sync fwk
parent
ceae5e2fe0
commit
e807e4bef8
10
MAKE.bat
10
MAKE.bat
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@ -75,6 +75,13 @@ if "%1"=="cook" (
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exit /b
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)
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if "%1"=="build_cook" (
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pushd tools
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cl cook.c -I..\engine /openmp /Os /Ox /O2 /Oy /MT /DNDEBUG /GL /GF /Gw /arch:AVX2 /link /OPT:ICF /LTCG
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popd
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exit /b
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)
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rem generate bindings
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if "%1"=="bind" (
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rem luajit
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@ -324,7 +331,7 @@ if "%1"=="fwk_prep" (
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xcopy /y "engine\split\3rd_*" "_fwk\engine\split"
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xcopy /y "engine\art\shaders\*" "_fwk\engine\art\shaders"
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xcopy /y "demos" "_fwk\demos"
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xcopy /y "engine\editor.c" "_fwk\engine\editor.c"
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copy /y "engine\editor.c" "_fwk\engine\editor.c"
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rem xcopy /y/E "tools "_fwk\tools"
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for %%f in ("engine\split\v4k*") do (
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set "filename=%%~nf"
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@ -371,6 +378,7 @@ if "%1"=="back" (
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xcopy /y "_fwk" "."
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xcopy /y "_fwk\engine\split\3rd_*" "engine\split"
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xcopy /y "_fwk\engine\art\shaders\*" "engine\art\shaders"
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del "demos\*.c"
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xcopy /y "_fwk\demos" "demos"
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xcopy /y "_fwk\engine\editor.c" "engine\editor.c"
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tools\fwkren.exe "engine\editor.c" to
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@ -1,6 +1,8 @@
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#include "v4k.h" // Minimal C sample
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int main() {
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window_create(75.0, 0); // 75% size, no extra flags
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while( window_swap() && !input(KEY_ESC) ) { // game loop
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puts("hello V4K from C!");
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}
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@ -1,86 +0,0 @@
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// hello ui: config, window, system, ui, video
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\01-ui.c` (windows)
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// `sh MAKE.bat demos/01-ui.c` (linux, osx)
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#include "v4k.h"
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int main() {
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float app_volume = 1.00f;
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unsigned app_size = flag("--fullscreen") ? 100 : 75;
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unsigned app_flags = flag("--msaa") ? WINDOW_MSAA4 : 0;
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unsigned app_target_fps = optioni("--fps", 60); // --fps=30, --fps=45, etc. defaults to 60.
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// window api (fullscreen or 75% sized, optional MSAA flags)
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window_create(app_size, app_flags);
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window_title(__FILE__);
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window_fps_lock(app_target_fps);
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// load video
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video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_LOOP );
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// app loop
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while( window_swap() ) {
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// input controls
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if( input(KEY_ESC) ) break;
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// profile api
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texture_t *textures;
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profile( "Video decoder" ) {
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// video api: decode frame and get associated textures (audio is sent to audiomixer automatically)
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textures = video_decode( v );
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// fullscreen video
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// if(video_is_rgb(v)) fullscreen_quad_rgb( textures[0], 1.3f );
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// else fullscreen_quad_ycbcr( textures, 1.3f );
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}
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// create menubar on top
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int choice1 = ui_menu("File;Shell;Exit");
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int choice2 = ui_menu("Help;About");
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if( choice1 == 1 ) system(ifdef(win32, "start \"\" cmd", ifdef(osx, "open sh", "xdg-open sh")));
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if( choice1 == 2 ) exit(0);
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// showcase a few ui widgets
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ui_demo(0);
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// create ui panel
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if( ui_panel("myPanel", PANEL_OPEN) ) {
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// Print some numbers
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ui_section("Stats");
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ui_label2("FPS", va("%5.2f", window_fps()));
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ui_separator();
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// add some buttons
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ui_section("Buttons");
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if( ui_button("Screenshot") ) window_screenshot(__FILE__ ".png"), ui_notify(0,ICON_MD_WARNING "Screenshot");
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if( ui_button("Record Video") ) window_record(__FILE__ ".mp4"), ui_notify(0,ICON_MD_WARNING "Recoding video");
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if( ui_button("Toggle fullscreen") ) window_fullscreen( !window_has_fullscreen() );
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ui_separator();
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// some more video controls
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ui_section("Video");
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if( ui_button("Rewind") ) video_seek(v, video_position(v) - 3);
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if( ui_button("Pause") ) video_pause(v, video_is_paused(v) ^ 1);
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if( ui_button("Forward") ) video_seek(v, video_position(v) + 3);
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if( ui_slider2("Volume", &app_volume, va("%.2f", app_volume))) audio_volume_master(app_volume);
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// end of panel. must be enclosed within same if() branch.
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ui_panel_end();
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}
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// create window
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static int open = 1;
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if( ui_window("myWindow", &open) ) {
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// present decoded texture in a widget, without any label (NULL)
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ui_texture( NULL, textures[0] );
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// end of window. must be enclosed within same if() branch.
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ui_window_end();
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}
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}
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}
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// this demo supersedes following old sources:
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-hello.c
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// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-video.c
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@ -1,218 +0,0 @@
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// sprite routines
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// - rlyeh,
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//
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// credits: original lovely demo by rxi (MIT License).
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// see https://github.com/rxi/autobatch/tree/master/demo/cats
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#include "v4k.h"
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texture_t kids, catImage, shadowImage, inputs;
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int NUM_SPRITES = 100, NUM_SPRITES_CHANGED = 1;
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typedef struct Cat {
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int cat, flip;
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double x, y;
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double vx, vy;
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double animSpeed;
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double moveTimer;
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double elapsed;
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} Cat;
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void demo_cats() {
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static array(Cat) cats = 0;
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// init
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if( NUM_SPRITES_CHANGED ) {
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NUM_SPRITES_CHANGED = 0;
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array_resize(cats, NUM_SPRITES); int i = 0;
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for each_array_ptr(cats, Cat, c) {
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randset(i++);
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c->x = randf() * window_width();
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c->y = randf() * window_height();
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c->vx = c->vy = 0;
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c->cat = randi(0, 4);
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c->flip = randf() < 0.5;
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c->animSpeed = 0.8 + randf() * 0.3;
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c->moveTimer = 0;
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c->elapsed = 0;
