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25 Commits

Author SHA1 Message Date
3469024b23 WIP events & handler
This change tries to modivy the event to be a "generic entity" that
holds the data about the event (type, code, modifiers).

It does not use crystal generics.

I don't plan to merge it on master because it adds a overheat.
2023-08-24 19:19:53 +02:00
8012ff40af ui: properize and test the ui event handler 2023-08-23 22:24:06 +02:00
c48d350f58 sandbox: parameterize game constants 2023-08-23 21:40:34 +02:00
01cc102d88 engine: move movingbody to engine and add specs 2023-08-23 21:27:55 +02:00
c4012f2400 sandbox: add callback system for low thrust 2023-08-23 19:17:01 +02:00
873703e7ce sandbox: move more code around to structure the code 2023-08-23 18:36:42 +02:00
81b00b576b sandbox: move some code around to structure the code 2023-08-23 18:32:12 +02:00
3a47b165f2 sandbox: manual digital vector input is validated by buttons comfirm/reset/zero 2023-08-23 10:14:46 +02:00
b2f98faa93 gravity: quick hack 2023-08-22 22:04:12 +02:00
8a9845807e physics: fix self-gravity effect 2023-08-22 18:34:44 +02:00
3f93a7729b sandbox: add moving bodies and factorize sf shape 2023-08-22 18:27:18 +02:00
56b4b139f1 vector: fixes to_s 2023-08-22 17:57:51 +02:00
10cc4e3b96 vector: add zero vector 2023-08-22 17:38:57 +02:00
70af8da4a4 gravity: move gravity computations in the engine 2023-08-22 10:26:47 +02:00
7b7501d61c sandbox: improve interface 2023-08-21 22:59:53 +02:00
2216222a8b sandbox: add bodies inside gravitic field 2023-08-21 22:41:41 +02:00
35db808f20 sandbox: add gravity field and star sling 2023-08-21 22:19:23 +02:00
ec4348b652 vector: add div 2023-08-21 22:09:07 +02:00
30f4712da8 vector: add norm and magnitude 2023-08-21 18:54:33 +02:00
09be5680a4 sandbox: add input digital control for thrusters 2023-08-21 17:45:23 +02:00
fb6a8a4df4 sandbox: add controls and sliders for acceleration 2023-08-21 12:22:50 +02:00
978eb648e2 Add a sandbox to for PoC 2023-08-20 19:39:21 +02:00
ad8d62556e Add Vector#mult! 2023-08-20 13:17:56 +02:00
7505fcfac7 Add basic space physics 2023-08-20 13:13:37 +02:00
2d999847b7 Add simple vectors 2023-08-20 10:49:50 +02:00
25 changed files with 437 additions and 1419 deletions

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@ -1 +0,0 @@
lib

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@ -1,41 +0,0 @@
kind: pipeline
type: docker
name: default
clone:
disable: true
steps:
- name: prepare_env
image: crystallang/crystal:latest
environment:
commands:
- apt-get update && apt-get install -y libsfml-dev libimgui-dev 'libstdc++6' 'g++' curl
- curl https://git.sceptique.eu/Sceptique/ZeroEpsilon/raw/commit/$DRONE_COMMIT/shard.lock -o shard.lock
- curl https://git.sceptique.eu/Sceptique/ZeroEpsilon/raw/commit/$DRONE_COMMIT/shard.yml -o shard.yml
- shards install
- rm shard.yml shard.lock
# TODO: create an image of this and use it in clone
- name: clone
image: alpine/git
commands:
- git clone https://git.sceptique.eu/Sceptique/ZeroEpsilon.git ZeroEpsilon
- cd ZeroEpsilon
- git checkout $DRONE_COMMIT
# TODO: create an image of this and use it in test
- name: test
image: crystallang/crystal:latest
environment:
commands:
- ls
- cd ZeroEpsilon
- ls
- crystal spec
# steps:
# - name: test
# image: sceptique/zero_epsilon:latest
# commands:
# - cd /ZeroEpsilon
# - crystal spec

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@ -1,22 +0,0 @@
FROM crystallang/crystal:latest AS build
# Install dependencies
RUN DEBIAN_FRONTEND=noninteractive apt-get update && DEBIAN_FRONTEND=noninteractive apt-get install -y libsfml-dev libimgui-dev 'libstdc++6' 'g++' curl
# Add this directory to container as /app
RUN mkdir /ZeroEpsilon
ADD shard.yml shard.lock /ZeroEpsilon/
WORKDIR /ZeroEpsilon
# Install shards
RUN shards install
FROM build AS source
# Copy all sources
ADD spec /ZeroEpsilon/spec
ADD src /ZeroEpsilon/src
WORKDIR /ZeroEpsilon
FROM source AS test
# Run tests
RUN crystal spec --verbose

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@ -4,15 +4,11 @@ include .env
all: deps_opt build all: deps_opt build
run: build run: build
LD_LIBRARY_PATH=$(LD_LIBRARY_PATH) ./$(NAME) ./$(NAME)
build: build:
crystal build src/$(NAME).cr --stats --error-trace crystal build src/$(NAME).cr --stats --error-trace
debug: debug:
crystal build src/$(NAME).cr --stats --error-trace # todo add debug flag crystal build src/$(NAME).cr --stats --error-trace # todo add debug flag
sandbox:
crystal build src/tests/physics_sandbox.cr --stats --error-trace
run-sandbox:
LD_LIBRARY_PATH=$(LD_LIBRARY_PATH) crystal run src/tests/physics_sandbox.cr --stats --error-trace
release: release:
crystal build src/$(NAME).cr --stats --release crystal build src/$(NAME).cr --stats --release
@ -25,8 +21,7 @@ deps_update:
deps_opt: deps_opt:
@[ -d lib/ ] || make deps @[ -d lib/ ] || make deps
doc: doc:
crystal docs ./src/zero_epsilon.cr ./src/tests/physics_sandbox.cr ./lib/crsfml/src/crsfml.cr ./lib/imgui/src/imgui.cr ./lib/imgui-sfml/src/imgui-sfml.cr crystal docs ./src/zero_epsilon.cr ./src/tests/physics_sandbox.cr ./lib/crsfml/src/crsfml.cr ./lib/imgui/src/imgui.cr
clean: clean:
rm $(NAME) rm $(NAME)

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@ -1,7 +1,5 @@
# ZeroEpsilon # ZeroEpsilon
[![Build Status](https://drone.sceptique.eu/api/badges/Sceptique/ZeroEpsilon/status.svg)](https://drone.sceptique.eu/Sceptique/ZeroEpsilon)
Inspired by <https://github.com/daid/EmptyEpsilon> Inspired by <https://github.com/daid/EmptyEpsilon>
## Build ## Build
@ -30,8 +28,4 @@ Details on <https://sceptique.eu/about>.
If you already have an account on git.sceptique.eu you can contribute to the upstream <https://git.sceptique.eu/Sceptique/ZeroEpsilon>. If you already have an account on git.sceptique.eu you can contribute to the upstream <https://git.sceptique.eu/Sceptique/ZeroEpsilon>.
I accept all kinds of patch as long as it's not bullshit. I accept all kinds of patch as long as it's not bullshit.
- [Bug Tracker](https://git.sceptique.eu/Sceptique/ZeroEpsilon/issues)
- [Project Roadmap](https://git.sceptique.eu/Sceptique/ZeroEpsilon/projects)
- [Wiki](https://git.sceptique.eu/Sceptique/ZeroEpsilon/wiki)
If you want to test the sandbox, you can try `crystal run src/tests/physics_sandbox.cr --error-trace` If you want to test the sandbox, you can try `crystal run src/tests/physics_sandbox.cr --error-trace`

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@ -1,20 +1,12 @@
require "../../../src/engine/gravity/field" require "../../../src/engine/gravity/field"
describe Gravity::Field do describe Gravity::Field do
earth = Gravity::Body(2).new(mass: 5972200000000000000000000.0, position: Vector[0.0, 0.0])
earth_surface = Vector[6371000.0, 0.0]
it "accelerate arbitrary points" do it "accelerate arbitrary points" do
earth = Gravity::Body(2).new(mass: 5972200000000000000000000.0, position: Vector[0.0, 0.0])
field = Gravity::Field(2).new([earth]) field = Gravity::Field(2).new([earth])
field = Gravity::Field(2).new(earth) field = Gravity::Field(2).new(earth)
field = Gravity::Field(2).new({earth}) field = Gravity::Field(2).new({earth})
earth_surface = Vector[6371000.0, 0.0]
earth.acceleration(earth_surface).magnitude.round(2).should eq(9.82) earth.acceleration(earth_surface).magnitude.round(2).should eq(9.82)
end end
it "allow zero gravity field" do
g = Gravity::Field(2).zero
g.acceleration(earth_surface).magnitude.round(2).should eq(0)
g = Gravity::Field(2).new
g.acceleration(earth_surface).magnitude.round(2).should eq(0)
end
end end

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@ -1,13 +0,0 @@
require "../../src/engine/trajectory"
describe Trajectory do
it "test without gravity field nor acceleration" do
t = Trajectory(2).new(body: Gravity::MovingBody.new(mass: 1.0, position: Vector[0.0, 0.0], speed: Vector[1.0, 0.5]))
points = t.compute(steps: 10, accuracy: Time::Span.new(seconds: 1))
points.size.should eq(10)
points[0].should eq(Vector[1.0, 0.5])
points[1].should eq(Vector[2.0, 1.0])
points[2].should eq(Vector[3.0, 1.5])
points[3].should eq(Vector[4.0, 2.0])
end
end

