All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -1,4 +1,4 @@
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package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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util = require "utillib"
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Vec2 = require "vector2"
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@@ -8,7 +8,6 @@ local MOVE_SPEED = 0.5
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local monitor = 0
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local camera = -1
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local texture = -1
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local tri = {
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a = Vec3:new( 0, 0, 0 ),
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-- a = Vec3:new( 0, 1, 0 ),
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@@ -26,27 +25,25 @@ local point = {
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local debugText = ""
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local function calcNormal( tri )
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tri.normal = Vec3:new( RL_Vector3Normalize( RL_Vector3CrossProduct( tri.b - tri.a, tri.c - tri.a ) ) )
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tri.normal = Vec3:new( RL.Vector3Normalize( RL.Vector3CrossProduct( tri.b - tri.a, tri.c - tri.a ) ) )
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end
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function init()
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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function RL.init()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local winSize = { 1920, 1080 }
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL_SetWindowSize( winSize )
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 1, 2 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCameraMode( camera, CAMERA_FREE )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowSize( winSize )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, { 0, 1, 2 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCameraMode( camera, RL.CAMERA_FREE )
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calcNormal( tri )
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texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tile.png" )
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end
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local function checkCollisionPointTriangle( p, a, b, c, n )
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@@ -78,48 +75,48 @@ local function checkCollisionPointTriangle( p, a, b, c, n )
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return 0.0 < result.x and 0.0 < result.y and 0.0 < result.z and distance < 0.0, distance
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end
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function process( delta )
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function RL.process( delta )
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debugText = ""
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if RL_IsKeyDown( string.byte( "D" ) ) then
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if RL.IsKeyDown( string.byte( "D" ) ) then
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point.pos.x = point.pos.x + MOVE_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "A" ) ) then
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elseif RL.IsKeyDown( string.byte( "A" ) ) then
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point.pos.x = point.pos.x - MOVE_SPEED * delta
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end
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if RL_IsKeyDown( string.byte( "S" ) ) then
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if RL.IsKeyDown( string.byte( "S" ) ) then
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point.pos.z = point.pos.z + MOVE_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "W" ) ) then
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elseif RL.IsKeyDown( string.byte( "W" ) ) then
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point.pos.z = point.pos.z - MOVE_SPEED * delta
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end
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if RL_IsKeyDown( string.byte( "R" ) ) then
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if RL.IsKeyDown( string.byte( "R" ) ) then
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point.pos.y = point.pos.y + MOVE_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "F" ) ) then
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elseif RL.IsKeyDown( string.byte( "F" ) ) then
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point.pos.y = point.pos.y - MOVE_SPEED * delta
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end
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if checkCollisionPointTriangle( point.pos, tri.a, tri.b, tri.c, tri.normal ) then
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point.color = RED
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point.color = RL.RED
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else
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point.color = GREEN
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point.color = RL.GREEN
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end
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end
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function draw()
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RL_ClearBackground( { 100, 150, 100 } )
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RL_UpdateCamera3D( camera )
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RL_BeginMode3D( camera )
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RL_DrawGrid( 8, 1 )
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RL_DrawTriangle3D( tri.a, tri.b, tri.c, { 200, 100, 100 } )
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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RL.UpdateCamera3D( camera )
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RL_DrawLine3D( { point.pos.x - point.lineLen, point.pos.y, point.pos.z },
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{ point.pos.x + point.lineLen, point.pos.y, point.pos.z }, BLUE )
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RL_DrawLine3D( { point.pos.x, point.pos.y - point.lineLen, point.pos.z },
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{ point.pos.x, point.pos.y + point.lineLen, point.pos.z }, BLUE )
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RL_DrawLine3D( { point.pos.x, point.pos.y, point.pos.z - point.lineLen },
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{ point.pos.x, point.pos.y, point.pos.z + point.lineLen }, BLUE )
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RL_DrawSphereWires( point.pos, point.radius, 3, 8, point.color )
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RL_EndMode3D()
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RL.BeginMode3D( camera )
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RL.DrawGrid( 8, 1 )
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RL.DrawTriangle3D( tri.a, tri.b, tri.c, { 200, 100, 100 } )
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RL_DrawText( 0, debugText, { 10, 10 }, 30, 4, WHITE )
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RL.DrawLine3D( { point.pos.x - point.lineLen, point.pos.y, point.pos.z },
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{ point.pos.x + point.lineLen, point.pos.y, point.pos.z }, RL.BLUE )
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RL.DrawLine3D( { point.pos.x, point.pos.y - point.lineLen, point.pos.z },
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{ point.pos.x, point.pos.y + point.lineLen, point.pos.z }, RL.BLUE )
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RL.DrawLine3D( { point.pos.x, point.pos.y, point.pos.z - point.lineLen },
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{ point.pos.x, point.pos.y, point.pos.z + point.lineLen }, RL.BLUE )
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RL.DrawSphereWires( point.pos, point.radius, 3, 8, point.color )
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RL.EndMode3D()
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RL.DrawText( 0, debugText, { 10, 10 }, 30, 4, RL.WHITE )
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end
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