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}
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}
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// move
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const float dt = 1/120.f;
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const int appw = window_width(), apph = window_height();
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enum { yscale = 1 };
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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Cat *c = &cats[i];
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// Add velocity to position //and wrap to screen
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c->x += yscale * c->vx * dt; // % ;
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c->y += yscale * c->vy * dt; // % (int)window_height();
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if( c->x < 0 ) c->x += appw; else if( c->x > appw ) c->x -= appw;
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if( c->y < 0 ) c->y += apph; else if( c->y > apph ) c->y -= apph;
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// Faster animation if walking
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int boost = c->vx == 0 && c->vy == 0 ? 1 : 3;
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// Update elapsed time
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c->elapsed += dt * boost;
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// Update move timer -- if we hit zero then change or zero velocity
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c->moveTimer -= dt * boost;
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if (c->moveTimer < 0) {
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if (randf() < .2) {
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c->vx = (randf() * 2 - 1) * 30 * 2;
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c->vy = (randf() * 2 - 1) * 15 * 2;
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c->flip = c->vx < 0;
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} else {
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c->vx = c->vy = 0;
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}
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c->moveTimer = 1 + randf() * 5;
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}
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}
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// render
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uint32_t white = rgba(255,255,255,255);
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uint32_t alpha = rgba(255,255,255,255*0.6);
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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Cat *c = &cats[i];
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// Get current animation frame (8x4 tilesheet)
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double e = c->elapsed * c->animSpeed;
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double frame_num = c->cat * 8 + floor( ((int)(e * 8)) % 4 );
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frame_num = c->vx != 0 || c->vy != 0 ? frame_num + 4 : frame_num;
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// Get x scale based on flip flag
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int xscale = yscale * (c->flip ? -1 : 1);
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// Draw
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float angle = 0; //fmod(window_time()*360/5, 360);
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float scale[2] = { 2*xscale, 2*yscale };
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float position[3] = { c->x,c->y,c->y }, no_offset[2] = {0,0}, spritesheet[3] = { frame_num,8,4 };
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sprite_sheet(catImage,
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spritesheet, // frame_number in a 8x4 spritesheet
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position, angle, // position(x,y,depth: sort by Y), angle
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no_offset, scale, // offset(x,y), scale(x,y)
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0,white,0 // is_additive, tint color, resolution independant
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);
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float position_neg_sort[3] = { c->x,c->y,-c->y }, offset[2] = {-1,5}, no_spritesheet[3] = {0,0,0};
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sprite_sheet(shadowImage,
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no_spritesheet, // no frame_number (0x0 spritesheet)
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position_neg_sort, angle, // position(x,y,depth: sort by Y), angle
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offset, scale, // offset(x,y), scale(x,y)
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0,alpha,0 // is_additive, tint color, resolution independant
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);
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}
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}
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void demo_kids() {
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static int angle; //++angle;
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static int *x, *y, *v;
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// init
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if( NUM_SPRITES_CHANGED ) {
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NUM_SPRITES_CHANGED = 0;
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y = (int*)REALLOC(y, 0 );
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x = (int*)REALLOC(x, NUM_SPRITES * sizeof(int) );
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y = (int*)REALLOC(y, NUM_SPRITES * sizeof(int) );
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v = (int*)REALLOC(v, NUM_SPRITES * sizeof(int) );
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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randset(i);
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x[i] = randi(0, window_width());
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y[i] = randi(0, window_height());
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v[i] = randi(1, 3);
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}
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}
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// config
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const int appw = window_width(), apph = window_height();
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// move & render
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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y[i] = (y[i] + v[i]) % (apph + 128);
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int col = ((x[i] / 10) % 4); // 4x4 tilesheet
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int row = ((y[i] / 10) % 4);
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int num_frame = col * 4 + row;
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float position[3] = {x[i],y[i],y[i]}, offset[2]={0,0}, scale[2]={1,1}, spritesheet[3]={num_frame,4,4};
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sprite_sheet(kids,
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spritesheet, // num_frame in a 4x4 spritesheet
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position, angle, // position(x,y,depth: sort by Y), angle
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offset, scale, // offset(x,y), scale(x,y)
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0, ~0u, 0 // is_additive, tint color, resolution independant
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);
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}
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}
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int main(int argc, char **argv) {
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window_create(75.f, 0);
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window_title("V4K - Sprite");
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window_color( SILVER );
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// options
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int do_cats = 1;
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NUM_SPRITES = optioni("--num_sprites,-N", NUM_SPRITES);
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if(do_cats) NUM_SPRITES/=2; // cat-sprite+cat-shadow == 2 sprites
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// load sprites and sheets
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kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR );
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catImage = texture( "cat.png", TEXTURE_LINEAR ); //
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shadowImage = texture( "cat-shadow.png", TEXTURE_LINEAR );
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inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR );
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// load all fx files, including subdirs
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fx_load("fx**.fs");
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// init camera (x,y) (z = zoom)
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camera_t cam = camera();
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cam.position = vec3(window_width()/2,window_height()/2,1);
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camera_enable(&cam);
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while(window_swap()) {
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if( input(KEY_F5)) window_reload();
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if( input(KEY_F11)) window_fullscreen( window_has_fullscreen() ^ 1);
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if( input(KEY_ESC) ) break;
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// camera panning (x,y) & zooming (z)
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if( !ui_hover() && !ui_active() ) {
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if( input(MOUSE_L) ) cam.position.x -= input_diff(MOUSE_X);
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if( input(MOUSE_L) ) cam.position.y -= input_diff(MOUSE_Y);
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cam.position.z += input_diff(MOUSE_W) * 0.1; // cam.p.z += 0.001f; for tests
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}
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// apply post-fxs from here
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fx_begin();
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profile("Sprite batching") {
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if(do_cats) demo_cats(); else demo_kids();
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}
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// flush retained renderer, so we ensure the fbos are up to date before fx_end()
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profile("Sprite flushing") {
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sprite_flush();
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}
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// post-fxs end here
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fx_end();
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// draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way
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{
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vec3 old_pos = camera_get_active()->position;
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sprite_flush();
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camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
