dkl9 commited on 2025-183 00:58:09
Showing 8 changed files, with 128 additions and 79 deletions.
| ... | ... |
@@ -0,0 +1,73 @@ |
| 1 |
+from libs import * |
|
| 2 |
+import entity |
|
| 3 |
+import types |
|
| 4 |
+ |
|
| 5 |
+draw_modes = types.SimpleNamespace() |
|
| 6 |
+draw_modes.TRI_STRIP = GL_TRIANGLE_STRIP |
|
| 7 |
+draw_modes.TRI_FAN = GL_TRIANGLE_FAN |
|
| 8 |
+draw_modes.TRIS = GL_TRIANGLES |
|
| 9 |
+draw_modes.LINE_STRIP = GL_LINE_STRIP |
|
| 10 |
+draw_modes.LINES = GL_LINES |
|
| 11 |
+ |
|
| 12 |
+class AttributedEntity(entity.Entity): |
|
| 13 |
+ def __init__(self, verts, pos, col, **kwargs): |
|
| 14 |
+ super().__init__(verts, pos, **kwargs) |
|
| 15 |
+ self.col = vec(col) |
|
| 16 |
+ refl = [1.0, 0.0, 0.0, 1.0] if self.hud else [0.5, 0.5, 0.0, 32.0] |
|
| 17 |
+ self.refls = vec(kwargs.get("refls", refl))
|
|
| 18 |
+ self.texi = kwargs.get("texi", 0)
|
|
| 19 |
+ self.draw_mode = kwargs.get("mode", GL_TRIANGLE_STRIP)
|
|
| 20 |
+ self.vao = None |
|
| 21 |
+ self.vbos = [[None, 0] for _ in VERTEX_ATTRS] |
|
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+ |
|
| 23 |
+ def mat_list(self): |
|
| 24 |
+ return np.repeat(vec([[self.col], [self.refls]]), len(self.verts), 1) |
|
| 25 |
+ |
|
| 26 |
+ def norm_list(self): |
|
| 27 |
+ l = [] |
|
| 28 |
+ match self.draw_mode: |
|
| 29 |
+ case draw_modes.TRI_STRIP | draw_modes.TRI_FAN: |
|
| 30 |
+ l.append(norm_tri(self.verts[:3])) |
|
| 31 |
+ for i in range(1, len(self.verts) - 1): |
|
| 32 |
+ l.append(norm_tri(self.verts[i - 1:i + 2])) |
|
| 33 |
+ l.append(norm_tri(self.verts[-3:])) |
|
| 34 |
+ case draw_modes.TRIS: |
|
| 35 |
+ for i in range(0, len(self.verts), 3): |
|
| 36 |
+ for _ in range(3): |
|
| 37 |
+ l.append(norm_tri(self.verts[i:i + 3])) |
|
| 38 |
+ case draw_modes.LINE_STRIP | draw_modes.LINES: |
|
| 39 |
+ for _ in range(len(self.verts)): |
|
| 40 |
+ l.append([1, 0, 0]) |
|
| 41 |
+ case _: |
|
| 42 |
+ raise NotImplementedError |
|
| 43 |
+ return (self.orient[:3, :3] @ vec(l).T).T |
|
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+ |
|
| 45 |
+ def texc_list(self): |
|
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+ if self.texi < 0: |
|
| 47 |
+ return np.repeat(vec([[0, 0, self.texi]]), len(self.verts), 0) |
|
| 48 |
+ match self.draw_mode: |
|
| 49 |
+ case draw_modes.TRI_FAN: |
|
| 50 |
+ return np.concatenate(( |
|
| 51 |
+ vec([[0, 0, self.texi]]), np.tile( |
|
| 52 |
+ [[0, 1, self.texi], [1, 0, self.texi]], |
|
| 53 |
+ ((len(self.verts) - 1) // 2, 1) |
|
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+ ) |
|
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+ )) |
|
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+ case draw_modes.TRIS | draw_modes.TRI_STRIP: |
|
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+ return np.astype(np.tile( |
|
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+ [[0, 0, self.texi], [0, 1, self.texi], [1, 0, self.texi]], |
|
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+ (int(np.ceil(len(self.verts) / 3)), 1) |
|
| 60 |
+ )[:len(self.verts)], FLOAT) |
|
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+ case draw_modes.LINE_STRIP | draw_modes.LINES: |
|
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+ return np.repeat(vec([[0, 0, 0]]), len(self.verts), 0) |