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@ -124,20 +124,11 @@ describe Vector do
v2[1].should eq(10) v2[1].should eq(10)
end end
it "modulo vectors" do
v1 = Vector[1, 2, 3, 4]
v2 = v1 % 3
v2[0].should eq(1)
v2[1].should eq(2)
v2[2].should eq(0)
v2[3].should eq(1)
end
it "magnitude of vector" do it "magnitude of vector" do
Vector[1, 1].magnitude.should eq(Math.sqrt(2)) Vector[1, 1].magnitude.should eq(Math.sqrt(2))
Vector[1, 2].magnitude.should eq(Math.sqrt(1**2 + 2**2)) Vector[1, 2].magnitude.should eq(Math.sqrt(1**2 + 2**2))
Vector[2, 2].magnitude.should eq(Math.sqrt(2**2 + 2**2)) Vector[2, 2].magnitude.should eq(Math.sqrt(2**2 + 2**2))
Vector[2, 2, 2].magnitude.should eq((2**2 + 2**2 + 2**2)**(1.0/2.0)) Vector[2, 2, 2].magnitude.should eq((2**2 + 2**2 + 2**2)**(1.0/3.0))
end end
it "normalized vector" do it "normalized vector" do

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@ -1,50 +0,0 @@
require "../../src/engine/vessel"
describe Vessel do
it "complete station scenario" do
body = Gravity::MovingBody(2).new(mass: 1_000_000.0)
gfield = Gravity::Field(2).zero
v = Vessel(2).new(name: "Starbird", gravity_body: body, gravity_field: gfield)
v.stations.keys.includes?(:pilot).should be_true
rotation = 0
acceleration = 0
v.stations[:pilot] << Vessel::Order(2).new(priority: 3, group: :rotation) { rotation += 1 }
v.stations[:pilot] << Vessel::Order(2).new(priority: -1, group: :rotation) { rotation += 2 }
v.stations[:pilot] << Vessel::Order(2).new(priority: 1, group: :acceleration) { acceleration += 1 }
v.stations[:pilot] << Vessel::Order(2).new(priority: 2, group: :acceleration) { acceleration += 2 }
v.stations[:pilot] << Vessel::Order(2).new(priority: 0, group: :acceleration) { acceleration += 4 }
v.stations[:pilot].orders[:acceleration].size.should eq(3)
executed = v.stations[:pilot].execute_orders!
executed.size.should eq(2)
executed[0].group.should eq(:rotation)
executed[0].priority.should eq(3)
executed[1].group.should eq(:acceleration)
executed[1].priority.should eq(2)
rotation.should eq(1)
acceleration.should eq(2)
v.stations[:pilot].orders[:acceleration].size.should eq(2)
executed = v.stations[:pilot].execute_orders!
executed.size.should eq(2)
rotation.should eq(3)
acceleration.should eq(3)
v.stations[:pilot].orders[:acceleration].size.should eq(1)
executed = v.stations[:pilot].execute_orders!
executed.size.should eq(1)
rotation.should eq(3)
acceleration.should eq(7)
v.stations[:pilot].orders[:acceleration].size.should eq(0)
executed = v.stations[:pilot].execute_orders!
executed.size.should eq(0)
v.stations[:pilot] << Vessel::Order(2).new(priority: 1, group: :acceleration) { acceleration += 1 }
v.stations[:pilot] << Vessel::Order(2).new(priority: 2, group: :acceleration) { |o| o.station.clear_next!(o) }
v.stations[:pilot].orders[:acceleration].size.should eq(2)
executed = v.stations[:pilot].execute_orders!
v.stations[:pilot].orders[:acceleration].size.should eq(0)
end
end

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@ -1,40 +1,79 @@
require "../../src/ui/event_handler" require "../../src/ui/event_handler"
describe UI::EventHandler do class TestingEvent; end
class TestingEventA < TestingEvent
getter :code, :alt, :control, :shift, :system, :stuff
def initialize(@code = "001", @alt = false, @control = false, @shift = false, @system = false, @stuff = false)
end
end
class TestingEventB < TestingEvent
getter :code
def initialize(@code = "001")
end
end
class UI::Event
TEST_MAPPING = { TestingEventA => Type::KeyPressed, TestingEventB => Type::KeyReleased, }
def initialize(event : TestingEvent)
@type = TEST_MAPPING[event.class]? || Type::Unknown
@code = event.responds_to?(:code) ? event.code : nil
@alt = event.responds_to?(:alt) ? event.alt.to_s : nil
@control = event.responds_to?(:control) ? event.control.to_s : nil
@shift = event.responds_to?(:shift) ? event.shift.to_s : nil
@system = event.responds_to?(:system) ? event.system.to_s : nil
end
class Handler
def event_callbacks(event : TestingEvent.class)
event = TEST_MAPPING[event]
event_callbacks(event)
end
def handle(event : TestingEvent)
handle(Event.new(event))
end
end
end
describe UI::Event::Handler do
it "verifies event accumulates and remove callbacks" do it "verifies event accumulates and remove callbacks" do
a = UI::EventHandler.new
a = UI::Event::Handler.new
counter = 0 counter = 0
a.add(UI::EventHandler::Event::KeyPressed) do |cb| a.add(UI::Event::Type::KeyPressed) do |cb, _|
counter += 1 counter += 1
end end
a.add(UI::EventHandler::Event::KeyReleased) do |cb| a.add(UI::Event::Type::KeyReleased) do |cb, _|
counter += 10 counter += 10
end end
# test having multiple events with different types # test having multiple events with different types
counter.should eq(0) counter.should eq(0)
a.handle(UI::EventHandler::Event::KeyPressed.new) a.handle(TestingEventA.new)
counter.should eq(1) counter.should eq(1)
a.handle(UI::EventHandler::Event::KeyPressed.new) a.handle(TestingEventA.new)
counter.should eq(2) counter.should eq(2)
a.handle(UI::EventHandler::Event::KeyReleased.new) a.handle(TestingEventB.new)
counter.should eq(12) counter.should eq(12)
# test 2 callbacks on the same event # test 2 callbacks on the same event
a.add(UI::EventHandler::Event::KeyPressed) do |cb| a.add(UI::Event::Type::KeyPressed) do |cb, _|
counter += 1 counter += 1
end end
a.handle(UI::EventHandler::Event::KeyPressed.new) a.handle(TestingEventA.new)
counter.should eq(14) counter.should eq(14)
# test a callback with autoremove (useful for keypressing) # test a callback with autoremove (useful for keypressing)
a.add(UI::EventHandler::Event::KeyPressed) do |cb| a.add(UI::Event::Type::KeyPressed) do |cb, _|
counter += 100 counter += 100
a.remove(UI::EventHandler::Event::KeyPressed, cb) a.remove(UI::Event::Type::KeyPressed, cb)
end end
a.handle(UI::EventHandler::Event::KeyPressed.new) a.handle(TestingEventA.new)
counter.should eq(116) counter.should eq(116)
a.handle(UI::EventHandler::Event::KeyPressed.new) a.handle(TestingEventA.new)
counter.should eq(118) counter.should eq(118)
end end
end end

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@ -1,5 +1,3 @@
require "../vector"
module Gravity module Gravity
# A `Gravity::Body` simulates a heavy object that generate a significant warp of space time. # A `Gravity::Body` simulates a heavy object that generate a significant warp of space time.
# Several bodies can be combined in a single `Gravity::Field`. # Several bodies can be combined in a single `Gravity::Field`.
@ -11,15 +9,9 @@ module Gravity
EARTH2 = Gravity::Body(2).new(mass: 5972200000000000000000000.0, position: Vector(Float64, 2).zero) EARTH2 = Gravity::Body(2).new(mass: 5972200000000000000000000.0, position: Vector(Float64, 2).zero)
EARTH3 = Gravity::Body(3).new(mass: 5972200000000000000000000.0, position: Vector(Float64, 3).zero) EARTH3 = Gravity::Body(3).new(mass: 5972200000000000000000000.0, position: Vector(Float64, 3).zero)
getter :mass, :position, :g, :name getter :mass, :position, :g
@@name_idx = 0 def initialize(@mass : Float64, @position : Vector(Float64, N) = Vector(Float64, N).zero, @g : Float64 = G)
def self.next_name
@@name_idx += 1
"default~#{@@name_idx}"
end
def initialize(@mass : Float64, @position : Vector(Float64, N) = Vector(Float64, N).zero, @g : Float64 = G, @name : String = Body(0).next_name)
end end
def acceleration(position : Vector(Float64, N)) : Vector(Float64, N) def acceleration(position : Vector(Float64, N)) : Vector(Float64, N)
@ -43,5 +35,6 @@ module Gravity
def speed def speed
Vector(Float64, N).zero Vector(Float64, N).zero
end end
end end
end end

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@ -10,7 +10,7 @@ module Gravity
getter bodies : Array(Body(N)) getter bodies : Array(Body(N))
# standard constructor # standard constructor
def initialize(@bodies : Array(Body(N)) = Array(Body(N)).new) def initialize(@bodies : Array(Body(N)))
end end
# standard constructor # standard constructor
@ -18,10 +18,6 @@ module Gravity
@bodies = bodies.to_a @bodies = bodies.to_a
end end
def self.zero
new(bodies: Array(Body(N)).new)
end
# helping constructor for testing and sandboxes # helping constructor for testing and sandboxes
# - bodies must be a set of `Gravity::Body` # - bodies must be a set of `Gravity::Body`
def initialize(*bodies) def initialize(*bodies)

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@ -3,7 +3,6 @@ require "./body"
module Gravity module Gravity
class MovingBody(N) < Body(N) class MovingBody(N) < Body(N)
getter :acceleration, :speed getter :acceleration, :speed
def initialize(@acceleration : Vector(Float64, N) = Vector(Float64, N).zero, @speed : Vector(Float64, N) = Vector(Float64, N).zero, *p, **o) def initialize(@acceleration : Vector(Float64, N) = Vector(Float64, N).zero, @speed : Vector(Float64, N) = Vector(Float64, N).zero, *p, **o)
super(*p, **o) super(*p, **o)
end end

