2024-10-29 10:47:39 +00:00
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pub const Direction = struct {
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x: i8 = 1,
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y: i8 = 1,
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z: i8 = 1,
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};
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pub const Point = struct {
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x: i32 = 0,
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y: i32 = 0,
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z: i32 = 0,
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2024-10-29 10:47:39 +00:00
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direction: Direction, //for movement state
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};
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pub const Vec3 = struct {
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2024-10-29 14:02:03 +00:00
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a: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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b: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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c: Point = .{ .x = 0, .y = 0, .z = 0, .direction = .{ .x = 0, .y = 0, .z = 0 } },
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2024-10-29 10:47:39 +00:00
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};
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pub const Triangle = struct {
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bufa: *i32,
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bufb: *i32,
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bufc: *i32,
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};
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pub var vec = Vec3{
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.a = Point{ .x = 20, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 40, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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pub var vec2 = Vec3{
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.a = Point{ .x = 20, .y = 20, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.b = Point{ .x = 50, .y = 30, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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.c = Point{ .x = 30, .y = 1, .z = 0, .direction = .{ .x = 1, .y = 1, .z = 1 } },
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};
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2024-10-29 14:02:03 +00:00
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pub var vec3: [10]Vec3 = undefined;
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