@ -37,51 +44,43 @@ type WindowConfig struct {
VSync bool
}
// The main structure that represents
// current state of [game] engine.
type Objects struct {
store []Objecter
}
// The main structure that represents current state of [game] engine.
type Engine struct {
wcfg WindowConfig
wcfg *WindowConfig
// The main holder for objects.
// Uses the map structure to quickly
// delete and create new objects.
objects *Objects
Objects *Objects
// The main camera to display in window.
// If is set to nil then the engine will panic.
camera Camera
Camera *Camera
drawLastTime time.Time
drawdt Duration
// Frame delta time.
dt Duration
// The same delta time for all frames
// and all objects.
lastTime time.Time
dt Float
// Temporary stuff
keys, prevKeys []Key
buttons MouseButtonMap
wheel mx.Vector
cursorPos mx.Vector
wheel Vector
cursorPos Vector
outerEvents, handleEvents EventChan
wg sync.WaitGroup
//bufs [LayerBufSize]*Image
vertices map[Layer] []ebiten.Vertex
//vindices []uint16
// Draw frame.
dframe uint
// Frame.
frame uint
runes []rune
bufs [LayerBufSize]*Image
}
type engine Engine
// Get currently pressed keys.
func (e *Engine) GetKeyboardKeys() []Key {
func (e *Engine) Keys() []Key {
return e.keys
}
@ -90,7 +89,7 @@ func (e *Engine) GraphicsLibrary() GraphicsLibrary {
}
// Returns currently pressed buttons.
func (e *Engine) GetMouseButtons() []MouseButton {
func (e *Engine) MouseButtons() []MouseButton {
ret := make([]MouseButton, len(e.buttons))
i := 0
for v := range e.buttons {
@ -103,58 +102,81 @@ func (e *Engine) GetMouseButtons() []MouseButton {
// Returns new empty Engine.
func NewEngine(
cfg WindowConfig,
cfg *WindowConfig,
) *Engine {
/*w := Float(cfg.Width)
h := Float(cfg.Height)*/
ret := &Engine{}
ret.wcfg = cfg
ret.Camera = ret.NewCamera()
ret.outerEvents = make(EventChan)
ret.handleEvents = make(EventChan)
ret.objects = NewObjects()
ret.Objects = &Objects{}
ret.buttons = MouseButtonMap{}
siz := ret.RealWinSize()
w, h := int(siz.X), int(siz.Y)
for i:=0 ; i<len(ret.bufs) ; i++ {
ret.bufs[i] = NewImage(w, h)
}
return ret
}
func (e *Engine) Camera() Camera {
return e.camera
// Get the real window size in the current context.
func (c *Engine) RealWinSize() Vector {
var w, h int
if c.wcfg.Fullscreen {
w, h = ebiten.ScreenSizeInFullscreen()
} else {
w, h = c.wcfg.Width, c.wcfg.Height
}
return V(
Float(w),
Float(h),
)
}
func (e *Engine) SetCamera(c Camera) *Engine {
e.camera = c
return e
func (c *Engine) AbsWinSize() Vector {
return c.RealWinSize().Div(c.Camera.Scale)
}
func (e *Engine) EventInput() EventChan {
return e.outerEvents
}
func (e *Engine) Exist(object Object) bool {
return e.objects.has(object)
}
// Add new object considering what
// interfaces it implements.
func (e *Engine) Spawn(b Objecter) error {
/*if e.Objects.Has(b) {
return ObjectExistErr
}*/
// Add new objects to the Engine's view.
func (e *Engine) Spawn(object Object) bool {
b.Start(&Context{Engine: e})
obj := b.GetObject()
obj.input = make(chan *Context)
go func() {
for c := range obj.input {
b.Update(c)
e.wg.Done()
}
}()
e.Objects.store = append(e.Objects.store, b)
ctx := Context{
engine: e,
}
object.OnStart(ctx)
ok := e.objects.add(object)
return ok
return nil
}
// Delete object from Engine.
func (e *Engine) Delete(object Object) bool {
ctx := Context{
engine: e,
func (e *Engine) Del(b Objecter) error {
/*if !e.Objects.Has(b) {
return ObjectNotExistErr
}
object.OnDelete(ctx)
ok := e.objects.remove(object)
return ok
b.Delete(&Context{Engine: e})
e.Objects.Del(b)*/
return nil
}
var (
@ -168,7 +190,7 @@ var (
)
func (e *Engine) IsPressed(k Key) bool {
keys := e.GetKeyboardKeys()
keys := e.Keys()
for _, v := range keys {
if v == k {
return true
@ -183,191 +205,110 @@ func (e *Engine) IsButtoned(b MouseButton) bool {
return ok
}
func (e *Engine) GetMouseWheel() mx.Vector {
func (e *Engine) Wheel() Vector {
return e.wheel
}
func (e *Engine) cursorPosition() mx.Vector {
func (e *Engine) cursorPosition() Vector {
x, y := ebiten.CursorPosition()
return mx.Vector{mx.Float(x), mx.Float(y)}
return V(Float(x), Float(y))
}
// Get the real cursor position.
func (e *Engine) GetRealCursorPosition() mx.Vector {
func (e *Engine) CursorPosition() Vector {
return e.cursorPos
}
// Get the absolute cursor position in the world
// of the engine.
func (e *Engine) GetAbsCursorPosition(
) mx.Vector {
return e.GetRealCursorPosition().
Apply(e.camera.GetAbsMatrice(Context{
engine: e,
}))
func (e *Engine) AbsCursorPosition() Vector {
return e.CursorPosition().Apply(e.Camera.AbsMatrix())
}
// Get the real window size in the current context.
func (e *Engine) GetRealWinSize() mx.Vector {
var w, h int
if e.wcfg.Fullscreen {
w, h = ebiten.ScreenSizeInFullscreen()
} else {
w, h = e.wcfg.Width, e.wcfg.Height
}
return mx.Vector{
mx.Float(w),
mx.Float(h),
}
}
func (e *Engine) GetAbsWinSize() mx.Vector {
return e.camera.GetAbsWinSize(Context{
engine: e,
})
}
func (e *Engine) Runes() []rune {
return e.runes
}
func (e *engine) updateEvents() Events {
func (e *engine) Update() error {
eng := (*Engine)(e)
events := Events{}
// Buffering the context for faster.
// Mouse buttons.
e.prevKeys = e.keys
e.keys = inpututil.
AppendPressedKeys(e.keys[:0])
events := []any{}
btns := e.buttons
for _, btn := range allButtons {
if inpututil.IsMouseButtonJustPressed(btn) {
btns[btn] = struct{}{}
events.Mouse.Downs = append(
events.Mouse.Downs,
MouseButtonDown{
MouseButton: btn,
},
)
events = append(events, &MouseButtonDown{
MouseButton: btn,
})
} else if inpututil.IsMouseButtonJustReleased(btn) {
delete(btns, btn)
events.Mouse.Ups = append(
events.Mouse.Ups,
MouseButtonUp{
MouseButton: btn,
},
)
events = append(events, &MouseButtonUp{
MouseButton: btn,
})
}
}
// Mouse wheel.
x, y := ebiten.Wheel()
e.wheel = mx.Vector{x, y}
if !(e.wheel.Eq(mx.ZV)) {
events.Mouse.Wheel = &WheelChange{
Offset: e.wheel,
}
}
// Cursor position.
realPos := eng.cursorPosition()
if !realPos.Eq(e.cursorPos) {
absM := eng.camera.GetAbsMatrice(Context{
engine: eng,
eng.wheel = V(x, y)
if !(eng.wheel.Eq(ZV)) {
events = append(events, &WheelChange{
Offset: eng.wheel,
})
absPrevPos := e.cursorPos.Apply(absM)
absPos := realPos.Apply(absM)
events.Mouse.Move = &MouseMove{
RealDelta: realPos.Sub(e.cursorPos),
AbsDelta: absPos.Sub(absPrevPos),
}
e.cursorPos = realPos
}
e.prevKeys = e.keys
//newKeys := []Key{e.keys[0]}
e.keys = nil
e.keys = inpututil.
AppendPressedKeys(e.keys[:0])
// Keyboard.
keyDiff := diffEm(e.prevKeys, e.keys)
for _, key := range keyDiff {
var event any
if eng.IsPressed(key) {
events.Keyboard.Downs = append(
events.Keyboard.Downs,
KeyDown{
Key: key,
},
)
event = &KeyDown{
Key: key,
}
} else {
events.Keyboard.Ups = append(
events.Keyboard.Ups,
KeyUp{
Key: key,
},
)
event = &KeyUp{
Key: key,
}
}
events = append(events, event)
}
return events
}
realPos := eng.cursorPosition()
if !realPos.Eq(eng.cursorPos) {
absM := eng.Camera.AbsMatrix()
func (e *engine) Update() error {
absPrevPos :=eng.cursorPos.Apply(absM)
absPos := realPos.Apply(absM)
eng := (*Engine)(e)
e.dt = time.Since(e.lastTime)
events = append(events, &MouseMove{
Real: realPos.Sub(eng.cursorPos),
Abs: absPos.Sub(absPrevPos),
})
eng.cursorPos = realPos
}
e.runes = ebiten.AppendInputChars(e.runes[:0])
//fmt.Println("runes:", e.runes)
// Buffering the context for faster.
// Providing the events to the objects.
// Maybe should think of the better way,
// but for it is simple enough.
events := e.updateEvents()
c := Context{
engine: eng,
events: events,
c := &Context{
Engine: eng,
typ: updateContext,
Events: events,
}
for _, object := range e.Objects.store {
e.wg.Add(1)
object.Input() <- c
}
e.wg.Wait()
// Should think of the order?
e.objects.updateTags(c)
e.objects.updateObjects(c)
e.lastTime = time.Now()
e.frame++
return nil
}
func (e *Engine) Objects() *Objects {
return e.objects
}
var (
fullPageIndexes = func() [MaxVertices]uint16 {
ret := [MaxVertices]uint16{}
for i:=0 ; i<len(ret) ; i++ {
ret[i] = uint16(i)
}
return ret
}()
defaultPageImg = func() *Image {
img := NewImage(1, 1)
img.Set(0, 0, RGBA(1, 1, 1, 1))
return img
}()
defaultTriOptions = &ebiten.DrawTrianglesOptions{}
)
func (e *engine) Draw(img *ebiten.Image) {
e.drawdt = time.Since(e.drawLastTime)
func (e *engine) Draw(image *ebiten.Image) {
var wg sync.WaitGroup
e.dt = time.Since(e.lastTime).Seconds()
eng := (*Engine)(e)
m := map[Layer][]Drawer{}
for _, object := range eng.objects.store {
for _, object := range eng.Objects.store {
// Skipping the ones we do not need to draw.
if object == nil || !object.IsVisible() {
if !object.IsVisible() {
continue
}
l := object.GetLayer()
@ -381,49 +322,56 @@ func (e *engine) Draw(img *ebiten.Image) {
m[l] = append(layer, object)
}
// Drawing layers via the sparse array.
// First drawing via the inside function
// and then the returned []EVertex.
// Drawing layers.
layers := maps.NewSparse[Layer, []Drawer](nil, m)
c := Context{engine: eng, image: img}
for layer := range layers.Chan() {
vertices := Vertices{}
for _, drawer := range layer {
drawing := drawer.Draw(c)
if drawing != nil {
vertices = append(
vertices,
drawing.Vertices...,
)
}
ln := layers.Size()
pageN := ln / LayerBufSize
mod := ln % LayerBufSize
chn := layers.Chan()
opts := &ebiten.DrawImageOptions{GeoM: Matrix{}}
for n := 0 ; n<pageN ; n++ {
for i:=0 ; i<LayerBufSize ; i++ {
layer := <-chn
buf := e.bufs[i]
c := &Context{Engine: eng, typ: drawContext, Image: buf}
wg.Add(1)
go func() {
for _, drawer := range layer {
drawer.Draw(c)
}
wg.Done()
}()
}
pn := len(vertices) / MaxVertices
mod := len(vertices) % MaxVertices
for i := 0 ; i<pn ; i++ {
cur := i*MaxVertices
img.DrawTriangles(
vertices[cur:cur+MaxVertices].ToAPI(),
fullPageIndexes[:],
defaultPageImg,
defaultTriOptions,
)
wg.Wait()
for _, buf := range e.bufs {
image.DrawImage(buf, opts)
buf.Clear()
}
st := pn*MaxVertices
img.DrawTriangles(
vertices[st:].ToAPI(),
fullPageIndexes[:mod],
defaultPageImg,
defaultTriOptions,
)
}
for i:=0 ; i<mod ; i++ {
layer := <-chn
buf := e.bufs[i]
c := &Context{Engine: eng, typ: drawContext, Image: buf}
wg.Add(1)
go func() {
for _, drawer := range layer {
drawer.Draw(c)
}
wg.Done()
}()
}
wg.Wait()
for i:=0 ; i<mod ; i++ {
buf := e.bufs[i]
image.DrawImage(buf, opts)
buf.Clear()
}
// Empty the buff to generate it again.
e.drawLastTime = time.Now()
e.dframe++
// Empty the camera buffer to generate it again.
eng.Camera.buffered = false
e.lastTime = time.Now()
}
func (e *engine) Layout(ow, oh int) (int, int) {
@ -434,45 +382,18 @@ func (e *engine) Layout(ow, oh int) (int, int) {
return ow, oh
}
// Return the delta time between Draw calls.
func (e *Engine) DrawDT() Duration {
return e.drawdt
}
// Current Drawing frame.
func (e *Engine) Dframe() uint {
return e.dframe
}
// Return the real delta time.
// Please, prefer the DT().
func (e *Engine) RealDT() Duration {
// Return the delta time duration value.
func (e *Engine) DT() Float {
return e.dt
}
// Returns the current delta time. (btw frames)
// (By the Ebiten community convention
// currently it is a fixed value)
func (e *Engine) DT() Duration {
return time.Second/60
}
// Current frame
func (e *Engine) Frame() uint {
return e.frame
}
// Current FPS.
func (e *Engine) FPS() float64 {
return ebiten.ActualFPS()
}
// Current TPS.
func (e *Engine) TPS() float64 {
return ebiten.ActualTPS()
}
// Run the engine.
func (e *Engine) Run() error {
ebiten.ReadDebugInfo(&e.wcfg.DebugInfo)
ebiten.SetWindowTitle(e.wcfg.Title)
@ -487,6 +408,3 @@ func (e *Engine) Run() error {
return ebiten.RunGameWithOptions((*engine)(e), e.wcfg.Options)
}
func (e *Engine) GetWindowConfig() WindowConfig {
return e.wcfg
}