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@ -1,13 +1,10 @@
require "./vector" require "./vector"
# TODO: clean up this mess
module Physics module Physics
# This contains a memory leak because of the recursive nature of the structure
# Ths is shit, remove it an reimplement properly with an accelerator
class Tick class Tick
property :n, :time, :last property :n, :time, :last
def initialize(@n : Int64, @time : Time, @last : Tick? = nil)
def initialize(@n : Int64 = 0, @time : Time = Time.utc, @last : Tick? = nil)
end end
def timelaps : Time::Span def timelaps : Time::Span
@ -37,8 +34,6 @@ module Physics
end end
end end
# this code is ok but it needs to be cleaner
# for instance use a moving_body instead
def self.accelerate_by_one_tick!(tick : Tick, speed : Vector(T, N), acceleration : Vector(T, N)) : Vector(T, N) forall T, N def self.accelerate_by_one_tick!(tick : Tick, speed : Vector(T, N), acceleration : Vector(T, N)) : Vector(T, N) forall T, N
fraction = tick.timelaps.total_milliseconds / 1000.0 fraction = tick.timelaps.total_milliseconds / 1000.0
speed.add!(acceleration * fraction) speed.add!(acceleration * fraction)
@ -54,4 +49,5 @@ module Physics
position.add!(tick_average_speed) position.add!(tick_average_speed)
speed.add!(acceleration * time_fraction) speed.add!(acceleration * time_fraction)
end end
end end

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@ -1,58 +0,0 @@
require "crsfml"
require "./gravity"
class Projectable(N)
property :gravity_body, :color, :size, :outline_color, :outline_size
@@hook_new : Proc(Projectable(2), Nil) = ->(obj : Projectable(2)) { nil }
def self.set_hook_new(hook_proc : Proc(Projectable(2), Nil))
@@hook_new = hook_proc
end
def trigger_hook_new
@@hook_new.call(self)
end
def initialize(
@gravity_body : Gravity::Body(N),
@color : Tuple(Int32, Int32, Int32),
@size : Int32,
@outline_color : Tuple(Int32, Int32, Int32) = {0, 0, 0},
@outline_size : Int32 = 0
)
trigger_hook_new
end
def name
@gravity_body.name
end
def position
@gravity_body.position
end
def acceleration
@gravity_body.acceleration
end
def speed
@gravity_body.speed
end
def sf_shape(offset : Vector(Float64, N) = Vector(Float64, N).zero)
shape = SF::CircleShape.new(@size)
shape.fill_color = SF.color(@color[0], @color[1], @color[2])
shape.outline_thickness = @outline_size
shape.outline_color = SF.color(@outline_color[0], @outline_color[1], @outline_color[2])
shape.position = sf_position(offset)
shape
end
# the sf_position is the projected position of the gravity_body on the graphic plan
def sf_position(offset : Vector(Float64, N) = Vector(Float64, N).zero)
zoomed_position = @gravity_body.position + offset
SF.vector2(zoomed_position[0], zoomed_position[1])
end
end

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@ -1,49 +0,0 @@
require "./gravity"
require "./physics"
# A `Trajectory` defines discretes positions in space and time of
# a body which has a constant acceleration (it may be null)
# and submitted to a gravity field (which can be null too).
#
# A trajectory always exists within a system with N dimensions.
class Trajectory(N)
# In practice the body will always be a `Gravity::MovingBody` but the
# interface allows us to use `Gravity::Body` too.
# The gravity field may be empty.
def initialize(@body : Gravity::Body(N), @gravity_field : Gravity::Field = Gravity::Field(N).new)
end
getter :body, :gravity_field
# Generate an array with `steps` points.
# First point is the space position at t+accuracy
# N point is the space position at t+accuracy*n
#
# `accuracy` must be a positive time span.
def compute(steps : UInt32, accuracy : Time::Span) : DiscreteCurve(N)
raise "accuracy must be a positive time span" if accuracy < Time::Span.zero
timer = Physics::Tick::Timer.new
position = @body.position.clone
speed = @body.speed.clone
acceleration = @body.acceleration.clone
points = DiscreteCurve(N).new
# points << position
steps.times do |index|
timer.timeskip!(timespan: accuracy)
Physics.move_by_one_tick!(
tick: timer.tick,
position: position,
speed: speed,
acceleration: acceleration + @gravity_field.acceleration(position),
)
points << position.clone
end
points
end
class DiscreteCurve(N) < Array(Vector(Float64, N))
end
end

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@ -95,7 +95,7 @@ class Vector(T, N) # should be a struct since it's a simple pointer inside, the
clone clone
end end
def - def -()
clone = self.clone clone = self.clone
size.times do |index| size.times do |index|
clone.to_unsafe[index] = -clone.to_unsafe[index] clone.to_unsafe[index] = -clone.to_unsafe[index]
@ -147,20 +147,6 @@ class Vector(T, N) # should be a struct since it's a simple pointer inside, the
clone clone
end end
def %(right)
clone = self.clone
size.times do |index|
clone.to_unsafe[index] %= right
end
clone
end
def zero!
N.times do |index|
self[index] = T.zero
end
end
def to_unsafe def to_unsafe
@buffer @buffer
end end
@ -169,16 +155,13 @@ class Vector(T, N) # should be a struct since it's a simple pointer inside, the
T T
end end
# I think it's always square root not 1.0/size
def magnitude : Number def magnitude : Number
reduce(T.zero) { |base, elem| base + elem**2 } ** (1.0 / 2.0) reduce(T.zero) { |base, elem| base + elem**2 } ** (1.0 / size)
end end
# put the vector on a trigonomic circle so sqrt(x**2 + y**2) = 1
def normalize def normalize
magnitude = self.magnitude
self / magnitude self / magnitude
end end
def normalize
self.div!(magnitude)
end
end end

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@ -1,252 +0,0 @@
require "./gravity"
class Vessel(N)
getter :name, :gravity_body, :gravity_field, :stations
getter :pilot, :navigation
def initialize(@name : String, @gravity_body : Gravity::MovingBody(N), @gravity_field : Gravity::Field(N))
@pilot = Pilot(N).new
@navigation = Navigation(N).new
@stations = {
pilot: @pilot,
navigation: @navigation,
}
# -- bottom after instances variables are set, we can reference self --
@stations.each { |sn, s| s.vessel = self }
end
def execute_orders!
@stations.each { |sn, s| s.execute_orders! }
end
def gravity : Vector(Float64, N)
@gravity_field.acceleration(@gravity_body.position)
end
abstract class Station(N)
getter orders
setter vessel
def initialize(@vessel : Vessel(N)? = nil)
@orders = Hash(Symbol, Array(Order(N))).new
end
def vessel?
@vessel
end
def vessel : Vessel(N)
vessel = @vessel
raise "@vessel cannot be Nil" if vessel.nil?
vessel
end
# like a orders[group] but will never throw and always
# have an initialized array.
# It is not a default value because it can modify the orders state.
def orders_at(group : Symbol)
@orders[group] ||= Array(Order(N)).new
@orders[group]
end
def orders_at(order : Order(N))
orders_at(order.group)
end
def <<(order : Order(N))
order.station = self
orders_at(order.group) << order
end
def order(priority : Int32 = 0, group : Symbol = :default, &block : Order(N) -> Nil)
self << Order(N).new(priority: priority, group: group, station: self, &block)
end
# Given one `Order`, this method remove all next orders in the list
# so we don't execute them next tick.
def clear_next!(order : Order(N))
orders_at(order.group).clear
end
def execute_orders! : Array(Order(N))
executed = Array(Order(N)).new
@orders.each do |group, orders|
executed_one = execute_orders_group!(orders)
executed << executed_one if !executed_one.nil?
end
executed
end
# Execute only the most prioritized order and remove it from the order list.
# This order may trigger a clear operation if it cancels non executed orders.
private def execute_orders_group!(orders : Array(Order(N))) : Order(N)?
return nil if orders.empty?
orders.sort!
order = orders.pop # remove last order and execute it
order.execute
# orders.unshift order if order.keep
order
end
end
# And Order is supposed to write something on the vessel state.
# It may be accelerate the vector, use communications antennas, sensors, etc.
# And order is executed when executed is called, which allows for the DLS code:
#
# value = 123.45
# vessel.pilot << Order(2).new(priority: 2, group: :acceleration) { |order|
# order.vessel.acceleration[0] = value
# order.station.clear_next!(order)
# }
#
class Order(N)
setter :station
getter :priority, :group
# property :keep
def initialize(@priority : Int32 = 0, @group : Symbol = :default, @station : Station(N)? = nil, @keep : Bool = false, &@block : Order(N) -> Nil)
end
def to_s(io : IO) : Nil
io << "Order[#{station.class}:#{group}:#{priority}]"
end
def pretty_print(pp)
pp.text(to_s)
end
# No order should have a nil station, but there is a very small window in the code where
# the station is nil during initialization before being attributed to the station via `Station#<<`.
def station : Station(N)
station = @station
raise "No station set, should not happen" if station.nil?
station
end
# shortcut
def vessel
station.vessel
end
def execute
@block.call(self)
end
# Compare priorities of 2 `Order`
def <=>(right)
return 0 if @group != right.group # should not happen... raise an exception ?
@priority <=> right.priority
end
end
class Pilot(N) < Station(N)
# these properties handle manual override of trust (either analogic or exact computed)
property low_thrust_save, low_thrust_pressed, computer_input_thrust
# on the interface, the pilot can select a body to create relative vectors
property current_selected_body : Gravity::Body(N)?
# this is a hard limit for thrust so the pilot can avoid killing all the people aboard
property max_thrust
# permanent mode is the default modes to apply at all time
property permanent_modes : Array(Mode)
# temporary mode must be set at each tick and will be reset each time it is applied
property temporary_modes : Array(Mode)
enum Mode
Constant
Pulse
AntiGrav
AntiSpeed
end
def initialize(*p, **o)
super
@permanent_modes = Array(Mode).new
@temporary_modes = Array(Mode).new
@low_thrust_save = 0.0
@low_thrust_pressed = false
@computer_input_thrust = Vector(Float64, N).zero
@max_thrust = 20.0
@current_selected_body = nil
end
# Modify immediatly one elemnt of the acceleration vector
def set_exact_acceleration_axis(index : Int32, value : Float64)
vessel.gravity_body.acceleration[index] = value
end
# Modify immediatly the acceleration vector
def set_exact_acceleration_axis(axis : Vector(Float64, N))
axis.each_with_index do |value, index|
set_exact_acceleration_axis(index, value)
end
end
# set_exact_acceleration_axis({0, 23.0}, {1, 11.2}) # to set x;y at once
def set_exact_acceleration_axis(*tuples : Array(Tuple(Int32, Float64)))
tuples.each do |tuple|
set_exact_acceleration_axis(*tuple)
end
end
def immediate_modes : Array(Mode)
if !@temporary_modes.empty?
@temporary_modes
else
@permanent_modes
end
end
def apply_current_mode
new_acceleration_axis = Vector(Float64, N).zero
must_update_acceleration_axis = false
if immediate_modes.includes?(Mode::AntiGrav)
must_update_acceleration_axis = true
new_acceleration_axis.add!(-vessel.gravity)
end
if immediate_modes.includes?(Mode::AntiSpeed)
must_update_acceleration_axis = true
reset_acceleration = true
if (current_selected_body = @current_selected_body)
relative_speed = vessel.gravity_body.speed - current_selected_body.speed
new_acceleration_axis.add!(-relative_speed)
end
end
if new_acceleration_axis.magnitude > @max_thrust
new_acceleration_axis.normalize.mult!(@max_thrust)
end
set_exact_acceleration_axis(new_acceleration_axis) if must_update_acceleration_axis
@temporary_modes.clear # each time we apply the temporary_mode, reset it
end
def accelerate_current_vector!(coef : Float64)
set_exact_acceleration_axis(vessel.gravity_body.speed * coef)
end
end
class Navigation(N) < Station(N)
class Cadran
property radius : Array(Float64)
def initialize(default_radius : Float64 = 1000.0)
@radius = [] of Float64
@radius << default_radius if !default_radius.nil?
end
end
property zoom_select : Int32
property zoom_position : Vector(Float64, N)
property cadran : Cadran
property zoom_ratio : Float64
def initialize(*p, **o)
super
@zoom_ratio = 1.0
@zoom_select = 0
@zoom_position = Vector(Float64, N).zero
@cadran = Cadran.new
end
end
end

