split up user / testing definitions
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15
definitions.zig
Normal file
15
definitions.zig
Normal file
@ -0,0 +1,15 @@
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const primitive = @import("primitives.zig");
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const Vec3 = primitive.Vec3;
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const Point = primitive.Point;
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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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pub var obj: [10]Vec3 = undefined;
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14
main.zig
14
main.zig
@ -19,6 +19,8 @@ const getTermDimension = term.getTermDimension;
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const movement = @import("movement.zig");
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const movement = @import("movement.zig");
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const mv_axis_border_bounce = movement.mv_axis_border_bounce;
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const mv_axis_border_bounce = movement.mv_axis_border_bounce;
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const definitions = @import("definitions.zig");
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pub fn main() !void {
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pub fn main() !void {
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var win = Winsize{};
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var win = Winsize{};
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@ -48,10 +50,10 @@ fn draw() !void {
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var buffer = try allocator.alloc(u8, buffer_size); //utf-8 can be 4 bytes long
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var buffer = try allocator.alloc(u8, buffer_size); //utf-8 can be 4 bytes long
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defer allocator.free(buffer);
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defer allocator.free(buffer);
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primitive.obj[0].a.x = 10;
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definitions.obj[0].a.x = 10;
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print("primitive.obj[0].a.x:{}\n", .{primitive.obj[0].a.x});
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print("definitions.obj[0].a.x:{}\n", .{definitions.obj[0].a.x});
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print("primitive.obj[0].b.x:{}\n", .{primitive.obj[0].b.x});
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print("definitions.obj[0].b.x:{}\n", .{definitions.obj[0].b.x});
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print("primitive.obj[9].b.x:{}\n", .{primitive.obj[9].b.x});
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print("definitions.obj[9].b.x:{}\n", .{definitions.obj[9].b.x});
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_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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_ = try stdin.readUntilDelimiterOrEof(&buf, '\n');
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//video loop
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//video loop
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while (true) {
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while (true) {
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@ -66,7 +68,7 @@ fn draw() !void {
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slice[bytes_written + ii] = 0;
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slice[bytes_written + ii] = 0;
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}
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}
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}
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}
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try triangle(buffer, w, primitive.vec);
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try triangle(buffer, w, definitions.vec);
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//_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 });
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//_ = try bresenham(buffer, w, Point{ .x = 10, .y = 10, .z = 0 }, Point{ .x = 30, .y = 12, .z = 0 });
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try out.print("\x1B[2J", .{});
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try out.print("\x1B[2J", .{});
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@ -87,7 +89,7 @@ fn draw() !void {
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// mv_axis_border_bounce(w, &primitive.vec2.b, 'Y');
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// mv_axis_border_bounce(w, &primitive.vec2.b, 'Y');
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// mv_axis_border_bounce(w, &primitive.vec2.c, 'x');
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// mv_axis_border_bounce(w, &primitive.vec2.c, 'x');
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// mv_axis_border_bounce(w, &primitive.vec2.c, 'y');
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// mv_axis_border_bounce(w, &primitive.vec2.c, 'y');
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//try triangle(buffer, w, primitive.obj.vec);
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//try triangle(buffer, w, definitions.obj.vec);
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try fill_draw(w, buffer);
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try fill_draw(w, buffer);
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try out.print("{s}", .{buffer});
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try out.print("{s}", .{buffer});
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@ -23,17 +23,6 @@ pub const Triangle = struct {
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bufb: *i32,
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bufb: *i32,
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bufc: *i32,
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bufc: *i32,
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};
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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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pub var obj: [10]Vec3 = undefined;
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pub fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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pub fn pixel(buffer: []u8, w: Winsize, x: i64, y: i64, symbol: u21) !void {
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const i: usize = @intCast(4 * (x + y * w.ws_col));
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const i: usize = @intCast(4 * (x + y * w.ws_col));
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