Base entities of the depth 3D game framework

Introduced classes

class Actor

gamnit :: Actor

Visible 3D entity in the game world
class CompositeModel

gamnit :: CompositeModel

Model composed of one or many other LeafModel
class LeafModel

gamnit :: LeafModel

Basic model with a single mesh and material
abstract class Light

gamnit :: Light

Source of light
abstract class LightCastingShadows

gamnit :: LightCastingShadows

Source of light casting shadows
abstract class Material

gamnit :: Material

Material for models, or how to draw the model
class Mesh

gamnit :: Mesh

Mesh with all geometry data
abstract class Model

gamnit :: Model

3D model composed of Mesh and Material, loaded from the assets folder by default
class PointLight

gamnit :: PointLight

Basic light projected from a single point

Redefined classes

redef class App

gamnit :: depth_core $ App

App subclasses are cross-platform applications

All class definitions

class Actor

gamnit $ Actor

Visible 3D entity in the game world
redef class App

gamnit :: depth_core $ App

App subclasses are cross-platform applications
class CompositeModel

gamnit $ CompositeModel

Model composed of one or many other LeafModel
class LeafModel

gamnit $ LeafModel

Basic model with a single mesh and material
abstract class Light

gamnit $ Light

Source of light
abstract class LightCastingShadows

gamnit $ LightCastingShadows

Source of light casting shadows
abstract class Material

gamnit $ Material

Material for models, or how to draw the model
class Mesh

gamnit $ Mesh

Mesh with all geometry data
abstract class Model

gamnit $ Model

3D model composed of Mesh and Material, loaded from the assets folder by default
class PointLight

gamnit $ PointLight

Basic light projected from a single point
package_diagram gamnit::depth_core depth_core gamnit::flat_core flat_core gamnit::depth_core->gamnit::flat_core gamnit::cameras_cache cameras_cache gamnit::flat_core->gamnit::cameras_cache gamnit::dynamic_resolution dynamic_resolution gamnit::flat_core->gamnit::dynamic_resolution ...gamnit::cameras_cache ... ...gamnit::cameras_cache->gamnit::cameras_cache ...gamnit::dynamic_resolution ... ...gamnit::dynamic_resolution->gamnit::dynamic_resolution gamnit::shadow shadow gamnit::shadow->gamnit::depth_core gamnit::more_lights more_lights gamnit::more_lights->gamnit::depth_core gamnit::model_dimensions model_dimensions gamnit::model_dimensions->gamnit::depth_core gamnit::particles particles gamnit::particles->gamnit::depth_core gamnit::more_materials more_materials gamnit::more_materials->gamnit::shadow gamnit::more_materials->gamnit::more_lights gamnit::more_materials... ... gamnit::more_materials...->gamnit::more_materials gamnit::more_meshes more_meshes gamnit::more_meshes->gamnit::model_dimensions gamnit::more_meshes... ... gamnit::more_meshes...->gamnit::more_meshes gamnit::depth depth gamnit::depth->gamnit::particles gamnit::depth... ... gamnit::depth...->gamnit::depth

Ancestors

module abstract_collection

core :: abstract_collection

Abstract collection classes and services.
module abstract_text

core :: abstract_text

Abstract class for manipulation of sequences of characters
module angles

geometry :: angles

Angle related service using Float to represent an angle in radians
module app

app :: app

app.nit is a framework to create cross-platform applications
module app_base

app :: app_base

Base of the app.nit framework, defines App
module array

core :: array

This module introduces the standard array structure.
module assets

app :: assets

Portable services to load resources from the assets folder
module aware

android :: aware

Android compatibility module
module bitset

core :: bitset

Services to handle BitSet
module boxes

geometry :: boxes

Provides interfaces and classes to represent basic geometry needs.
module bytes

core :: bytes

Services for byte streams and arrays
module c

c :: c

Structures and services for compatibility with the C language
module caching

serialization :: caching

Services for caching serialization engines
module cameras

gamnit :: cameras

Camera services producing Model-View-Projection matrices
module cameras_cache

gamnit :: cameras_cache

Cache the Matrix produced by Camera::mvp_matrix
module circular_array

core :: circular_array

Efficient data structure to access both end of the sequence.
module codec_base

core :: codec_base

Base for codecs to use with streams
module codecs

core :: codecs

Group module for all codec-related manipulations
module collection

core :: collection

This module define several collection classes.
module core

core :: core

Standard classes and methods used by default by Nit programs and libraries.
module display

gamnit :: display

Abstract display services
module dynamic_resolution

gamnit :: dynamic_resolution

Virtual screen with a resolution independent from the real screen
module engine_tools

serialization :: engine_tools

Advanced services for serialization engines
module environ

core :: environ

Access to the environment variables of the process
module error

core :: error

Standard error-management infrastructure.
module exec

core :: exec

Invocation and management of operating system sub-processes.
module file

core :: file

File manipulations (create, read, write, etc.)
module fixed_ints

core :: fixed_ints

Basic integers of fixed-precision
module fixed_ints_text

core :: fixed_ints_text

Text services to complement fixed_ints
module flat

core :: flat

All the array-based text representations
module gamnit

gamnit :: gamnit

Game and multimedia framework for Nit
module gc

core :: gc

Access to the Nit internal garbage collection mechanism
module geometry

geometry :: geometry

Provides interfaces and classes to represent basic geometry needs.
module glesv2

glesv2 :: glesv2

OpenGL graphics rendering library for embedded systems, version 2.0
module hash_collection