View File

@ -3,7 +3,6 @@ class FrequencyLoop
@sleep = [] of Time::Span @sleep = [] of Time::Span
@span = [] of Time::Span @span = [] of Time::Span
end end
getter :sleep, :frequency, :span getter :sleep, :frequency, :span
ZERO = Time::Span.zero ZERO = Time::Span.zero

View File

@ -7,8 +7,6 @@ require "crsfml"
require "imgui" require "imgui"
require "imgui-sfml" require "imgui-sfml"
require "./physics_sandbox/*"
require "log" require "log"
Log.setup(:debug) Log.setup(:debug)
@ -18,137 +16,102 @@ class Log
end end
end end
# TODO move this to engine
class Projectable(N)
property :gravity_body, :color, :size, :outline_color, :outline_size
def initialize(
@gravity_body : Gravity::Body(N),
@color : Tuple(Int32, Int32, Int32),
@size : Int32,
@outline_color : Tuple(Int32, Int32, Int32) = {0, 0, 0},
@outline_size : Int32 = 0,
)
end
def position
@gravity_body.position
end
def acceleration
@gravity_body.acceleration
end
def speed
@gravity_body.speed
end
def sf_shape
shape = SF::CircleShape.new(@size)
shape.fill_color = SF.color(@color[0], @color[1], @color[2])
shape.outline_thickness = @outline_size
shape.outline_color = SF.color(@outline_color[0], @outline_color[1], @outline_color[2])
shape.position = sf_position(0.5)
shape
end
def sf_position(coef : Float64 = 1.0)
SF.vector2(@gravity_body.position[0] * coef, @gravity_body.position[1] * coef)
end
end
class Game class Game
@window : SF::RenderWindow @window : SF::RenderWindow
@frequency_nano_rate : Int32
@delta_clock : SF::Clock @delta_clock : SF::Clock
@screen_center_position : Vector(Float64, 2)
@center_position : Vector(Float64, 2)
@joystick_moved : Vector(Float64, 2)
@selected_projectable : Projectable(2)
@click_coordinates : Vector(Float64, 2)?
SECOND_IN_NANO = 1_000_000_000 def initialize(framerate = 60, width = 800, height = 600)
DEFAULT_ZOOM = 3/16
def accuracy_frequency_nano_rate
((SECOND_IN_NANO * @timescale) // @framerate).to_u64
end
def draw(item : SF::VertexBuffer, transform : SF::Transform? = nil)
states = SF::RenderStates.new
if transform
states.transform = transform
end
@window.draw(item, states)
end
def draw(item : SF::Shape, transform : SF::Transform? = nil)
states = SF::RenderStates.new
if transform
states.transform = transform
end
@window.draw(item, states)
end
def default_viewport
SF.float_rect(0.0, 0.0, 1.0, @width / @height)
end
def initialize(@framerate : Int32 = 60, @width : Int32 = 800, @height : Int32 = 600)
@window = SF::RenderWindow.new( @window = SF::RenderWindow.new(
SF::VideoMode.new(width, height), SF::VideoMode.new(width, height),
"Sandbox", "Sandbox",
) )
@zoom = 1.0
@joystick_moved = Vector[0.0, 0.0]
@screen_center_position = Vector[width / 2, height / 2]
@center_position = Vector[0.0, 0.0]
@delta_clock = SF::Clock.new @delta_clock = SF::Clock.new
@time_passed = Time::Span.zero
@timescale = 1.0
@window_frequency = Time::Span.new(nanoseconds: SECOND_IN_NANO // @framerate)
ImGui::SFML.init(@window) ImGui::SFML.init(@window)
@window.framerate_limit = @framerate @window.framerate_limit = framerate
@view = SF::View.new @frequency_nano_rate = 1_000_000_000 // framerate
@view.viewport = default_viewport # SF.float_rect(0.0, 0.0, 1.0, @width / @height) @frequency = Time::Span.new(nanoseconds: @frequency_nano_rate)
@view.center = {@center_position[0], @center_position[1]} @ui_states = {
@window.view = @view acceleration_digit: {
:x => 0.0,
# connected = SF::Joystick.connected?(0) :y => 0.0,
# # How many buttons does joystick #0 support? },
# buttons = SF::Joystick.get_button_count(0) acceleration_log_analogic_pressed: [false], # note: I should probably use pointers instead of this shit
# # Does joystick #0 define a X axis? acceleration_log_analogic_save: [0.0],
# has_x = SF::Joystick.axis?(0, SF::Joystick::X)
# # Is button #2 pressed on joystick #0?
# pressed = SF::Joystick.button_pressed?(0, 2)
# # What's the current position of the Y axis on joystick #0?
# position = SF::Joystick.get_axis_position(0, SF::Joystick::Y)
@click_coordinates = nil
@projectables = Array(Projectable(2)).new
Projectable(2).set_hook_new ->(projectable : Projectable(2)) {
@projectables << projectable
} }
sun_offset = Vector[3*10.0**11, 3*10.0**11]
@bodies = { @bodies = {
vessel: Gravity::MovingBody(2).new(name: "vessel", mass: 1.0, g: 0.1, position: Vector[10.0, 10.0]), vessel: Gravity::MovingBody(2).new(mass: 1.0, g: 0.1, position: Vector[10.0, 10.0]),
star: Gravity::MovingBody(2).new(name: "star", mass: 300000.0, g: 0.1, position: Vector[1000.0, 1000.0], speed: Vector[0.0, 0.0]), star: Gravity::MovingBody(2).new(mass: 300000.0, g: 0.1, position: Vector[400.0, 400.0]),
pla1: Gravity::MovingBody(2).new(mass: 15000.0, g: 0.1, position: Vector[500.0, 500.0], speed: Vector[12.0, 0.0]), pla1: Gravity::MovingBody(2).new(mass: 15000.0, g: 0.1, position: Vector[200.0, 200.0]),
pla2: Gravity::MovingBody(2).new(mass: 18000.0, g: 0.1, position: Vector[1000.0, 1500.0], speed: Vector[-6.0, -6.0]), pla2: Gravity::MovingBody(2).new(mass: 18000.0, g: 0.1, position: Vector[280.0, 320.0]),
pla3: Gravity::MovingBody(2).new(mass: 12000.0, g: 0.1, position: Vector[1500.0, 1500.0], speed: Vector[-6.0, 0.0]),
} }
@gravited = [ @vessel = Projectable(2).new(
@bodies[:pla1], @bodies[:pla2], @bodies[:pla3], @bodies[:star],
] of Gravity::Body(2)
@graviting = [
@bodies[:pla1], @bodies[:pla2], @bodies[:pla3], @bodies[:vessel],
] of Gravity::MovingBody(2)
@vessel_p = Projectable(2).new(
gravity_body: @bodies[:vessel], gravity_body: @bodies[:vessel],
color: {255, 0, 250}, color: { 255, 0, 250 },
size: 5, size: 3,
) )
@star = Projectable(2).new( @star = Projectable(2).new(
gravity_body: @bodies[:star], gravity_body: @bodies[:star],
color: {200, 200, 50}, color: { 200, 200, 50 },
size: 20, size: 10,
) )
@pla1 = Projectable(2).new( @pla1 = Projectable(2).new(
gravity_body: @bodies[:pla1], gravity_body: @bodies[:pla1],
color: {150, 50, 50}, color: { 150, 50, 50 },
size: 10, size: 5,
) )
@pla2 = Projectable(2).new( @pla2 = Projectable(2).new(
gravity_body: @bodies[:pla2], gravity_body: @bodies[:pla2],
color: {50, 50, 150}, color: { 50, 100, 150 },
size: 10, size: 5,
) )
@pla3 = Projectable(2).new( @g = Gravity::Field(2).new([@star.gravity_body, @pla1.gravity_body, @pla2.gravity_body])
gravity_body: @bodies[:pla3],
color: {50, 150, 50},
size: 10,
)
# @projectables = {
# @star, @pla1, @pla2, @pla3, @star, @vessel_p,
# }
@selected_projectable = @vessel_p
@g = Gravity::Field(2).new(@gravited)
@vessel = Vessel(2).new(name: "Starbird", gravity_body: @bodies[:vessel], gravity_field: @g)
@vessel.navigation.zoom_ratio = DEFAULT_ZOOM
@timer = Physics::Tick::Timer.new @timer = Physics::Tick::Timer.new
@ui_events_handler = UI::EventHandler.new @ui_events_handler = UI::EventHandler.new
end end
MAX_DISTANCE_TO_SELECT_PROJECTABLE = 15
def handle_events def handle_events
joystick_moved_modified = false
while event = @window.poll_event while event = @window.poll_event
ImGui::SFML.process_event(@window, event) ImGui::SFML.process_event(@window, event)
@ -156,88 +119,19 @@ class Game
when SF::Event::Closed when SF::Event::Closed
@window.close @window.close
exit exit
when SF::Event::Resized
@width = event.width.to_i32
@height = event.height.to_i32
@view.viewport = default_viewport
@center_position = Vector[0.0, 0.0]
@view.center = {@center_position[0], @center_position[1]}
@window.view = @view
when SF::Event::KeyPressed when SF::Event::KeyPressed
Log.debug "KeyPressed #{event}" puts "KeyPressed #{event}"
when SF::Event::MouseMoved
when SF::Event::MouseButtonReleased
clicked_on_imgui_item = ImGui.is_any_item_hovered || ImGui.is_any_item_active
if !clicked_on_imgui_item
# don't match if click on the buttons of ImGui
# click_coord = @window.map_pixel_to_coords({event.x, event.y}, @view)
# m = (proj.position - Vector[click_coord.x, click_coord.y]).magnitude
# mmhhhh it does not work as expected, bugged
event_position = Vector[event.x, event.y]
nearest_proj = @projectables.map do |projectable|
pixel = @window.map_coords_to_pixel({projectable.position[0], projectable.position[1]}, @view)
{
projectable: projectable,
distance: (Vector[pixel.x, pixel.y] - event_position).magnitude,
}
end.sort_by!{ |tuple| tuple[:distance] }.first
if nearest_proj[:distance] <= MAX_DISTANCE_TO_SELECT_PROJECTABLE
@selected_projectable.outline_color = {0, 0, 0}
@selected_projectable.outline_size = 0
@selected_projectable = nearest_proj[:projectable]
@selected_projectable.outline_color = {255, 0, 0}
@selected_projectable.outline_size = 5
pp "Select a new body #{@selected_projectable.name}"
@click_coordinates = nil
else
@selected_projectable.outline_color = {0, 0, 0}
@selected_projectable.outline_size = 0
@click_coordinates = Vector[event.x.to_f64, event.y.to_f64]
end
end
when SF::Event::MouseButtonEvent when SF::Event::MouseButtonEvent
pp "MouseButtonEvent #{event}" puts "MouseButtonEvent #{event}"
when SF::Event::JoystickButtonPressed
@joystick_moved.zero! # reset 0
joystick_moved_modified = :vector # force exact set
when SF::Event::JoystickMoved
case event.axis
when SF::Joystick::Axis::U, SF::Joystick::Axis::X
@joystick_moved[0] = event.position
joystick_moved_modified = :vector
when SF::Joystick::Axis::V, SF::Joystick::Axis::Y
@joystick_moved[1] = event.position
joystick_moved_modified = :vector
when SF::Joystick::Axis::Z
@joystick_moved[0] = event.position
joystick_moved_modified = :slow
when SF::Joystick::Axis::R
@joystick_moved[0] = event.position
joystick_moved_modified = :accelerate
end
else
pp event
end end
@ui_events_handler.handle(event) @ui_events_handler.handle(event)
end end
if joystick_moved_modified == :vector
@vessel.pilot.set_exact_acceleration_axis(@joystick_moved)