|
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+ case _: |
|
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+ raise NotImplementedError |
|
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+ |
|
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+ def build_vao(self): |
|
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+ self.vao = glGenVertexArrays(1) |
|
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+ glBindVertexArray(self.vao) |
|
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+ for i in range(len(VERTEX_ATTRS)): |
|
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+ self.vbos[i][0] = glGenBuffers(1) |
|
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+ l = update_attr(self, i) |
|
| 72 |
+ glEnableVertexAttribArray(i) |
|
| 73 |
+ glVertexAttribPointer(i, l.shape[1], GL_FLOAT, GL_FALSE, 0, None) |
| ... | ... |
@@ -29,11 +29,29 @@ void main() {{
|
| 29 | 29 |
float specular = reflsF.z * lightPos.w * pow(max(dot( |
| 30 | 30 |
normalize(camPos - positionF), reflect(-lightDir, normalF) |
| 31 | 31 |
), 0.0), reflsF.w); |
| 32 |
- gl_FragColor = vec4((ambient + diffuse + specular) * colF.xyz, colF.w); |
|
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- gl_FragColor = texture2D(tex, texcF); |
|
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+ float j = texcF.z; |
|
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+ vec3 c = colF.xyz; |
|
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+ if (abs(j) < 1e-3) |
|
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+ c = texture2D(tex[0], texcF.xy).xyz; |
|
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+ if (abs(j - 1.0) < 1e-3) |
|
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+ c = texture2D(tex[1], texcF.xy).xyz; |
|
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+ gl_FragColor = vec4((ambient + diffuse + specular) * c, colF.w); |
|
| 34 | 39 |
}} |
| 35 | 40 |
""" |
| 36 | 41 |
|
| 42 |
+def load_texture(i, fname): |
|
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+ pli = pygame.image.load(fname).convert() |
|
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+ (tw, th) = pli.get_size() |
|
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+ img_data = np.array(list(pygame.image.tobytes(pli, "RGB")), np.uint8) |
|
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+ tex = glGenTextures(1) |
|
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+ glActiveTexture(GL_TEXTURE0 + i) |
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+ glBindTexture(GL_TEXTURE_2D, tex) |
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
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+ glTexImage2D( |
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+ GL_TEXTURE_2D, 0, GL_RGB, tw, th, |
|
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+ 0, GL_RGB, GL_UNSIGNED_BYTE, img_data |
|
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+ ) |
|
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+ |
|
| 37 | 55 |
def init_display(): |
| 38 | 56 |
pygame.init() |
| 39 | 57 |
full = os.environ.get("FULLSCREEN")
|
| ... | ... |
@@ -47,16 +65,8 @@ def init_display(): |
| 47 | 65 |
