forked from LeenkxTeam/Leenkx_Examples
129 lines
4.6 KiB
Haxe
129 lines
4.6 KiB
Haxe
package lnx;
|
|
|
|
import iron.data.Data;
|
|
import iron.data.MaterialData;
|
|
import iron.data.MeshData;
|
|
import iron.data.SceneFormat;
|
|
import iron.object.MeshObject;
|
|
import iron.Scene;
|
|
import iron.system.Input;
|
|
import kha.arrays.Int16Array;
|
|
import kha.arrays.Uint32Array;
|
|
|
|
class BoxGenerator extends iron.Trait {
|
|
|
|
var meshData:MeshData;
|
|
var materials:haxe.ds.Vector<MaterialData>;
|
|
var cubes = new Array<MeshObject>();
|
|
var font : kha.Font;
|
|
|
|
function toI16(toPos:Int16Array, toNor:Int16Array, fromPos:Array<Float>, fromNor:Array<Float>) {
|
|
var numVertices = Std.int(fromPos.length / 3);
|
|
for (i in 0...numVertices) {
|
|
// Values are scaled to the signed short (-32768, 32767) range
|
|
// In the shader, vertex data is normalized into (-1, 1) range
|
|
toPos[i * 4 ] = Std.int(fromPos[i * 3 ] * 32767);
|
|
toPos[i * 4 + 1] = Std.int(fromPos[i * 3 + 1] * 32767);
|
|
toPos[i * 4 + 2] = Std.int(fromPos[i * 3 + 2] * 32767);
|
|
toNor[i * 2 ] = Std.int(fromNor[i * 3 ] * 32767);
|
|
toNor[i * 2 + 1] = Std.int(fromNor[i * 3 + 1] * 32767);
|
|
// normal.z component is packed into position.w component
|
|
toPos[i * 4 + 3] = Std.int(fromNor[i * 3 + 2] * 32767);
|
|
}
|
|
}
|
|
|
|
function toU32(to:Uint32Array, from:Array<Int>) {
|
|
for (i in 0...to.length) to[i] = from[i];
|
|
}
|
|
|
|
public function new() {
|
|
super();
|
|
|
|
|
|
// Raw vertex data for our box
|
|
var positions = [1.0,1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0];
|
|
var normals = [0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,0.0,-1.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,-1.0,0.0,-0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0];
|
|
var indices = [0,1,2,0,2,3,4,5,6,4,6,7,8,9,10,8,10,11,12,13,14,12,14,15,16,17,18,16,18,19,20,21,22,20,22,23];
|
|
var numVertices = Std.int(positions.length / 3);
|
|
|
|
// Leenkx uses packed 16-bit normalized vertex data to preserve memory
|
|
// To prevent padding and ensure 32-bit align,
|
|
// normal.z component is packed into position.w component
|
|
var posI16 = new Int16Array(numVertices * 4); // pos.xyz, nor.z
|
|
var norI16 = new Int16Array(numVertices * 2); // nor.xy
|
|
toI16(posI16, norI16, positions, normals);
|
|
|
|
var indU32 = new Uint32Array(indices.length);
|
|
toU32(indU32, indices);
|
|
|
|
var pos:TVertexArray = { attrib: "pos", values: posI16, data: "short4norm" };
|
|
var nor:TVertexArray = { attrib: "nor", values: norI16, data: "short2norm" };
|
|
var ind:TIndexArray = { material: 0, values: indU32 };
|
|
|
|
var rawmeshData:TMeshData = {
|
|
name: "BoxMesh",
|
|
vertex_arrays: [pos, nor],
|
|
index_arrays: [ind],
|
|
// Usable to scale positions over the (-1, 1) range
|
|
scale_pos: 0.5
|
|
};
|
|
|
|
new MeshData(rawmeshData, function(data:MeshData) {
|
|
// Mesh data parsed
|
|
meshData = data;
|
|
meshData.geom.calculateAABB();
|
|
|
|
// Fetch material from scene data
|
|
Data.getMaterial("Scene", "Material", function(data:MaterialData) {
|
|
// Material loaded
|
|
materials = haxe.ds.Vector.fromData([data]);
|
|
notifyOnUpdate(update);
|
|
});
|
|
});
|
|
|
|
Data.getFont('font_default.ttf', f -> {
|
|
font = f;
|
|
notifyOnRender2D( render2D );
|
|
});
|
|
}
|
|
|
|
function update() {
|
|
// Left mouse button was pressed / display touched
|
|
final keyboard = Input.getKeyboard();
|
|
final mouse = Input.getMouse();
|
|
//if (mouse.down('left')) {
|
|
if (keyboard.down('up') || keyboard.down('w') || mouse.down('left')) {
|
|
final aabb = meshData.geom.aabb;
|
|
for( i in 0...10) {
|
|
// Create new object in active scene
|
|
final object = Scene.active.addMeshObject(meshData, materials);
|
|
|
|
// Just for testing, add rigid body trait
|
|
object.transform.loc.set(Math.random() * 8- 4, Math.random() * 8 - 4, 5);
|
|
object.transform.buildMatrix();
|
|
object.transform.dim.set(aabb.x, aabb.y, aabb.z);
|
|
object.addTrait(new leenkx.trait.physics.RigidBody());
|
|
cubes.push(object);
|
|
}
|
|
trace(cubes.length);
|
|
} else if (keyboard.down('down') || keyboard.down('s') || mouse.down('right')) {
|
|
for( i in 0...10) {
|
|
if( cubes.length == 0 ) break;
|
|
cubes.shift().remove();
|
|
}
|
|
trace(cubes.length);
|
|
}
|
|
}
|
|
|
|
function render2D( g : kha.graphics2.Graphics ) {
|
|
g.end();
|
|
g.font = font;
|
|
final fontSize = 13;
|
|
final text = 'CUBES: '+cubes.length;
|
|
final w = font.width( g.fontSize, text );
|
|
g.fontSize = 13;
|
|
g.drawString( text, 10, 10 );
|
|
g.begin( false );
|
|
}
|
|
}
|