core :: hash_collection

Introduce HashMap and HashSet.
module input

mnit :: input

Defines abstract classes for user and general inputs to the application.
module inspect

serialization :: inspect

Refine Serializable::inspect to show more useful information
module iso8859_1

core :: iso8859_1

Codec for ISO8859-1 I/O
module kernel

core :: kernel

Most basic classes and methods.
module list

core :: list

This module handle double linked lists
module math

core :: math

Mathematical operations
module matrix

matrix :: matrix

Services for matrices of Float values
module meta

meta :: meta

Simple user-defined meta-level to manipulate types of instances as object.
module more_collections

more_collections :: more_collections

Highly specific, but useful, collections-related classes.
module native

core :: native

Native structures for text and bytes
module numeric

core :: numeric

Advanced services for Numeric types
module performance_analysis

performance_analysis :: performance_analysis

Services to gather information on the performance of events by categories
module points_and_lines

geometry :: points_and_lines

Interfaces and classes to represent basic geometry needs.
module poset

poset :: poset

Pre order sets and partial order set (ie hierarchies)
module programs

gamnit :: programs

Services for graphical programs with shaders, attributes and uniforms
module projection

matrix :: projection

Services on Matrix to transform and project 3D coordinates
module protocol

core :: protocol

module queue

core :: queue

Queuing data structures and wrappers
module range

core :: range

Module for range of discrete objects.
module re

core :: re

Regular expression support for all services based on Pattern
module realtime

realtime :: realtime

Services to keep time of the wall clock time
module ropes

core :: ropes

Tree-based representation of a String.
module serialization

serialization :: serialization

General serialization services
module serialization_core

serialization :: serialization_core

Abstract services to serialize Nit objects to different formats
module sorter

core :: sorter

This module contains classes used to compare things and sorts arrays.
module stream

core :: stream

Input and output streams of characters
module text

core :: text

All the classes and methods related to the manipulation of text entities
module textures

gamnit :: textures

Load textures, create subtextures and manage their life-cycle
module time

core :: time

Management of time and dates
module union_find

core :: union_find

union–find algorithm using an efficient disjoint-set data structure
module utf8

core :: utf8

Codec for UTF-8 I/O

Parents

module flat_core

gamnit :: flat_core

Core services for the flat API for 2D games

Children

module model_dimensions

gamnit :: model_dimensions

Dimensions related services for Model and Mesh
module more_lights

gamnit :: more_lights

More implementations of Light
module particles

gamnit :: particles

Particle effects
module shadow

gamnit :: shadow

Shadow mapping using a depth texture

Descendants

module a_star-m

a_star-m

module cardboard

gamnit :: cardboard

Update the orientation of world_camera at each frame using the head position given by android::cardboard
module depth

gamnit :: depth

Framework for 3D games in Nit
module more_materials

gamnit :: more_materials

Various material implementations
module more_meshes

gamnit :: more_meshes

More simple geometric meshes
module more_models

gamnit :: more_models

Services to load models from the assets folder
module selection

gamnit :: selection

Select Actor from a screen coordinate
module stereoscopic_view

gamnit :: stereoscopic_view

Refine EulerCamera and App::frame_core_draw to get a stereoscopic view
module vr

gamnit :: vr

VR support for gamnit depth, for Android only
# Base entities of the depth 3D game framework
module depth_core

import gamnit::flat_core

# Visible 3D entity in the game world
#
# Similar to `gamnit::Sprite` which is in 2D.
#
# Each actor associates a `model` to the position `center`.
# The appearance is modified by `rotation`, `scale` and `alpha`,
# as well as the attributes of `model` itself.
#
# ~~~
# import gamnit::depth
#
# # Load model from the assets folder
# var model = new Model("path/in/assets.obj")
#
# # Create and configure an actor
# var actor = new Actor(model, new Point3d[Float](0.0, 0.0, 0.0))
# actor.scale = 2.0
#
# # Add to the visible game world
# app.actors.add actor
# ~~~
class Actor

	# Model used to draw this actor
	var model: Model

	# Position of this sprite in world coordinates
	var center: Point3d[Float] is writable

	# Rotation around the X axis (+ looks up, - looks down)
	#
	# Positive values look up, and negative look down.
	#
	# All actor rotations follow the right hand rule.
	# The default orientation of the model should look towards -Z.
	var pitch = 0.0 is writable

	# Rotation around the Y axis (+ turns left, - turns right)
	#
	# Positive values turn `self` to the left, and negative values to the right.
	#
	# All actor rotations follow the right hand rule.
	# The default orientation of the model should look towards -Z.
	var yaw = 0.0 is writable