pygame.QUIT, pygame.WINDOWRESIZED, pygame.WINDOWSIZECHANGED |
| 48 | 66 |
]) |
| 49 | 67 |
pygame.display.set_caption("Voxels")
|
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- pli = pygame.image.load("favicon.png").convert()
|
|
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- (tw, th) = pli.get_size() |
|
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- img_data = np.array(list(pygame.image.tobytes(pli, "RGB")), np.uint8) |
|
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- tex = glGenTextures(1) |
|
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- glBindTexture(GL_TEXTURE_2D, tex) |
|
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
|
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- glTexImage2D( |
|
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- GL_TEXTURE_2D, 0, GL_RGB, tw, th, |
|
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- 0, GL_RGB, GL_UNSIGNED_BYTE, img_data |
|
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- ) |
|
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+ load_texture(0, "favicon.png") |
|
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+ load_texture(1, "container.jpg") |
|
| 60 | 70 |
sp = shaders.compileProgram( |
| 61 | 71 |
shaders.compileShader(VS, GL_VERTEX_SHADER), |
| 62 | 72 |
shaders.compileShader(FS, GL_FRAGMENT_SHADER) |
| ... | ... |
@@ -64,7 +74,7 @@ def init_display(): |
| 64 | 74 |
for (k, v) in UNIFORMS.items(): |
| 65 | 75 |
v[2] = glGetUniformLocation(sp, k) |
| 66 | 76 |
glUseProgram(sp) |
| 67 |
- glUniform1i(UNIFORMS["tex"][2], 0) |
|
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+ glUniform1iv(UNIFORMS["tex"][2], 2, np.array([0, 1])) |
|
| 68 | 78 |
glEnable(GL_DEPTH_TEST) |
| 69 | 79 |
glEnable(GL_BLEND) |
| 70 | 80 |
glEnable(GL_CULL_FACE) |
| ... | ... |
@@ -1,58 +1,13 @@ |
| 1 | 1 |
from libs import * |
| 2 | 2 |
from raycast import intersect_tri |
| 3 |
-import types |
|
| 4 |
- |
|
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-draw_modes = types.SimpleNamespace() |
|
| 6 |
-draw_modes.TRI_STRIP = GL_TRIANGLE_STRIP |
|
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-draw_modes.TRI_FAN = GL_TRIANGLE_FAN |
|
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-draw_modes.TRIS = GL_TRIANGLES |
|
| 9 |
-draw_modes.LINE_STRIP = GL_LINE_STRIP |
|
| 10 |
-draw_modes.LINES = GL_LINES |
|
| 11 | 3 |
|
| 12 | 4 |
class Entity: |
| 13 |
- def __init__(self, verts, col, pos, **kwargs): |
|
| 5 |
+ def __init__(self, verts, pos, **kwargs): |
|
| 14 | 6 |
self.verts = vec(verts) |
| 15 | 7 |
self.hud = kwargs.get("hud", False)
|
| 16 |
- self.col = vec(col) |
|
| 17 |
- refl = [1.0, 0.0, 0.0, 1.0] if self.hud else [0.5, 0.5, 0.0, 32.0] |
|
| 18 |
- self.refls = vec(kwargs.get("refls", refl))
|
|
| 19 | 8 |
self.pos = vec(pos) |
| 20 |
- self.draw_mode = kwargs.get("mode", GL_TRIANGLE_STRIP)
|
|
| 21 | 9 |
self.orient = np.identity(4, dtype=FLOAT) |
| 22 | 10 |
self.onclick = lambda s, b, n, h: print(f"{h}:{b} on {s}:{n}")
|
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- self.vao = None |
|
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- self.vbos = [[None, 0] for _ in VERTEX_ATTRS] |
|
| 25 |
- |
|
| 26 |
- def mat_list(self): |
|
