Scrolling and better hand stacking

This commit is contained in:
duck
2025-08-29 05:26:35 +05:00
parent 855194acea
commit 1ef69d1545

View File

@@ -27,17 +27,25 @@ pub var max_order: Order = undefined;
const Object = struct { const Object = struct {
transform: Graphics.Transform = .{}, transform: Graphics.Transform = .{},
target_transform: Graphics.Transform = .{},
scale: Graphics.Transform.Scale, scale: Graphics.Transform.Scale,
mesh: Graphics.Mesh, mesh: Graphics.Mesh,
texture: Assets.Texture, texture: Assets.Texture,
order: Order, order: Order,
id: Id, id: Id,
index: u32,
parent: enum { parent: enum {
none, none,
hand, hand,
} = .none, } = .none,
hand_index: u32 = 0, hand_index: u32 = 0,
parent_infl: f32 = 0, influence: f32 = 0,
pub fn drawingTransform(self: @This()) Graphics.Transform {
var transform = self.transform;
transform.position += @as(@Vector(3, f32), @splat(self.influence)) * World.hand_transform.position;
return transform;
}
}; };
const World = @This(); const World = @This();
@@ -54,6 +62,7 @@ pub fn initDebug() void {
.texture = Assets.load(.texture, "data/yakuza.png"), .texture = Assets.load(.texture, "data/yakuza.png"),
.order = @intCast(i), .order = @intCast(i),
.id = @intCast(i), .id = @intCast(i),
.index = @intCast(i),
}; };
World.object_map.put(Game.alloc, @intCast(i), i) catch err.oom(); World.object_map.put(Game.alloc, @intCast(i), i) catch err.oom();
} }
@@ -88,12 +97,13 @@ pub fn deinit() void {
} }
pub fn update(delta: f32) void { pub fn update(delta: f32) void {
World.updateOrder();
const hand_target = Graphics.camera.raycast(.{ Game.mouse.x_norm, Game.mouse.y_norm }, .{ 0, 0, 1, 0 }); const hand_target = Graphics.camera.raycast(.{ Game.mouse.x_norm, Game.mouse.y_norm }, .{ 0, 0, 1, 0 });
World.hand_transform.position = math.lerpTimeLn( World.hand_transform.position = math.lerpTimeLn(
World.hand_transform.position, World.hand_transform.position,
hand_target + @Vector(3, f32){ World.hand_transform.scale[0] * 0.5, -World.hand_transform.scale[1] * 0.5, 0.25 }, hand_target + @Vector(3, f32){ World.hand_transform.scale[0] * 0.5, -World.hand_transform.scale[1] * 0.5, 0.2 },
delta, delta,
-16, -24,
); );
World.hover = null; World.hover = null;
World.hand_objects = 0; World.hand_objects = 0;
@@ -103,21 +113,53 @@ pub fn update(delta: f32) void {
for (World.objects.items) |*object| { for (World.objects.items) |*object| {
updateObject(object, delta); updateObject(object, delta);
} }
World.updateControls();
World.updateCamera(delta);
}
pub fn updateControls() void {
if (Game.keyboard.keys.is_pressed(sdl.SDL_SCANCODE_LSHIFT)) {
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_LEFT)) World.panning = true;
if (Game.mouse.wheel > 0 and World.hand_objects > 0) {
var left_to_scroll = @rem(Game.mouse.wheel, @as(i32, @intCast(World.hand_objects)));
var i = World.objects.items.len - 1;
while (left_to_scroll > 0) : (i -= 1) {
const object = &World.objects.items[i];
if (object.parent != .hand) continue;
World.bringToBottom(object);
left_to_scroll -= 1;
}
}
if (Game.mouse.wheel < 0 and World.hand_objects > 0) {
var left_to_scroll = @rem(-Game.mouse.wheel, @as(i32, @intCast(World.hand_objects)));
var i: usize = 0;
while (left_to_scroll > 0) : (i += 1) {
const object = &World.objects.items[i];
if (object.parent != .hand) continue;
World.bringToTop(object);
left_to_scroll -= 1;
}
}
} else {
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_LEFT)) { if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_LEFT)) {
World.panning = !World.tryPick(); World.panning = !World.tryPick();
} }
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_RIGHT)) { if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_RIGHT)) {
_ = World.tryRelease(); _ = World.tryRelease();
} }
World.updateCamera(delta); World.zoom = std.math.clamp(World.zoom + Game.mouse.wheel, -4, 8);
}
} }
pub fn tryPick() bool { pub fn tryPick() bool {
if (World.hover) |hover_id| { const hover_id = World.hover orelse return false;
const object = World.getObject(hover_id) orelse return false;