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float zindex = window_height(); // large number, on top
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float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation
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float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling
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float position[3] = {window_width() - tile_w, window_height() - tile_h, zindex }; // position in screen-coordinates
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sprite_sheet(inputs, spritesheet, position, 0/*rotation*/, offset, scale, false/*is_additive*/, WHITE/*color*/, false/*resolution_independant*/);
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sprite_flush();
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camera_get_active()->position = old_pos;
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}
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if( ui_panel("Sprite", 0) ) {
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const char *labels[] = {"Kids","Cats"};
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if( ui_list("Sprite type", labels, countof(labels), &do_cats) ) NUM_SPRITES_CHANGED = 1;
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if( ui_int("Number of Sprites", &NUM_SPRITES) ) NUM_SPRITES_CHANGED = 1;
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if( ui_clampf("Zoom", &cam.position.z, 0.1, 10));
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ui_panel_end();
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}
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}
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}
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234
demos/04-lod.c
234
demos/04-lod.c
File diff suppressed because one or more lines are too long
216
demos/05-scene.c
216
demos/05-scene.c
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// scene demo
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// - rlyeh, public domain
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#include "v4k.h"
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int main() {
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// options
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bool do_twosided = 1;
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bool do_wireframe = 0;
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bool do_billboard_x = 1, do_billboard_y = 1, do_billboard_z = 1;
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// window (80% sized, MSAA x4 flag)
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window_create(80, WINDOW_MSAA4);
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window_title(__FILE__);
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// load all postfx files in all subdirs
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fx_load("fx**.fs");
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// scene loading
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#define SCENE(...) #__VA_ARGS__
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const char *my_scene = SCENE([
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{
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skybox: 'cubemaps/stardust/',
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},
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{
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position:[-5.0,-2.0,2.0],
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rotation: [90.0,0.0,180.0],
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scale:0.20,
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//anchor/pivot:[],
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// vertex:'p3 t2',
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mesh:'models/witch/witch.obj',
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texture:'models/witch/witch_diffuse.tga.png',
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// swapzy:true,
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flipuv:false,
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},
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{
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position:[-5.0,-2.0,2.0],
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rotation: [90.0,0.0,180.0],
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scale:2.20,
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//anchor/pivot:[],
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// vertex:'p3 t2',
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mesh:'models/witch/witch_object.obj',
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texture:'models/witch/witch_object_diffuse.tga.png',
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// swapzy:true,
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flipuv:false,
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},
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]);
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int num_spawned = scene_merge(my_scene);
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object_t *obj1 = scene_index(0);
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object_t *obj2 = scene_index(1);
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// manual spawn & loading
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model_t m1 = model("kgirl/kgirls01.fbx", 0); //MODEL_NO_ANIMS);
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texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB);
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object_t* obj3 = scene_spawn();
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object_model(obj3, m1);
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object_diffuse(obj3, t1);
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object_scale(obj3, vec3(3,3,3));
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object_move(obj3, vec3(-10,0,-10));
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object_pivot(obj3, vec3(-90+180,180,0));
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// camera
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camera_t cam = camera();
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|
||||
// demo loop
|
||||
while (window_swap())
|
||||
{
|
||||
// input
|
||||
if( input_down(KEY_ESC) ) break;
|
||||
|
||||
// fps camera
|
||||
bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
|
||||
window_cursor( !active );
|
||||
|
||||
if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
|
||||
vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active);
|
||||
vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed);
|
||||
camera_moveby(&cam, wasdecq);
|
||||
camera_fps(&cam, mouse.x,mouse.y);
|
||||
|
||||
// queue model scale bounces
|
||||
float t = fmod(window_time(), 0.3) / 0.3;
|
||||
float s = 0.01f * ease_ping_pong(t, EASE_IN|EASE_CUBIC,EASE_OUT|EASE_CUBIC);
|
||||
object_scale(obj1, vec3(0.20f - s,0.20f + s,0.20f - s));
|
||||
object_scale(obj2, vec3(0.20f - s,0.20f + s,0.20f - s));
|
||||
|
||||
// queue model billboard
|
||||
object_billboard(obj1, (do_billboard_x << 2)|(do_billboard_y << 1)|(do_billboard_z << 0));
|
||||
object_billboard(obj2, (do_billboard_x << 2)|(do_billboard_y << 1)|(do_billboard_z << 0));
|
||||
|
||||
// queue model rotation
|
||||
//object_rotate(obj3, vec3(0,1*window_time() * 20,0));
|
||||
|
||||
// flush render scene (background objects: skybox)
|
||||
profile("Scene background") {
|
||||
scene_render(SCENE_BACKGROUND);
|
||||
}
|
||||
|
||||
// queue debug drawcalls
|
||||
profile("Debugdraw") {
|
||||
ddraw_ground(0);
|
||||
ddraw_color(YELLOW);
|
||||
ddraw_text(vec3(+1,+1,-1), 0.04f, va("(%f,%f,%f)", cam.position.x,cam.position.y,cam.position.z));
|
||||
ddraw_color(YELLOW);
|
||||
ddraw_flush();
|
||||
}
|
||||
|
||||
// apply post-fxs from here
|
||||
fx_begin();
|
||||
|
||||
// render scene (foreground objects) with post-effects
|
||||
profile("Scene foreground") {
|
||||
int scene_flags = 0;
|
||||
scene_flags |= do_wireframe ? SCENE_WIREFRAME : 0;
|
||||
scene_flags |= do_twosided ? 0 : SCENE_CULLFACE;
|
||||
scene_render(SCENE_FOREGROUND | scene_flags);
|
||||
}
|
||||
|
||||
profile("Skeletal update") if(!window_has_pause()) {
|
||||
float delta = window_delta() * 30 ; // 30fps anim
|
||||
m1.curframe = model_animate(m1, m1.curframe + delta);
|
||||
|
||||
ddraw_text(vec3(-10,5,-10), 0.05, va("Frame: %.1f", m1.curframe));
|
||||
}
|
||||
|
||||
// post-fxs end here
|
||||
fx_end();
|
||||
|
||||
// queue ui
|
||||
if( ui_panel("Scene", 0)) {
|
||||
if(ui_toggle("Billboard X", &do_billboard_x)) {}
|
||||
if(ui_toggle("Billboard Y", &do_billboard_y)) {}
|
||||
if(ui_toggle("Billboard Z", &do_billboard_z)) {}
|
||||
if(ui_separator()) {}
|
||||
if(ui_bool("Wireframe", &do_wireframe)) {}
|
||||
if(ui_bool("Two sided", &do_twosided)) {}
|
||||
ui_panel_end();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// material demo
|
||||
// - rlyeh, public domain
|
||||
//
|
||||
// @todo: object_print(obj, "");
|
||||
|
||||
// create camera
|
||||
camera_t cam = camera();
|
||||
// load video, RGB texture, no audio
|
||||
video_t *v = video( "pexels-pachon-in-motion-17486489.mp4", VIDEO_RGB | VIDEO_NO_AUDIO | VIDEO_LOOP ); video_seek(v, 30);
|
||||
// load texture
|
||||
texture_t t1 = texture("kgirl/g01_texture.png", TEXTURE_RGB);
|
||||
texture_t t2 = texture("matcaps/material3", 0);
|
||||
// load model
|
||||
model_t m1 = model("suzanne.obj", MODEL_NO_ANIMATIONS);
|
||||
model_t m2 = model("suzanne.obj", MODEL_NO_ANIMATIONS|MODEL_MATCAPS);
|
||||
|
||||
// spawn object1 (diffuse)
|
||||
object_t* obj1 = scene_spawn();
|
||||
object_model(obj1, m1);
|
||||
object_diffuse(obj1, t1);
|
||||
object_scale(obj1, vec3(3,3,3));
|
||||
object_move(obj1, vec3(-10+5*0,0,-10));
|
||||
object_pivot(obj1, vec3(0,90,0));
|
||||
|
||||
// spawn object2 (matcap)
|
||||
object_t* obj2 = scene_spawn();
|
||||
object_model(obj2, m2);
|
||||
object_diffuse(obj2, t2);
|
||||
object_scale(obj2, vec3(3,3,3));
|
||||
object_move(obj2, vec3(-10+5*2,0,-10));
|
||||
object_pivot(obj2, vec3(0,90,0));
|
||||
|
||||
// spawn object2 (video)
|
||||
object_t* obj3 = scene_spawn();
|
||||
object_model(obj3, m1);
|
||||
object_diffuse(obj3, video_textures(v)[0]);
|
||||
object_scale(obj3, vec3(3,3,3));
|
||||
object_move(obj3, vec3(-10+5*1,0,-10));
|
||||
object_pivot(obj3, vec3(0,90,0));
|
||||
|
||||
// @todo: add shadertoy material
|
||||
static model_t cube; do_once cube = model("cube.obj", 0);
|
||||
static shadertoy_t s; do_once s = shadertoy("shadertoys/4ttGWM.fs", 256);
|
||||
model_set_texture(cube, shadertoy_render(&s, window_delta())->tx);
|
||||
model_render(cube, cam.proj, cam.view, cube.pivot, 0);
|
||||
|
||||
while(window_swap() && !input(KEY_ESC)) {
|
||||
// draw environment
|
||||
viewport_color( RGB3(22,22,32) );
|
||||
ddraw_grid(0);
|
||||
ddraw_flush();
|
||||
|
||||
// update video
|
||||
video_decode( v );
|
||||
|
||||
// draw scene
|
||||
scene_render(SCENE_FOREGROUND);
|
||||
}
|
||||
|
||||
// load static scene
|
||||
// model_t sponza = model("sponza.obj", MODEL_MATCAPS);
|
||||
// model_set_texture(sponza, texture("matcaps/normals", 0));
|
||||
// translation44(sponza.pivot, 0,-1,0);
|
||||
// rotate44(sponza.pivot, -90,1,0,0);
|
||||
// scale44(sponza.pivot, 10,10,10);
|
||||
// model_render(sponza, cam.proj, cam.view, sponza.pivot, 0);
|
||||
|
||||
// this demo supersedes following old sources:
|
||||
// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-material.c
|
||||
// https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-shadertoy.c
|
||||
|
||||
#endif
|
|
@ -1,280 +0,0 @@
|
|||
// full controller demo: anims, input, collide; @todo: gamepad, input opts, easing on hits, notify on gamepad connect
|
||||
// - rlyeh, public domain.