View file

@ -5,7 +5,8 @@ import (
)
var (
ErrObjectExist = errors.New("the object already exists")
ErrObjectNotExist = errors.New("the object does not exist")
ObjectExistErr = errors.New("the object already exists")
ObjectNotExistErr = errors.New("the object does not exist")
ObjectNotImplementedErr = errors.New("none of object methods are implemented")
)

View file

@ -4,8 +4,6 @@ import (
//"github.com/hajimehoshi/ebiten/v2"
)
import "surdeus.su/core/gg/mx"
func diffEm[V comparable](s1, s2 []V) []V {
combinedSlice := append(s1, s2...)
dm := make(map[V]int)
@ -27,61 +25,31 @@ func diffEm[V comparable](s1, s2 []V) []V {
return retSlice
}
// The type represents event of a
// key getting pressed down.
type KeyDown struct {
Key
}
// The type represents event of a
// key getting pressed up.
type KeyUp struct {
Key
}
// The type represents event of a
// mouse button being pressed down.
type MouseButtonDown struct {
MouseButton
Position mx.Vector
P Vector
}
// The type represents event of a
// mouse button being pressed up.
type MouseButtonUp struct {
MouseButton
Positon mx.Vector
P Vector
}
// The type represents
// event of moving the mouse.
type MouseMove struct {
// Real and absolute deltas
// for the mouse movement.
RealDelta, AbsDelta mx.Vector
// Real and absolute deltas.
Real, Abs Vector
}
// The type represents event
// of a wheel change.
type WheelChange struct {
Offset mx.Vector
}
type KeyboardEvents struct {
Downs []KeyDown
Ups []KeyUp
}
type MouseEvents struct {
Downs []MouseButtonDown
Ups []MouseButtonUp
Move *MouseMove
Wheel *WheelChange
}
type Events struct {
Keyboard KeyboardEvents
Mouse MouseEvents
Offset Vector
}
type EventChan chan any

13
fmt.go
View file

@ -1,13 +0,0 @@
package gg
import (
"fmt"
)
func Println(v ...any) {
fmt.Println(v...)
}
func Printf(format string, v ...any) {
fmt.Printf(format, v...)
}

23
go.mod
View file

@ -1,21 +1,22 @@
module surdeus.su/core/gg
module vultras.su/core/gg
go 1.21
toolchain go1.21.3
require (
github.com/hajimehoshi/ebiten/v2 v2.6.3
golang.org/x/image v0.15.0
surdeus.su/core/gods v0.0.1
github.com/di4f/gods v0.0.0-20231214190239-d523423d8d5e
github.com/hajimehoshi/ebiten/v2 v2.6.0-alpha.3.0.20230521122940-90562ee84b9b
github.com/silbinarywolf/preferdiscretegpu v1.0.0
golang.org/x/image v0.7.0
)
require (
github.com/ebitengine/purego v0.5.1 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/exp/shiny v0.0.0-20240112132812-db7319d0e0e3 // indirect
golang.org/x/mobile v0.0.0-20240112133503-c713f31d574b // indirect
golang.org/x/sync v0.6.0 // indirect
golang.org/x/sys v0.16.0 // indirect
golang.org/x/text v0.14.0 // indirect
github.com/ebitengine/purego v0.4.0-alpha.4 // indirect
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b // indirect
github.com/jezek/xgb v1.1.0 // indirect
golang.org/x/exp/shiny v0.0.0-20230522175609-2e198f4a06a1 // indirect
golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41 // indirect
golang.org/x/sync v0.2.0 // indirect
golang.org/x/sys v0.8.0 // indirect
)

73
go.sum
View file

@ -1,20 +1,53 @@
github.com/ebitengine/purego v0.5.1 h1:hNunhThpOf1vzKl49v6YxIsXLhl92vbBEv1/2Ez3ZrY=
github.com/ebitengine/purego v0.5.1/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.6.3 h1:xJ5klESxhflZbPUx3GdIPoITzgPgamsyv8aZCVguXGI=
github.com/hajimehoshi/ebiten/v2 v2.6.3/go.mod h1:TZtorL713an00UW4LyvMeKD8uXWnuIuCPtlH11b0pgI=
github.com/jezek/xgb v1.1.1 h1:bE/r8ZZtSv7l9gk6nU0mYx51aXrvnyb44892TwSaqS4=
github.com/jezek/xgb v1.1.1/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
golang.org/x/exp/shiny v0.0.0-20240112132812-db7319d0e0e3 h1:NezsOJwoBjJ5AXH5QQCdxe+WsqLw+f/t8eo1Tacfhqs=
golang.org/x/exp/shiny v0.0.0-20240112132812-db7319d0e0e3/go.mod h1:3F+MieQB7dRYLTmnncoFbb1crS5lfQoTfDgQy6K4N0o=
golang.org/x/image v0.15.0 h1:kOELfmgrmJlw4Cdb7g/QGuB3CvDrXbqEIww/pNtNBm8=
golang.org/x/image v0.15.0/go.mod h1:HUYqC05R2ZcZ3ejNQsIHQDQiwWM4JBqmm6MKANTp4LE=
golang.org/x/mobile v0.0.0-20240112133503-c713f31d574b h1:kfWLZgb8iUBHdE9WydD5V5dHIS/F6HjlBZNyJfn2bs4=
golang.org/x/mobile v0.0.0-20240112133503-c713f31d574b/go.mod h1:4efzQnuA1nICq6h4kmZRMGzbPiP06lZvgADUu1VpJCE=
golang.org/x/sync v0.6.0 h1:5BMeUDZ7vkXGfEr1x9B4bRcTH4lpkTkpdh0T/J+qjbQ=
golang.org/x/sync v0.6.0/go.mod h1:Czt+wKu1gCyEFDUtn0jG5QVvpJ6rzVqr5aXyt9drQfk=
golang.org/x/sys v0.16.0 h1:xWw16ngr6ZMtmxDyKyIgsE93KNKz5HKmMa3b8ALHidU=
golang.org/x/sys v0.16.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
golang.org/x/text v0.14.0 h1:ScX5w1eTa3QqT8oi6+ziP7dTV1S2+ALU0bI+0zXKWiQ=
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
surdeus.su/core/gods v0.0.1 h1:0hnecGIfWSUG2q2Y9RSuXuAZLD2FCGAvI3lB/xU511Y=
surdeus.su/core/gods v0.0.1/go.mod h1:qf/FOAiSKLwVxmHj3EwCgvqmu9DeYAY4AmVh071E9zc=
github.com/di4f/gods v0.0.0-20231214190239-d523423d8d5e h1:LdL9GpXPJikQ7DXQZFf5Zz5h5MYAS9R7itEztnscku8=
github.com/di4f/gods v0.0.0-20231214190239-d523423d8d5e/go.mod h1:5GbuWHGgBJIIhBiQB/00flvo3k421S8O1XvmrXKWO2U=
github.com/ebitengine/purego v0.4.0-alpha.4 h1:Y7yIV06Yo5M2BAdD7EVPhfp6LZ0tEcQo5770OhYUVes=
github.com/ebitengine/purego v0.4.0-alpha.4/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b h1:GgabKamyOYguHqHjSkDACcgoPIz3w0Dis/zJ1wyHHHU=
github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
github.com/hajimehoshi/ebiten/v2 v2.6.0-alpha.3.0.20230521122940-90562ee84b9b h1:QURPKDDBduvp9Zh5/4NeiPeUfpB4PokrfoH3tx4yNrg=
github.com/hajimehoshi/ebiten/v2 v2.6.0-alpha.3.0.20230521122940-90562ee84b9b/go.mod h1:+fFI6Ag5YvbX1ivNQD2TxNhpWFDPuxEoew421TTQAxI=
github.com/jezek/xgb v1.1.0 h1:wnpxJzP1+rkbGclEkmwpVFQWpuE2PUGNUzP8SbfFobk=
github.com/jezek/xgb v1.1.0/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
github.com/silbinarywolf/preferdiscretegpu v1.0.0 h1:tuvXLRCnoFMFyk74/8PFvO0B5rjDmXm0JgNTaOYAHT0=
github.com/silbinarywolf/preferdiscretegpu v1.0.0/go.mod h1:h3s2GkfAP2sWqoS7v/PxAlFOQ1azMRsZxUJNw47QhLc=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/exp/shiny v0.0.0-20230522175609-2e198f4a06a1 h1:NxHSRPlbeyFGDc6rU7YsvxV/4bXS9XhuvUt5pP63XUs=
golang.org/x/exp/shiny v0.0.0-20230522175609-2e198f4a06a1/go.mod h1:UH99kUObWAZkDnWqppdQe5ZhPYESUw8I0zVV1uWBR+0=
golang.org/x/image v0.7.0 h1:gzS29xtG1J5ybQlv0PuyfE3nmc6R4qB73m6LUUmvFuw=
golang.org/x/image v0.7.0/go.mod h1:nd/q4ef1AKKYl/4kft7g+6UyGbdiqWqTP1ZAbRoV7Rg=
golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41 h1:539vykMVJsmdiucRtMmdeLLZaTVhWhaAHFcPabj2lws=
golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41/go.mod h1:aAjjkJNdrh3PMckS4B10TGS2nag27cbKR1y2BpUxsiY=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.2.0 h1:PUR+T4wwASmuSTYdKjYHI5TD22Wy5ogLU5qZCOLxBrI=
golang.org/x/sync v0.2.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.8.0 h1:EBmGv8NaZBZTWvrbjNoL6HVt+IVy3QDQpJs7VRIw3tU=
golang.org/x/sys v0.8.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.9.0/go.mod h1:e1OnstbJyHTd6l/uOt8jFFHp6TRDWZR/bV3emEE/zU8=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

