palette test
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parent
7bfa3e0db3
commit
f5cbacd62e
4 changed files with 31 additions and 9 deletions
25
src/Arts.cs
25
src/Arts.cs
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@ -64,9 +64,24 @@ static class Arts
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)
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);
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Mesh.Cube.Draw(
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mat_unlit,
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Matrix.TS(
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V.XYZ(0, 1, -2),
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V.XYZ(0.1f, 2, 0.1f)
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),
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Color.Hex(0xB9E7AFFF)
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);
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Mesh.Cube.Draw(
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mat_unlit,
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Matrix.Identity,
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Color.Hex(0x13180AFF).ToLinear()
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);
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Mesh mesh = new();
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Quat hand_rot = Quat.FromAngles(0, 0, SKMath.Sin(Time.Totalf * 6f) * 30f);
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Vec3 hand_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 0.1f, 0, 0);
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Vec3 hand_pos = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 0.1f, 0.5f, 1.0f);
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Vec3 tip_pos = hand_pos + hand_rot * V.XYZ(0, 1, 0);
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mesh.SetData(
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new Vertex[] {
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@ -80,7 +95,8 @@ static class Arts
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);
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mesh.Draw(
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mat_slash,
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Matrix.T(0, -1.0f, -1)
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Matrix.Identity,
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Color.Hex(0xF9BF05FF).ToLinear()
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);
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last_tip_pos = Vec3.Lerp(last_tip_pos, tip_pos, Time.Stepf / 0.1f);
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@ -90,12 +106,13 @@ static class Arts
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{
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Particle particle = particles[i];
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meshes["FoodParticle"].Draw(
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mat_mono,
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mat_unlit,
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Matrix.TRS(
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particle.pos,
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particle.ori,
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particle.scl
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)
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),
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Color.Hex(0xC75A09FF).ToLinear()
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);
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}
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@ -26,7 +26,7 @@ static class Mono
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public static void Init()
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{
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game_time = 0.0;
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world_pose = new(0, 0, 0);
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world_pose = new(0, -1, -2);
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menu = new(true);
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menu_pose = new(0, 0, 0);
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menu_scale = 1 * U.cm;
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@ -64,6 +64,11 @@ static class Mono
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// orbital_view
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// box_pose.position = Input.Head.position + Input.Head.orientation * V.XYZ(0, -0 * U.cm, -10 * U.cm);
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}
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if (Rig.btn_select.delta == +1)
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{
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VFX.Play(new XYZi(0, 1, 1));
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}
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}
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else
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{
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@ -31,7 +31,7 @@ class Program
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World.OcclusionEnabled = true;
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Device.DisplayBlend = DisplayBlend.AnyTransparent;
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Renderer.EnableSky = false;
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Renderer.ClearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
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Renderer.ClearColor = Color.Hex(0x42A590FF).ToLinear();// new Color(0.0f, 0.0f, 0.0f, 0.0f);
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Rig.Init();
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Mono.Init();
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@ -39,9 +39,9 @@ static class VFX
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particle.pos += particle.vel * Time.Stepf;
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float scl_rad = particle.scl * 0.5f * 0.333f;
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Vec3 next_pos = V.XYZ(
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Maths.s_clamp(particle.pos.x, 1 - 0.5f - scl_rad),
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Maths.s_clamp(particle.pos.y, 1 - 0.5f - scl_rad),
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Maths.s_clamp(particle.pos.z, 1 - 0.5f - scl_rad)
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Maths.s_clamp(particle.pos.x, 2 - scl_rad),
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Maths.s_clamp(particle.pos.y, 2 - scl_rad),
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Maths.s_clamp(particle.pos.z, 2 - scl_rad)
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);
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if (next_pos.x != particle.pos.x || next_pos.y != particle.pos.y || next_pos.z != particle.pos.z)
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{
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