|
||||
//
|
||||
// Compile with:
|
||||
// `make demos\99-controller.c` (windows)
|
||||
// `sh MAKE.bat demos/99-controller.c` (linux, osx)
|
||||
|
||||
#include "v4k.h"
|
||||
|
||||
int main() {
|
||||
// 75% window, MSAAx2 flag
|
||||
window_create(75, WINDOW_MSAA2);
|
||||
|
||||
// fx: load all post fx files in all subdirs
|
||||
fx_load("fx**.fs");
|
||||
|
||||
// create a camera
|
||||
camera_t cam = camera();
|
||||
camera_enable(&cam);
|
||||
|
||||
// config 3d model #1
|
||||
model_t witch = model("witch/witch.obj", 0);
|
||||
model_set_texture(witch, texture("witch/witch_diffuse.tga.png", 0));
|
||||
mat44 witch_pivot; vec3 witch_p = {-5,0,-5}, witch_r={-180,180,0}, witch_s={0.1,-0.1,0.1};
|
||||
|
||||
// config 3d model #2
|
||||
model_t girl = model("kgirl/kgirls01.fbx", 0);
|
||||
mat44 girl_pivot; vec3 girl_p = {0,0,0}, girl_r = {270,0,0}, girl_s = {2,2,2};
|
||||
|
||||
// skybox
|
||||
skybox_t sky = skybox("cubemaps/stardust", 0);
|
||||
|
||||
// BGM
|
||||
audio_play( audio_stream("waterworld-map.fur"), 0 );
|
||||
|
||||
// editor loop
|
||||
while( window_swap() ) {
|
||||
|
||||
// game camera
|
||||
profile("Game.Camera") {
|
||||
camera_t *cam = camera_get_active();
|
||||
|
||||
static vec3 source;
|
||||
do_once source = cam->position;
|
||||
|
||||
vec3 target = add3(girl_p, vec3(0,10,0));
|
||||
target = add3(target, scale3(norm3(sub3(source, target)), 10.0));
|
||||
source = mix3(source, target, 1-0.99f);
|
||||
|
||||
camera_teleport(cam, source);
|
||||
camera_lookat(cam, vec3(girl_p.x,0,girl_p.z));
|
||||
}
|
||||
|
||||
// render begin (postfx)
|
||||
fx_begin();
|
||||
|
||||
// skybox
|
||||
skybox_render(&sky, cam.proj, cam.view);
|
||||
|
||||
// world
|
||||
ddraw_grid(0);
|
||||
ddraw_flush();
|
||||
|
||||
// models
|
||||
compose44(girl.pivot, girl_p, eulerq(girl_r), girl_s);
|
||||
model_render(girl, cam.proj, cam.view, girl.pivot, 0);
|
||||
|
||||
compose44(witch.pivot, witch_p, eulerq(witch_r), witch_s);
|
||||
model_render(witch, cam.proj, cam.view, witch.pivot, 0);
|
||||
|
||||
// render end (postfx)
|
||||
fx_end();
|
||||
|
||||
// input controllers
|
||||
|
||||
double GAME_JUMP_DOWN = input_down(KEY_Z);
|
||||
double GAME_FIRE_DOWN = input_down(KEY_X);
|
||||
double GAME_JUMP = input(KEY_Z);
|
||||
double GAME_FIRE = input(KEY_X);
|
||||
double GAME_LEFT = input(KEY_J);
|
||||
double GAME_RIGHT = input(KEY_L);
|
||||
double GAME_UP = input(KEY_I);
|
||||
double GAME_DOWN = input(KEY_K);
|
||||
double GAME_AXISX = input(KEY_L) - input(KEY_J);
|
||||
double GAME_AXISY = input(KEY_I) - input(KEY_K);
|
||||
|
||||
if( !input_anykey() ) {
|
||||
if( input(GAMEPAD_CONNECTED) ) {
|
||||
vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/);
|
||||
GAME_JUMP_DOWN = input_down(GAMEPAD_A);
|
||||
GAME_FIRE_DOWN = input_down(GAMEPAD_B) || input_down(GAMEPAD_X) || input_down(GAMEPAD_Y);
|
||||
GAME_JUMP = input(GAMEPAD_A);
|
||||
GAME_FIRE = input(GAMEPAD_B) || input(GAMEPAD_X) || input(GAMEPAD_Y);
|
||||
GAME_AXISX = filtered_lpad.x;
|
||||
GAME_AXISY = filtered_lpad.y;
|
||||
}
|
||||
}
|
||||
|
||||
// animation controllers
|
||||
|
||||
profile("Game.Animate scene") if( !window_has_pause() ) {
|
||||
float delta = window_delta() * 30; // 30fps anim
|
||||
|
||||
// animate girl
|
||||
girl.curframe = model_animate(girl, girl.curframe + delta);
|
||||
|
||||
// jump controller: jump duration=1.5s, jump height=6 units, anims (expo->circ)
|
||||
float jump_delta = 1.0;
|
||||
static double jump_timer = 0, jump_ss = 1.5, jump_h = 6;
|
||||
if( GAME_JUMP_DOWN ) if( jump_timer == 0 ) jump_timer = time_ss();
|
||||
jump_delta = clampf(time_ss() - jump_timer, 0, jump_ss) * (1.0/jump_ss);
|
||||
if( jump_delta >= 1 ) { jump_timer = 0; }
|
||||
float y = ease_ping_pong( jump_delta, EASE_OUT|EASE_EXPO, EASE_OUT|EASE_CIRC);
|
||||
girl_p.y = y * jump_h;
|
||||
|
||||
// punch controller
|
||||
float punch_delta = 1;
|
||||
if( jump_delta >= 1 ) {
|
||||
static vec3 origin;
|
||||
static double punch_timer = 0, punch_ss = 0.5;
|
||||
if( GAME_FIRE_DOWN ) if( punch_timer == 0 ) punch_timer = time_ss(), origin = girl_p;
|
||||
punch_delta = clampf(time_ss() - punch_timer, 0, punch_ss) * (1.0/punch_ss);
|
||||
if( punch_delta >= 1 ) { punch_timer = 0; }
|
||||
else {
|
||||
float x = ease_out_expo( punch_delta );
|
||||
vec3 fwd = rotate3q(vec3(0,0,1), eulerq(vec3(girl_r.x - 170,girl_r.y,girl_r.z)));
|
||||
vec3 mix = mix3(girl_p, add3(origin,scale3(fwd,x*2)), x);
|
||||
girl_p.x = mix.x, girl_p.z = mix.z;
|
||||
}
|
||||
}
|
||||
|
||||
int modern_controller = 1;
|
||||
int running = 0;
|
||||
|
||||
// girl controller
|
||||
|
||||
// locomotion vars
|
||||
float speed = 0.2f * delta;
|
||||
float yaw_boost = GAME_AXISY > 0 ? 1.0 : 1.75;
|
||||
if(punch_delta < 1) yaw_boost = 0.0; // if firing...
|
||||
else if(punch_delta <= 0.1) yaw_boost = 4.0; // unless initial punch chaining, extra yaw
|
||||
|
||||
// old fashioned locomotion controller (boat controller)
|
||||
if(!modern_controller) {
|
||||
running = GAME_AXISY > 0;
|
||||
|
||||
girl_r.x -= 170;
|
||||
quat q = eulerq(girl_r); // += custom.pivot
|
||||
vec3 rgt = rotate3q(vec3(1,0,0), q);
|
||||
vec3 up = rotate3q(vec3(0,1,0), q);
|
||||
vec3 fwd = rotate3q(vec3(0,0,1), q);
|
||||
vec3 dir = scale3(fwd, speed * GAME_AXISY * (GAME_AXISY > 0 ? 2.0 : 0.5));
|
||||
girl_r.x += speed * 20.0 * yaw_boost * GAME_AXISX; // yaw
|
||||
girl_p = add3(girl_p, dir);
|
||||
girl_r.x += 170;
|
||||
}
|
||||
|
||||
// modern locomotion controller (mario 3d)
|
||||
if(modern_controller) {
|
||||
running = GAME_AXISX != 0 || GAME_AXISY != 0;
|
||||
|
||||
camera_t *cam = camera_get_active();
|
||||
vec3 fwd = sub3(girl_p, cam->position); fwd.y = 0; fwd = norm3(fwd);
|
||||
vec3 rgt = norm3(cross3(fwd, vec3(0,1,0)));
|
||||
|
||||
// target
|
||||
vec3 dir = add3(
|
||||
scale3(fwd, GAME_AXISY),
|
||||
scale3(rgt, GAME_AXISX)