elsif joystick_moved_modified == :accelerate
# can double the vector each second
Log.debug "accelerate #{@joystick_moved}"
@vessel.pilot.accelerate_current_vector!(1.0 + (@joystick_moved[0] + 100) / 2 * 0.01)
elsif joystick_moved_modified == :slow
# can slow
Log.debug "slow down #{@joystick_moved}"
@vessel.pilot.accelerate_current_vector!(-1.0 - (@joystick_moved[0] + 100) / 2 * 0.01)
end
end end
def execute_loop def execute_loop
while @window.open? # restart the loop when if it ends while @window.open? # restart the loop when if it ends
FrequencyLoop.new(@window_frequency).loop do |i| FrequencyLoop.new(@frequency).loop do |i|
@window.clear(SF::Color::Black) @window.clear(SF::Color::Black)
handle_events handle_events
ImGui::SFML.update(@window, @delta_clock.restart) ImGui::SFML.update(@window, @delta_clock.restart)
@ -248,90 +142,207 @@ class Game
end end
end end
include ImGui::Helper
# will yield the value
def draw_slider(label : String, data : Float64, max : Float64 = 100.0, min : Float64 = -100.0, flags : ImGui::ImGuiSliderFlags = ImGui::ImGuiSliderFlags::NoRoundToFormat, &)
ptr = pointerof(data)
if ImGui.slider_scalar(
label: label,
p_data: ptr,
p_min: min,
p_max: max,
flags: flags,
)
yield data
end
end
# will yield the value
def draw_input(label : String, data : Float64, max : Float64 = 100.0, min : Float64 = -100.0, flags : ImGui::ImGuiInputTextFlags = ImGui::ImGuiInputTextFlags::EnterReturnsTrue, &)
ptr = pointerof(data)
if ImGui.input_scalar(
label: label,
p_data: ptr,
flags: flags,
)
data = max if data > max
data = min if data < min
yield data
end
end
def accelerate_by_tick(movable_body : Gravity::MovingBody) def accelerate_by_tick(movable_body : Gravity::MovingBody)
gravity_field = @g.acceleration(movable_body.position) gravity_field = @g.acceleration(movable_body.position)
acceleration = movable_body.acceleration + gravity_field acceleration = movable_body.acceleration + gravity_field
Physics.move_by_one_tick!(@timer.tick, movable_body.position, movable_body.speed, acceleration) Physics.move_by_one_tick!(@timer.tick, movable_body.position, movable_body.speed, acceleration)
end end
include PhysicsSandboxDraw def draw_pilot
include PhysicsSandboxGrid draw_table(title: "Trusters", headers: {"Name", "X", "Y", "unit"}) do
include PhysicsSandboxCadran draw_table_line(
"Analogic acceleration",
-> {
draw_slider(
label: "###acceleration_analogue_x",
data: @vessel.acceleration[0],
flags: (
ImGui::ImGuiSliderFlags::Logarithmic
),
) do |value|
puts "x acceleration was #{@vessel.acceleration[0]}"
@vessel.acceleration[0] = value
puts "x acceleration is now #{@vessel.acceleration[0]}"
end
},
-> {
draw_slider(
label: "###acceleration_analogue_y",
data: @vessel.acceleration[1],
flags: (
ImGui::ImGuiSliderFlags::Logarithmic
),
) do |value|
Log.debug "x acceleration was #{@vessel.acceleration[1]}"
@vessel.acceleration[1] = value
Log.debug "x acceleration is now #{@vessel.acceleration[1]}"
end
},
"m/s²",
)
# automatically reset acceleration to 0, used for maneuvers
draw_table_line(
"Low thrust",
-> {
draw_slider(
label: "###acceleration_low_analogic_x",
data: @vessel.acceleration[0],
) do |value|
if !@ui_states[:acceleration_log_analogic_pressed][0]
@ui_states[:acceleration_log_analogic_save][0] = @vessel.acceleration[0]
end
@ui_states[:acceleration_log_analogic_pressed][0] = true
@vessel.acceleration[0] = value
@ui_events_handler.add(UI::EventHandler::Event::Type::MouseButtonReleased) do |callback, _|
@ui_events_handler.remove(UI::EventHandler::Event::Type::MouseButtonReleased, callback)
@ui_states[:acceleration_log_analogic_pressed][0] = false
@vessel.acceleration[0] = @ui_states[:acceleration_log_analogic_save][0]
nil
end
end
},
-> {
draw_slider(
label: "###acceleration_low_analogic_y",
data: @vessel.acceleration[1],
) do |value|
if !@ui_states[:acceleration_log_analogic_pressed][0]
@ui_states[:acceleration_log_analogic_save][0] = @vessel.acceleration[1]
end
@ui_states[:acceleration_log_analogic_pressed][0] = true
@vessel.acceleration[1] = value
lock_callback = @ui_events_handler.add(UI::EventHandler::Event::Type::KeyPressed) do |callback, event|
puts "Keypressed #{event}"
@ui_states[:acceleration_log_analogic_save][0] = value
end
@ui_events_handler.add(UI::EventHandler::Event::Type::MouseButtonReleased) do |callback, _|
@ui_events_handler.remove(UI::EventHandler::Event::Type::MouseButtonReleased, callback)
@ui_events_handler.remove(UI::EventHandler::Event::Type::MouseButtonReleased, lock_callback)
@ui_states[:acceleration_log_analogic_pressed][0] = false
@vessel.acceleration[1] = @ui_states[:acceleration_log_analogic_save][0]
nil
end
end
},
"m/s²",
)
draw_table_line(
"Computer acceleration",
-> {
draw_input(
label: "###acceleration_digit_x",
data: @ui_states[:acceleration_digit][:x],
) do |value|
@ui_states[:acceleration_digit][:x] = value
end
},
-> {
draw_input(
label: "###acceleration_digit_y",
data: @ui_states[:acceleration_digit][:y],
) do |value|
@ui_states[:acceleration_digit][:y] = value
end
},
"m/s²",
)
draw_table_line(
"",
-> {
if ImGui.button("Comfirm")
@vessel.acceleration[0] = @ui_states[:acceleration_digit][:x]
@vessel.acceleration[1] = @ui_states[:acceleration_digit][:y]
end
},
-> {
if ImGui.button("Reset")
@ui_states[:acceleration_digit][:x] = @vessel.acceleration[0]
@ui_states[:acceleration_digit][:y] = @vessel.acceleration[1]
end
},
-> {
if ImGui.button("Zero")
@ui_states[:acceleration_digit][:x] = 0.0
@ui_states[:acceleration_digit][:y] = 0.0
end
},
)
end
end
def draw_navigation(gravity_field)
# ImGui.text "Total Accele is : [#{acceleration[0].round(4)}, #{acceleration[1].round(4)}] m/s²"
ImGui.text "Pulse Accele is : [#{@vessel.acceleration[0].round(4)}, #{@vessel.acceleration[1].round(4)}] m/s²"
ImGui.text "GraviticBody is : [#{gravity_field[0].round(4)}, #{gravity_field[1].round(4)}] m/s²"
ImGui.text "Current speed is : #{@vessel.speed.magnitude.round(4)} m/s"
draw_table(title: "Actual vectors", headers: {"Name", "X", "Y", "unit"}) do
draw_table_line "Position", @vessel.position[0].round(3).to_s, @vessel.position[1].round(3).to_s, "m"
draw_table_line "Speed", @vessel.speed[0].round(3).to_s, @vessel.speed[1].round(3).to_s, "m/s"
draw_table_line "Acceleration", @vessel.acceleration[0].round(3).to_s, @vessel.acceleration[1].round(3).to_s, "m/s²"
end
end
def execute(tick : Int) def execute(tick : Int)
@vessel.execute_orders! @timer.timeskip!(nanoseconds: @frequency_nano_rate)
@timer.timeskip!(nanoseconds: accuracy_frequency_nano_rate)
@time_passed += accuracy_frequency_nano_rate.nanoseconds
@vessel.pilot.apply_current_mode
gravity_field = @g.acceleration(@bodies[:vessel].position) gravity_field = @g.acceleration(@bodies[:vessel].position)
@graviting.each { |graviting| accelerate_by_tick(graviting) } accelerate_by_tick(@bodies[:vessel])
accelerate_by_tick(@bodies[:pla1])
accelerate_by_tick(@bodies[:pla2])
# accelerate_by_tick(@bodies[:star])
draw_bridge(gravity_field) if ImGui.begin("Bridge")
draw_bodies if ImGui.tree_node_ex("Navigation", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
draw_navigation(gravity_field)
object_position = ImGui.tree_pop
if @vessel.navigation.zoom_select == 0
@vessel.navigation.zoom_position = @vessel.gravity_body.position
elsif @vessel.navigation.zoom_select == 1
@vessel.navigation.zoom_position = @star.gravity_body.position
elsif @vessel.navigation.zoom_select == 2
@vessel.navigation.zoom_position
else
@vessel.navigation.zoom_position = @screen_center_position
end
@center_position = object_position
@view.set_center(
@center_position[0],
@center_position[1],
)
if @zoom != @vessel.navigation.zoom_ratio
@view.zoom @zoom / @vessel.navigation.zoom_ratio
@zoom = @vessel.navigation.zoom_ratio
if @zoom == 1.0
@view.viewport = default_viewport
end
end
@window.view = @view
@projectables.each { |projectable| draw(projectable.sf_shape) }
draw_all_trajectories
# draw_grid
@vessel.navigation.cadran.radius.each do |radius|
draw_cadran(center: @vessel.gravity_body.position, radius: radius)
end
end end
def draw_all_trajectories if ImGui.tree_node_ex("Pilot", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
t = Trajectory.new(body: @vessel_p.gravity_body, gravity_field: @g) draw_pilot
t_with_gravity = t.compute(steps: 1000, accuracy: 500.millisecond * @timescale) ImGui.tree_pop
draw_trajectory({255, 0, 0}, t_with_gravity)
t = Trajectory.new(body: @vessel_p.gravity_body, gravity_field: Gravity::Field(2).zero)
t_without_gravity = t.compute(steps: 20, accuracy: 5.second * @timescale)
draw_trajectory({255, 255, 0}, t_without_gravity)
t = Trajectory.new(body: @pla1.gravity_body, gravity_field: @g)
t_without_gravity = t.compute(steps: 100, accuracy: 10.second * @timescale)
draw_trajectory({255, 0, 0}, t_without_gravity)
t = Trajectory.new(body: @pla2.gravity_body, gravity_field: @g)
t_without_gravity = t.compute(steps: 100, accuracy: 10.second * @timescale)
draw_trajectory({0, 0, 255}, t_without_gravity)
t = Trajectory.new(body: @pla3.gravity_body, gravity_field: @g)
t_without_gravity = t.compute(steps: 100, accuracy: 10.second * @timescale)
draw_trajectory({0, 255, 0}, t_without_gravity)
end end
def draw_trajectory(color : Tuple(Int32, Int32, Int32), trajectory) ImGui.end
trajectory.each do |point|
sf_point = SF::CircleShape.new(2)
sf_point.fill_color = SF.color(*color)
sf_point.position = SF.vector2(point[0], point[1])
draw(sf_point)
end end
@window.draw(@vessel.sf_shape)
@window.draw(@star.sf_shape)
@window.draw(@pla1.sf_shape)
@window.draw(@pla2.sf_shape)
end end
end end
Game.new(framerate: 120, width: 800, height: 600).execute_loop Game.new(framerate: 60, width: 800, height: 600).execute_loop