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- return np.repeat(vec([[self.col], [self.refls]]), len(self.verts), 1) |
|
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- |
|
| 29 |
- def norm_list(self): |
|
| 30 |
- l = [] |
|
| 31 |
- match self.draw_mode: |
|
| 32 |
- case draw_modes.TRI_STRIP | draw_modes.TRI_FAN: |
|
| 33 |
- l.append(norm_tri(self.verts[:3])) |
|
| 34 |
- for i in range(1, len(self.verts) - 1): |
|
| 35 |
- l.append(norm_tri(self.verts[i - 1:i + 2])) |
|
| 36 |
- l.append(norm_tri(self.verts[-3:])) |
|
| 37 |
- case draw_modes.TRIS: |
|
| 38 |
- for i in range(0, len(self.verts), 3): |
|
| 39 |
- for _ in range(3): |
|
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- l.append(norm_tri(self.verts[i:i + 3])) |
|
| 41 |
- case draw_modes.LINE_STRIP | draw_modes.LINES: |
|
| 42 |
- for _ in range(len(self.verts)): |
|
| 43 |
- l.append([1, 0, 0]) |
|
| 44 |
- case _: |
|
| 45 |
- raise NotImplementedError |
|
| 46 |
- return (self.orient[:3, :3] @ vec(l).T).T |
|
| 47 |
- |
|
| 48 |
- def build_vao(self): |
|
| 49 |
- self.vao = glGenVertexArrays(1) |
|
| 50 |
- glBindVertexArray(self.vao) |
|
| 51 |
- for i in range(len(VERTEX_ATTRS)): |
|
| 52 |
- self.vbos[i][0] = glGenBuffers(1) |
|
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- l = update_attr(self, i) |
|
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- glEnableVertexAttribArray(i) |
|
| 55 |
- glVertexAttribPointer(i, l.shape[1], GL_FLOAT, GL_FALSE, 0, None) |
|
| 56 | 11 |
|
| 57 | 12 |
def translate(self): |
| 58 | 13 |
m = np.identity(4, dtype=FLOAT) |
| ... | ... |
@@ -1,21 +1,21 @@ |
| 1 | 1 |
from libs import * |
| 2 |
-import entity |
|
| 2 |
+import attributes |
|
| 3 | 3 |
import mesh |
| 4 | 4 |
|
| 5 | 5 |
def crosshair(): |
| 6 |
- return entity.Entity( |
|
| 6 |
+ return attributes.AttributedEntity( |
|
| 7 | 7 |
[[-0.03, 0, 0], [0.03, 0, 0], [0, -0.03, 0], [0, 0.03, 0]], |
| 8 |
- [1.0, 1.0, 1.0, 1.0], [0.0, 0.0, 0.0], mode=GL_LINES, hud=True |
|
| 8 |
+ [0, 0, 0], [1, 1, 1, 1], mode=GL_LINES, hud=True |
|
| 9 | 9 |
) |
| 10 | 10 |
|
| 11 | 11 |
def fps(): |
| 12 |
- return entity.Entity( |
|
| 12 |
+ return attributes.AttributedEntity( |
|
| 13 | 13 |
[[0, 0, 0], [0, -0.1, 0], [0.1, 0, 0], [0.1, -0.1, 0]], |
| 14 |
- YELLOW, [-1.0, 1.0, 0.0], mode=GL_TRIANGLE_STRIP, hud=True |
|
| 14 |
+ [-1.0, 1.0, 0.0], YELLOW, texi=-1, mode=GL_TRIANGLE_STRIP, hud=True |
|
| 15 | 15 |
) |
| 16 | 16 |
|
| 17 | 17 |
def hand(): |
| 18 |
- h = mesh.SquareMesh(hud=True) |
|
| 18 |
+ h = mesh.SquareMesh(hud=True, texi=1) |
|
| 19 | 19 |
h.add_sq(1, 1, [0.5, 0, 0], 1) |
| 20 | 20 |
h.add_sq(2, 1, [0, 0.5, 0], 1) |
| 21 | 21 |
h.add_sq(3, 1, [0, 0, 0.5], 1) |
| ... | ... |
@@ -33,7 +33,7 @@ def selection(): |
| 33 | 33 |
return s |
| 34 | 34 |
|
| 35 | 35 |
def skybox(): |
| 36 |
- sb = mesh.SquareMesh() |
|
| 36 |
+ sb = mesh.SquareMesh(texi=-1) |
|
| 37 | 37 |
offset = [0, 0, VIEW_DIST] |
| 38 | 38 |
for d in range(3): |
| 39 | 39 |
roll_vec3(offset, 1) |
| ... | ... |
@@ -47,9 +47,9 @@ def skybox(): |
| 47 | 47 |
return sb |
| 48 | 48 |
|
| 49 | 49 |
def sun(): |
| 50 |
- s = entity.Entity( |
|
| 51 |
- [[0.0, 0.0, 0.0]], [1.0, 1.0, 0.9, 1.0], |
|
| 52 |
- normalise(LIGHT_POS) * VIEW_DIST, mode=GL_TRIANGLE_FAN |
|
| 50 |
+ s = attributes.AttributedEntity( |