|
||||
); dir.y = 0; dir = norm3(dir);
|
||||
|
||||
// smoothing
|
||||
static vec3 olddir; do_once olddir = dir;
|
||||
dir = mix3(dir, olddir, 1 - (yaw_boost / 4.0) * 0.85);
|
||||
olddir = dir;
|
||||
|
||||
// vis
|
||||
// ddraw_arrow(girl_p, add3(girl_p,scale3(dir,10)));
|
||||
|
||||
// apply direction
|
||||
girl_p = add3(girl_p, scale3(dir, speed * 2));
|
||||
|
||||
// apply rotation
|
||||
{
|
||||
girl_r.x -= 170;
|
||||
quat q = eulerq(girl_r);
|
||||
vec3 fwdg = rotate3q(vec3(0,0,1), q);
|
||||
girl_r.x += 170;
|
||||
|
||||
//float cosAngle = dot3(dir,fwdg);
|
||||
//float angle = acos(cosAngle) * TO_DEG;
|
||||
float angle = TO_DEG * ( atan2(fwdg.z, fwdg.x) - atan2(dir.z, dir.x));
|
||||
|
||||
if( !isnan(angle) ) {
|
||||
girl_r.x -= angle;
|
||||
while(girl_r.x> 180) girl_r.x-=360;
|
||||
while(girl_r.x<-180) girl_r.x+=360;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// anim loops
|
||||
if( jump_delta < 1 ) { // jump/kick anim
|
||||
#if 0
|
||||
girl.curframe = clampf(girl.curframe, 184, 202);
|
||||
if( girl.curframe > 202-4 && GAME_FIRE_DOWN ) girl.curframe = 184+4;
|
||||
#else
|
||||
#define loopf(frame, min, max) (frame < min ? min : frame > max ? min + frame - max : frame)
|
||||
if(girl.curframe >= 203)
|
||||
girl.curframe = loopf(girl.curframe, 203, 220);
|
||||
else
|
||||
girl.curframe = clampf(girl.curframe, 184, 202);
|
||||
if( girl.curframe > 202-4 && girl.curframe < 208 && GAME_FIRE_DOWN ) girl.curframe = 203;
|
||||
#endif
|
||||
}
|
||||
else if( punch_delta < 1 ) { // punch anim
|
||||
girl.curframe = clampf(girl.curframe, 90, 101);
|
||||
if( girl.curframe > 101-6 && GAME_FIRE_DOWN ) girl.curframe = 101-6;
|
||||
}
|
||||
else if( running ) {
|
||||
// loop running anim
|
||||
if( girl.curframe < 65 ) girl.curframe = 65;
|
||||
if( girl.curframe > 85 ) girl.curframe = 65;
|
||||
}
|
||||
else { // loop idle anim
|
||||
if( girl.curframe > 59 ) girl.curframe = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Game collisions
|
||||
|
||||
profile("Game.collisions") {
|
||||
bool punching = girl.curframe >= 90 && girl.curframe < 101;
|
||||
bool air_kicking = girl.curframe >= 184 && girl.curframe < 202;
|
||||
bool jump_kicking = girl.curframe >= 203 && girl.curframe < 220;
|
||||
bool attacking = punching || air_kicking || jump_kicking;
|
||||
|
||||
if( attacking ) {
|
||||
aabb boxg = model_aabb(girl, girl_pivot);
|
||||
aabb boxw = model_aabb(witch, witch_pivot);
|
||||
#if 0 // halve aabb. ok
|
||||
{
|
||||
vec3 diag = sub3(boxg.max, boxg.min);
|
||||
vec3 halve = scale3(diag, 0.25);
|
||||
vec3 center = scale3(add3(boxg.min, boxg.max), 0.5);
|
||||
boxg.min = sub3(center, halve);
|
||||
boxg.max = add3(center, halve);
|
||||
}
|
||||
#endif
|
||||
hit* h = aabb_hit_aabb(boxg, boxw);
|
||||
if( h && GAME_FIRE ) {
|
||||
vec3 dir = norm3(sub3(witch_p, girl_p));
|
||||
witch_p = add3(witch_p, mul3(dir,vec3(1,0,1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ui
|
||||
if( ui_panel("Input", 0) ) { // @todo: showcase input binding
|
||||
ui_section("Controllers");
|
||||
ui_label("Gamepad #1");
|
||||
ui_label("Keys I/J/K/L + Z/X");
|
||||
ui_panel_end();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// vec2 do_gamepad_polarity = vec2(+1,+1);
|
||||
// vec2 do_gamepad_sensitivity = vec2(0.1f,0.1f);
|
||||
// vec2 do_mouse_polarity = vec2(+1,-1);
|
||||
// vec2 do_mouse_sensitivity = vec2(0.2f,0.2f);
|
||||
// float do_gamepad_deadzone = 0.15f;//
|
||||
//
|
||||
// if(ui_separator()) {}
|
||||
// if(ui_slider("Gamepad deadzone", &do_gamepad_deadzone)) {}
|
||||
// if(ui_float2("Gamepad polarity", do_gamepad_polarity.v2)) {}
|
||||
// if(ui_float2("Gamepad sensitivity", do_gamepad_sensitivity.v2)) {}
|
||||
// if(ui_separator()) {}
|
||||
// if(ui_float2("Mouse polarity", do_mouse_polarity.v2)) {}
|
||||
// if(ui_float2("Mouse sensitivity", do_mouse_sensitivity.v2)) {}//
|
877
demos/99-nodes.c
877
demos/99-nodes.c
|
@ -1,877 +0,0 @@
|
|||
#define V4K_IMPLEMENTATION
|
||||
#include "joint/v4k.h"
|
||||
|
||||
/*
|
||||
A basic node-based UI built with Nuklear.
|
||||
Builds on the node editor example included in Nuklear v1.00, with the aim of
|
||||
being used as a prototype for implementing a functioning node editor.
|
||||
|
||||
Features:
|
||||
- Nodes of different types. Currently their implementations are #included in
|
||||
the main file, but they could easily be turned into eg. a plugin system.
|
||||
- Pins/pins of different types -- currently float values and colors.
|
||||
- Adding and removing nodes.
|
||||
- Linking nodes, with validation (one link per input, only link similar pins).
|
||||
- Detaching and moving links.
|
||||
- Evaluation of output values of connected nodes.
|
||||
- Memory management based on fixed size arrays for links and node pointers
|
||||
- Multiple node types
|
||||
- Multiple pin types
|
||||
- Linking between pins of the same type
|
||||
- Detaching and reattaching links
|
||||
- Getting value from linked node if pin is connected
|
||||
|
||||
Todo:
|
||||
- Complete pin types.
|
||||
- Allow dragging from output to input pin.
|
||||
- Cut link by CTRL+clicking input pin.
|
||||
- Cut link by drawing intersect line on a link.
|
||||
- Group elemnts together with mouse, or LSHIFT+clicking.
|
||||
- Drag groups.
|
||||
- DEL elements.
|
||||
- DEL groups.
|
||||
- CTRL-C/CTRL-V/CTRL-X elements.
|
||||
- CTRL-C/CTRL-V/CTRL-X groups.
|
||||
- CTRL-Z,CTRL-Y.
|
||||
- CTRL-N.
|
||||
- CTRL-L,CTRL-S.
|
||||
- CTRL-F.
|
||||
- CTRL-Wheel Zooming.
|
||||
- Allow to extend node types from Lua.
|
||||
|
||||
Extra todo:
|
||||
- Execution Flow (see: nk_stroke_triangle, nk_fill_triangle)
|
||||
- Complete missing nodes (see: nk_draw_image, nk_draw_text)
|
||||
- Right-click could visualize node/board diagram as Lua script.
|
||||
- Once that done, copy/pasting scripts should work within editor.
