love2d-signage/nodes/cube.lua

65 lines
1.4 KiB
Lua

local node = Node:extend('nodes.at', {
})
-- local papa = love.graphics.newImage("papa.png")
local h = 25.0
local v = {
{-h, -h, -h},
{ h, -h, -h},
{ h, h, -h},
{-h, h, -h},
{-h, -h, h},
{ h, -h, h},
{ h, h, h},
{-h, h, h}
}
local c = {
{0, 1, 31},
{1, 2, 31},
{2, 3, 31},
{3, 0, 31},
{0, 4, 34},
{1, 5, 34},
{2, 6, 34},
{3, 7, 34},
{4, 5, 32},
{5, 6,32},
{6, 7,32},
{7, 4,32}
}
local E = 100 * math.tan(2*math.pi/3)
function to2d(p) return p[1] * E / (p[3]+E), p[2] * E / (p[3]+E) end
function node:render()
love.graphics.setColor( 0, 0, 0 )
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
love.graphics.setColor( 1.0, 1.0, 1.0 )
local w = love.graphics.getWidth() / 2
local h = love.graphics.getHeight() / 2
local scl = 6
for _, p in ipairs(c) do
x1, y1 = to2d(v[p[1]+1])
x2, y2 = to2d(v[p[2]+1])
love.graphics.line(x1 * scl + w, y1 * scl + h, x2 * scl + w, y2 * scl + h)
end
end
function node:update(dt)
for _, vec in ipairs(v) do
angle = -dt/3
nv0 = math.cos(angle) * vec[1] + math.sin(angle) * vec[3]
nv2 = -math.sin(angle) * vec[1] + math.cos(angle) * vec[3]
vec[1] = nv0
vec[3] = nv2
angle = dt
nv1 = math.cos(angle) * vec[2] - math.sin(angle) * vec[3]
nv2 = math.sin(angle) * vec[2] + math.cos(angle) * vec[3]
vec[2] = nv1
vec[3] = nv2
end
end
return node