1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
|
class Game
attr_gtk
def tick
defaults
render
input
end
def matrix_mul m, v
(hmap x: ((m.x.x * v.x) + (m.x.y * v.y) + (m.x.z * v.z) + (m.x.w * v.w)),
y: ((m.y.x * v.x) + (m.y.y * v.y) + (m.y.z * v.z) + (m.y.w * v.w)),
z: ((m.z.x * v.x) + (m.z.y * v.y) + (m.z.z * v.z) + (m.z.w * v.w)),
w: ((m.w.x * v.x) + (m.w.y * v.y) + (m.w.z * v.z) + (m.w.w * v.w)))
end
def player_ship
[
# engine back
{ x: -1, y: -1, z: 1, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 1, y: -1, z: 1, w: 0 },
{ x: 1, y: -1, z: 1, w: 0 },
{ x: -1, y: -1, z: 1, w: 0 },
# engine front
{ x: -1, y: -1, z: -1, w: 0 },
{ x: -1, y: 1, z: -1, w: 0 },
{ x: -1, y: 1, z: -1, w: 0 },
{ x: 1, y: 1, z: -1, w: 0 },
{ x: 1, y: 1, z: -1, w: 0 },
{ x: 1, y: -1, z: -1, w: 0 },
{ x: 1, y: -1, z: -1, w: 0 },
{ x: -1, y: -1, z: -1, w: 0 },
# engine left
{ x: -1, z: -1, y: -1, w: 0 },
{ x: -1, z: -1, y: 1, w: 0 },
{ x: -1, z: -1, y: 1, w: 0 },
{ x: -1, z: 1, y: 1, w: 0 },
{ x: -1, z: 1, y: 1, w: 0 },
{ x: -1, z: 1, y: -1, w: 0 },
{ x: -1, z: 1, y: -1, w: 0 },
{ x: -1, z: -1, y: -1, w: 0 },
# engine right
{ x: 1, z: -1, y: -1, w: 0 },
{ x: 1, z: -1, y: 1, w: 0 },
{ x: 1, z: -1, y: 1, w: 0 },
{ x: 1, z: 1, y: 1, w: 0 },
{ x: 1, z: 1, y: 1, w: 0 },
{ x: 1, z: 1, y: -1, w: 0 },
{ x: 1, z: 1, y: -1, w: 0 },
{ x: 1, z: -1, y: -1, w: 0 },
# top front of engine to front of ship
{ x: 1, y: 1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: -1, y: 1, z: 1, w: 0 },
# bottom front of engine
{ x: 1, y: -1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
{ x: -1, y: -1, z: 1, w: 0 },
{ x: 0, y: -1, z: 9, w: 0 },
# right wing
# front of wing
{ x: 1, y: 0.10, z: 1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 10, y: 0.10, z: -2, w: 0 },
# back of wing
{ x: 1, y: 0.10, z: -1, w: 0 },
{ x: 9, y: 0.10, z: -1, w: 0 },
{ x: 10, y: 0.10, z: -2, w: 0 },
{ x: 8, y: 0.10, z: -1, w: 0 },
# front of wing
{ x: 1, y: -0.10, z: 1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 10, y: -0.10, z: -2, w: 0 },
# back of wing
{ x: 1, y: -0.10, z: -1, w: 0 },
{ x: 9, y: -0.10, z: -1, w: 0 },
{ x: 10, y: -0.10, z: -2, w: 0 },
{ x: 8, y: -0.10, z: -1, w: 0 },
# left wing
# front of wing
{ x: -1, y: 0.10, z: 1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -10, y: 0.10, z: -2, w: 0 },
# back of wing
{ x: -1, y: 0.10, z: -1, w: 0 },
{ x: -9, y: 0.10, z: -1, w: 0 },
{ x: -10, y: 0.10, z: -2, w: 0 },
{ x: -8, y: 0.10, z: -1, w: 0 },
# front of wing
{ x: -1, y: -0.10, z: 1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -10, y: -0.10, z: -2, w: 0 },
# back of wing
{ x: -1, y: -0.10, z: -1, w: 0 },
{ x: -9, y: -0.10, z: -1, w: 0 },
{ x: -10, y: -0.10, z: -2, w: 0 },
{ x: -8, y: -0.10, z: -1, w: 0 },
# left fin
# top
{ x: -1, y: 0.10, z: 1, w: 0 },
{ x: -1, y: 3, z: -3, w: 0 },
{ x: -1, y: 0.10, z: -1, w: 0 },
{ x: -1, y: 3, z: -3, w: 0 },
{ x: -1.1, y: 0.10, z: 1, w: 0 },
{ x: -1.1, y: 3, z: -3, w: 0 },
{ x: -1.1, y: 0.10, z: -1, w: 0 },
{ x: -1.1, y: 3, z: -3, w: 0 },
# bottom
{ x: -1, y: -0.10, z: 1, w: 0 },
{ x: -1, y: -2, z: -2, w: 0 },
{ x: -1, y: -0.10, z: -1, w: 0 },
{ x: -1, y: -2, z: -2, w: 0 },
{ x: -1.1, y: -0.10, z: 1, w: 0 },
{ x: -1.1, y: -2, z: -2, w: 0 },
{ x: -1.1, y: -0.10, z: -1, w: 0 },
{ x: -1.1, y: -2, z: -2, w: 0 },
# right fin
{ x: 1, y: 0.10, z: 1, w: 0 },
{ x: 1, y: 3, z: -3, w: 0 },
{ x: 1, y: 0.10, z: -1, w: 0 },
{ x: 1, y: 3, z: -3, w: 0 },
{ x: 1.1, y: 0.10, z: 1, w: 0 },
{ x: 1.1, y: 3, z: -3, w: 0 },
{ x: 1.1, y: 0.10, z: -1, w: 0 },
{ x: 1.1, y: 3, z: -3, w: 0 },
# bottom
{ x: 1, y: -0.10, z: 1, w: 0 },