|
||||
|
||||
Sources:
|
||||
- https://github.com/Immediate-Mode-UI/Nuklear/pull/561
|
||||
- https://github.com/vurtun/nuklear/blob/master/demo/node_editor.c
|
||||
*/
|
||||
|
||||
typedef enum pin_type_t {
|
||||
type_flow,
|
||||
type_int,type_float,
|
||||
type_block,type_texture,type_image,
|
||||
type_color,
|
||||
/*
|
||||
type_bool,
|
||||
type_char, type_string,
|
||||
type_int2, type_int3, type_int4,
|
||||
type_float2, type_float3, type_float4,
|
||||
type_array, type_map,
|
||||
*/
|
||||
|
||||
type_total
|
||||
} pin_type_t;
|
||||
|
||||
struct node_pin {
|
||||
pin_type_t pin_type;
|
||||
nk_bool is_connected;
|
||||
struct node* connected_node;
|
||||
int connected_pin;
|
||||
};
|
||||
|
||||
struct node {
|
||||
int ID;
|
||||
char name[32];
|
||||
struct nk_rect bounds;
|
||||
int input_count;
|
||||
int output_count;
|
||||
struct node_pin *inputs;
|
||||
struct node_pin *outputs;
|
||||
struct {
|
||||
float in_padding_x;
|
||||
float in_padding_y;
|
||||
float in_spacing_y;
|
||||
float out_padding_x;
|
||||
float out_padding_y;
|
||||
float out_spacing_y;
|
||||
} pin_spacing; /* Maybe this should be called "node_layout" and include the bounds? */
|
||||
struct node *next; /* Z ordering only */
|
||||
struct node *prev; /* Z ordering only */
|
||||
|
||||
void* (*eval_func)(struct node*, int oIndex);
|
||||
void (*display_func)(struct nk_context*, struct node*);
|
||||
};
|
||||
|
||||
struct node_link {
|
||||
struct node* input_node;
|
||||
int input_pin;
|
||||
struct node* output_node;
|
||||
int output_pin;
|
||||
nk_bool is_active;
|
||||
};
|
||||
|
||||
struct node_linking {
|
||||
int active;
|
||||
struct node *node;
|
||||
int input_id;
|
||||
int input_pin;
|
||||
};
|
||||
|
||||
struct node_editor {
|
||||
int initialized;
|
||||
struct node *node_buf[32];
|
||||
struct node_link links[64];
|
||||
struct node *output_node;
|
||||
struct node *begin;
|
||||
struct node *end;
|
||||
int node_count;
|
||||
int link_count;
|
||||
struct nk_rect bounds;
|
||||
struct node *selected;
|
||||
int show_grid;
|
||||
struct nk_vec2 scrolling;
|
||||
struct node_linking linking;
|
||||
};
|
||||
|
||||
/* === PROTOTYPES === */
|
||||
/* The node implementations need these two functions. */
|
||||
/* These could/should go in a header file along with the node and node_pin structs and be #included in the node implementations */
|
||||
|
||||
struct node* node_editor_add(struct node_editor *editor, size_t nodeSize, const char *name, struct nk_rect bounds, int in_count, int out_count);
|
||||
void* node_editor_eval_connected(struct node *node, int input_pin_number);
|
||||
/* ================== */
|
||||
|
||||
/* === NODE TYPE IMPLEMENTATIONS === */
|
||||
|
||||
#define NODE_DEFAULT_ROW_HEIGHT 25
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------------------------------
|
||||
// #include "node_output.h"
|
||||
|
||||
struct node_type_output {
|
||||
struct node node;
|
||||
struct nk_colorf input_val;
|
||||
};
|
||||
|
||||
struct nk_colorf *node_output_get(struct node* node) {
|
||||
struct node_type_output *output_node = (struct node_type_output*)node;
|
||||
if (!node->inputs[0].is_connected) {
|
||||
struct nk_colorf black = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
output_node->input_val = black;
|
||||
}
|
||||
return &output_node->input_val;
|
||||
}
|
||||
|
||||
static void node_output_display(struct nk_context *ctx, struct node *node) {
|
||||
if (node->inputs[0].is_connected) {
|
||||
struct node_type_output *output_node = (struct node_type_output*)node;
|
||||
output_node->input_val = *(struct nk_colorf*)node_editor_eval_connected(node, 0);
|
||||
nk_layout_row_dynamic(ctx, 60, 1);
|
||||
nk_button_color(ctx, nk_rgba_cf(output_node->input_val));
|
||||
}
|
||||
}
|
||||
|
||||
struct node* node_output_create(struct node_editor *editor, struct nk_vec2 position) {
|
||||
struct node_type_output *output_node = (struct node_type_output*)node_editor_add(editor, sizeof(struct node_type_output), "Output", nk_rect(position.x, position.y, 100, 100), 1, 0);
|
||||
if (output_node){
|
||||
output_node->node.inputs[0].pin_type = type_color;
|
||||
output_node->node.display_func = node_output_display;
|
||||
}
|
||||
return (struct node*)output_node;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------------------
|
||||
// #include "node_float.h"
|
||||
|
||||
struct node_type_float {
|
||||
struct node node;
|
||||
float output_val;
|
||||
};
|
||||
|
||||
static float *node_float_eval(struct node* node, int oIndex) {
|
||||
struct node_type_float *float_node = (struct node_type_float*)node;
|
||||
NK_ASSERT(oIndex == 0);
|
||||
return &float_node->output_val;
|
||||
}
|
||||
|
||||
static void node_float_draw(struct nk_context *ctx, struct node *node) {
|
||||
struct node_type_float *float_node = (struct node_type_float*)node;
|
||||
nk_layout_row_dynamic(ctx, NODE_DEFAULT_ROW_HEIGHT, 1);
|
||||
float_node->output_val = nk_propertyf(ctx, "#Value:", 0.0f, float_node->output_val, 1.0f, 0.01f, 0.01f);
|
||||
}
|
||||
|
||||
void node_float_create(struct node_editor *editor, struct nk_vec2 position) {
|
||||
struct node_type_float *float_node = (struct node_type_float*)node_editor_add(editor, sizeof(struct node_type_float), "Float", nk_rect(position.x, position.y, 180, 75), 0, 1);
|
||||
if (float_node)
|
||||
{
|
||||
float_node->output_val = 1.0f;
|
||||
float_node->node.display_func = node_float_draw;
|
||||
float_node->node.eval_func = (void*(*)(struct node*, int)) node_float_eval;
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------------------
|
||||
// #include "node_color.h"
|
||||
|
||||
struct node_type_color {
|
||||
struct node node;
|
||||
float input_val[4];
|
||||
struct nk_colorf output_val;
|
||||
};
|
||||
|
||||
static struct nk_colorf *node_color_eval(struct node* node, int oIndex)
|
||||
{
|
||||
struct node_type_color *color_node = (struct node_type_color*)node;
|
||||
NK_ASSERT(oIndex == 0); /* only one output connector */
|
||||
|
||||
return &color_node->output_val;
|
||||
}
|
||||
|
||||
|
||||
static void node_color_draw(struct nk_context *ctx, struct node *node)
|
||||
{
|
||||
struct node_type_color *color_node = (struct node_type_color*)node;
|
||||
float eval_result; /* Get the values from connected nodes into this so the inputs revert on disconnect */
|
||||
const char* labels[4] = {"#R:","#G:","#B:","#A:"};
|
||||
float color_val[4]; /* Because we can't just loop through the struct... */
|
||||
nk_layout_row_dynamic(ctx, NODE_DEFAULT_ROW_HEIGHT, 1);
|
||||
nk_button_color(ctx, nk_rgba_cf(color_node->output_val));
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (color_node->node.inputs[i].is_connected) {
|
||||
eval_result = *(float*)node_editor_eval_connected(node, i);
|
||||
eval_result = nk_propertyf(ctx, labels[i], eval_result, eval_result, eval_result, 0.01f, 0.01f);
|
||||
color_val[i] = eval_result;
|
||||
}
|
||||
else {
|
||||
color_node->input_val[i] = nk_propertyf(ctx, labels[i], 0.0f, color_node->input_val[i], 1.0f, 0.01f, 0.01f);
|
||||
color_val[i] = color_node->input_val[i];
|
||||
}
|
||||
}
|
||||
|
||||
color_node->output_val.r = color_val[0];
|
||||
color_node->output_val.g = color_val[1];
|
||||
color_node->output_val.b = color_val[2];
|
||||
