time based trails and width subdivisions and default material

This commit is contained in:
Ronja 2022-01-23 19:41:21 +01:00
parent 3c95c9e5f3
commit 0a3a2c4477
7 changed files with 198 additions and 120 deletions

4
asset/flag.image.lx Normal file
View file

@ -0,0 +1,4 @@
image = {
source = "asset/flag.png"
generate_mipmaps_at_load = false
}

8
asset/flag.material.lx Normal file
View file

@ -0,0 +1,8 @@
material = {
basis = "luxe: material_basis/sprite"
inputs = {
sprite.image = "asset/flag"
sprite.color = [1 1 1 1]
sprite.uv = [1 0 0 1]
}
}

BIN
asset/flag.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 839 B

View file

@ -46,7 +46,7 @@ class Game is Ready {
}
// app.color.r = app.color.g = app.color.b = (IO.timestamp()/20 % 1)
System.print(1/delta)
} //tick
destroy() {

View file

@ -8,9 +8,10 @@ modifier = {
fields = [
{ name="edge_length" type="number" default=100 }
{ name="time_based" type="boolean" default=false }
{ name="length" type="number" default=100 }
{ name="subdivisions" type="number" default=20 }
{ name="material" type="id32" editor="material" default="luxe: material/solid"}
{ name="length" type="number" default=500 }
{ name="subdivisions_length" type="number" default=1000 }
{ name="subdivisions_width" type="number" default=10 }
{ name="material" type="id32" editor="material" default="asset/flag"}
]
}
}

View file

@ -158,9 +158,10 @@ import "luxe: world" for Block
construct new() {
_edge_length = 100
_time_based = false
_length = 100
_subdivisions = 20
_material = "luxe: material/solid"
_length = 500
_subdivisions_length = 1000
_subdivisions_width = 10
_material = "asset/flag"
} //new
edge_length { _edge_length }
@ -172,8 +173,11 @@ import "luxe: world" for Block
length { _length }
length=(vvv) { _length = vvv }
subdivisions { _subdivisions }
subdivisions=(vvv) { _subdivisions = vvv }
subdivisions_length { _subdivisions_length }
subdivisions_length=(vvv) { _subdivisions_length = vvv }
subdivisions_width { _subdivisions_width }
subdivisions_width=(vvv) { _subdivisions_width = vvv }
material { _material }
material=(vvv) { _material = vvv }
@ -197,7 +201,9 @@ import "luxe: world" for Block
size = size + 8 // length
size = size + 8 // subdivisions
size = size + 8 // subdivisions_length
size = size + 8 // subdivisions_width
size = size + 4 // material
@ -216,7 +222,8 @@ import "luxe: world" for Block
"edge_length": false,
"time_based": false,
"length": false,
"subdivisions": false,
"subdivisions_length": false,
"subdivisions_width": false,
"material": false,
}
for(element in elements) {
@ -252,17 +259,22 @@ import "luxe: world" for Block
var length = instance["length"]
if(length == null) length = 100
if(length == null) length = 500
out.write_float64(length)
var subdivisions = instance["subdivisions"]
if(subdivisions == null) subdivisions = 20
out.write_float64(subdivisions)
var subdivisions_length = instance["subdivisions_length"]
if(subdivisions_length == null) subdivisions_length = 1000
out.write_float64(subdivisions_length)
var subdivisions_width = instance["subdivisions_width"]
if(subdivisions_width == null) subdivisions_width = 10
