-! (c)2009 Joe Groff, Doug Coleman. bsd license
-USING: accessors arrays combinators game.input game.loop
-game.input.scancodes grouping kernel literals locals
-math math.constants math.functions math.order
-math.vectors opengl opengl.capabilities opengl.gl
-opengl.shaders opengl.textures opengl.textures.private
-sequences sequences.product specialized-arrays
-terrain.generation terrain.shaders typed ui ui.gadgets
-ui.gadgets.worlds ui.pixel-formats game.worlds
-math.matrices.simd noise ui.gestures combinators.short-circuit
-destructors grid-meshes math.vectors.simd ;
+! Copyright (C) 2009 Joe Groff, Doug Coleman.
+! See https://factorcode.org/license.txt for BSD license.
+USING: accessors arrays combinators combinators.short-circuit
+destructors game.input game.input.scancodes game.loop
+game.worlds grid-meshes grouping kernel literals math
+math.functions math.matrices.simd math.order
+math.vectors math.vectors.simd noise opengl
+opengl.capabilities opengl.gl opengl.shaders opengl.textures
+sequences specialized-arrays terrain.generation terrain.shaders
+typed ui ui.gadgets.worlds ui.gestures ui.pixel-formats ;
QUALIFIED-WITH: alien.c-types c
SPECIALIZED-ARRAY: c:float
IN: terrain
[ yaw>> 0.0 1.0 0.0 glRotatef ]
[ location>> vneg first3 glTranslatef ] tri ;
-: degrees ( deg -- rad )
- pi 180.0 / * ; inline
-
TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 )
- [ float-4{ 0.0 -1.0 0.0 0.0 } swap degrees rotation-matrix4 ]
- [ float-4{ -1.0 0.0 0.0 0.0 } swap degrees rotation-matrix4 m4. ]
+ [ float-4{ 0.0 -1.0 0.0 0.0 } swap deg>rad rotation-matrix4 ]
+ [ float-4{ -1.0 0.0 0.0 0.0 } swap deg>rad rotation-matrix4 m4. ]
[ m4.v ] tri* float-4{ t t t f } vand ;
: forward-vector ( player -- v )
segment bitmap>> 4 <groups> :> pixels
pixel dim pixel-indices :> indices
- indices [ pixels nth COMPONENT-SCALE v. 255.0 / ] map
+ indices [ pixels nth COMPONENT-SCALE vdot 255.0 / ] map
first4 pixel-mantissa bilerp ;
: (collide) ( segment location -- location' )