color_node->output_val.a = color_val[3];
|
||||
}
|
||||
|
||||
void node_color_create(struct node_editor *editor, struct nk_vec2 position)
|
||||
{
|
||||
struct node_type_color *color_node = (struct node_type_color*)node_editor_add(editor, sizeof(struct node_type_color), "Color", nk_rect(position.x, position.y, 180, 190), 4, 1);
|
||||
if (color_node)
|
||||
{
|
||||
const struct nk_colorf black = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
|
||||
for (int i = 0; i < color_node->node.input_count; i++)
|
||||
color_node->node.inputs[i].pin_type = type_float;
|
||||
color_node->node.outputs[0].pin_type = type_color;
|
||||
|
||||
color_node->node.pin_spacing.in_padding_y += NODE_DEFAULT_ROW_HEIGHT;
|
||||
|
||||
color_node->input_val[0] = 0.0f;
|
||||
color_node->input_val[1] = 0.0f;
|
||||
color_node->input_val[2] = 0.0f;
|
||||
color_node->input_val[3] = 1.0f;
|
||||
|
||||
color_node->output_val = black;
|
||||
|
||||
color_node->node.display_func = node_color_draw;
|
||||
color_node->node.eval_func = (void*(*)(struct node*, int)) node_color_eval;
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------------------------------
|
||||
// #include "node_blend.h"
|
||||
|
||||
struct node_type_blend {
|
||||
struct node node;
|
||||
struct nk_colorf input_val[2];
|
||||
struct nk_colorf output_val;
|
||||
float blend_val;
|
||||
};
|
||||
|
||||
static struct nk_colorf *node_blend_eval(struct node *node, int oIndex) {
|
||||
struct node_type_blend* blend_node = (struct node_type_blend*)node;
|
||||
return &blend_node->output_val;
|
||||
}
|
||||
|
||||
static void node_blend_display(struct nk_context *ctx, struct node *node) {
|
||||
struct node_type_blend *blend_node = (struct node_type_blend*)node;
|
||||
const struct nk_colorf blank = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
float blend_amnt;
|
||||
|
||||
nk_layout_row_dynamic(ctx, NODE_DEFAULT_ROW_HEIGHT, 1);
|
||||
for (int i = 0; i < 2; i++){
|
||||
if(node->inputs[i].is_connected) {
|
||||
blend_node->input_val[i] = *(struct nk_colorf*)node_editor_eval_connected(node, i);
|
||||
}
|
||||
else {
|
||||
blend_node->input_val[i] = blank;
|
||||
}
|
||||
nk_button_color(ctx, nk_rgba_cf(blend_node->input_val[i]));
|
||||
}
|
||||
|
||||
if (node->inputs[2].is_connected) {
|
||||
blend_amnt = *(float*)node_editor_eval_connected(node, 2);
|
||||
blend_amnt = nk_propertyf(ctx, "#Blend", blend_amnt, blend_amnt, blend_amnt, 0.01f, 0.01f);
|
||||
}
|
||||
else {
|
||||
blend_node->blend_val = nk_propertyf(ctx, "#Blend", 0.0f, blend_node->blend_val, 1.0f, 0.01f, 0.01f);
|
||||
blend_amnt = blend_node->blend_val;
|
||||
}
|
||||
|
||||
|
||||
if(node->inputs[0].is_connected && node->inputs[1].is_connected) {
|
||||
blend_node->output_val.r = blend_node->input_val[0].r * (1.0f-blend_amnt) + blend_node->input_val[1].r * blend_amnt;
|
||||
blend_node->output_val.g = blend_node->input_val[0].g * (1.0f-blend_amnt) + blend_node->input_val[1].g * blend_amnt;
|
||||
blend_node->output_val.b = blend_node->input_val[0].b * (1.0f-blend_amnt) + blend_node->input_val[1].b * blend_amnt;
|
||||
blend_node->output_val.a = blend_node->input_val[0].a * (1.0f-blend_amnt) + blend_node->input_val[1].a * blend_amnt;
|
||||
}
|
||||
else {
|
||||
blend_node->output_val = blank;
|
||||
}
|
||||
}
|
||||
|
||||
void node_blend_create(struct node_editor *editor, struct nk_vec2 position) {
|
||||
struct node_type_blend* blend_node = (struct node_type_blend*)node_editor_add(editor, sizeof(struct node_type_blend), "Blend", nk_rect(position.x, position.y, 180, 130), 3, 1);
|
||||
if (blend_node) {
|
||||
const struct nk_colorf blank = {0.0f, 0.0f, 0.0f, 0.0f};
|
||||
for (int i = 0; i < (int)NK_LEN(blend_node->input_val); i++)
|
||||
blend_node->node.inputs[i].pin_type = type_color;
|
||||
blend_node->node.outputs[0].pin_type = type_color;
|
||||
|
||||
// blend_node->node.pin_spacing.in_padding_y = 42.0f;
|
||||
// blend_node->node.pin_spacing.in_spacing_y = 29.0f;
|
||||
|
||||
for (int i = 0; i < (int)NK_LEN(blend_node->input_val); i++)
|
||||
blend_node->input_val[i] = blank;
|
||||
blend_node->output_val = blank;
|
||||
|
||||
blend_node->blend_val = 0.5f;
|
||||
|
||||
blend_node->node.display_func = node_blend_display;
|
||||
blend_node->node.eval_func = (void*(*)(struct node*, int)) node_blend_eval;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/* ================================= */
|
||||
|
||||
#define NK_RGB3(r,g,b) {r,g,b,255}
|
||||
#define BG_COLOR ((struct nk_color){60,60,60,192}) // nk_rgba(0,0,0,192)
|
||||
|
||||
static
|
||||
struct editor_node_style {
|
||||
int pin_type;
|
||||
const char *shape;
|
||||
struct nk_color color_idle;
|
||||
struct nk_color color_hover;
|
||||
} styles[] = {
|
||||
// order matters:
|
||||
{ type_flow, "triangle_right", NK_RGB3(200,200,200), NK_RGB3(255,255,255) }, // if .num_links == 0
|
||||
{ type_int, "circle", NK_RGB3(33,227,175), NK_RGB3(135,239,195) },
|
||||
{ type_float, "circle", NK_RGB3(156,253,65), NK_RGB3(144,225,137) },
|
||||
{ type_block, "circle", NK_RGB3(6,165,239), NK_RGB3(137,196,247) },
|
||||
{ type_texture, "circle", NK_RGB3(148,0,0), NK_RGB3(183,137,137) },
|
||||
{ type_image, "circle", NK_RGB3(200,130,255), NK_RGB3(220,170,255) },
|
||||
{ type_color, "circle", NK_RGB3(252,200,35), NK_RGB3(255,217,140) },
|
||||
};
|
||||
|
||||
#define COLOR_FLOW_HI styles[type_flow].color_hover
|
||||
#define COLOR_FLOW_LO styles[type_flow].color_idle
|
||||
|
||||
#define GRID_SIZE 64.0f
|
||||
#define GRID_COLOR ((struct nk_color)NK_RGB3(80,80,120))
|
||||
#define GRID_THICKNESS 1.0f
|
||||
|
||||
// 4 colors: top-left, top-right, bottom-right, bottom-left
|
||||
#define GRID_BG_COLORS ((struct nk_color){30,30,30,255}), ((struct nk_color){40,20,0,255}), ((struct nk_color){30,30,30,255}), ((struct nk_color){20,30,40,255})
|
||||
|
||||
#define LINK_THICKNESS 1.0f
|
||||
#define LINK_DRAW(POINT_A,POINT_B,COLOR) do { \
|
||||
vec2 a = (POINT_A); \
|
||||
vec2 b = (POINT_B); \
|
||||
nk_stroke_line(canvas, a.x, a.y, b.x, b.y, LINK_THICKNESS, COLOR); \
|
||||
} while(0)
|
||||
#undef LINK_DRAW
|
||||
#define LINK_DRAW(POINT_A,POINT_B,COLOR) do { \
|
||||
vec2 a = (POINT_A); \
|
||||
vec2 b = (POINT_B); \
|
||||
nk_stroke_curve(canvas, a.x, a.y, a.x+50, a.y, b.x-50, b.y, b.x, b.y, LINK_THICKNESS, COLOR); \
|
||||
} while(0)
|
||||
#undef LINK_DRAW
|
||||
#define LINK_DRAW(POINT_A,POINT_B,COLOR) do { \
|
||||
vec2 a = (POINT_A); \
|
||||
vec2 b = (POINT_B); \
|
||||
float dist2 = len2( sub2( ptr2(&b.x), ptr2(&a.x) ) ); \
|
||||
vec2 mid_a = mix2( ptr2(&a.x), ptr2(&b.x), 0.25 ); mid_a.y += dist2/2; \
|
||||
vec2 mid_b = mix2( ptr2(&a.x), ptr2(&b.x), 0.75 ); mid_b.y += dist2/3; \
|
||||
nk_stroke_curve(canvas, a.x, a.y, mid_a.x, mid_a.y, mid_b.x, mid_b.y, b.x, b.y, LINK_THICKNESS, COLOR); \
|
||||
} while(0)
|
||||
|
||||
|
||||
#define PIN_RADIUS 12
|
||||
#define PIN_THICKNESS 1.0f
|
||||
#define PIN_DRAW(PIN_ADDR,POINT,RADIUS) do { \
|
||||
circle.x = (POINT).x - (RADIUS) / 2; \
|
||||
circle.y = (POINT).y - (RADIUS) / 2; \
|
||||
circle.w = circle.h = (RADIUS); \
|
||||
struct nk_color color = node_get_type_color((PIN_ADDR).pin_type); \
|
||||
if((PIN_ADDR).is_connected) \
|
||||
nk_fill_circle(canvas, circle, color); \
|
||||
else \
|
||||
nk_stroke_circle(canvas, circle, PIN_THICKNESS, color); \