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module PhysicsSandboxCadran
def add_line(lines, p1 : SF::Vector2f, p2 : SF::Vector2f, color : SF::Color = SF::Color::White)
line1 = SF::VertexBuffer.new(SF::LineStrip)
line1.create(2)
line1.update(
Slice[
SF::Vertex.new(position: p1, color: color),
SF::Vertex.new(position: p2, color: color),
], 0)
lines << line1
end
CADRAN_COLOR = SF::Color.new(230, 230, 230, 120)
def draw_cadran(center : Vector(Float64, 2), radius : Number)
circle = SF::CircleShape.new(radius: radius, point_count: 100)
circle.outline_color = CADRAN_COLOR
circle.outline_thickness = 1
center_position_offset = {
center[0] - radius,
center[1] - radius,
}
circle.position = center_position_offset
circle.fill_color = SF::Color::Transparent
draw(circle)
lines = Array(SF::VertexBuffer).new
add_line(
lines: lines,
p1: SF.vector2f(center[0] - 2**(1/2)/2 * radius, center[1] - 2**(1/2)/2 * radius),
p2: SF.vector2f(center[0] + 2**(1/2)/2 * radius, center[1] + 2**(1/2)/2 * radius),
color: CADRAN_COLOR,
)
add_line(
lines: lines,
p1: SF.vector2f(center[0] + 2**(1/2)/2 * radius, center[1] - 2**(1/2)/2 * radius),
p2: SF.vector2f(center[0] - 2**(1/2)/2 * radius, center[1] + 2**(1/2)/2 * radius),
color: CADRAN_COLOR,
)
add_line(
lines: lines,
p1: SF.vector2f(center[0] + radius, center[1]),
p2: SF.vector2f(center[0] - radius, center[1]),
color: CADRAN_COLOR,
)
add_line(
lines: lines,
p1: SF.vector2f(center[0], center[1] - radius),
p2: SF.vector2f(center[0], center[1] + radius),
color: CADRAN_COLOR,
)
lines.each { |line| draw(line) }
end
end

