# devices. It is used to position the sprites in `App::ui_sprites`.
#
# See the sample game at `contrib/asteronits/` and the basic project template
-# at `lib/gamnit/examples/template_flat/`.
+# at `lib/gamnit/examples/template/`.
module flat
import glesv2
intrude import geometry::points_and_lines # For _x, _y and _z
+intrude import matrix
import matrix::projection
import more_collections
import performance_analysis
import gamnit
-import gamnit::cameras
+import gamnit::cameras_cache
+intrude import gamnit::cameras
import gamnit::dynamic_resolution
import gamnit::limit_fps
import gamnit::camera_control
do
texture.load
- ui_camera.reset_height 1080.0
-
var splash = new Sprite(texture, ui_camera.center)
ui_sprites.add splash
end
redef class Point3d[N]
- # Get a new `Point3d[Float]` with an offset of each axis of `x, y, z`
- fun offset(x, y, z: Numeric): Point3d[Float]
- do
- return new Point3d[Float](self.x.to_f+x.to_f, self.y.to_f+y.to_f, self.z.to_f+z.to_f)
- end
-
# ---
# Associate each point to its sprites
end
end
+redef class OffsetPoint3d
+ redef fun x=(v)
+ do
+ if isset _x and v != x then needs_update
+ super
+ end
+
+ redef fun y=(v)
+ do
+ if isset _y and v != y then needs_update
+ super
+ end
+
+ redef fun z=(v)
+ do
+ if isset _z and v != z then needs_update
+ super
+ end
+end
+
# Set of sprites sorting them into different `SpriteContext`
private class SpriteSet
super HashSet[Sprite]
else
rot = new Matrix.rotation(sprite.rotation, 0.0, 0.0, 1.0)
end
- data.fill_from(rot.items, o+15)
+ data.fill_from_matrix(rot, o+15)
o += float_per_vertex
end
#
# array.add "E"
# assert array.to_s == "[A,B,c,D,E]"
-# assert array.capacity == 5
+# assert array.capacity == 6
# assert array.length == 5
#
# array.remove "A"
return ss.join
end
end
+
+redef class GLfloatArray
+ private fun fill_from_matrix(matrix: Matrix, dst_offset: nullable Int)
+ do
+ dst_offset = dst_offset or else 0
+ var mat_len = matrix.width*matrix.height
+ assert length >= mat_len + dst_offset
+ native_array.fill_from_matrix_native(matrix.items, dst_offset, mat_len)
+ end
+end
+
+redef class NativeGLfloatArray
+ private fun fill_from_matrix_native(matrix: matrix::NativeDoubleArray, dst_offset, len: Int) `{
+ int i;
+ for (i = 0; i < len; i ++)
+ self[i+dst_offset] = (GLfloat)matrix[i];
+ `}
+end