World.panning = false; World.panning = false;
World.getObject(hover_id).?.parent = .hand; object.parent = .hand;
World.bringToTop(object);
return true; return true;
} else return false;
} }
pub fn tryRelease() bool { pub fn tryRelease() bool {
var last: ?*Object = null; var last: ?*Object = null;
@@ -126,6 +168,13 @@ pub fn tryRelease() bool {
last = object; last = object;
} }
if (last) |object| { if (last) |object| {
object.transform = object.drawingTransform();
object.target_transform.position = World.hand_transform.position + @Vector(3, f32){
-World.hand_transform.scale[0] * 0.5,
World.hand_transform.scale[1] * 0.5,
0,
};
object.influence = 0;
object.parent = .none; object.parent = .none;
return true; return true;
} }
@@ -138,8 +187,8 @@ pub fn updateHover(object: *Object) void {
World.hand_objects += 1; World.hand_objects += 1;
return; return;
} }
if (Graphics.camera.mouse_in_quad(.{ Game.mouse.x_norm, Game.mouse.y_norm }, object.transform)) { if (Graphics.camera.mouse_in_quad(.{ Game.mouse.x_norm, Game.mouse.y_norm }, object.target_transform)) {
if (World.hover == null or World.getObject(World.hover.?).?.transform.position[2] < object.transform.position[2]) { if (World.hover == null or World.getObject(World.hover.?).?.index < object.index) {
World.hover = object.id; World.hover = object.id;
} }
} }
@@ -148,23 +197,13 @@ pub fn updateHover(object: *Object) void {
pub fn updateObject(object: *Object, delta: f32) void { pub fn updateObject(object: *Object, delta: f32) void {
switch (object.parent) { switch (object.parent) {
.none => { .none => {
object.transform.position[2] = math.lerpTimeLn( object.target_transform.position[2] = if (World.hover == object.id) @as(f32, 0.1) else @as(f32, 0.001) * @as(f32, @floatFromInt(object.index + 1));
object.transform.position[2], object.target_transform.scale = object.scale;
if (World.hover == object.id) @as(f32, 0.125) else @as(f32, 0.0625),
delta,
-8,
);
object.transform.scale = math.lerpTimeLn(
object.transform.scale,
if (World.hover == object.id) object.scale * @as(@Vector(3, f32), @splat(1.25)) else object.scale,
delta,
-4,
);
}, },
.hand => { .hand => {
var target_position = World.hand_transform.position; var target_position = @as(@Vector(3, f32), @splat(0));
var target_scale = object.scale; var target_scale = object.scale;
target_position[2] *= 0.5; target_position[2] -= 0.001;
const hand_order = hand_objects - object.hand_index - 1; const hand_order = hand_objects - object.hand_index - 1;
switch (hand_order) { switch (hand_order) {
0 => { 0 => {
@@ -172,38 +211,47 @@ pub fn updateObject(object: *Object, delta: f32) void {
target_position[1] += World.hand_transform.scale[1] * 0.5; target_position[1] += World.hand_transform.scale[1] * 0.5;
}, },
else => |i| { else => |i| {
target_position[0] += World.hand_transform.scale[0] * if ((i - 1) & 1 == 0) @as(f32, 0.5) else @as(f32, 1); target_position[0] += World.hand_transform.scale[0] * if (i & 2 == 0) @as(f32, 0.5) else @as(f32, 1);
target_position[1] += World.hand_transform.scale[1] * if ((i - 1) & 2 == 0) @as(f32, 0.25) else @as(f32, -0.25); target_position[1] += World.hand_transform.scale[1] * if ((i - 1) & 2 == 0) @as(f32, 0.25) else @as(f32, -0.25);
target_position[2] -= @as(f32, @floatFromInt((hand_order - 1) / 4)) * 0.01; target_position[2] -= @as(f32, @floatFromInt((hand_order - 1) / 4)) * 0.001;
target_scale = math.limit(target_scale, World.hand_transform.scale[1] * 0.5); target_scale = math.limit(target_scale, World.hand_transform.scale[1] * 0.5);
}, },
} }
object.target_transform.position = target_position;
object.target_transform.scale = target_scale;
},
}
if (object.parent == .hand) {
object.influence = math.lerpTimeLn(
object.influence,
1.0,
delta,
-8,
);
}
object.transform.position = math.lerpTimeLn( object.transform.position = math.lerpTimeLn(
object.transform.position, object.transform.position,
target_position, object.target_transform.position,
delta, delta,
-16, -8,
); );
object.transform.scale = math.lerpTimeLn( object.transform.scale = math.lerpTimeLn(
object.transform.scale, object.transform.scale,