	# Rotation around the Z axis (looking to -Z: + turns counterclockwise, - clockwise)
	#
	# From the default camera point of view, looking down on the Z axis,
	# positive values turn `self` counterclockwise, and negative values clockwise.
	#
	# All actor rotations follow the right hand rule.
	# The default orientation of the model should look towards -Z.
	var roll = 0.0 is writable

	# Scale applied to the model
	var scale = 1.0 is writable

	# Transparency applied to the model on draw
	#
	# This value may be ignored by some materials.
	# Non-opaque values may result in artifacts as there is no specialized
	# support for transparent models and the depth buffer.
	var alpha = 1.0 is writable
end

# 3D model composed of `Mesh` and `Material`, loaded from the assets folder by default
#
# Instances can be created at any time and must be loaded after or at the end of `create_scene`.
# If loading fails, the model is replaced by `placeholder_model`.
#
# ~~~
# import gamnit::depth
#
# var model = new Model("path/in/assets.obj")
# model.load
# ~~~
#
# The most simple model is `LeafModel`, composed of a single `Mesh` and `Material`.
# It can be easily created programmatically to display simple geometries.
# Whereas `CompositeModel` is composed of one or many `LeafModel` and is usually
# loaded from the assets folder as a `ModelAsset`.
# Instances of `ModelAsset` must be in the format OBJ and MAT,
# and their texture in PNG or JPG.
abstract class Model

	# Load this model in memory
	fun load do end

	# Errors raised at loading
	var errors = new Array[Error]

	# All `LeafModel` composing this model
	#
	# Usually, there is one `LeafModel` per material.
	# At each frame, each material is asked to draw all the live `LeafModel` instaces.
	fun leaves: Array[LeafModel] is abstract

	# Sub-models with names, usually declared in the asset file
	var named_parts = new Map[Text, Model]
end

# Model composed of one or many other `LeafModel`
class CompositeModel
	super Model

	redef var leaves = new Array[LeafModel]
end

# Basic model with a single `mesh` and `material`
#
# Only leaves are actually drawn by the `material`.
class LeafModel
	super Model

	# Mesh forming this model
	var mesh: Mesh

	# Material applied on this model
	var material: Material

	redef var leaves = [self]
end

# Material for models, or how to draw the model
#
# To create a simple basic blueish material, use `new Material`.
#
# Each class of material is associated to a `GLProgram` and its GPU shaders.
# The simple material `SmoothMaterial` allows to set an ambient, diffuse and specular color.
# To which `TextureMaterial` adds three textures, for each kind of light.
# The `NormalsMaterial` may be useful for debugging, it show the orientation of
# the normal vectors as colors.
#
# ~~~
# import gamnit::depth
#
# var blueish_material = new Material
# var redish_material = new SmoothMaterial([0.3, 0.0, 0.0],
#                                          [0.6, 0.0, 0.0],
#                                          [1.0, 1.0, 1.0])
# var normals_material = new NormalsMaterial
# ~~~
abstract class Material

	# Draw a `model` from `actor`
	#
	# This method should be refined by subclasses as the default implementation is a no-op.
	#
	# This method is called on many materials for many `actor` and `model` at each frame.
	# It is expected to use a `GLProgram` and call an equivalent to `glDrawArrays`.
	# However, it should not call `glClear` nor `GamnitDisplay::flip`.
	fun draw(actor: Actor, model: LeafModel, camera: Camera) do end
end

# Mesh with all geometry data
#
# May be created via `Plane`, `Cube` or `UVSphere`,
# or loaded from the assets folder indirectly with a `Model`.
#
# ~~~
# import gamnit::depth
#
# var plane = new Plane
# var cube = new Cube
# var sphere = new UVSphere(1.0, 32, 16)
# ~~~
class Mesh

	# Number for vertices
	fun n_vertices: Int do return vertices.length / 3

	# Vertices relative coordinates, 3 floats per vertex
	var vertices = new Array[Float] is lazy, writable

	# Indices to draw triangles with `glDrawElements`
	#
	# If `not_empty`, use `glDrawElements`, otherwise use `glDrawArrays`.
	var indices = new Array[Int] is lazy, writable

	private var indices_c = new CUInt16Array.from(indices) is lazy, writable

	# Normals, 3 floats per vertex
	var normals = new Array[Float] is lazy, writable

	# Coordinates on the texture, 2 floats per vertex
	var texture_coords = new Array[Float] is lazy, writable

	# `GLDrawMode` used to display this mesh, defaults to `gl_TRIANGLES`
	fun draw_mode: GLDrawMode do return gl_TRIANGLES
end

# Source of light
abstract class Light

	# Center of this light source in world coordinates
	var position = new Point3d[Float](0.0, 1000.0, 0.0)
end

# Basic light projected from a single point
class PointLight
	super Light
end

# Source of light casting shadows
abstract class LightCastingShadows
	super Light

	# View from the camera, used for shadow mapping, implemented by sub-classes
	fun camera: Camera is abstract
end

redef class App

	# Live actors to be drawn on screen
	var actors = new Array[Actor]

	# Single light of the scene
	var light: Light = new PointLight is writable

	# TODO move `actors & light` to a scene object
	# TODO support more than 1 light
end
lib/gamnit/depth/depth_core.nit:15,1--241,3