29
img.go
View file

@ -7,35 +7,30 @@ import (
"io"
"math"
)
import "surdeus.su/core/gg/mx"
type Image = ebiten.Image
type ImageRect = image.Rectangle
type ImagePoint = image.Point
type ColorValue uint32
type ColorMode = ebiten.ColorM
type ColorV uint32
type ColorM = ebiten.ColorM
type Color struct {
R, G, B, A ColorValue
R, G, B, A ColorV
}
const (
MaxColorValue = math.MaxUint32
MaxColorV = math.MaxUint32
)
// The wrapper to make RGBA color via
// values from 0 to 1 (no value at all and the max value).
func RGBA(r, g, b, a mx.Float) Color {
func Rgba(r, g, b, a Float) Color {
return Color {
ColorValue(r*MaxColorValue),
ColorValue(g*MaxColorValue),
ColorValue(b*MaxColorValue),
ColorValue(a*MaxColorValue),
ColorV(r*MaxColorV),
ColorV(g*MaxColorV),
ColorV(b*MaxColorV),
ColorV(a*MaxColorV),
}
}
// Read an image from Reader and return
// a new *Image.
func LoadImage(input io.Reader) (*Image, error) {
img, _, err := image.Decode(input)
if err != nil {
@ -46,18 +41,12 @@ func LoadImage(input io.Reader) (*Image, error) {
return ret, nil
}
// Returns a new empty image
// with specified with and height.
func NewImage(w, h int) (*Image) {
return ebiten.NewImage(w, h)
}
func NewImageFromImage(img image.Image) *Image {
return ebiten.NewImageFromImage(img)
}
func (c Color) RGBA() (r, g, b, a uint32) {
return uint32(c.R), uint32(c.G), uint32(c.B), uint32(c.A)
}

56
keep.go
View file

@ -1,56 +0,0 @@
package gg
/*func (e *engine) Resolve() {
eng := (*Engine)(e)
type resHold struct{
Resolver Resolver
input chan *Context
}
colliders := map[CollisionType] []Collider{}
resolvers := []resHold{}
for _, object := range e.Objects.store {
if object.IsResolvable() {
interests := object.GetCollisionInterest()
for _, interest := range interests {
_, ok := colliders[interest]
if !ok {
colliders[interest] = []Collider{}
}
}
resolvers = append(resolvers, resHold{
object,
object.Input(),
})
}
}
for _, object := range e.Objects.store {
if object.IsCollidable() {
typ := object.CollisionType()
_, ok := colliders[typ]
if !ok {
continue
}
colliders[typ] = append(colliders[typ], object)
}
}
for _, resolver := range resolvers {
interests := resolver.Resolver.GetCollisionInterest()
cols := []Collision{}
for _, interest := range interests {
cols = append(cols, GetCollisions(resolver.Resolver, colliders[interest])...)
}
if len(cols) > 0 {
c := &Context{
typ: resolveContext,
Collisions: cols,
Engine: eng,
}
e.wg.Add(1)
resolver.input <- c
}
}
e.wg.Wait()
}*/

View file

@ -1,9 +0,0 @@
package gg
// The type represents order of drawing.
// Higher values are drawn later.
type Layer float64
func (l Layer) GetLayer() Layer {
return l
}

153
line.go Normal file
View file

@ -0,0 +1,153 @@
package gg
import (
"math"
//"fmt"
)
// The type represents mathematical equation of line and line itself.
type Line struct {
K, C Float
}
type Liner interface {
Line() Line
}
type LinerPointContainer interface {
Liner
PointContainer
}
// The type represents a line segment.
type LineSegment [2]Point
// The type represents multiple line segments.
type LineSegments []LineSegment
type Edge = LineSegment
type Edges = LineSegments
// Check if two LinerPointContainers do cross and return the
// crossing point.
func LinersCross(lp1, lp2 LinerPointContainer) (Point, bool) {
l1 := lp1.Line()
l2 := lp2.Line()
p, crosses := l1.crossesLine(l2)
if !crosses ||
!lp1.ContainsPoint(p) ||
!lp2.ContainsPoint(p) {
return Point{}, false
}
return p, true
}
// Check whether the liner is parallel to the other liner.
func LinersParallel(first, second Liner) bool {
l1 := first.Line()
l2 := second.Line()
return l1.K == l2.K
}
// Returns angle between liners in radians.
// The value fits the -Pi < Value < Pi condition.
func LinersAngle(first, second Liner) Float {
l1 := first.Line()
l2 := second.Line()
if l1.K == l2.K {
return 0
}
return math.Atan(l1.K/l2.K)
}
// Returns the line itself. Made to implement the Liner interface.
func (l Line) Line() Line {
return l
}
// Returns corresponding to the segment line line.
func (l LineSegment) Line() Line {
p0 := l[0]
p1 := l[1]
k := (p0.Y - p1.Y) / (p0.X - p1.X)
c := p0.Y - p0.X*k
return Line{k, c}
}
func (l Line) ContainsPoint(p Point) bool {
buf := Line{0, p.Y}
pc, ok := l.crossesLine(buf)
if !ok {
return false
}
return pc == p
}
func (l LineSegment) ContainsPoint(p Point) bool {
line := l.Line()
if !line.ContainsPoint(p) {
return false
}
xMax := Max(l[0].X, l[1].X)
xMin := Min(l[0].X, l[1].X)
yMax := Max(l[0].Y, l[1].Y)
yMin := Min(l[0].Y, l[1].Y)
if !(xMin < p.X && p.X < xMax) ||
!(yMin < p.Y && p.Y < yMax) {
return false
}
return true
}
func (l1 Line) crossesLine(l2 Line) (Point, bool) {
if LinersParallel(l1, l2) {
return Point{}, false
}
x := (l1.C - l2.C) / (l2.K - l1.K)
y := l1.K*x + l1.C
return Point{x, y}, true
}
// Get square of length of line segment.
func (ls LineSegment) LenSqr() Float {
return Sqr(ls[0].X - ls[1].X) +
Sqr(ls[0].Y - ls[1].Y)
}
// Get length of the line segment.
func (ls LineSegment) Len() Float {
return math.Sqrt(ls.LenSqr())
}
func (what LineSegments) Cross(with LineSegments) ([][2]int, Points) {
indexes := [][2]int{}
points := Points{}
for i := range what {
for j := range with {
p, cross := LinersCross(what[i], with[j])
if cross {
points = append(points, p)
indexes = append(indexes, [2]int{i, j})
}
}
}
return indexes, points
}

67
math.go
View file

@ -1,8 +1,71 @@
package gg
import (
//"surdeus.su/core/gg/mx"
"math"
)
//type Float = mx.Float
// The type is used in all Engine interactions
// where you need floating values.
type Float = float64
const (
MaxFloat = math.MaxFloat64
Pi = math.Pi
RadDegrees = 57.2958
//PiRad = Pi * Rad
)
func Degree(f Float) Float {
return (f/(2*Pi))*360
}
// Returns square of the value.
func Sqr(v Float) Float {
return v * v
}
func Asin(v Float) Float {
return math.Asin(v)
}
func Atan(v Float) Float {
return math.Atan(v)
}
func Sgn(v Float) Float {
if v > 0 {
return 1
}
if v < 0 {
return -1
}
return 0
}
func Max(v1, v2 Float) Float {
if v1 > v2 {
return v1
}
return v2
}
func Min(v1, v2 Float) Float {
if v1 < v2 {
return v1
}
return v2
}
func RadiansToDegrees(v Float) Float {
return v/Pi * 180
}
func DeegresToRadians(v Float) Float {
return v
}

View file

@ -1,8 +1,9 @@
package mx
package gg
import (
"github.com/hajimehoshi/ebiten/v2"
//"math"
)
type Matrice = ebiten.GeoM
type Matrix = ebiten.GeoM

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@ -1,32 +0,0 @@
package mx
// The type describes a simple
// math circle.
type Circle struct {
Center Vector
Radius Float
}
func (c Circle) ContainsPoint(
pt Vector,
) bool {
d := c.Center.Sub(pt)
dx, dy := d.XY()
d2 := dx*dx + dy*dy
r2 := c.Radius*c.Radius
return r2 > d2
}
func (c Circle) GetContainedPoints(
pts Vectors,
) Vectors {
ret := make(Vectors, 0, len(pts))
for _, pt := range pts {
if c.ContainsPoint(pt) {
ret = append(ret, pt)
}
}
return ret
}

