karx pls review, i believe I am doing the vec3 right

This commit is contained in:
gallant 2023-04-21 10:29:44 -05:00
parent 08aac51b0a
commit e7470c2d8f
8 changed files with 441 additions and 12 deletions

View file

@ -76,9 +76,9 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
let mut new_file_path = manifest_dir.clone();
if let Some(file_name) = file_name_result {
let file_name = file_name.to_str().unwrap();
if Path::new(file_name)
if Path::new(file_name)
.extension()
.map_or(false, |ext| ext.eq_ignore_ascii_case("dll"))
.map_or(false, |ext| ext.eq_ignore_ascii_case("dll"))
{
new_file_path.push(file_name);
std::fs::copy(&entry_path, new_file_path.as_path())
@ -94,11 +94,11 @@ fn main() -> Result<(), Box<dyn std::error::Error>> {
/// # Panics
/// panics if no response or response lacks "content-disposition" header
/// # Errors
/// errors if
/// errors if
/// A: unable to get `TlsConnector`
/// B: A File is unable to be create
/// B: A File is unable to be create
/// C: or if the reader is unable to be copied into the writer
pub fn download_files(path: &Path,url: &str) -> Result<File, Box<dyn std::error::Error>> {
pub fn download_files(path: &Path, url: &str) -> Result<File, Box<dyn std::error::Error>> {
let agent = AgentBuilder::new()
.tls_connector(Arc::new(native_tls::TlsConnector::new()?))
.build();

View file

@ -22,6 +22,11 @@ fn main() {
#[cfg(feature = "audio")]
cat_box::play("output.mp3", 120);
game.run(|ctx| {
let (_, _, _) = ctx.inner();
//let win = b.window_mut();
/* let instance_schtuff = win.vulkan_instance_extensions().unwrap(); */
if game.step() >= 1 {
i = (i + 1) % 255;
ctx.set_background_colour(i, 64, 255);

View file

@ -92,8 +92,9 @@
)]
#![cfg_attr(docsrs, feature(doc_cfg))]
pub mod math;
pub mod physics;
pub mod vec2;
pub mod space;
#[cfg(feature = "audio")]
use rodio::{self, source::Source, Decoder, OutputStream};
@ -115,8 +116,8 @@ use std::{
slice::IterMut,
time::Instant,
};
use vec2::Vec2Int;
use math::vec2::Vec2Int;
#[doc(no_inline)]
pub use sdl2::{self, event::Event, keyboard::Scancode, pixels::Color};
@ -748,7 +749,6 @@ impl Game {
///```
pub fn step(&self) -> u128 {
self.time.get().elapsed().as_millis()
}
///Resets in-game timer
@ -769,11 +769,10 @@ impl Game {
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
let mut window_build = video_subsystem
.window(&self.title, self.width, self.height);
let mut window_build = video_subsystem.window(&self.title, self.width, self.height);
//init window
let window = if cfg!(feature = "opengl"){
let window = if cfg!(feature = "opengl") {
window_build.opengl().build()?
} else if cfg!(feature = "vulkan") {
window_build.vulkan().build()?
@ -817,7 +816,7 @@ impl Game {
/// Plays an audio file given the path of file and plays it for y seconds
/// ```no_run
/// # use cat_box::play;
/// play("/path/to/song.mp3", 15);
/// play("/path/to/song.mp71", 15);
/// ```
pub fn play<P: AsRef<Path> + Send + 'static>(
path: P,

2
src/math/mod.rs Normal file
View file

@ -0,0 +1,2 @@
pub mod vec2;
pub mod vec3;