out.write_float64(subdivisions_width)
var material = instance["material"]
if(material == null) material = "luxe: material/solid"
if(material == null) material = "asset/flag"
out.write_uint32((material && material != "") ? compiler.string.hash(material) : 0)
@ -272,7 +284,7 @@ import "luxe: world" for Block
bytes_count_block() {
return 80
return 96
} //bytes_count_block
@ -282,7 +294,7 @@ import "luxe: world" for Block
out.write_uint32(compiler.string.hash("modifiers/trail/trail > data"))
//fields count
out.write_int32(5)
out.write_int32(6)
// edge_length
out.write_uint32(compiler.string.hash("edge_length"))
@ -301,21 +313,28 @@ import "luxe: world" for Block
// length
out.write_uint32(compiler.string.hash("length"))
out.write_uint32(467038368) //type number
var length_default = 100
var length_default = 500
out.write_float64(length_default)
// subdivisions
out.write_uint32(compiler.string.hash("subdivisions"))
// subdivisions_length
out.write_uint32(compiler.string.hash("subdivisions_length"))
out.write_uint32(467038368) //type number
var subdivisions_default = 20
out.write_float64(subdivisions_default)
var subdivisions_length_default = 1000
out.write_float64(subdivisions_length_default)
// subdivisions_width
out.write_uint32(compiler.string.hash("subdivisions_width"))
out.write_uint32(467038368) //type number
var subdivisions_width_default = 10
out.write_float64(subdivisions_width_default)
// material
out.write_uint32(compiler.string.hash("material"))
out.write_uint32(2729592961) //type id32
var material_default = "luxe: material/solid"
var material_default = "asset/flag"
out.write_uint32((material_default && material_default != "") ? compiler.string.hash(material_default) : 0)
@ -355,9 +374,10 @@ import "luxe: world" for Block
_inst = _inst_type.new(_block, 0)
Block.add(_block, "edge_length", "number", 100)
Block.add(_block, "time_based", "boolean", false)
Block.add(_block, "length", "number", 100)
Block.add(_block, "subdivisions", "number", 20)
Block.add(_block, "material", "id32", "luxe: material/solid")
Block.add(_block, "length", "number", 500)
Block.add(_block, "subdivisions_length", "number", 1000)
Block.add(_block, "subdivisions_width", "number", 10)
Block.add(_block, "material", "id32", "asset/flag")
Block.set_type(_block, "modifiers/trail/trail > data")
} //new
@ -370,8 +390,10 @@ import "luxe: world" for Block
time_based=(v) { Block.set(_block, "time_based", _slot, v) }
length { Block.get(_block, "length", _slot) }
length=(v) { Block.set(_block, "length", _slot, v) }
subdivisions { Block.get(_block, "subdivisions", _slot) }
subdivisions=(v) { Block.set(_block, "subdivisions", _slot, v) }
subdivisions_length { Block.get(_block, "subdivisions_length", _slot) }
subdivisions_length=(v) { Block.set(_block, "subdivisions_length", _slot, v) }
subdivisions_width { Block.get(_block, "subdivisions_width", _slot) }
subdivisions_width=(v) { Block.set(_block, "subdivisions_width", _slot, v) }
material { Block.get(_block, "material", _slot) }
material=(v) { Block.set(_block, "material", _slot, v) }
slot { _slot }