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@ -1,69 +0,0 @@
package mx
// The type represents a line segment. The name is for short.
type Line [2]Vector
type Lines []Line
// Returns corresponding to the segment Line.
func (l Line) GetLineExpr() LineExpr {
var (
x Float
vertical bool
)
p0 := l[0]
p1 := l[1]
k := (p0.Y - p1.Y) / (p0.X - p1.X)
c := p0.Y - p0.X*k
if p0.X == p1.X {
x = p0.X
vertical = true
}
return LineExpr{k, c, x, vertical}
}
// Returns the points that the Line contains.
func (l Line) GetContainedPoints(pts Vectors) Vectors {
ret := make(Vectors, 0, len(pts))
for i := range pts {
if l.ContainsPoint(pts[i]) {
ret = append(ret, pts[i])
}
}
return ret
}
// Check if the edge contains the specified point.
func (l Line) ContainsPoint(p Vector) bool {
lexpr := l.GetLineExpr()
if !lexpr.ContainsPoint(p) {
return false
}
xMax := Max(l[0].X, l[1].X)
xMin := Min(l[0].X, l[1].X)
yMax := Max(l[0].Y, l[1].Y)
yMin := Min(l[0].Y, l[1].Y)
if !(xMin <= p.X && p.X <= xMax) ||
!(yMin <= p.Y && p.Y <= yMax) {
return false
}
return true
}
// Get square of length of line segment (for performance sometimes).
func (ls Line) LenSqr() Float {
return Sqr(ls[0].X - ls[1].X) +
Sqr(ls[0].Y - ls[1].Y)
}
// Get length of the line segment.
func (ls Line) Len() Float {
return Sqrt(ls.LenSqr())
}

View file

@ -1,61 +0,0 @@
package mx
//import "fmt"
// The type represents mathematical equation of line and line itself.
type LineExpr struct {
K, C, X Float
Vertical bool
}
// Returns the line itself. Made to implement the Liner interface.
func (l LineExpr) GetLineExpr() LineExpr {
return l
}
func (e LineExpr) GetContainedPoints(pts Vectors) Vectors {
ret := make(Vectors, 0, len(pts))
for _, pt := range pts {
if e.ContainsPoint(pt) {
ret = append(ret, pt)
}
}
return ret
}
func (l LineExpr) ContainsPoint(p Vector) bool {
buf := LineExpr{0, p.Y, 0, false}
pc, ok := DoLinersCross(l, buf)
if !ok {
return false
}
//Println("points:", l, p, pc)
return Neq(pc.Point.X, p.X) && Neq(pc.Point.Y, p.Y)
}
func (l1 LineExpr) Crosses(l2 LineExpr) (Vector, bool) {
var x, y Float
if AreLinersParallel(l1, l2) {
return ZV, false
}
switch {
case l1.Vertical :
x = l1.X
y = l2.K*x + l2.C
//Println("l1-vert:", x, y)
case l2.Vertical :
x = l2.X
y = l1.K*x + l1.C
//Println("l2-vert:", x, y)
default:
x = (l1.C - l2.C) / (l2.K - l1.K)
y = l1.K*x + l1.C
}
//Println("in:", x, y)
return Vector{x, y}, true
}

View file

@ -1,81 +0,0 @@
package mx
type Liner interface {
PointContainer
GetLineExpr() LineExpr
}
type Liners []Liner
// The type represents the cross of 2 Liners.
type LinersCrossing struct {
Pair [2]LineExpr
Point Vector
}
// Checks all possible combinations
// of Liners to cross and returns
// the crossings if are present.
func GetLinersCrossings(
what, with Liners,
) []LinersCrossing {
ret := make([]LinersCrossing, 0, len(with))
for i := range what {
for j := range with {
cross, doCross := DoLinersCross(
what[i],
with[j],
)
if doCross {
ret = append(ret, cross)
}
}
}
return ret
}
// Check if two LinerPointContainers do cross and return the
// crossing point.
func DoLinersCross(
lp1, lp2 Liner,
) (LinersCrossing, bool) {
l1 := lp1.GetLineExpr()
l2 := lp2.GetLineExpr()
crossPt, doCross := l1.Crosses(l2)
if !lp1.ContainsPoint(crossPt) ||
!lp2.ContainsPoint(crossPt) {
return LinersCrossing{}, false
}
return LinersCrossing{
Pair: [2]LineExpr{l1, l2},
Point: crossPt,
}, doCross
}
// Check whether the liner is parallel to the other liner.
func AreLinersParallel(
first, second Liner,
) bool {
l1 := first.GetLineExpr()
l2 := second.GetLineExpr()
return l1.Vertical && l2.Vertical ||
l1.K == l2.K
}
// Returns angle between liners in radians.
// The value fits the -Pi < Value < Pi condition.
func GetAngleBetweenLiners(
first, second Liner,
) Float {
l1 := first.GetLineExpr()
l2 := second.GetLineExpr()
if l1.K == l2.K {
return 0
}
return Atan(l1.K/l2.K)
}

View file

@ -1,97 +0,0 @@
package mx
import (
"math"
)
// The type is used in all Engine interactions
// where you need floating values to keep
// it interchangable in future.
// Not much promise for this though.
type Float = float64
const (
MaxFloat Float = math.MaxFloat64
Pi Float = math.Pi
RadDegrees Float = 57.2958
//PiRad = Pi * Rad
EqualityThreshold Float = 1e-9
)
func IsNan(v Float) bool {
return math.IsNaN(v)
}
func IsInf(f Float, sign int) bool {
return math.IsInf(f, sign)
}
func Degree(f Float) Float {
return (f/(2*Pi))*360
}
// Returns square of the value.
func Sqr(v Float) Float {
return v * v
}
func Sqrt(v Float) Float {
return math.Sqrt(v)
}
func Asin(v Float) Float {
return math.Asin(v)
}
func Atan(v Float) Float {
return math.Atan(v)
}
func Sgn(v Float) Float {
if v > 0 {
return 1
}
if v < 0 {
return -1
}
return 0
}
func Max(v1, v2 Float) Float {
if v1 > v2 {
return v1
}
return v2
}
func Min(v1, v2 Float) Float {
if v1 < v2 {
return v1
}
return v2
}
func Abs(v Float) Float {
if v >= 0 {
return v
}
return -v
}
func RadiansToDegrees(v Float) Float {
return v/Pi * 180
}
func DeegresToRadians(v Float) Float {
return v
}
// Returns whether the two floats are nearly equal.
func Neq(a, b Float) bool {
return Abs(a-b) <= EqualityThreshold
}

View file

@ -1,10 +0,0 @@
package mx
// The type provides interface
// to check if an objects
// contains points.
type PointContainer interface {
GetContainedPoints(Vectors) Vectors
ContainsPoint(Vector) bool
}

View file

@ -1,18 +0,0 @@
package mx
// The type describes a simple
// rectangle without transformations.
type Size struct {
// The upper left corner position point.
Position Vector
// Absolute width and height.
// Both must be positive values.
Width, Height Float
}
func (size Size) ContainsPoint(pt Vector) bool {
return (size.Position.X < pt.X && (size.Position.X + size.Width) > pt.X ) &&
(size.Position.Y < pt.Y && (size.Position.Y + size.Height) > pt.Y )
}
//type (s Size) ContainsPoint

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@ -1,115 +0,0 @@
package mx
import (
"math"
//"github.com/hajimehoshi/ebiten/v2"
)
type Triangle [3]Vector
// Returns the area of the triangle.
func (t Triangle) Area() Float {
x1 := t[0].X
y1 := t[0].Y
x2 := t[1].X
y2 := t[1].Y
x3 := t[2].X
y3 := t[2].Y
return math.Abs(
( x1*(y2-y3) +
x2*(y3-y1) +
x3*(y1-y2))/2 )
}
// Return squares of lengths of sides of the triangle.
func (t Triangle) SideLengthSquares() ([3]Float) {
l1 := Line{t[0], t[1]}.LenSqr()
l2 := Line{t[1], t[2]}.LenSqr()
l3 := Line{t[2], t[0]}.LenSqr()
return [3]Float{l1, l2, l3}
}
// Check whether the point is in the triangle.
func (t Triangle) ContainsPoint(p Vector) bool {
d1 := Triangle{p, t[0], t[1]}.Sgn()
d2 := Triangle{p, t[1], t[2]}.Sgn()
d3 := Triangle{p, t[2], t[0]}.Sgn()
neg := (d1 < 0) || (d2 < 0) || (d3 < 0)
pos := (d1 > 0) || (d2 > 0) || (d3 > 0)
return !(neg && pos)
}
func (t Triangle) GetContainedPoints(pts Vectors) Vectors {
ret := make(Vectors, 0, len(pts))
for i := range pts {
if t.ContainsPoint(pts[i]) {
ret = append(ret, pts[i])
}
}
return ret
}
func (t Triangle) Sgn() Float {
return (t[0].X - t[2].X) * (t[1].Y - t[2].Y) -
(t[1].X - t[2].X) * (t[0].Y - t[2].Y)
}
func (t Triangle) GetEdges() Lines {
return Lines{
Line{t[0], t[1]},
Line{t[1], t[2]},
Line{t[2], t[0]},
}
}
func (t Triangle) GetVertices() Vectors {
return Vectors{
t[0], t[1], t[2],
}
}
type Triangles []Triangle
func (ts Triangles) ContainsPoint(pt Vector) bool {
for _, t := range ts {
if t.ContainsPoint(pt) {
return true
}
}
return false
}
func (ts Triangles) GetContainedPoints(
pts Vectors,
) Vectors {
ret := Vectors{}
for _, t := range ts {
ps := t.GetContainedPoints(pts)
ret = append(ret, ps...)
}
return ret
}
func (ts Triangles) GetVertices() Vectors {
ret := make(Vectors, 0, len(ts)*3)
for _, t := range ts {
ret = append(ret, t.GetVertices()...)
}
return ret
}
func (ts Triangles) GetEdges() Lines {
ret := make(Lines, 0, len(ts)*3)
for _, t := range ts {
ret = append(ret, t.GetEdges()...)
}
return ret
}

