# Copyright 2022-2023 Frederico de Oliveira Linhares # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. module Mode class Demo CAMERA_ROTATION_SPEED = Math::PI/45; BOX_ROTATION_SPEED = Math::PI/360; TRANSLATION_SPEED = 0.5; def initialize() texture = CandyGear::Texture.from_image("textures/color_texture.qoi"); mesh = CandyGear::StaticMesh.new("meshes/cube.cgmesh"); font = CandyGear::Font.new("/usr/share/fonts/TTF/HanaMinA.ttf", 30); japanese_text = CandyGear::Texture.from_text( font, "こんにちは世界!"); english_text = CandyGear::Texture.from_text( font, "The quick brown fox jumps"); @color = CandyGear::Vector3D.new(0.8, 0.2, 0.2); @sprite = CandyGear::Sprite.new(texture, 0, 0, 1.0, 1.0); @rectangle = CandyGear::Vector4D.new(103.0, 1.0, 100.0, 100.0); @sprite_position = CandyGear::Vector4D.new(1.0, 1.0, 100.0, 100.0); @japanese_text_sprite = CandyGear::Sprite.new( japanese_text, 0, 0, 1.0, 1.0); @japanese_text_position = CandyGear::Vector4D.new( 204.0, 1.0, japanese_text.width, japanese_text.height); @english_text_sprite = CandyGear::Sprite.new( english_text, 0, 0, 1.0, 1.0); @english_text_position = CandyGear::Vector4D.new( 204.0, japanese_text.height + 2.0, english_text.width, english_text.height); instance_positions = [ CandyGear::Vector3D.new(5.0, 0.0, 0.0), CandyGear::Vector3D.new(-5.0, 0.0, 0.0), CandyGear::Vector3D.new(0.0, 5.0, 0.0), CandyGear::Vector3D.new(0.0, -5.0, 0.0), CandyGear::Vector3D.new(0.0, 0.0, 5.0), CandyGear::Vector3D.new(0.0, 0.0, -5.0) ]; @instances_rotation = CandyGear::Rotation3D.new(0.0, 0.0, 0.0); @instances = [ CandyGear::StaticModel.new( mesh, texture, instance_positions[0], @instances_rotation), CandyGear::StaticModel.new( mesh, texture, instance_positions[1], @instances_rotation), CandyGear::StaticModel.new( mesh, texture, instance_positions[2], @instances_rotation), CandyGear::StaticModel.new( mesh, texture, instance_positions[3], @instances_rotation), CandyGear::StaticModel.new( mesh, texture, instance_positions[4], @instances_rotation), CandyGear::StaticModel.new( mesh, texture, instance_positions[5], @instances_rotation) ] @camera_position = CandyGear::Vector3D.new(0.0, 0.0, 0.0); @camera_rotation = CandyGear::Rotation3D.new(0.0, 0.0, 0.0); color = CandyGear::Vector3D.new(0.12, 0.12, 0.18); @view1 = CandyGear::View2D.new( CandyGear::Vector4D.new(0, 0, 1280, 240), 640, 120); @view2 = CandyGear::View3D.new( CandyGear::Vector4D.new(0, 240, 1280, 480), 1280, 480); CandyGear.views = [@view1, @view2]; @view2.camera_position = @camera_position; @view2.camera_rotation = @camera_rotation; end def key_down(key) case key when CandyGear::Key::I @camera_rotation.rotate(-CAMERA_ROTATION_SPEED, 0.0); when CandyGear::Key::K @camera_rotation.rotate(CAMERA_ROTATION_SPEED, 0.0); when CandyGear::Key::J @camera_rotation.rotate(0.0, CAMERA_ROTATION_SPEED); when CandyGear::Key::L @camera_rotation.rotate(0.0, -CAMERA_ROTATION_SPEED); when CandyGear::Key::E @camera_position.translate( CandyGear::Vector3D.new( 0.0, 0.0, -TRANSLATION_SPEED), @camera_rotation); when CandyGear::Key::D @camera_position.translate( CandyGear::Vector3D.new( 0.0, 0.0, TRANSLATION_SPEED), @camera_rotation); when CandyGear::Key::S @camera_position.translate( CandyGear::Vector3D.new( -TRANSLATION_SPEED, 0.0, 0.0), @camera_rotation); when CandyGear::Key::F @camera_position.translate( CandyGear::Vector3D.new( TRANSLATION_SPEED, 0.0, 0.0), @camera_rotation); end end def key_up(key) end def tick() @sprite.draw( @view1, @sprite_position.x, @sprite_position.y, @sprite_position.w, @sprite_position.h); @japanese_text_sprite.draw( @view1, @japanese_text_position.x, @japanese_text_position.y, @japanese_text_position.w, @japanese_text_position.h); @english_text_sprite.draw( @view1, @english_text_position.x, @english_text_position.y, @english_text_position.w, @english_text_position.h); @instances_rotation.rotate(0.0, BOX_ROTATION_SPEED); @rectangle.draw_rectangle(@view1, @color); @instances.each {_1.draw()}; end end end