|
| 51 |
+ [[0.0, 0.0, 0.0]], normalise(LIGHT_POS) * VIEW_DIST, |
|
| 52 |
+ [1.0, 1.0, 0.9, 1.0], texi=-1, mode=GL_TRIANGLE_FAN |
|
| 53 | 53 |
) |
| 54 | 54 |
cv = [] |
| 55 | 55 |
for k in np.arange(0, 1.01, 0.05): |
| ... | ... |
@@ -6,13 +6,13 @@ import pygame |
| 6 | 6 |
FLOAT = np.float32 |
| 7 | 7 |
VOXEL_TYPE = np.uint8 |
| 8 | 8 |
VERTEX_ATTRS = [ |
| 9 |
- "vec3 position", "vec4 col", "vec3 normal", "vec4 refls", "vec2 texc" |
|
| 9 |
+ "vec3 position", "vec4 col", "vec3 normal", "vec4 refls", "vec3 texc" |
|
| 10 | 10 |
] |
| 11 | 11 |
UNIFORMS = {
|
| 12 | 12 |
"MVP": ["vert", "mat4", None], |
| 13 | 13 |
"lightPos": ["frag", "vec4", None], |
| 14 | 14 |
"camPos": ["frag", "vec3", None], |
| 15 |
- "tex": ["frag", "sampler2D", None] |
|
| 15 |
+ "tex": ["frag", "sampler2D[2]", None] |
|
| 16 | 16 |
} |
| 17 | 17 |
|
| 18 | 18 |
LIGHT_POS = [5, 30, 10] |
| ... | ... |
@@ -78,10 +78,9 @@ def update_attr(ent, n, l=None): |
| 78 | 78 |
case "refls": |
| 79 | 79 |
l = ent.mat_list()[1] |
| 80 | 80 |
case "texc": |
| 81 |
- l = np.astype(np.tile( |
|
| 82 |
- [[0.0, 0.0], [1.0, 0.0], [0.0, 1.0]], |
|
| 83 |
- (int(np.ceil(len(ent.verts) / 3)), 1) |
|
| 84 |
- )[:len(ent.verts)], FLOAT) |
|
| 81 |
+ l = ent.texc_list() |
|
| 82 |
+ case "texi": |
|
| 83 |
+ l = vec(np.repeat(ent.texi, len(ent.verts))) |
|
| 85 | 84 |
if ent.vao: |
| 86 | 85 |
glBindBuffer(GL_ARRAY_BUFFER, ent.vbos[i][0]) |
| 87 | 86 |
if l.shape[0] != ent.vbos[i][1]: |
| ... | ... |
@@ -1,7 +1,7 @@ |
| 1 | 1 |
from libs import * |
| 2 |
-import entity |
|
| 2 |
+import attributes |
|
| 3 | 3 |
|
| 4 |
-class SquareMesh(entity.Entity): |
|
| 4 |
+class SquareMesh(attributes.AttributedEntity): |
|
| 5 | 5 |
def __init__(self, **kwargs): |
| 6 | 6 |
super().__init__( |
| 7 | 7 |
np.empty((0, 3), dtype=FLOAT), |
| ... | ... |
@@ -83,3 +83,15 @@ class SquareMesh(entity.Entity): |
| 83 | 83 |
i = 6 * s + t |
| 84 | 84 |
cl[0][i], cl[1][i] = self.cube_mat(fd, axis, c) |
| 85 | 85 |
return cl |
| 86 |
+ |
|
| 87 |
+ def texc_list(self): |
|
| 88 |
+ if self.texi < 0: |
|
| 89 |
+ return np.repeat(vec([[0, 0, self.texi]]), len(self.verts), 0) |
|
| 90 |
+ sq = [(0, 0), (0, 1), (1, 0), (1, 1), (1, 0), (0, 1)] |
|
| 91 |
+ l = [] |
|
| 92 |
+ hg = hasattr(self, "grid") |
|
| 93 |
+ for i in range(len(self.faces) // 2): |
|
| 94 |
+ for (x, y) in sq: |
|
| 95 |
+ fd = self.faces[2 * i][1] |
|
| 96 |
+ l.append([x, y, self.grid[*fd] if hg else fd]) |
|
| 97 |
+ return vec(l) |
| ... | ... |
@@ -32,7 +32,7 @@ class Player(interactive.InteractiveCamera): |
| 32 | 32 |
self.hand = int(new_hand) |
| 33 | 33 |
hg = self.hud["hand"] |
| 34 | 34 |
hg.faces = [(a, self.hand) for (a, _) in hg.faces] |
| 35 |
- for i in range(1, 4, 2): |
|
| 35 |
+ for i in [1, 3, 4]: |
|
| 36 | 36 |
update_attr(hg, i) |
| 37 | 37 |
|
| 38 | 38 |
def handle_event(self, ev, mg, scene): |
| ... | ... |
@@ -21,7 +21,7 @@ class WorldRegion(mesh.SquareMesh): |
| 21 | 21 |
for d in range(3): |
| 22 | 22 |
for s in range(2): |
| 23 | 23 |
oob = pos[d] == self.r - 1 and s == 0 |
| 24 |
- oob |= s == 0 or pos[d] == 0 and s == 1 |
|
| 24 |
+ oob |= pos[d] == 0 and s == 1 |
|
| 25 | 25 |
if oob: |
| 26 | 26 |
continue |
| 27 | 27 |
a = (d + 1) * (-1) ** s |
| 28 | 28 |