View file

@ -90,10 +90,16 @@ class TrailSystem is ModifierSystem {
edge_debug.thickness = 2
edge_debug.cap = LineCap.round
_debug_edge_style = edge_debug
var path_debug = PathStyle.new()
path_debug.color = [1, 0, 0, 1]
path_debug.thickness = 1
_debug_path_style = path_debug
var mesh_debug = PathStyle.new()
mesh_debug.color = [0, 0, 1, 1]
mesh_debug.thickness = 0.5
_debug_mesh_style = mesh_debug
}
reset(entity: Entity){
@ -107,89 +113,81 @@ class TrailSystem is ModifierSystem {
attach(entity, data: ModifierData) {
var material_id = Strings.get(data.material)
var material = Assets.material(material_id)
var index_buffer = create_index_buffer(data.subdivisions)
var geo = Geometry.create(Primitive.triangle, material, (data.subdivisions - 1) * 6, IndexType.u16, index_buffer)
var pos_buffer = create_position_buffer(data.edge_length, data.length, data.subdivisions)
var index_buffer = create_index_buffer(data.subdivisions_length, data.subdivisions_width)
var geo = Geometry.create(Primitive.triangle, material, (data.subdivisions_length - 1) * 6, IndexType.u16, index_buffer)
var pos_buffer = create_position_buffer(data.edge_length, data.length, data.subdivisions_length, data.subdivisions_width)
Geometry.set_vertex_buffer(geo, 0, pos_buffer)
var color_buffer = create_color_buffer(data.edge_length, data.length, data.subdivisions)
var color_buffer = create_color_buffer(data.subdivisions_length, data.subdivisions_width)
Geometry.set_vertex_buffer(geo, 1, color_buffer)
var uv_buffer = create_uv_buffer(data.edge_length, data.length, data.subdivisions)
var uv_buffer = create_uv_buffer(data.subdivisions_length, data.subdivisions_width)
Geometry.set_vertex_buffer(geo, 2, uv_buffer)
var identity = Floats.new(16)
identity.transform(0, 0, 0, 0, 0, 0, 1, 1, 1)
Geometry.set_world_matrix(geo, identity)
World.render_set_add(_world, geo, entity)
_instance_data[entity] = TrailData.new(geo, index_buffer, pos_buffer, color_buffer, uv_buffer)
}
create_position_buffer(height: Num, length: Num, subdivs: Num): VertexBuffer{
var raw = Floats.new(4 * 2 * subdivs)
for(i in 0...subdivs){
var x = length * i / (subdivs - 1)
raw[i*2*4+0] = x
raw[i*2*4+1] = 0
raw[i*2*4+2] = 0
raw[i*2*4+3] = 1
create_position_buffer(height: Num, length: Num, subdivs_len: Num, subdivs_width: Num): VertexBuffer{
var raw = Floats.new(4 * subdivs_width * subdivs_len)
return Render.create_vertex_buffer(raw, raw.length)
}
raw[i*2*4+4] = x
raw[i*2*4+5] = height
raw[i*2*4+6] = 0
raw[i*2*4+7] = 1
create_color_buffer(subdivs_len: Num, subdivs_width: Num): VertexBuffer{
var raw = Floats.new(4 * subdivs_width * subdivs_len)
for(i in 0...subdivs_len){
for(ii in 0...subdivs_width){
raw[i*subdivs_width*4 + ii*4 + 0] = 1
raw[i*subdivs_width*4 + ii*4 + 1] = 1
raw[i*subdivs_width*4 + ii*4 + 2] = 1
raw[i*subdivs_width*4 + ii*4 + 3] = 1
}
}
//var arr = (0...(raw.size/4)).map{|i|"[%(raw[i*4]), %(raw[i*4+1]), %(raw[i*4+2])]"}.join("\n")
//System.print(arr)
return Render.create_vertex_buffer(raw, raw.length)
}
create_color_buffer(height: Num, length: Num, subdivs: Num): VertexBuffer{
var raw = Floats.new(4 * 2 * subdivs)
for(i in 0...subdivs){
var x = length * i / (subdivs - 1)
raw[i*2*4+0] = 1
raw[i*2*4+1] = 1
raw[i*2*4+2] = 1
raw[i*2*4+3] = 1
raw[i*2*4+4] = 1
raw[i*2*4+5] = 1
raw[i*2*4+6] = 1
raw[i*2*4+7] = 1
}
//var arr = (0...(raw.size/4)).map{|i|"[%(raw[i*4]), %(raw[i*4+1]), %(raw[i*4+2])]"}.join("\n")
//System.print(arr)
return Render.create_vertex_buffer(raw, raw.length)
}
create_uv_buffer(height: Num, length: Num, subdivs: Num): VertexBuffer{
var raw = Floats.new(2 * 2 * subdivs)
for(i in 0...subdivs){
var x = i / (subdivs - 1)
raw[i*2*2+0] = x
raw[i*2*2+1] = 1
raw[i*2*2+2] = x
raw[i*2*2+3] = 0
create_uv_buffer(subdivs_len: Num, subdivs_width: Num): VertexBuffer{