385
src/math/vec3.rs Normal file
View file

@ -0,0 +1,385 @@
use std::{
fmt::Debug,
ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign},
};
// Vec3
/// A set of 3 [`f32`]s representing a location or direction in the 3d plane.
#[derive(Clone, Copy, Default, PartialEq)]
pub struct Vec3 {
/// The x component of the vector.
pub x: f32,
/// The y component of the vector.
pub y: f32,
/// The z component of the vector
pub z: f32,
}
impl Debug for Vec3 {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_tuple("Vec3")
.field(&self.x)
.field(&self.y)
.field(&self.z)
.finish()
}
}
impl Vec3 {
/// Creates a new `Vec3` with the given x- and y-values.
///
/// It is often simpler, and preferred, to just write `(x, y).into()`.
#[must_use]
pub const fn new(x: f32, y: f32, z: f32) -> Vec3 {
Self { x, y, z }
}
/// Gets the squared magnitude of the vector.
///
/// Useful for comparisons as it is faster to calculate than `magnitude`.
#[must_use]
pub fn sq_magnitude(self) -> f32 {
self.x * self.x + self.y * self.y + self.z * self.z
}
/// Gets the magnitude of the vector.
#[must_use]
pub fn magnitude(self) -> f32 {
self.sq_magnitude().sqrt()
}
/// Gets the squared distance from this vector to `rhs`.
///
/// Useful for comparisons as it is faster to calculate than `dist`.
#[must_use]
pub fn sq_dist(self, rhs: Self) -> f32 {
(self - rhs).sq_magnitude()
}
/// Gets the distance from this vector to `rhs`.
#[must_use]
pub fn dist(self, rhs: Self) -> f32 {
(self - rhs).magnitude()
}
/// Normalizes the vector, making its magnitude `1`.
#[must_use]
pub fn normalized(self) -> Self {
self / self.magnitude()
}
/// Rounds the vector to a [`Vec3Int`].
///
/// This uses `as i32` under the hood, and as such comes with all the same unfortunate edge cases. Beware.
#[must_use]
pub fn rounded(self) -> Vec3Int {
#[allow(clippy::cast_possible_truncation)]
Vec3Int {
x: self.x as i32,
y: self.y as i32,
z: self.z as i32,
}
}
}
impl From<(i32, i32, i32)> for Vec3 {
fn from(v: (i32, i32, i32)) -> Self {
Vec3Int::from(v).to_f32()
}
}
impl From<(f32, f32, f32)> for Vec3 {
fn from(v: (f32, f32, f32)) -> Self {
Self {
x: v.0,
y: v.1,
z: v.2,
}
}
}
impl From<Vec3> for (f32, f32, f32) {
fn from(v: Vec3) -> Self {
(v.x, v.y, v.z)
}
}
impl PartialEq<(i32, i32, i32)> for Vec3 {
fn eq(&self, other: &(i32, i32, i32)) -> bool {
self == &Self::from(*other)
}
}
impl PartialEq<(f32, f32, f32)> for Vec3 {
fn eq(&self, other: &(f32, f32, f32)) -> bool {
self == &Self::from(*other)
}
}
// ...and related op impls
impl Neg for Vec3 {
type Output = Self;
fn neg(self) -> Self::Output {
self * -1.0
}
}
impl Add for Vec3 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
impl<T> AddAssign<T> for Vec3
where
Vec3: Add<T, Output = Self>,
{
fn add_assign(&mut self, rhs: T) {
*self = *self + rhs;
}
}
impl<T> Sub<T> for Vec3
where
Vec3: Add<T, Output = Self>,
{
type Output = Self;
fn sub(self, rhs: T) -> Self::Output {
-(-self + rhs)
}
}
impl<T> SubAssign<T> for Vec3
where
Vec3: Sub<T, Output = Self>,
{
fn sub_assign(&mut self, rhs: T) {
*self = *self - rhs;
}
}
impl Mul<f32> for Vec3 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
}
}
}
impl Div<f32> for Vec3 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
}
}
}
impl MulAssign<f32> for Vec3 {
fn mul_assign(&mut self, rhs: f32) {
*self = *self * rhs;
}
}
impl DivAssign<f32> for Vec3 {
fn div_assign(&mut self, rhs: f32) {
*self = *self / rhs;
}
}
// Vec3Int
/// A set of 2 [`i32`]s representing a location or direction in the 2d plane.
#[derive(Clone, Copy, Default, PartialEq, Eq, Hash)]
pub struct Vec3Int {
/// The x component of the vector.
pub x: i32,
/// The y component of the vector.
pub y: i32,
pub z: i32,