{ x: 1, y: -2, z: -2, w: 0 },
{ x: 1, y: -0.10, z: -1, w: 0 },
{ x: 1, y: -2, z: -2, w: 0 },
{ x: 1.1, y: -0.10, z: 1, w: 0 },
{ x: 1.1, y: -2, z: -2, w: 0 },
{ x: 1.1, y: -0.10, z: -1, w: 0 },
{ x: 1.1, y: -2, z: -2, w: 0 },
]
end
def defaults
state.points ||= player_ship
state.shifted_points ||= state.points.map { |point| point }
state.scale ||= 1
state.angle_x ||= 0
state.angle_y ||= 0
state.angle_z ||= 0
end
def matrix_new x0, y0, z0, w0, x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3
(hmap x: (hmap x: x0, y: y0, z: z0, w: w0),
y: (hmap x: x1, y: y1, z: z1, w: w1),
z: (hmap x: x2, y: y2, z: z2, w: w2),
w: (hmap x: x3, y: y3, z: z3, w: w3))
end
def angle_z_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new cos_t, -sin_t, 0, 0,
sin_t, cos_t, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1)
end
def angle_y_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new cos_t, 0, sin_t, 0,
0, 1, 0, 0,
-sin_t, 0, cos_t, 0,
0, 0, 0, 1)
end
def angle_x_matrix degrees
cos_t = Math.cos degrees.to_radians
sin_t = Math.sin degrees.to_radians
(matrix_new 1, 0, 0, 0,
0, cos_t, -sin_t, 0,
0, sin_t, cos_t, 0,
0, 0, 0, 1)
end
def scale_matrix factor
(matrix_new factor, 0, 0, 0,
0, factor, 0, 0,
0, 0, factor, 0,
0, 0, 0, 1)
end
def input
if (inputs.keyboard.shift && inputs.keyboard.p)
state.scale -= 0.1
elsif inputs.keyboard.p
state.scale += 0.1
end
if inputs.mouse.wheel
state.scale += inputs.mouse.wheel.y
end
state.scale = state.scale.clamp(0.1, 1000)
if (inputs.keyboard.shift && inputs.keyboard.y) || inputs.keyboard.right
state.angle_y += 1
elsif (inputs.keyboard.y) || inputs.keyboard.left
state.angle_y -= 1
end
if (inputs.keyboard.shift && inputs.keyboard.x) || inputs.keyboard.down
state.angle_x -= 1
elsif (inputs.keyboard.x || inputs.keyboard.up)
state.angle_x += 1
end
if inputs.keyboard.shift && inputs.keyboard.z
state.angle_z += 1
elsif inputs.keyboard.z
state.angle_z -= 1
end
if inputs.keyboard.zero
state.angle_x = 0
state.angle_y = 0
state.angle_z = 0
end
angle_x = state.angle_x
angle_y = state.angle_y
angle_z = state.angle_z
scale = state.scale
s_matrix = scale_matrix state.scale
x_matrix = angle_z_matrix angle_z
y_matrix = angle_y_matrix angle_y
z_matrix = angle_x_matrix angle_x
state.shifted_points = state.points.map do |point|
(matrix_mul s_matrix,
(matrix_mul z_matrix,
(matrix_mul x_matrix,
(matrix_mul y_matrix, point)))).merge(original: point)
end
end
def thick_line line
[
line.merge(y: line.y - 1, y2: line.y2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 1, x2: line.x2 - 1, r: 0, g: 0, b: 0),
line.merge(x: line.x - 0, x2: line.x2 - 0, r: 0, g: 0, b: 0),
line.merge(y: line.y + 1, y2: line.y2 + 1, r: 0, g: 0, b: 0),
line.merge(x: line.x + 1, x2: line.x2 + 1, r: 0, g: 0, b: 0)
]
end
def render
outputs.lines << state.shifted_points.each_slice(2).map do |(p1, p2)|
perc = 0
thick_line({ x: p1.x.*(10) + 640, y: p1.y.*(10) + 320,
x2: p2.x.*(10) + 640, y2: p2.y.*(10) + 320,
r: 255 * perc,
g: 255 * perc,
b: 255 * perc })
end
outputs.labels << [ 10, 700, "angle_x: #{state.angle_x.to_sf}", 0]
outputs.labels << [ 10, 670, "x, shift+x", 0]
outputs.labels << [210, 700, "angle_y: #{state.angle_y.to_sf}", 0]
outputs.labels << [210, 670, "y, shift+y", 0]
outputs.labels << [410, 700, "angle_z: #{state.angle_z.to_sf}", 0]
outputs.labels << [410, 670, "z, shift+z", 0]
outputs.labels << [610, 700, "scale: #{state.scale.to_sf}", 0]
outputs.labels << [610, 670, "p, shift+p", 0]
end
end
$game = Game.new
def tick args
$game.args = args
$game.tick
end
def set_angles x, y, z
$game.state.angle_x = x
$game.state.angle_y = y
$game.state.angle_z = z
end
$gtk.reset
|