View file

@ -1,112 +0,0 @@
package mx
import (
//"github.com/hajimehoshi/ebiten/v2"
"math"
)
var (
ZV = V2(0)
)
type Vector struct {
X, Y Float
}
type Vectors []Vector
func (v Vector) XY() (Float, Float) {
return v.X, v.Y
}
func V(x, y Float) Vector {
return Vector{x, y}
}
func V2(v Float) Vector {
return Vector{v, v}
}
func VX(x Float) Vector {
return Vector{x, 0}
}
func VY(y Float) Vector {
return Vector{0, y}
}
func (v Vector) Div(o Vector) Vector {
return V(
v.X / o.X,
v.Y / o.Y,
)
}
func (v Vector) Mul(o Vector) Vector {
return V(
v.X * o.X,
v.Y * o.Y,
)
}
func (v Vector) Eq(o Vector) bool {
return v.X == o.X && v.Y == o.Y
}
// Returns the vector with the matrix applied
func (v Vector) Apply(m Matrice) Vector {
x, y := m.Apply(v.X, v.Y)
return Vector{x, y}
}
// Adds the vector to other one returning the result.
func (v Vector) Add(a Vector) Vector {
v.X += a.X
v.Y += a.Y
return v
}
// Returns the subtraction of all the vectors from the current one.
func (v Vector) Sub(s Vector) Vector {
v.X -= s.X
v.Y -= s.Y
return v
}
// Returns the negative version of the vector.
func (v Vector) Neg() Vector {
return Vector{
-v.X,
-v.Y,
}
}
// Returns the vector rotated by "a" angle in radians.
func (v Vector) Rot(a Float) Vector {
m := Matrice{}
m.Rotate(a)
return v.Apply(m)
}
// Returns the normalized vector.
func (v Vector) Norm() Vector {
l := math.Sqrt(v.X*v.X + v.Y*v.Y)
return V(v.X / l, v.Y / l)
}
func (pts Vectors) PointsContainedIn(
c PointContainer,
) Vectors {
ret := make(Vectors, 0, len(pts))
for _, pt := range pts {
if c.ContainsPoint(pt) {
ret = append(ret, pt)
}
}
return ret
}

View file

@ -1,2 +0,0 @@
package mx

View file

@ -1,14 +1,71 @@
package gg
// The interface must
// me implemented for all the
// in-game logic objects.
type Object interface {
Drawer
OnStart(Context)
OnUpdate(Context)
OnDelete(Context)
GetTags(Context) TagMap
// Implementing the interface type
// will call the function OnStart
// when first appear on scene BEFORE
// the OnUpdate.
// The v value will be get from Add function.
type Starter interface {
Start(*Context)
}
// Implementing the interface type
// will call the function on each
// engine iteration.
type Updater interface {
Update(*Context)
}
// Implementing the interface type
// will call the function on deleting
// the object.
type Deleter interface {
Delete(*Context)
}
// Feat to embed for turning visibility on and off.
type Visibility struct {
Visible bool
}
func (v Visibility) IsVisible() bool {
return v.Visible
}
// Feat to embed to make colorful objects.
type Colority struct {
Color Color
}
// The interface describes anything that can be
// drawn. It will be drew corresponding to
// the layers order so the layer must be returned.
type Drawer interface {
Draw(*Context)
GetLayer() Layer
IsVisible() bool
}
type Objecter interface {
GetObject() *Object
Input() chan *Context
Starter
Updater
Drawer
Deleter
}
// The type for embedding into engine-in types.
type Object struct {
Layer
Visibility
input chan *Context
}
func (o *Object) GetObject() *Object { return o }
func (o *Object) Input() chan *Context { return o.input }
func (o *Object) Start(c *Context) {}
func (o *Object) Update(c *Context) {}
func (o *Object) Draw(c *Context) {}
func (o *Object) Delete(c *Context) {}

View file

@ -1,124 +0,0 @@
package gg
type ObjectMap map[Object] struct{}
// The structure to store objects
// with O(1) add, remove and search operations.
type Objects struct {
// The place to store all the objects.
store []Object
// Find index by Object.
searchMap map[Object] int
tagMap map[Tag] ObjectMap
// Available nil values in the store.
freeIndexes []int
}
func NewObjects() *Objects {
ret := &Objects{}
ret.searchMap = map[Object] int {}
ret.tagMap = map[Tag]ObjectMap{}
return ret
}
func (objects *Objects) has(object Object) bool {
_, ok := objects.searchMap[object]
return ok
}
func (objects *Objects) add(object Object) bool {
if objects.has(object) {
return false
}
if len(objects.freeIndexes) > 0 {
freeIndex := objects.freeIndexes[0]
objects.freeIndexes = objects.freeIndexes[1:]
objects.store[freeIndex] = object
objects.searchMap[object] = freeIndex
} else {
objects.store = append(objects.store, object)
objects.searchMap[object] = len(objects.store)-1
}
return true
}
func (objects *Objects) remove(object Object) bool {
objectIndex, ok := objects.searchMap[object]
if !ok {
return false
}
objects.store[objectIndex] = nil
objects.freeIndexes = append(
objects.freeIndexes,
objectIndex,
)
return true
}
func (objects *Objects) FindByTags(
t Tag, rest ...Tag,
) []Object {
tagMap := objects.tagMap
objectMap := tagMap[t]
retMap := map[Object]struct{}{}
for object := range objectMap {
retMap[object] = struct{}{}
}
for _, tag := range rest {
m, ok := tagMap[tag]
if !ok {
continue
}
for object := range m {
_, ok := m[object]
if !ok {
delete(retMap, object)
}
}
}
ret := []Object{}
for object := range retMap {
ret = append(ret, object)
}
return ret
}
func (objects *Objects) updateObjects(c Context){
for _, object := range objects.store {
if object == nil {
continue
}
object.OnUpdate(c)
}
}
func (objects *Objects) updateTags(c Context) {
tagMap := objects.tagMap
updateMap := make(map[Tag]ObjectMap, len(tagMap))
for _, object := range objects.store {
tags := object.GetTags(c)
for tag := range tags {
tm, ok := updateMap[tag]
if ok {
tm[object] = struct{}{}
} else {
updateMap[tag] = ObjectMap{
object: struct{}{},
}
}
}
}
objects.tagMap = updateMap
}

View file

@ -1,62 +0,0 @@
package ox
//import "time"
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/ax"
var _ = gg.Drawer(&AnimatedSprite{})
// The type implements animated sprites.
type AnimatedSprite struct {
Sprite
animations ax.AnimationSet
animationId ax.AnimationID
currentFrame int
// This is time between animation frames, not
// engine ones.
timeBetweenFrames gg.Duration
duration gg.Duration
}
func NewAnimatedSprite(
animations ax.AnimationSet,
timeBetweenFrames gg.Duration,
) AnimatedSprite {
ret := AnimatedSprite{}
ret.animations = animations
ret.timeBetweenFrames = timeBetweenFrames
return ret
}
// Change current animation to the specified one.
func (as *AnimatedSprite) Animate(id ax.AnimationID) bool {
if as.animationId == id {
return true
}
_, ok := as.animations[id]
if ok {
as.duration = 0
as.animationId = id
}
return ok
}
func (as *AnimatedSprite) Draw(c gg.Context) *gg.Drawing {
as.duration += c.Engine().DrawDT()
frames := as.animations[as.animationId]
fullTime := gg.Duration(len(frames)) * as.timeBetweenFrames
if as.duration > fullTime {
as.duration -= fullTime
}
as.Images[0] = frames[
(as.duration/as.timeBetweenFrames) %
gg.Duration(len(frames)),
]
return as.Sprite.Draw(c)
}

View file

@ -1,83 +0,0 @@
package ox
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/mx"
// Default camera implementation.
var _ = gg.Camera(&Camera{})
type Camera struct {
ObjectImpl
// The Transform to interact with
// to change camera position, rotation etc.
Transform
// The shaders that will be applied to everything
// that the camera shows.
Shaderity
// The bufferization implementation
// to keep everything fast.
absMatrice, realMatrice mx.Matrice
}
// Returns the new camera
// with default settings.
func NewCamera() Camera {
ret := Camera{}
ret.Transform = *T()
return ret
}
// Returns the matrix satysfying camera
// position, scale and rotation to apply
// it to the objects to get the real
// transform to display on the screen.
func (c *Camera) GetRealMatrice(ctx gg.Context) mx.Matrice {
// Bufferization
// so we do not need to recalculate
// Transform again.
if !c.Transform.IsDirty() {
return c.realMatrice
}
var g mx.Matrice
position := c.GetPosition().Neg()
around := c.GetAround()
scale := c.GetScale()
rotation := c.GetRotation()
g.Translate(-position.X, -position.Y)
g.Rotate(rotation)
size := ctx.Engine().GetAbsWinSize()
g.Translate(around.X * size.X, around.Y * size.Y)
g.Scale(scale.X, scale.Y)
c.realMatrice = g
return g
}
// The matrix to convert things into the
// inside engine representation,
// get the position of cursor inside the world
// basing on its window position.
func (camera *Camera) GetAbsMatrice(ctx gg.Context) mx.Matrice {
if !camera.Transform.IsDirty() {
return camera.absMatrice
}
m := camera.GetRealMatrice(ctx)
m.Invert()
camera.absMatrice = m
return m
}
func (camera *Camera) GetAbsWinSize(
ctx gg.Context,
) mx.Vector {
return ctx.Engine().GetRealWinSize().
Div(camera.GetScale())
}

View file

@ -1,32 +0,0 @@
package ox
import (
"github.com/hajimehoshi/ebiten/v2/vector"
)
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/mx"
type Circle struct {
ObjectImpl
mx.Circle
Visibility
Colority
Antialiasity
gg.Layer
}
func (circle *Circle) Draw(c gg.Context) gg.Drawing {
center := circle.Center.
Apply(c.Camera().GetRealMatrice(c))
vector.DrawFilledCircle(
c.Image(),
float32(center.X), float32(center.Y),
float32(circle.Radius),
circle.Color,
circle.Antialias,
)
return gg.Drawing{}
}

View file

@ -1,56 +0,0 @@
package ox
import "surdeus.su/core/gg"
type Drawity struct {
ObjectImpl
Visibility
Colority
Shaderity
Floatity
Layer
}
// Feat to emded for turning antialias on and off.
type Antialiasity struct {
Antialias bool
}
// Feat to embed for turning visibility on and off.
type Visibility struct {
Visible bool
}
func (v Visibility) IsVisible() bool {
return v.Visible
}
func (v *Visibility) ToggleVisibility() bool {
v.Visible = !v.Visible
return v.IsVisible()
}
// Feat to embed to make colorful objects.
type Colority struct {
Color gg.Color
}
// The structure to embed into shaderable
// objects.
type Shaderity struct {
gg.ShaderOptions
}
func (s Shaderity) GetShaderOptions(
) *gg.ShaderOptions {
return &s.ShaderOptions
}
type Floatity struct {
Floating bool
}
func (s Floatity) IsFloating() bool {
return s.Floating
}
type Layer = gg.Layer

View file

@ -1,30 +0,0 @@
package ox
import "surdeus.su/core/gg"
type DrawerImpl struct{}
func (o DrawerImpl) Draw(c gg.Context) *gg.Drawing {
return nil
}
func (o DrawerImpl) GetLayer() gg.Layer {return 0}
func (o DrawerImpl) IsVisible() bool {return false}
type BeherImpl struct{}
func (o BeherImpl) OnStart(c gg.Context) {}
func (o BeherImpl) OnUpdate(c gg.Context) {}
func (o BeherImpl) OnDelete(c gg.Context) {}
func (o BeherImpl) GetTags(
c gg.Context,
) gg.TagMap {
return nil
}
// The standard empty implementation
// of the Object interface to embed
// so you do not need to implement everything.
var _ = gg.Object(ObjectImpl{})
type ObjectImpl struct {
DrawerImpl
BeherImpl
}

