CabinGame/Luxe/math/util.wren

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import "luxe: assets" for Assets
import "luxe: render" for Material
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import "math/math" for M
import "math/Vector" for Vector
class Util{
static material_from_image_path(path){
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var image = Assets.image(path)
return material_from_image(image)
}
static material_from_image(image){
var material = Material.create("luxe: material_basis/sprite_pixelated")
Material.set_image(material, 0, image)
return material
}
static copy_list(from, to){
for(i in 0...from.count){
to[i] = from[i]
}
}
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static for_all(sequences, fn){
var count = sequences.count
var counter = (0...count)
var iterators = List.filled(count, null)
counter.each{|i| iterators[i] = sequences[i].iterate(iterators[i])}
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while(iterators.all{|iter| !!iter}){
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var values = (0...count).map{|i| sequences[i].iteratorValue(iterators[i])}.toList
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call_arg_list(fn, values)
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counter.each{|i| iterators[i] = sequences[i].iterate(iterators[i])}
}
}
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static call_arg_list(fn, args){
var l = args.count
if(l == 0){
fn.call()
} else if(l == 1) {
fn.call(args[0])
} else if(l == 2) {
fn.call(args[0], args[1])
} else if(l == 3) {
fn.call(args[0], args[1], args[2])
} else if(l == 4) {
fn.call(args[0], args[1], args[2], args[3])
} else if(l == 5) {
fn.call(args[0], args[1], args[2], args[3], args[4])
} else if(l == 6) {
fn.call(args[0], args[1], args[2], args[3], args[4], args[5])
} else if(l == 7) {
fn.call(args[0], args[1], args[2], args[3], args[4], args[5], args[6])
} else if(l == 8) {
fn.call(args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7])
} else if(l == 9) {
fn.call(args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7], args[8])
} else {
System.print("%(l) is too many arguments")
}
}
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//hue value saturation to rgb colors. all values in 0-1 range
static hsv(h, s, v){
//hue to rgb
h = h % 1
var col = [
(h * 6 - 3).abs - 1,
2 - (h * 6 - 2).abs,
2 - (h * 6 - 4).abs
]
col = M.clamp(col, 0, 1)
//then add saturation
col = M.lerp(1, col, s)
//and value
col = col.map{|comp| comp * v}
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return col.toList + [1]
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}
}