var raw = Floats.new(2 * subdivs_width * subdivs_len)
for(i in 0...subdivs_len){
var x = i / (subdivs_len - 1)
for(ii in 0...subdivs_width){
var y = ii / (subdivs_width - 1)
raw[i*2*subdivs_width + ii*2 + 0] = x
raw[i*2*subdivs_width + ii*2 + 1] = y
}
}
//var arr = (0...(raw.size/2)).map{|i|"[%(raw[i*2]), %(raw[i*2+1])]"}.join("\n")
//System.print(arr)
return Render.create_vertex_buffer(raw, raw.length)
}
create_index_buffer(subdivs: Num): IndexBuffer{
var index_count = (subdivs - 1) * 6
create_index_buffer(subdivs_len: Num, subdivs_width: Num): IndexBuffer{
var rows = subdivs_len - 1
var cols = subdivs_width-1
var index_count = rows * cols * 6
var raw = Uint16.new(index_count)
for(i in 0...(subdivs-1)){
//first triangle
raw[i*6+0] = i * 2 + 0
raw[i*6+1] = i * 2 + 2
raw[i*6+2] = i * 2 + 1
for(i in 0...rows){
for(ii in 0...cols){
//System.print("x: %(i) | y:%(ii)")
//first triangle
raw[i*6*cols + ii*6 + 0] = i * (cols+1) + ii + 0
raw[i*6*cols + ii*6 + 1] = i * (cols+1) + ii + cols+1
raw[i*6*cols + ii*6 + 2] = i * (cols+1) + ii + 1
//System.print("(%(i*6*cols + ii*6 + 0), %(i*6*cols + ii*6 + 1), %(i*6*cols + ii*6 + 2))")
//System.print("[%(i * (cols+1) + ii + 0), %(i * (cols+1) + ii + cols+1), %(i * (cols+1) + ii + 1)]")
//second triangle
raw[i*6+3] = i * 2 + 1
raw[i*6+4] = i * 2 + 2
raw[i*6+5] = i * 2 + 3
//second triangle
raw[i*6*cols + ii*6 + 3] = i * (cols+1) + ii + 1
raw[i*6*cols + ii*6 + 4] = i * (cols+1) + ii + cols+1
raw[i*6*cols + ii*6 + 5] = i * (cols+1) + ii + cols+2
//System.print("(%(i*6*cols + ii*6 + 3), %(i*6*cols + ii*6 + 4), %(i*6*cols + ii*6 + 5))")
//System.print("[%(i * (cols+1) + ii + 1), %(i * (cols+1) + ii + cols+1), %(i * (cols+1) + ii + cols+2)]")
}
}
//var arr = (0...(raw.length/(3*4))).map{|i|"[%(raw[i*3]), %(raw[i*3+1]), %(raw[i*3+2])]"}.join("\n")
//System.print(arr)
@ -203,15 +201,15 @@ class TrailSystem is ModifierSystem {
tick(delta) {
//System.print("positions")
record_positions()
record_positions(delta)
//System.print("buffers")
update_buffers()
//System.print("debug")
debug_draw()
//debug_draw()
//System.print("end")
} //tick
record_positions(){
record_positions(delta: Num){
each{|entity, data: ModifierData|
if(!Transform.has(entity)) return
@ -223,22 +221,34 @@ class TrailSystem is ModifierSystem {
var prev_up = instance_data.previous_up || up
var dist = instance_data.progress_since_last_point
var diff = Math.dist(pos, prev_pos)
var diff:Num
if(data.time_based){
diff = delta
} else {
diff = Math.dist(pos, prev_pos)
}
if(diff > data.length){
var dir = [prev_pos.x - pos.x, prev_pos.y - pos.y, prev_pos.z - pos.z]
Math.normalize(dir)
dir.x = dir.x * data.length
dir.y = dir.y * data.length
dir.z = dir.z * data.length
prev_pos.x = pos.x + dir.x
prev_pos.y = pos.y + dir.y
prev_pos.z = pos.z + dir.z
if(data.time_based){
var t = data.length / diff
prev_pos.x = Math.lerp(pos.x, prev_pos.x, t)
prev_pos.y = Math.lerp(pos.y, prev_pos.y, t)
prev_pos.z = Math.lerp(pos.z, prev_pos.z, t)
} else {
var dir = [prev_pos.x - pos.x, prev_pos.y - pos.y, prev_pos.z - pos.z]
Math.normalize(dir)
dir.x = dir.x * data.length
dir.y = dir.y * data.length
dir.z = dir.z * data.length
prev_pos.x = pos.x + dir.x
prev_pos.y = pos.y + dir.y
prev_pos.z = pos.z + dir.z
}
diff = data.length
}
dist = dist + diff
var step = data.length / data.subdivisions
var step = data.length / data.subdivisions_length
while(dist > step){
dist = dist - step
var t = 1 - dist / diff
@ -252,7 +262,7 @@ class TrailSystem is ModifierSystem {
Math.lerp(prev_up.z, up.z, t)
])
Math.normalize(point.up)
if(instance_data.points.count >= data.subdivisions - 1) instance_data.points.dequeue()
if(instance_data.points.count >= data.subdivisions_length - 1) instance_data.points.dequeue()