target_scale, object.target_transform.scale,
delta, delta,
-4, -8,
); );
},
}
} }
pub fn draw() void { pub fn draw() void {
Graphics.drawMesh(World.table_mesh, World.texture, Graphics.Transform.matrix(.{ .scale = @splat(8) })); Graphics.drawMesh(World.table_mesh, World.texture, Graphics.Transform.matrix(.{ .scale = @splat(8) }));
for (World.objects.items) |*object| { for (World.objects.items) |*object| {
Graphics.drawMesh(object.mesh, object.texture, object.transform.matrix()); Graphics.drawMesh(object.mesh, object.texture, object.drawingTransform().matrix());
} }
Graphics.drawMesh(World.plane_mesh, World.hand_texture, World.hand_transform.matrix()); Graphics.drawMesh(World.plane_mesh, World.hand_texture, World.hand_transform.matrix());
} }
pub fn updateCamera(delta: f32) void { pub fn updateCamera(delta: f32) void {
World.zoom = std.math.clamp(World.zoom + Game.mouse.wheel, -4, 8);
const zoom_factor = std.math.exp(@as(f32, @floatFromInt(zoom)) * @log(2.0) * -0.5); const zoom_factor = std.math.exp(@as(f32, @floatFromInt(zoom)) * @log(2.0) * -0.5);
if (Game.mouse.buttons.is_pressed(sdl.BUTTON_LEFT)) { if (Game.mouse.buttons.is_pressed(sdl.BUTTON_LEFT)) {
@@ -258,48 +306,72 @@ fn bringToBottom(object: *Object) void {
object.order = World.min_order; object.order = World.min_order;
} }
const CUBE_MESH_DATA = [_]f32{ var even: bool = false;
-0.5, 0.5, -0.5, 0.0, 0.0, fn updateOrder() void {
0.5, 0.5, -0.5, 0.0, 0.0, var i: usize = undefined;
-0.5, -0.5, -0.5, 0.0, 0.0, if (even) i = 0 else i = 1;
0.5, -0.5, -0.5, 0.0, 0.0, even = !even;
-0.5, -0.5, -0.5, 0.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0, while (i + 1 < World.objects.items.len) : (i += 2) {
0.5, 0.5, 0.5, 0.0, 0.0, const left = &World.objects.items[i];
0.5, -0.5, -0.5, 0.0, 0.0, const right = &World.objects.items[i + 1];
0.5, -0.5, 0.5, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 0.0, if (left.order <= right.order) continue;
0.5, 0.5, 0.5, 0.0, 0.0, std.mem.swap(u32, &left.index, &right.index);
World.object_map.putAssumeCapacity(left.id, left.index);
World.object_map.putAssumeCapacity(right.id, right.index);
std.mem.swap(Object, left, right);
}
}
const CUBEMAP_MESH_DATA = CUBE_MESH_DATA;
const T1 = 1.0 / 3.0;
const T2 = 2.0 / 3.0;
const CUBE_MESH_DATA = [_]f32{
-0.5, 0.5, -0.5, T2, 0,
-0.5, -0.5, -0.5, T2, 0.5,
0.5, 0.5, -0.5, 1, 0,
0.5, -0.5, -0.5, 1, 0.5,
0.5, 0.5, -0.5, 1, 0,
-0.5, -0.5, -0.5, T2, 0.5,
0.5, 0.5, -0.5, 0, 1,
0.5, -0.5, -0.5, T1, 1,
0.5, 0.5, 0.5, 0, 0.5,
0.5, -0.5, 0.5, T1, 0.5,
0.5, 0.5, 0.5, 0, 0.5,
0.5, -0.5, -0.5, T1, 1,
0.5, 0.5, 0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 1.0, -0.5, -0.5, 0.5, 0.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
0.5, -0.5, 0.5, 1.0, 1.0, 0.5, -0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.5, 0.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, T1, 0,
-0.5, 0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, 0, 0,
-0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, T1, 0.5,
-0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, -0.5, 0, 0.5,
-0.5, -0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, T1, 0.5,
-0.5, 0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, 0, 0,
-0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, 0.5, T1, 0.5,
0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, T1, 1,
-0.5, 0.5, -0.5, 0.0, 0.0, 0.5, 0.5, 0.5, T2, 0.5,
0.5, 0.5, -0.5, 0.0, 0.0, 0.5, 0.5, -0.5, T2, 1,
-0.5, 0.5, -0.5, 0.0, 0.0, 0.5, 0.5, 0.5, T2, 0.5,
0.5, 0.5, 0.5, 0.0, 0.0, -0.5, 0.5, -0.5, T1, 1,
-0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, -0.5, T2, 0.5,
0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, T2, 0,
-0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, -0.5, T1, 0.5,
0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, 0.5, T1, 0,
-0.5, -0.5, 0.5, 0.0, 0.0, 0.5, -0.5, -0.5, T1, 0.5,
0.5, -0.5, -0.5, 0.0, 0.0, -0.5, -0.5, 0.5, T2, 0,
}; };
const PLANE_MESH_DATA = [_]f32{ const PLANE_MESH_DATA = [_]f32{
-0.5, -0.5, 0, 0.0, 1.0, -0.5, -0.5, 0, 0.0, 1.0,