}
impl Debug for Vec3Int {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
f.debug_tuple("Vec3Int")
.field(&self.x)
.field(&self.y)
.field(&self.z)
.finish()
}
}
impl Vec3Int {
/// Creates a new `Vec3` with the given x- and y-values.
///
/// It is often simpler, and preferred, to just write `(x, y).into()`.
#[must_use]
pub const fn new(x: i32, y: i32, z: i32) -> Vec3Int {
Self { x, y, z }
}
/// Gets the squared magnitude of the vector.
///
/// Useful for comparisons as it is faster to calculate than `magnitude`.
#[must_use]
pub fn sq_magnitude(self) -> i32 {
self.x * self.x + self.y * self.y + self.z * self.z
}
/// Gets the magnitude of the vector.
#[must_use]
pub fn magnitude(self) -> f32 {
#[allow(clippy::cast_precision_loss)]
(self.sq_magnitude() as f32).sqrt()
}
/// Gets the squared distance from this vector to `rhs`.
///
/// Useful for comparisons as it is faster to calculate than `dist`.
#[must_use]
pub fn sq_dist(self, rhs: Self) -> i32 {
(self - rhs).sq_magnitude()
}
/// Gets the distance from this vector to `rhs`.
#[must_use]
pub fn dist(self, rhs: Self) -> f32 {
(self - rhs).magnitude()
}
/// Casts this vector to a [`Vec3`].
///
/// This uses `as f32` under the hood, and as such comes with all the same unfortunate edge cases. Beware.
#[must_use]
pub fn to_f32(self) -> Vec3 {
#[allow(clippy::cast_precision_loss)]
Vec3 {
x: self.x as f32,
y: self.y as f32,
z: self.z as f32,
}
}
}
impl From<(i32, i32, i32)> for Vec3Int {
fn from(v: (i32, i32, i32)) -> Self {
Self {
x: v.0,
y: v.1,
z: v.2,
}
}
}
impl From<Vec3Int> for (i32, i32, i32) {
fn from(v: Vec3Int) -> Self {
(v.x, v.y, v.z)
}
}
impl PartialEq<(i32, i32, i32)> for Vec3Int {
fn eq(&self, other: &(i32, i32, i32)) -> bool {
self == &Self::from(*other)
}
}
// ...and related op impls
impl Neg for Vec3Int {
type Output = Self;
fn neg(self) -> Self::Output {
self * -1
}
}
impl Add for Vec3Int {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self {
x: self.x + rhs.x,
y: self.y + rhs.y,
z: self.z + rhs.z,
}
}
}
impl<T> AddAssign<T> for Vec3Int
where
Vec3Int: Add<T, Output = Self>,
{
fn add_assign(&mut self, rhs: T) {
*self = *self + rhs;
}
}
impl<T> Sub<T> for Vec3Int
where
Vec3Int: Add<T, Output = Self>,
{
type Output = Self;
fn sub(self, rhs: T) -> Self::Output {
-(-self + rhs)
}
}
impl<T> SubAssign<T> for Vec3Int
where
Vec3Int: Sub<T, Output = Self>,
{
fn sub_assign(&mut self, rhs: T) {
*self = *self - rhs;
}
}
impl Mul<i32> for Vec3Int {
type Output = Self;
fn mul(self, rhs: i32) -> Self::Output {
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
}
}
}
impl Div<i32> for Vec3Int {
type Output = Self;
fn div(self, rhs: i32) -> Self::Output {
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
}
}
}
impl MulAssign<i32> for Vec3Int {
fn mul_assign(&mut self, rhs: i32) {
*self = *self * rhs;
}
}
impl DivAssign<i32> for Vec3Int {
fn div_assign(&mut self, rhs: i32) {
*self = *self / rhs;
}
}

37
src/space/mesh.rs Normal file
View file

@ -0,0 +1,37 @@
use crate::math::{vec3::Vec3, vec2::Vec2};
//credit to Djuk1c, abstracting your code into a game engine bcuz i can
#[derive(Default, Clone, Copy, Debug)]
pub struct Vertex {
pub pos: Vec3,
pub normal: Vec3,
pub texture: Vec2,
pub color: u32,
pub lit: f32,
}
impl Vertex {
pub fn new(pos: Vec3, normal: Vec3, texture: Vec2, color: u32, lit: f32) -> Self {
Self { pos, normal, texture, color, lit }
}
}
#[derive(Clone, Debug)]
pub struct Triangle {
pub v: [Vertex; 3],
}
impl Triangle {
pub fn new(
p1: Vertex,
p2: Vertex,
p3: Vertex,
) -> Self {
Self {
v: [p1, p2, p3]
}
}
}
pub struct Mesh {
pub triangles: Vec<Triangle>,
}

1
src/space/mod.rs Normal file
View file

@ -0,0 +1 @@
pub mod mesh;