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module PhysicsSandboxDraw
include ImGui::Helper
# will yield the value
def draw_slider(label : String, data : Float64, max : Float64 = 100.0, min : Float64 = -100.0, flags : ImGui::ImGuiSliderFlags = ImGui::ImGuiSliderFlags::NoRoundToFormat, &)
ptr = pointerof(data)
if ImGui.slider_scalar(
label: label,
p_data: ptr,
p_min: min,
p_max: max,
flags: flags,
)
yield data
end
end
# will yield the value
def draw_input(label : String, data : Float64, max : Float64 = 100.0, min : Float64 = -100.0, flags : ImGui::ImGuiInputTextFlags = ImGui::ImGuiInputTextFlags::EnterReturnsTrue, &)
ptr = pointerof(data)
if ImGui.input_scalar(
label: label,
p_data: ptr,
flags: flags,
)
data = max if data > max
data = min if data < min
yield data
end
end
def draw_captain
ImGui.text "Time passed: #{@time_passed}"
draw_slider(
label: "Set timescale###set_timescale",
data: @timescale,
min: 0.1,
max: 60,
# max: 3600 * 24 * 7,
flags: (
ImGui::ImGuiSliderFlags::Logarithmic
),
) do |value|
@timescale = value
end
end
def draw_pilot
draw_table(title: "Trusters", headers: {"Name", "X", "Y", "unit"}) do
draw_table_line(
"Analogic acceleration",
->{
draw_slider(
label: "###acceleration_analogue_x",
data: @vessel.gravity_body.acceleration[0],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
flags: (
ImGui::ImGuiSliderFlags::Logarithmic
),
) do |value|
@vessel.pilot.order(priority: 10, group: :acceleration_x) do
@vessel.pilot.set_exact_acceleration_axis(0, value)
@vessel.pilot.permanent_modes.clear
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::Constant
@vessel.pilot.low_thrust_pressed = false
@vessel.pilot.low_thrust_save = value
end
end
},
->{
draw_slider(
label: "###acceleration_analogue_y",
data: @vessel.gravity_body.acceleration[1],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
flags: (
ImGui::ImGuiSliderFlags::Logarithmic
),
) do |value|
@vessel.pilot.order(priority: 10, group: :acceleration_y) do
@vessel.pilot.set_exact_acceleration_axis(1, value)
@vessel.pilot.permanent_modes.clear
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::Constant
@vessel.pilot.low_thrust_pressed = false
@vessel.pilot.low_thrust_save = value
end
end
},
"m/s²",
)
# automatically reset acceleration to 0, used for maneuvers
draw_table_line(
"Low thrust",
->{
draw_slider(
label: "###acceleration_low_analogic_x",
data: @vessel.gravity_body.acceleration[0],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
) do |value|
@vessel.pilot.order(priority: 10, group: :maneuvers) do
@vessel.pilot.temporary_modes << Vessel::Pilot::Mode::Pulse
if !@vessel.pilot.low_thrust_pressed
@vessel.pilot.low_thrust_save = @vessel.gravity_body.acceleration[0]
end
@vessel.pilot.low_thrust_pressed = true
@vessel.pilot.set_exact_acceleration_axis(0, value)
lock_callback = @ui_events_handler.add(SF::Event::KeyPressed) do |callback, event|
if event.as(SF::Event::KeyPressed).code == SF::Keyboard::Key::L
@vessel.pilot.low_thrust_save = value
end
end
@ui_events_handler.add(SF::Event::MouseButtonReleased) do |callback|
@ui_events_handler.remove(SF::Event::MouseButtonReleased, callback)
@ui_events_handler.remove(SF::Event::MouseButtonReleased, lock_callback)
@vessel.pilot.low_thrust_pressed = false
@vessel.pilot.set_exact_acceleration_axis(0, @vessel.pilot.low_thrust_save)
end
end
end
},
->{
draw_slider(
label: "###acceleration_low_analogic_y",
data: @vessel.gravity_body.acceleration[1],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
) do |value|
@vessel.pilot.order(priority: 10, group: :maneuvers) do
@vessel.pilot.temporary_modes << Vessel::Pilot::Mode::Pulse
if !@vessel.pilot.low_thrust_pressed
@vessel.pilot.low_thrust_save = @vessel.gravity_body.acceleration[1]
end
@vessel.pilot.low_thrust_pressed = true
@vessel.pilot.set_exact_acceleration_axis(1, value)
lock_callback = @ui_events_handler.add(SF::Event::KeyPressed) do |callback, event|
if event.as(SF::Event::KeyPressed).code == SF::Keyboard::Key::L
@vessel.pilot.low_thrust_save = value
end
end
@ui_events_handler.add(SF::Event::MouseButtonReleased) do |callback|
@ui_events_handler.remove(SF::Event::MouseButtonReleased, callback)
@ui_events_handler.remove(SF::Event::MouseButtonReleased, lock_callback)
@vessel.pilot.low_thrust_pressed = false
@vessel.pilot.set_exact_acceleration_axis(1, @vessel.pilot.low_thrust_save)
end
end
end
},
"m/s²",
)
draw_table_line(
"Computer acceleration",
->{
draw_input(
label: "###acceleration_digit_x",
data: @vessel.pilot.computer_input_thrust[0],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
) do |value|
@vessel.pilot.order(priority: 9, group: :maneuvers) do
@vessel.pilot.computer_input_thrust[0] = value
end
end
},
->{
draw_input(
label: "###acceleration_digit_y",
data: @vessel.pilot.computer_input_thrust[1],
min: -@vessel.pilot.max_thrust,
max: @vessel.pilot.max_thrust,
) do |value|
@vessel.pilot.order(priority: 9, group: :maneuvers) do
@vessel.pilot.computer_input_thrust[1] = value
end
end
},
"m/s²",
)
draw_table_line(
"[Security] Max thurst",
->{
draw_input(
label: "###pilot_input_max_thurst",
data: @vessel.pilot.max_thrust,
min: 9,
max: 900,
) do |value|
@vessel.pilot.max_thrust = value
end
},
->{
draw_slider(
label: "###pilot_slider_max_thurst",
data: @vessel.pilot.max_thrust,
min: 9,
max: 900,
) do |value|
@vessel.pilot.max_thrust = value
end
},
->{
ImGui.text @vessel.pilot.max_thrust > 20 ? "Inertia Dampers needed" : "No danger"
}
)
# Manual reset
draw_table_line(
"",
->{
if ImGui.button("Comfirm")
@vessel.pilot.order(priority: 100, group: :maneuvers) do
@vessel.pilot.permanent_modes.clear
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::Constant
@vessel.pilot.set_exact_acceleration_axis(@vessel.pilot.computer_input_thrust)
# @vessel.pilot.set_exact_acceleration_axis(0, @vessel.pilot.computer_input_thrust[0])
# @vessel.pilot.set_exact_acceleration_axis(1, @vessel.pilot.computer_input_thrust[1])
end
end
},
->{
if ImGui.button("Reset")
@vessel.pilot.order(priority: 100, group: :prepare) do
@vessel.pilot.permanent_modes.clear
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::Constant
@vessel.pilot.set_exact_acceleration_axis(@vessel.pilot.computer_input_thrust)
# @vessel.pilot.computer_input_thrust[0] = @vessel.gravity_body.acceleration[0]
# @vessel.pilot.computer_input_thrust[1] = @vessel.gravity_body.acceleration[1]
end
end
},
->{
if ImGui.button("Zero")
@vessel.pilot.order(priority: 10, group: :prepare) do
@vessel.pilot.computer_input_thrust[0] = 0.0
@vessel.pilot.computer_input_thrust[1] = 0.0
end
end
},
)
draw_table_line(
"",
# AntiGrav
->{
if !@vessel.pilot.permanent_modes.includes?(Vessel::Pilot::Mode::AntiGrav)
if ImGui.button("Anti-grav")
@vessel.pilot.order(priority: 10, group: :fly_mode) do
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::AntiGrav
# @vessel.gravity_body.acceleration[0] = @vessel.gravity[0]
# @vessel.gravity_body.acceleration[1] = @vessel.gravity[1]
end
end
else
if ImGui.button("Disable anti-grav")
@vessel.pilot.order(priority: 11, group: :fly_mode) do
if @vessel.pilot.permanent_modes.includes?(Vessel::Pilot::Mode::AntiGrav)
@vessel.pilot.permanent_modes.delete Vessel::Pilot::Mode::AntiGrav
end
end
end
end
},
# AntiSpeed
->{
if !@vessel.pilot.permanent_modes.includes?(Vessel::Pilot::Mode::AntiSpeed)
if ImGui.button("Anti-speed")
@vessel.pilot.order(priority: 10, group: :fly_mode) do
@vessel.pilot.permanent_modes << Vessel::Pilot::Mode::AntiSpeed
@vessel.pilot.current_selected_body = @star.gravity_body
# @vessel.antispeed[0] = @vessel.speed[0]
# @vessel.antispeed[1] = @vessel.speed[1]
end
end
else
if ImGui.button("Disable anti-speed")
@vessel.pilot.order(priority: 11, group: :fly_mode) do
if @vessel.pilot.permanent_modes << Vessel::Pilot::Mode::AntiSpeed
@vessel.pilot.permanent_modes.delete Vessel::Pilot::Mode::AntiSpeed
end
end
end
end
},
)
end
end
def draw_navigation(gravity_field)
# ImGui.text "Total Accele is : [#{acceleration[0].round(4)}, #{acceleration[1].round(4)}] m/s²"
draw_table(title: "Applied forces", headers: {"Name", "X", "Y", "unit"}) do
draw_table_line "Pulse Accele", "#{@vessel.gravity_body.acceleration[0].round(4)}", "#{@vessel.gravity_body.acceleration[1].round(4)}", "m/s²"
draw_table_line "Gravitic Field", "#{gravity_field[0].round(4)}", "#{gravity_field[1].round(4)}", "m/s²"
end
ImGui.text "Current speed #{@vessel.gravity_body.speed.magnitude.round(4)} m/s"
ImGui.text ""
relative_speed = @vessel.gravity_body.speed - @selected_projectable.speed
draw_table(title: "Actual vectors", headers: {"Name", "X", "Y", "unit"}) do
draw_table_line "Position", @vessel.gravity_body.position[0].round(3).to_s, @vessel.gravity_body.position[1].round(3).to_s, "m"
draw_table_line "Speed", @vessel.gravity_body.speed[0].round(3).to_s, @vessel.gravity_body.speed[1].round(3).to_s, "m/s"
draw_table_line "Acceleration", @vessel.gravity_body.acceleration[0].round(3).to_s, @vessel.gravity_body.acceleration[1].round(3).to_s, "m/s²"
draw_table_line "Selected body", "#{@selected_projectable.position[0].round(4)}", "#{@selected_projectable.position[1].round(4)}", "m"
draw_table_line "", @selected_projectable.name, "", ""
draw_table_line "Relative speed", "#{relative_speed[0].round(4)}", "#{relative_speed[1].round(4)}", "m/s"
end
ImGui.text ""
ImGui.text "Zoom on"
ImGui.radio_button("vessel##navigation_zoom", pointerof(@vessel.navigation.zoom_select), 0)
ImGui.same_line
ImGui.radio_button("star##navigation_zoom", pointerof(@vessel.navigation.zoom_select), 1)
ImGui.same_line
ImGui.radio_button("fixed##navigation_zoom", pointerof(@vessel.navigation.zoom_select), 2)
ImGui.same_line
ImGui.radio_button("zero##navigation_zoom", pointerof(@vessel.navigation.zoom_select), 3)
draw_slider(
label: "###cadran_slide_zoom_ratio",
data: @vessel.navigation.zoom_ratio,
max: 10,
min: 0.001,
flags: ImGui::ImGuiSliderFlags::Logarithmic,
) do |value|
@vessel.navigation.zoom_ratio = value
end
ImGui.text "Cadran"
draw_slider(
label: "###cadran_slide_radius",
data: @vessel.navigation.cadran.radius[0],
max: 10.0**10,
min: 0.0,
flags: ImGui::ImGuiSliderFlags::Logarithmic,
) do |value|
@vessel.navigation.cadran.radius[0] = value
end
end
def draw_bridge(gravity_field)
if ImGui.begin("Bridge")
if ImGui.tree_node_ex("Captain", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
draw_captain
ImGui.tree_pop
end
if ImGui.tree_node_ex("Navigation", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
draw_navigation(gravity_field)
ImGui.tree_pop
end
if ImGui.tree_node_ex("Pilot", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
draw_pilot
ImGui.tree_pop
end
ImGui.end
end
end
def draw_bodies
if ImGui.begin("Bodies")
if ImGui.tree_node_ex("Bodies", ImGui::ImGuiTreeNodeFlags.new(ImGui::ImGuiTreeNodeFlags::DefaultOpen))
draw_table(title: "Bodies", headers: {"Name", "X", "Y"}) do
@projectables.each do |projectable|
draw_table_line projectable.name, projectable.position[0].to_s, projectable.position[1].to_s
end
if !(click_coordinates = @click_coordinates).nil?
draw_table_line "[click]", click_coordinates[0].to_s, click_coordinates[1].to_s
end
end
ImGui.tree_pop
end
ImGui.end
end
end
end