View file

@ -1,56 +0,0 @@
package ox
import (
"surdeus.su/core/gg"
"surdeus.su/core/gg/mx"
)
// Grouped triangles type.
type Polygon struct {
Transform
mx.Triangles
}
func (p Polygon) GetContainedPoints(
pts mx.Vectors,
) (mx.Vectors) {
return p.MakeTriangles().
GetContainedPoints(pts)
}
func (p Polygon) MakeTriangles() mx.Triangles {
m := p.Transform.GetMatrice()
ret := make(mx.Triangles, len(p.Triangles))
for i, t := range p.Triangles {
ret[i] = mx.Triangle{
t[0].Apply(m),
t[1].Apply(m),
t[2].Apply(m),
}
}
return ret
}
func (p Polygon) GetVertices() mx.Vectors {
return p.MakeTriangles().GetVertices()
}
func (p Polygon) GetEdges() mx.Lines {
return p.MakeTriangles().GetEdges()
}
var _ = gg.Drawer(&DrawablePolygon{})
// Polygon that can be drawn.
type DrawablePolygon struct {
Polygon
Drawity
}
func (p *DrawablePolygon) Draw(c gg.Context) *gg.Drawing {
tri := &DrawableTriangles{}
tri.Triangles = p.MakeTriangles()
tri.Drawity = p.Drawity
return tri.Draw(c)
}

View file

@ -1,99 +0,0 @@
package ox
import (
//"github.com/hajimehoshi/ebiten/v2"
//"github.com/hajimehoshi/ebiten/v2/vector"
//"fmt"
//"image"
)
import "surdeus.su/core/gg"
import "surdeus.su/core/gg/mx"
// The type describes rectangle geometry with
// way to move, rotate and scale it.
type Rectangle struct {
Transform
Width, Height mx.Float
}
// Return points of vertices of the rectangle.
func (r Rectangle) Vertices() mx.Vectors {
t := r.Transform
wh := mx.Vector{r.Width, r.Height}
t.SetAround(t.GetAround().Mul(wh))
m := t.GetMatrice()
p1 := mx.Vector{0, 0}.Apply(m)
p2 := mx.Vector{wh.X, 0}.Apply(m)
p3 := mx.Vector{wh.X, wh.Y}.Apply(m)
p4 := mx.Vector{0, wh.Y}.Apply(m)
return mx.Vectors{p1, p2, p3, p4}
}
func (r Rectangle) Edges() mx.Lines {
vs := r.Vertices()
return mx.Lines{
mx.Line{vs[0], vs[1]},
mx.Line{vs[1], vs[2]},
mx.Line{vs[2], vs[3]},
mx.Line{vs[3], vs[0]},
}
}
// Get 2 triangles that the rectangle consists of.
func (r Rectangle) MakeTriangles() mx.Triangles {
pts := r.Vertices()
p1 := pts[0]
p2 := pts[1]
p3 := pts[2]
p4 := pts[3]
return mx.Triangles{
mx.Triangle{p1, p2, p3},
mx.Triangle{p1, p4, p3},
}
}
// Check whether the rectangle contains the point.
func (r Rectangle) ContainsPoint(pt mx.Vector) bool {
return r.MakeTriangles().ContainsPoint(pt)
}
// Get the points that are contained in the rectangle.
func (r Rectangle) GetContainedPoints(
pts mx.Vectors,
) (mx.Vectors) {
return r.MakeTriangles().GetContainedPoints(pts)
}
// The type describes rectangle that can be drawn.
type DrawableRectangle struct {
Rectangle
Drawity
}
func (r *DrawableRectangle) Draw(c gg.Context) *gg.Drawing {
tri := &DrawableTriangles{}
tri.Drawity = r.Drawity
tri.Triangles = r.MakeTriangles()
return tri.Draw(c)
/*// Use the Color as base image if no is provided.
//var did bool
if r.Images[0] == nil {
r.Images[0] = NewImage(1, 1)
r.Images[0].Set(0, 0, r.Color)
}
w, h := r.Images[0].Size()
// Drawing with shader.
c.DrawRectShader(w, h, r.Shader, &ebiten.DrawRectShaderOptions{
GeoM: m,
Images: r.Images,
Uniforms: r.Uniforms,
})*/
return nil
}

View file

@ -1,117 +0,0 @@
package ox
import (
"github.com/hajimehoshi/ebiten/v2"
//"fmt"
)
import "surdeus.su/core/gg/mx"
import "surdeus.su/core/gg"
var _ = gg.Drawer(&Sprite{})
type Sprite struct {
Transform
Drawity
}
var (
//spritesOp DrawImageOptions
)
func (s *Sprite) Draw(c gg.Context) *gg.Drawing {
// Nothing to draw.
if s.Images[0] == nil {
return nil
}
t := s.GetRectangleToDraw().Transform
m := t.GetMatrice()
if !s.IsFloating() {
m.Concat(c.Camera().GetRealMatrice(c))
}
// Drawing without shader.
if s.Shader == nil {
c.Image().DrawImage(s.Images[0], &ebiten.DrawImageOptions{
GeoM: m,
})
return nil
}
w, h := s.Images[0].Size()
// Drawing with shader.
c.Image().DrawRectShader(
w, h,
s.Shader,
&ebiten.DrawRectShaderOptions{
Images: s.Images,
Uniforms: s.Uniforms,
GeoM: m,
},
)
return nil
}
// Return the rectangle that contains the sprite to draw.
func (s *Sprite) GetRectangleToDraw() Rectangle {
if s.Images[0] == nil {
return Rectangle{}
}
w, h := s.Images[0].Size()
t := s.Transform
t.SetAround(
t.GetAround().Mul(
mx.Vector{mx.Float(w), mx.Float(h)},
),
)
return Rectangle{
Transform: t,
}
}
// Return the rectangle that contains
// the sprite in the engine.
func (s *Sprite) GetRectangle() Rectangle {
if s.Images[0] == nil {
return Rectangle{
Transform: s.Transform,
}
}
w, h := s.Images[0].Size()
t := s.Transform
return Rectangle{
Transform: t,
Width: mx.Float(w),
Height: mx.Float(h),
}
}
// Get triangles of the rectangle that contains the sprite
// and has the same widght and height.
func (s *Sprite) MakeTriangles() mx.Triangles {
return s.GetRectangle().MakeTriangles()
}
func (s *Sprite) Vertices() mx.Vectors {
return s.GetRectangle().Vertices()
}
func (s *Sprite) Edges() mx.Lines {
return s.GetRectangle().Edges()
}
func (s *Sprite) ContainsPoint(
pt mx.Vector,
) bool {
return s.GetRectangle().ContainsPoint(pt)
}
func (s *Sprite) GetContainedPoints(
pts mx.Vectors,
) mx.Vectors {
return s.GetRectangle().GetContainedPoints(pts)
}

View file

@ -1,33 +0,0 @@
package ox
//import "surdeus.su/core/gg/mx"
import "surdeus.su/core/gg"
import "github.com/hajimehoshi/ebiten/v2/text"
import "github.com/hajimehoshi/ebiten/v2"
// The type implements basic drawable text.
// (Now needs to implement rotation, scaling etc, cause now only position)
type Text struct {
Transform
Drawity
Face gg.Face
Data string
}
func (txt *Text) Draw(c gg.Context) *gg.Drawing {
m := txt.Transform.GetMatrice()
if !txt.IsFloating() {
m.Concat(c.Camera().GetRealMatrice(c))
}
//x, y := txt.Position.XY()
//text.Draw(c.Image)
text.DrawWithOptions(
c.Image(),
txt.Data,
txt.Face,
&ebiten.DrawImageOptions{
GeoM: m,
},
)
return nil
}

View file

@ -1,274 +0,0 @@
package ox
import "surdeus.su/core/gg/mx"
type Transformer interface {
GetTransform() *Transform
}
// The structure represents basic transformation
// features: positioning, rotating and scaling
// in more high level and more "GAME ENGINE" style.
type Transform struct {
// Absolute (if no parent) position and
// the scale.
position, scale mx.Vector
// The object rotation in radians.
rotation mx.Float
// The not scaled offset vector from upper left corner
// which the object should be rotated around.
around mx.Vector
// If is not nil then the upper values will be relational to
// the parent ones.
parent *Transform
// Dirty is true if we anyhow changed matrix.
dirty, parentDirty bool
matrix, parentMatrice, parentInverted mx.Matrice
}
// Returns the default Transform structure.
func T() *Transform {
ret := &Transform{
// Rotate around
scale: mx.V2(1),
// Rotate around the center.
around: mx.V2(.5),
}
ret.dirty = true
ret.parentDirty = true
return ret
}
// Returns whether it needs to be recalculated
// or not.
func (t *Transform) IsDirty() bool {
return t.dirty || t.parentDirty
}
// For implementing the Transformer on embedding.
func (t *Transform) GetTransform() *Transform {
return t
}
// Set the absolute object position.
func (t *Transform) SetPosition(position mx.Vector) *Transform {
t.dirty = true
t.parentDirty = true
if t.parent == nil {
t.position = position
return t
}
_, mi := t.parent.GetMatriceForParenting()
t.position = position.Apply(mi)
return t
}
// Set the absolute object rotation.
func (t *Transform) SetRotation(rotation mx.Float) *Transform {
t.dirty = true
t.parentDirty = true
if t.parent == nil {
t.rotation = rotation
return t
}
t.rotation -= t.parent.GetRotation()
return t
}
// Set the absolute object scale.
func (t *Transform) SetScale(scale mx.Vector) *Transform {
t.dirty = true
t.parentDirty = true
t.scale = scale
return t
}
func (t *Transform) AddScale(add mx.Vector) *Transform {
t.dirty = true
//t.parentDirty = true
t.scale = t.scale.Add(add)
return t
}
func (t *Transform) Scale(mul mx.Vector) *Transform {
t.dirty = true
t.scale = t.scale.Mul(mul)
return t
}
func (t *Transform) SetAround(around mx.Vector) *Transform {
t.dirty = true
t.around = around
return t
}
// Get the absolute representation of the transform.
func (t *Transform) Abs() Transform {
if t.parent == nil {
return *t
}
ret := Transform{}
ret.position = t.GetPosition()
ret.rotation = t.GetRotation()
ret.scale = t.GetScale()
ret.around = t.GetAround()
ret.dirty = true
ret.parentDirty = true
return ret
}
func (t *Transform) Rel() Transform {
ret := *t
ret.parent = nil
return ret
}
// Get the absolute object position.
func (t *Transform) GetPosition() mx.Vector {
if t.parent == nil {
return t.position
}
pm, _ := t.parent.GetMatriceForParenting()
return t.position.Apply(pm)
}
// Move by the specified delta.
func (t *Transform) Move(v mx.Vector) {
t.SetPosition(t.GetPosition().Add(v))
}
// Get the absolute object scale.
func (t *Transform) GetScale() mx.Vector {
return t.scale
}
// Get the absolute object rotation.
func (t *Transform) GetRotation() mx.Float {
if t.parent == nil {
return t.rotation
}
return t.rotation + t.parent.GetRotation()
}
func (t *Transform) Rotate(rot mx.Float) *Transform {
t.dirty = true
t.parentDirty = true
t.rotation += rot
return t
}
func (t *Transform) GetAround() mx.Vector {
return t.around
}
// Returns true if the object is connected
// to some parent.
func (t *Transform) IsConnected() bool {
return t.parent != nil
}
// Connect the object to another one making
// it its parent.
func (t *Transform) Connect(parent Transformer) *Transform {
if parent == nil {
return t
}
if t.parent != nil {
t.Disconnect()
}
position := t.GetPosition()
rotation := t.GetRotation()
t.parent = parent.GetTransform()
t.SetPosition(position)
t.SetRotation(rotation)
return t
}
// Disconnect from the parent.
func (t *Transform) Disconnect() *Transform {
if t.parent == nil {
return t
}
*t = t.Abs()
return t
}
// Return the matrix and the inverted
// one for parenting children.
func (t *Transform) GetMatriceForParenting(
) (mx.Matrice, mx.Matrice) {
var m, mi mx.Matrice
if t.parentDirty {
//m.Scale(t.scale.X, t.scale.Y)
m.Rotate(t.rotation)
m.Translate(t.position.X, t.position.Y)
t.parentMatrice = m
mi = m
mi.Invert()
t.parentInverted = mi
t.parentDirty = false
} else {
m = t.parentMatrice
mi = t.parentInverted
}
if t.parent != nil {
pm, pmi := t.parent.GetMatriceForParenting()
m.Concat(pm)
pmi.Concat(mi)
mi = pmi
}
return m, mi
}
// Returns the GeoM with corresponding
// to the transfrom transformation.
func (t *Transform) GetMatrice() mx.Matrice {
var m, pm mx.Matrice
// Calculating only if we changed the structure anyhow.
if t.dirty {
// Scale first.
m.Scale(t.scale.X, t.scale.Y)
// Then move and rotate.
m.Translate(
-t.around.X * t.scale.X,
-t.around.Y * t.scale.Y,
)
m.Rotate(t.rotation)
// And finally move to the absolute position.
m.Translate(t.position.X, t.position.Y)
t.matrix = m
// Setting the flag so we d
t.dirty = false
} else {
m = t.matrix
}
if t.parent != nil {
pm, _ = t.parent.GetMatriceForParenting()
m.Concat(pm)
}
return m
}