instance_data.points.enqueue(point)
}
instance_data.progress_since_last_point = dist
@ -272,30 +282,34 @@ class TrailSystem is ModifierSystem {
var i = -1
for(p in instance_data.points){
i = i + 1
positions[i * 8 + 0] = p.pos.x - p.up.x * data.edge_length * 0.5
positions[i * 8 + 1] = p.pos.y - p.up.y * data.edge_length * 0.5
positions[i * 8 + 2] = p.pos.z - p.up.z * data.edge_length * 0.5
positions[i * 8 + 4] = p.pos.x + p.up.x * data.edge_length * 0.5
positions[i * 8 + 5] = p.pos.y + p.up.y * data.edge_length * 0.5
positions[i * 8 + 6] = p.pos.z + p.up.z * data.edge_length * 0.5
for(ii in 0...data.subdivisions_width){
var t = ii / (data.subdivisions_width-1)
var offset_x = Math.lerp(-p.up.x, p.up.x, t)
var offset_y = Math.lerp(-p.up.y, p.up.y, t)
var offset_z = Math.lerp(-p.up.z, p.up.z, t)
positions[i*4*data.subdivisions_width + ii*4 + 0] = p.pos.x + offset_x * data.edge_length * 0.5
positions[i*4*data.subdivisions_width + ii*4 + 1] = p.pos.y + offset_y * data.edge_length * 0.5
positions[i*4*data.subdivisions_width + ii*4 + 2] = p.pos.z + offset_z * data.edge_length * 0.5
}
}
if(Transform.has(entity)){
i = i + 1
var start = Transform.local_point_to_world(entity, 0, data.edge_length * -0.5, 0)
var end = Transform.local_point_to_world(entity, 0, data.edge_length * 0.5, 0)
positions[i * 8 + 0] = start.x
positions[i * 8 + 1] = start.y
positions[i * 8 + 2] = start.z
positions[i * 8 + 4] = end.x
positions[i * 8 + 5] = end.y
positions[i * 8 + 6] = end.z
for(ii in 0...data.subdivisions_width){
var t = ii / (data.subdivisions_width-1)
var pos_x = Math.lerp(start.x, end.x, t)
var pos_y = Math.lerp(start.y, end.y, t)
var pos_z = Math.lerp(start.z, end.z, t)
positions[i*4*data.subdivisions_width + ii*4 + 0] = pos_x
positions[i*4*data.subdivisions_width + ii*4 + 1] = pos_y
positions[i*4*data.subdivisions_width + ii*4 + 2] = pos_z
}
}
Render.vertex_buffer_replace(instance_data.position_buffer, positions, positions.length)
Geometry.set_vert_count(instance_data.geometry, i.max(0) * 6)
Geometry.set_vert_count(instance_data.geometry, i.max(0) * 6 * (data.subdivisions_width-1))
}
}
@ -312,9 +326,38 @@ class TrailSystem is ModifierSystem {
Draw.line(_draw, start.x, start.y, end.x, end.y, depth, _debug_edge_style)
var instance_data: TrailData = _instance_data[entity]
if(instance_data.points.count > 1){
Draw.path3D(_draw, instance_data.points.map{|p:Point|p.pos}.toList, _debug_path_style, false)
}
instance_data.points.each{|point: Point|
var from_x = point.pos.x + point.up.x * data.edge_length * 0.5
var from_y = point.pos.y + point.up.y * data.edge_length * 0.5
var from_z = point.pos.x + point.up.x * data.edge_length * 0.5
var to_x = point.pos.x - point.up.x * data.edge_length * 0.5
var to_y = point.pos.y - point.up.y * data.edge_length * 0.5
var to_z = point.pos.z - point.up.z * data.edge_length * 0.5
Draw.path3D(_draw, [[from_x, from_y, from_z], [to_x, to_y, to_z]], _debug_path_style, false)
}
var positions = Floats.new(Render.vertex_buffer_get_size(instance_data.position_buffer) / 4)
Render.vertex_buffer_get_data(instance_data.position_buffer, positions, positions.size * 4, 0)
var indices = Uint16.new(Render.index_buffer_get_size(instance_data.index_buffer) / 2)
Render.index_buffer_get_data(instance_data.index_buffer, indices, indices.length, 0)
for(i in 0...(Geometry.get_vert_count(instance_data.geometry) / 3)){
var i1 = indices[i * 3 + 0]
var i2 = indices[i * 3 + 1]
var i3 = indices[i * 3 + 2]
var v1 = [positions[i1 * 4 + 0], positions[i1 * 4 + 1], positions[i1 * 4 + 2]]
var v2 = [positions[i2 * 4 + 0], positions[i2 * 4 + 1], positions[i2 * 4 + 2]]
var v3 = [positions[i3 * 4 + 0], positions[i3 * 4 + 1], positions[i3 * 4 + 2]]
Draw.path3D(_draw, [v1, v2, v3], _debug_mesh_style, true)
}
}
Draw.commit(_draw)
}