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module PhysicsSandboxGrid
MAIN_LINES_REAL_SPACE = 1000
SECONDARY_LINES_AMOUNT = 3
SECONDARY_LINES_SPACE = MAIN_LINES_REAL_SPACE / SECONDARY_LINES_AMOUNT
SECONDARY_LINES_COLOR = SF::Color.new(255, 255, 255, 30)
def absolute_coordinates(pos, offset)
SF.vector2f(pos[0] + offset[0], pos[1] + offset[1])
end
# this one will be dynamic to evaluate distances
def draw_grid
main_lines = Array(SF::VertexBuffer).new
secondary_lines = Array(SF::VertexBuffer).new
width = @width
height = @height
max_size = {width, height}.max
offset = {
-@center_position[0] + (@center_position[0] // MAIN_LINES_REAL_SPACE) * MAIN_LINES_REAL_SPACE,
-@center_position[1] + (@center_position[1] // MAIN_LINES_REAL_SPACE) * MAIN_LINES_REAL_SPACE,
}
main_lines_amount = (max_size / MAIN_LINES_REAL_SPACE).ceil.to_i32 + 1
start = -main_lines_amount // 2
stop = start + main_lines_amount
pp({
center_position: @center_position,
offset: offset,
max_size: max_size,
start: start,
stop: stop,
main_lines_amount: main_lines_amount,
})
(start..stop).each do |index|
main_line_v = SF::VertexBuffer.new(SF::LineStrip)
main_line_h = SF::VertexBuffer.new(SF::LineStrip)
main_lines << main_line_v
main_lines << main_line_h
main_line_v.create(2)
main_line_h.create(2)
x_start = MAIN_LINES_REAL_SPACE * index
x_end = width
y_start = MAIN_LINES_REAL_SPACE * index
y_end = height
# pp({
# center_position: @center_position,
# index: index,
# v_start: v_start,
# x_end: x_end,
# y_start: y_start,
# h_end: h_end,
# x_start: x_start,
# y_start: y_start,
# })
main_line_v_buffer_0 = SF::Vertex.new(
absolute_coordinates({x_start, start * MAIN_LINES_REAL_SPACE}, offset),
)
main_line_v_buffer_1 = SF::Vertex.new(
absolute_coordinates({x_start, y_end}, offset),
)
main_line_h_buffer_0 = SF::Vertex.new(
absolute_coordinates({start * MAIN_LINES_REAL_SPACE, y_start}, offset),
)
main_line_h_buffer_1 = SF::Vertex.new(
absolute_coordinates({x_end, y_start}, offset),
)
main_line_v_buffer = Slice[main_line_v_buffer_0, main_line_v_buffer_1]
main_line_h_buffer = Slice[main_line_h_buffer_0, main_line_h_buffer_1]
main_line_v.update(main_line_v_buffer, 0)
main_line_h.update(main_line_h_buffer, 0)
SECONDARY_LINES_AMOUNT.times do |subindex|
secondary_line_v = SF::VertexBuffer.new(SF::LineStrip)
secondary_line_h = SF::VertexBuffer.new(SF::LineStrip)
secondary_lines << secondary_line_v
secondary_lines << secondary_line_h
secondary_line_v.create(2)
secondary_line_h.create(2)
secondary_x_start = SECONDARY_LINES_SPACE * subindex
secondary_y_start = SECONDARY_LINES_SPACE * subindex
secondary_line_v_buffer_0 = SF::Vertex.new(
absolute_coordinates({x_start + secondary_x_start, start * MAIN_LINES_REAL_SPACE}, offset),
color: SECONDARY_LINES_COLOR,
)
secondary_line_v_buffer_1 = SF::Vertex.new(
absolute_coordinates({x_start + secondary_x_start, y_end}, offset),
color: SECONDARY_LINES_COLOR,
)
secondary_line_h_buffer_0 = SF::Vertex.new(
absolute_coordinates({start * MAIN_LINES_REAL_SPACE, y_start + secondary_y_start}, offset),
color: SECONDARY_LINES_COLOR,
)
secondary_line_h_buffer_1 = SF::Vertex.new(
absolute_coordinates({x_end, y_start + secondary_y_start}, offset),
color: SECONDARY_LINES_COLOR,
)
secondary_line_v_buffer = Slice[secondary_line_v_buffer_0, secondary_line_v_buffer_1]
secondary_line_h_buffer = Slice[secondary_line_h_buffer_0, secondary_line_h_buffer_1]
secondary_line_v.update(secondary_line_v_buffer, 0)
secondary_line_h.update(secondary_line_h_buffer, 0)
end
end
main_lines.each do |line|
draw(line)
end
secondary_lines.each do |line|
draw(line)
end
end
end

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@ -1,44 +1,89 @@
require "crsfml"
module UI module UI
# `EventHandler` is able to accumulate callbacks that will be triggered every class Event
# time a event of a given type is received. getter :type, :code, :alt, :control, :shift, :system
class EventHandler @type : Type
# this is shit, find a better way to implement a generic event @code : String?
alias Event = SF::Event @alt : String?
# A callback takes one argument (itself) and returns nothing @control : String?
alias EventCallback = EventCallback, Event -> Nil @shift : String?
@system : String?
# NOTE EventClass.class should return Class so it's not yet what I want {% if @top_level.has_constant?(:SF) %}
def initialize def initialize(event : SF::Event)
@events_callbacks = Hash(Event.class, Array(EventCallback)).new @type = SF_TO_TYPE[event.class]? || Type::Unknown
@code = event.code
@alt = event.alt
@control = event.control
@shift = event.shift
@system = event.system
end
{% end %}
enum Type
KeyPressed
KeyReleased
MouseButtonPressed
MouseButtonReleased
Unknown
end end
def event_callbacks(event : Event.class) : Array(EventCallback) {% if @top_level.has_constant?(:SF) %}
@events_callbacks[event] ||= Array(EventCallback).new # can this be a named tuple instead ?
SF_TO_TYPE = {
SF::Event::KeyPressed => Type::KeyPressed,
SF::Event::KeyReleased => Type::KeyReleased,
SF::Event::MouseButtonPressed => Type::MouseButtonPressed,
SF::Event::MouseButtonReleased => Type::MouseButtonReleased,
}
{% end %}
# `Event::Handler` is able to accumulate callbacks that will be triggered every
# time a event of a given type is received.
class Handler
# A callback takes one argument (itself) and returns nothing
alias Callback = Callback, Event -> Nil
# NOTE Event.class should return Class so it's not yet what I want
def initialize
@events_callbacks = Hash(Type, Array(Callback)).new
end
def event_callbacks(event : Type) : Array(Callback)
@events_callbacks[event] ||= Array(Callback).new
@events_callbacks[event] @events_callbacks[event]
end end
def add(event : Event.class, &block : EventCallback, Event -> Nil) def add(event_type : Type, &block : Callback, Event -> Nil)
event_callbacks(event) << block event_callbacks(event_type) << block
block block
end end
def add(event : Event.class, block : EventCallback) def add(event_type : Type, block : Callback)
event_callbacks(event) << block event_callbacks(event_type) << block
block block
end end
def remove(event : Event.class, &block : EventCallback, Event -> Nil) def remove(event_type : Type, &block : Callback, Event -> Nil)
event_callbacks(event).delete(block) event_callbacks(event_type).delete(block)
end end
def remove(event : Event.class, block : EventCallback) def remove(event_type : Type, block : Callback)
event_callbacks(event).delete(block) event_callbacks(event_type).delete(block)
end end
def handle(event : Event) def handle(event : Event)
event_callbacks(event.class).each { |callback| callback.call(callback, event) } event_callbacks(event.type).each { |callback| callback.call(callback, event) }
end
{% if @top_level.has_constant?(:SF) %}
def event_callbacks(event : SF::Event.class) : Array(Callback)
event = SF_TO_TYPE[event]? || Type::Unknown
event_callbacks(event)
end
def handle(event : SF::Event)
handle(Event.new(event))
end
{% end %}
end end
end end
end end

29
x.cr Normal file
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@ -0,0 +1,29 @@
class EventHandler(EventClass)
macro make_callback(event_class)
alias Callback = Callback, {{ event_class }} -> Nil
end
make_callback(EventClass)
def initialize
@s = Hash(EventClass, Array(Callback)).new
end
def add(
event,
&block : Callback, EventClass -> Nil
) : Callback, EventClass -> Nil
@s[event.class] ||= Array(Callback).new
@s[event.class] << block
block
end
end
class Event; end
class EventA < Event; end
class EventB < Event; end
h = EventHandler.new(Event)
a1 = h.add(EventA.new) { |cb, event| puts :EventA }
a2 = h.add(EventA.new) { |cb, event| puts :EventA2 }
b1 = h.add(EventB.new) { |cb, event| puts :EventB }
h.remove(a1)