View file

@ -1,34 +0,0 @@
package ox
import "surdeus.su/core/gg/mx"
import "surdeus.su/core/gg"
//import "github.com/hajimehoshi/ebiten/v2"
type DrawableTriangles struct {
mx.Triangles
Drawity
}
func (r *DrawableTriangles) MakeVertices(
c gg.Context,
) gg.Vertices {
m := c.Camera().GetRealMatrice(c)
vs := make(gg.Vertices, len(r.Triangles) * 3)
var buf gg.Vertice
buf.Color = r.Color
for i := range r.Triangles {
for j := range r.Triangles[i] {
buf.Dst = r.Triangles[i][j].Apply(m)
vs[i*3 + j] = buf
}
}
return vs
}
func (r *DrawableTriangles) Draw(
c gg.Context,
) *gg.Drawing {
return &gg.Drawing{
Vertices: r.MakeVertices(c),
}
}

48
polygon.go Normal file
View file

@ -0,0 +1,48 @@
package gg
import (
)
// Grouped triangles type.
type Polygon struct {
Object
Transform
Triangles
}
func (p Polygon) ContainsPoint(pnt Point) bool {
return p.MakeTriangles().ContainsPoint(pnt)
}
// Polygon that can be drawn.
type DrawablePolygon struct {
Polygon
ShaderOptions
Visibility
Colority
}
func (p Polygon) MakeTriangles() Triangles {
m := p.Matrix()
ret := make(Triangles, len(p.Triangles))
for i, t := range p.Triangles {
ret[i] = Triangle{
t[0].Apply(m),
t[1].Apply(m),
t[2].Apply(m),
}
}
return ret
}
func (p *DrawablePolygon) Draw(c *Context) {
(&DrawableTriangles{
Visibility: p.Visibility,
Colority: p.Colority,
ShaderOptions: p.ShaderOptions,
Triangles: p.MakeTriangles(),
}).Draw(c)
}

View file

@ -1,10 +1,10 @@
package mx
package gg
// The type represents math ray.
type Ray struct {
// The start point.
Start Vector
P Point
// Rotation of the ray.
Rotaton Float
R Float
}

106
rect.go Normal file
View file

@ -0,0 +1,106 @@
package gg
import (
"github.com/hajimehoshi/ebiten/v2"
//"github.com/hajimehoshi/ebiten/v2/vector"
//"fmt"
//"image"
)
// The type describes rectangle geometry.
type Rectangle struct {
Object
Transform
}
// The type describes rectangle that can be drawn.
type DrawableRectangle struct {
Rectangle
ShaderOptions
// Solid color of the rectangle.
// Will be ignored if the Shader
// field is not nil.
Colority
// Should be draw or not.
Visibility
}
// Return points of vertices of the rectangle.
func (r Rectangle) Vertices() Points {
m := r.Matrix()
p1 := V(0, 0).Apply(m)
p2 := V(1, 0).Apply(m)
p3 := V(1, 1).Apply(m)
p4 := V(0, 1).Apply(m)
return Points{p1, p2, p3, p4}
}
func (r Rectangle) Edges() Edges {
vs := r.Vertices()
return LineSegments{
LineSegment{vs[0], vs[1]},
LineSegment{vs[1], vs[2]},
LineSegment{vs[2], vs[3]},
LineSegment{vs[3], vs[0]},
}
}
// Get 2 triangles that the rectangle consists of.
func (r Rectangle) Triangles() Triangles {
pts := r.Vertices()
p1 := pts[0]
p2 := pts[1]
p3 := pts[2]
p4 := pts[3]
return Triangles{
Triangle{p1, p2, p3},
Triangle{p1, p4, p3},
}
}
// Check whether the rectangle contains the point.
func (r Rectangle) ContainsPoint(p Point) bool {
return r.Triangles().ContainsPoint(p)
}
// Check whether the drawable rectangle should be drawn.
func (r *DrawableRectangle) IsVisible() bool {
return r.Visible
}
func (r *DrawableRectangle) Draw(c *Context) {
m := r.Matrix()
rm := c.Camera.RealMatrix()
m.Concat(rm)
// Draw solid color if no shader.
if r.Shader == nil {
img := NewImage(1, 1)
img.Set(0, 0, r.Color)
c.DrawImage(img, &ebiten.DrawImageOptions{
GeoM: m,
})
return
}
// Use the Color as base image if no is provided.
//var did bool
if r.Images[0] == nil {
r.Images[0] = NewImage(1, 1)
r.Images[0].Set(0, 0, r.Color)
}
w, h := r.Images[0].Size()
// Drawing with shader.
c.DrawRectShader(w, h, r.Shader, &ebiten.DrawRectShaderOptions{
GeoM: m,
Images: r.Images,
Uniforms: r.Uniforms,
})
}

View file

@ -5,24 +5,51 @@ import (
//"fmt"
)
type Shader = ebiten.Shader
type ShaderOptions struct {
Shader *Shader
Uniforms map[string] any
Images [4]*Image
}
type Shader = ebiten.Shader
var (
// The shader is for example only.
SolidWhiteColorShader = MustNewShader([]byte(`
package main
//var Random float
var Random float
func Fragment(dst vec4, src vec2, _ vec4) vec4 {
c := imageSrc0UnsafeAt(src)
return c * sin(dst.x)
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
//ts := imageSrcTextureSize()
//_, size := imageSrcRegionOnTexture()
/*return vec4(
position.y/size.y,
position.y/size.y,
position.y/size.y,
position.y/size.y,
)*/
/*py := int(position.y / size.y) % 5
px := int(position.x / size.x) % 5
if py >= 1 && px >= 1 {
return vec4(
1,
0,
0,
1,
)
}*/
/*ret := vec4(
0,
sin(position.x),
sin(position.y),
1,
)
return imageSrc0UnsafeAt(texCoord) * (ret)*/
return imageSrc0UnsafeAt(texCoord) *
vec4(1, 1, Random, Random)
}
`))
)

View file

@ -1 +0,0 @@
package gg

66
sprite.go Normal file
View file

@ -0,0 +1,66 @@
package gg
import (
"github.com/hajimehoshi/ebiten/v2"
//"fmt"
)
type Sprite struct {
Object
Transform
ShaderOptions
Floating bool
Visibility
}
func (s *Sprite) Draw(c *Context) {
// Nothing to draw.
if s.Images[0] == nil {
return
}
t := s.Rectangle().Transform
m := t.Matrix()
if !s.Floating {
m.Concat(c.Camera.RealMatrix())
}
// Drawing without shader.
if s.Shader == nil {
c.DrawImage(s.Images[0], &ebiten.DrawImageOptions{
GeoM: m,
})
return
}
w, h := s.Images[0].Size()
// Drawing with shader.
c.DrawRectShader(w, h, s.Shader, &ebiten.DrawRectShaderOptions{
Images: s.Images,
Uniforms: s.Uniforms,
GeoM: m,
})
}
// Return the rectangle that contains the sprite.
func (s *Sprite) Rectangle() Rectangle {
if s.Images[0] == nil {
panic("trying to get rectangle for nil image pointer")
}
w, h := s.Images[0].Size()
t := s.Transform
t.Around.X *= Float(w)
t.Around.Y *= Float(h)
return Rectangle{
Transform: t,
}
}
// Get triangles of the rectangle that contains the sprite
// and has the same widght and height.
func (s *Sprite) Triangles() Triangles {
return s.Rectangle().Triangles()
}

16
tag.go
View file

@ -1,16 +0,0 @@
package gg
type Tag int64
type TagMap map[Tag] struct{}
const (
_ Tag = iota
TagUI
// The constant is used
// to make after it custom tags
// so they do not cross with the builtins
// like "TagUI".
TagLast
)

5
taskfile.yml Normal file
View file

@ -0,0 +1,5 @@
version: 3
tasks:
btest:
cmds:
- go build ./cmd/test/

51
text.go
View file

@ -1,51 +0,0 @@
package gg
import (
//"strings"
"golang.org/x/image/font"
"golang.org/x/image/font/opentype"
"io"
//"fmt"
)
//type FontOptions = font.Options
var (
FontHintingNone = font.HintingNone
)
type Face = font.Face
type FontTTF = opentype.Font
type FaceOptionsTTF = opentype.FaceOptions
type FaceTTF = opentype.Face
func MakeFaceFromTTF(
src io.ReaderAt,
opts *FaceOptionsTTF,
) (Face, error) {
fnt, err := ParseFontTTF(src)
if err != nil {
return nil, err
}
face, err := NewFaceTTF(fnt, opts)
if err != nil {
return nil, err
}
return face, nil
}
func ParseFontTTF(
src io.ReaderAt,
) (*FontTTF, error) {
return opentype.ParseReaderAt(src)
}
func NewFaceTTF(
fnt *FontTTF,
opts *FaceOptionsTTF,
) (Face, error) {
return opentype.NewFace(fnt, opts)
}

View file

@ -7,10 +7,3 @@ import (
type Time = time.Time
type Duration = time.Duration
const (
ZeroDuration Duration = 0
Microsecond = time.Microsecond
Millisecond = time.Millisecond
Second = time.Second
)

153
transform.go Normal file
View file

@ -0,0 +1,153 @@
package gg
import (
//"github.com/hajimehoshi/ebiten/v2"
//"math"
)
type Transformer interface {
GetTransform() Transform
}
// The structure represents basic transformation
// features: positioning, rotating and scaling.
type Transform struct {
// Absolute (if no parent) position and
// the scale.
Position, Scale Vector
// The object rotation in radians.
Rotation Float
// The not scaled offset vector from upper left corner
// which the object should be rotated around.
Around Vector
// If is not nil then the upper values will be relational to
// the parent ones.
Parent Transformer
}
func (t Transform) GetTransform() Transform {
return t
}
// Returns the default Transform structure.
func T() Transform {
ret := Transform{
// Rotate around
Scale: Vector{1, 1},
// Rotate around the center.
Around: V(.5, .5),
}
return ret
}
func (t *Transform) SetAbsPosition(absPosition Vector) {
if t.Parent == nil {
t.Position = absPosition
return
}
m := t.ParentMatrix()
m.Invert()
t.Position = absPosition.Apply(m)
}
// Get the absolute representation of the transform.
func (t Transform) Abs() Transform {
if t.Parent == nil {
return t
}
ret := T()
ret.Position = t.AbsPosition()
ret.Rotation = t.AbsRotation()
ret.Scale = t.AbsScale()
return ret
}
func (t Transform) AbsPosition() Vector {
if t.Parent == nil {
return t.Position
}
return t.Position.Apply(t.ParentMatrix())
}
func (t Transform) AbsScale() Vector {
if t.Parent == nil {
return t.Scale
}
return V2(1)
}
func (t Transform) AbsRotation() Float {
if t.Parent == nil {
return t.Rotation
}
return t.Rotation + t.Parent.GetTransform().AbsRotation()
}
func (t *Transform) SetAbsRotation(rot Float) {
if t.Parent == nil {
t.Rotation = rot
}
t.Rotation -= t.Parent.GetTransform().AbsRotation()
}
func (t *Transform) Connected() bool {
return t.Parent != nil
}
func (t *Transform) Connect(parent Transformer) {
absPosition := t.AbsPosition()
absRotation := t.AbsRotation()
t.Parent = parent
t.SetAbsPosition(absPosition)
t.SetAbsRotation(absRotation)
}
func (t *Transform) Disconnect() {
if t.Parent == nil {
return
}
*t = t.Abs()
}
func (t Transform) ParentMatrix() Matrix {
g := Matrix{}
if t.Parent == nil {
return g
}
p := t.Parent.GetTransform()
g = p.ParentMatrix()
g.Scale(p.Scale.X, p.Scale.Y)
g.Rotate(p.Rotation)
g.Translate(p.Position.X, p.Position.Y)
return g
}
// Returns the GeoM with corresponding
// to the transfrom transformation.
func (t Transform)Matrix() Matrix {
g := Matrix{}
// Scale first.
g.Scale(t.Scale.X, t.Scale.Y)
// Then move and rotate.
g.Translate(
-t.Around.X * t.Scale.X,
-t.Around.Y * t.Scale.Y,
)
g.Rotate(t.Rotation)
// And finally move to the absolute position.
g.Translate(t.Position.X, t.Position.Y)
m := t.ParentMatrix()
g.Concat(m)
return g
}

134
triangle.go Normal file
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@ -0,0 +1,134 @@
package gg
import (
"math"
"github.com/hajimehoshi/ebiten/v2"
)
// Ebitens vector in better abstractions like Vectors.
type Vertex struct {
Dst Vector
Src Vector
Colority
}
type Triangle [3]Vector
type Triangles []Triangle
type DrawableTriangles struct {
Triangles
Visibility
Colority
ShaderOptions
ebiten.DrawTrianglesOptions
}
func (v Vertex) Ebiten() ebiten.Vertex {
return ebiten.Vertex {
DstX: float32(v.Dst.X),
DstY: float32(v.Dst.Y),
SrcX: float32(v.Src.X),
SrcY: float32(v.Src.Y),
ColorR: float32(v.Color.R)/(float32(MaxColorV)),
ColorG: float32(v.Color.G)/(float32(MaxColorV)),
ColorB: float32(v.Color.B)/(float32(MaxColorV)),
ColorA: float32(v.Color.A)/(float32(MaxColorV)),
}
}
// Returns the area of the triangle.
func (t Triangle) Area() Float {
x1 := t[0].X
y1 := t[0].Y
x2 := t[1].X
y2 := t[1].Y
x3 := t[2].X
y3 := t[2].Y
return math.Abs( (x1*(y2-y3) + x2*(y3-y1) + x3*(y1-y2))/2)
}
func sqr(v Float) Float {
return v * v
}
// Return squares of lengths of sides of the triangle.
func (t Triangle) SideLengthSquares() ([3]Float) {
l1 := LineSegment{t[0], t[1]}.LenSqr()
l2 := LineSegment{t[1], t[2]}.LenSqr()
l3 := LineSegment{t[2], t[0]}.LenSqr()
return [3]Float{l1, l2, l3}
}
// Check whether the point is in the triangle.
func (t Triangle) ContainsPoint(p Point) bool {
d1 := Triangle{p, t[0], t[1]}.Sgn()
d2 := Triangle{p, t[1], t[2]}.Sgn()
d3 := Triangle{p, t[2], t[0]}.Sgn()
neg := (d1 < 0) || (d2 < 0) || (d3 < 0)
pos := (d1 > 0) || (d2 > 0) || (d3 > 0)
return !(neg && pos)
}
func (t Triangle) Sgn() Float {
return (t[0].X - t[2].X) * (t[1].Y - t[2].Y) -
(t[1].X - t[2].X) * (t[0].Y - t[2].Y)
}
func (ts Triangles) ContainsPoint(p Point) bool {
for _, t := range ts {
if t.ContainsPoint(p) {
return true
}
}
return false
}
func (r *DrawableTriangles) Draw(c *Context) {
m := c.Camera.RealMatrix()
// Draw solid color if no shader.
if r.Shader == nil {
vs := make([]ebiten.Vertex, len(r.Triangles) * 3)
var buf Vertex
buf.Color = r.Color
for i := range r.Triangles {
for j := range r.Triangles[i] {
buf.Dst = r.Triangles[i][j].Apply(m)
vs[i*3 + j] = buf.Ebiten()
}
}
is := make([]uint16, len(r.Triangles) * 3)
for i := 0 ; i < len(is) ; i++ {
is[i] = uint16(i)
}
img := NewImage(1, 1)
img.Set(0, 0, r.Color)
c.DrawTriangles(vs, is, img, &r.DrawTrianglesOptions)
return
}
// Use the Color as base image if no is provided.
/*if r.Images[0] == nil {
r.Images[0] = NewImage(1, 1)
r.Images[0].Set(0, 0, r.Color)
}
w, h := r.Images[0].Size()
// Drawing with shader.
opts := &ebiten.DrawRectShaderOptions{
GeoM: m,
Images: r.Images,
Uniforms: r.Uniforms,
}
i.DrawRectShader(w, h, r.Shader, opts)*/
}

107
vector.go
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@ -1,4 +1,109 @@
package gg
//import "surdeus.su/core/gg/mx"
import (
//"github.com/hajimehoshi/ebiten/v2"
"math"
)
var (
ZV = V2(0)
)
type Vector struct {
X, Y Float
}
type Point = Vector
//type Vertex = Vector
type Vectors []Vector
type Points []Point
func V(x, y Float) Vector {
return Vector{x, y}
}
func V2(v Float) Vector {
return V(v, v)
}
func (v Vector) Div(o Vector) Vector {
return V(
v.X / o.X,
v.Y / o.Y,
)
}
func (v Vector) Scale(o Vector) Vector {
return V(
v.X * o.X,
v.Y * o.Y,
)
}
func (v Vector) Eq(o Vector) bool {
return v.X == o.X && v.Y == o.Y
}
// Returns the vector with the matrix applied
func (v Vector) Apply(m Matrix) Vector {
x, y := m.Apply(v.X, v.Y)
return Vector{x, y}
}
// Adds the vector to other one returning the result.
func (v Vector) Add(a ...Vector) Vector {
for _, r := range a {
v.X += r.X
v.Y += r.Y
}
return v
}
// Returns the subtraction of all the vectors from the current one.
func (v Vector) Sub(s ...Vector) Vector {
for _, r := range s {
v.X -= r.X
v.Y -= r.Y
}
return v
}
// Returns the negative version of the vector.
func (v Vector) Neg() Vector {
return Vector{
-v.X,
-v.Y,
}
}
// Returns the vector rotated by "a" angle in radians.
func (v Vector) Rotate(a Float) Vector {
m := Matrix{}
m.Rotate(a)
return v.Apply(m)
}
// Returns the normalized vector.
func (v Vector) Norm() Vector {
l := math.Sqrt(v.X*v.X + v.Y*v.Y)
return V(v.X / l, v.Y / l)
}
func (pts Points) Contained(c PointContainer) Points {
ret := make([]Point, 0, len(pts))
for _, pt := range pts {
if c.ContainsPoint(pt) {
ret = append(ret, pt)
}
}
return ret
}
func (pts Points) Len() int {
return len(pts)
}

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@ -1,37 +0,0 @@
package gg
import "github.com/hajimehoshi/ebiten/v2"
import "surdeus.su/core/gg/mx"
type EVertice = ebiten.Vertex
// Ebitens vector in better abstractions like Vectors.
type Vertice struct {
Dst mx.Vector
Src mx.Vector
Color
}
// Convert the vertice into the Ebiten's type.
func (v Vertice) ToAPI() EVertice {
r, g, b, a := v.RGBA()
return EVertice {
DstX: float32(v.Dst.X),
DstY: float32(v.Dst.Y),
SrcX: float32(v.Src.X),
SrcY: float32(v.Src.Y),
ColorR: float32(r)/(float32(MaxColorValue)),
ColorG: float32(g)/(float32(MaxColorValue)),
ColorB: float32(b)/(float32(MaxColorValue)),
ColorA: float32(a)/(float32(MaxColorValue)),
}
}
type Vertices []Vertice
func (vs Vertices) ToAPI() []EVertice {
ret := make([]EVertice, len(vs))
for i, v := range vs {
ret[i] = v.ToAPI()
}
return ret
}