|
||||
} while(0)
|
||||
|
||||
|
||||
static struct nk_color node_get_type_color(unsigned pin_type) {
|
||||
for( int i = 0; i < type_total; ++i )
|
||||
if( styles[i].pin_type == pin_type )
|
||||
return styles[i].color_idle;
|
||||
return ((struct nk_color)NK_RGB3(255,0,255));
|
||||
}
|
||||
|
||||
static void node_editor_push(struct node_editor *editor, struct node *node) {
|
||||
if (!editor->begin) {
|
||||
node->next = NULL;
|
||||
node->prev = NULL;
|
||||
editor->begin = node;
|
||||
editor->end = node;
|
||||
} else {
|
||||
node->prev = editor->end;
|
||||
if (editor->end)
|
||||
editor->end->next = node;
|
||||
node->next = NULL;
|
||||
editor->end = node;
|
||||
}
|
||||
}
|
||||
|
||||
static void node_editor_pop(struct node_editor *editor, struct node *node) {
|
||||
if (node->next)
|
||||
node->next->prev = node->prev;
|
||||
if (node->prev)
|
||||
node->prev->next = node->next;
|
||||
if (editor->end == node)
|
||||
editor->end = node->prev;
|
||||
if (editor->begin == node)
|
||||
editor->begin = node->next;
|
||||
node->next = NULL;
|
||||
node->prev = NULL;
|
||||
}
|
||||
|
||||
static struct node* node_editor_find_by_id(struct node_editor *editor, int ID) {
|
||||
struct node *iter = editor->begin;
|
||||
while (iter) {
|
||||
if (iter->ID == ID)
|
||||
return iter;
|
||||
iter = iter->next;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static struct node_link* node_editor_find_link_by_output(struct node_editor *editor, struct node *output_node, int node_input_connector) {
|
||||
for( int i = 0; i < editor->link_count; i++ ) {
|
||||
if (editor->links[i].output_node == output_node &&
|
||||
editor->links[i].output_pin == node_input_connector &&
|
||||
editor->links[i].is_active == nk_true) {
|
||||
return &editor->links[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static struct node_link* node_editor_find_link_by_input(struct node_editor *editor, struct node *input_node, int node_output_connector) {
|
||||
for( int i = 0; i < editor->link_count; i++ ) {
|
||||
if (editor->links[i].input_node == input_node &&
|
||||
editor->links[i].input_pin == node_output_connector &&
|
||||
editor->links[i].is_active == nk_true) {
|
||||
return &editor->links[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static void node_editor_delete_link(struct node_link *link) {
|
||||
link->is_active = nk_false;
|
||||
link->input_node->outputs[link->input_pin].is_connected = nk_false;
|
||||
link->output_node->inputs[link->output_pin].is_connected = nk_false;
|
||||
}
|
||||
|
||||
struct node* node_editor_add(struct node_editor *editor, size_t nodeSize, const char *name, struct nk_rect bounds, int in_count, int out_count) {
|
||||
static int IDs = 0;
|
||||
struct node *node = NULL;
|
||||
|
||||
if ((nk_size)editor->node_count < NK_LEN(editor->node_buf)) {
|
||||
/* node_buf has unused pins */
|
||||
node = MALLOC(nodeSize);
|
||||
editor->node_buf[editor->node_count++] = node;
|
||||
node->ID = IDs++;
|
||||
} else {
|
||||
/* check for freed up pins in node_buf */
|
||||
for (int i = 0; i < editor->node_count; i++) {
|
||||
if (editor->node_buf[i] == NULL) {
|
||||
node = MALLOC(nodeSize);
|
||||
editor->node_buf[i] = node;
|
||||
node->ID = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (node == NULL) {
|
||||
puts("Node creation failed");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
node->bounds = bounds;
|
||||
|
||||
node->input_count = in_count;
|
||||
node->output_count = out_count;
|
||||
|
||||
node->inputs = MALLOC(node->input_count * sizeof(struct node_pin));
|
||||
node->outputs = MALLOC(node->output_count * sizeof(struct node_pin));
|
||||
|
||||
for (int i = 0; i < node->input_count; i++) {
|
||||
node->inputs[i].is_connected = nk_false;
|
||||
node->inputs[i].pin_type = type_float; /* default pin type */
|
||||
}
|
||||
for (int i = 0; i < node->output_count; i++) {
|
||||
node->outputs[i].is_connected = nk_false;
|
||||
node->outputs[i].pin_type = type_float; /* default pin type */
|
||||
}
|
||||
|
||||
/* default pin spacing */
|
||||
node->pin_spacing.in_padding_x = 2;
|
||||
node->pin_spacing.in_padding_y = 32 + 25/2 + 6; // titlebar height + next half row + adjust
|
||||
node->pin_spacing.in_spacing_y = 25; // row height+border
|
||||
node->pin_spacing.out_padding_x = 3;
|
||||
node->pin_spacing.out_padding_y = 32 + 25/2 + 6; // titlebar height + next half row + adjust
|
||||
node->pin_spacing.out_spacing_y = 25; // row height+border
|
||||
|
||||
strcpy(node->name, name);
|
||||
node_editor_push(editor, node);
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void *node_editor_eval_connected(struct node* node, int input_pin_number) {
|
||||
NK_ASSERT(node->inputs[input_pin_number].is_connected);
|
||||
return node->inputs[input_pin_number].connected_node->eval_func(node->inputs[input_pin_number].connected_node, node->inputs[input_pin_number].connected_pin);
|
||||
}
|
||||
|
||||
static void node_editor_link(struct node_editor *editor, struct node *in_node, int in_pin, struct node *out_node, int out_pin) {
|
||||
/* Confusingly, in and out nodes/pins here refer to the inputs and outputs OF THE LINK ITSELF, not the nodes */
|
||||
struct node_link *link = NULL;
|
||||
|
||||
if ((nk_size)editor->link_count < NK_LEN(editor->links)) {
|
||||
link = &editor->links[editor->link_count++];
|
||||
} else {
|
||||
for (int i = 0; i < (int)NK_LEN(editor->links); i++)
|
||||
{
|
||||
if (editor->links[i].is_active == nk_false) {
|
||||
link = &editor->links[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (link) {
|
||||
out_node->inputs[out_pin].is_connected = nk_true;
|
||||
in_node->outputs[in_pin].is_connected = nk_true;
|
||||
out_node->inputs[out_pin].connected_node = in_node;
|
||||
out_node->inputs[out_pin].connected_pin = in_pin;
|
||||
|
||||
link->input_node = in_node;
|
||||
link->input_pin = in_pin;
|
||||
link->output_node = out_node;
|
||||
link->output_pin = out_pin;
|
||||
link->is_active = nk_true;
|
||||
} else {
|
||||
puts("Too many links");
|
||||
}
|
||||
}
|
||||
|
||||
static void node_editor_init(struct node_editor *editor) {
|
||||
if (editor->initialized) return;
|
||||
|
||||
struct nk_rect total_space = nk_window_get_content_region(ui_ctx);
|
||||
struct nk_vec2 output_node_position = { total_space.w*2/3, total_space.h/3 };
|
||||
struct nk_vec2 color_node_position = { total_space.w*1/4, total_space.h/3 };
|
||||
|
||||
memset(editor, 0, sizeof(*editor));
|
||||
|
||||
editor->output_node = node_output_create(editor, output_node_position);
|
||||
node_color_create(editor, color_node_position);
|
||||
editor->show_grid = nk_true;
|
||||
|
||||
editor->initialized = 1;
|
||||
}
|
||||
|
||||
static int node_editor(struct node_editor *editor) {
|
||||
int n = 0;
|
||||
struct nk_rect total_space;
|
||||
const struct nk_input *in = &ui_ctx->input;
|
||||
struct nk_command_buffer *canvas = nk_window_get_canvas(ui_ctx);
|
||||
struct node *updated = 0;
|
||||
|
||||
node_editor_init(editor);
|
||||
|
||||
{
|
||||
/* allocate complete window space */
|
||||
total_space = nk_window_get_content_region(ui_ctx);
|
||||
nk_layout_space_begin(ui_ctx, NK_STATIC, total_space.h, editor->node_count);
|
||||
{
|
||||
struct node *it = editor->begin;
|
||||
struct nk_rect size = nk_layout_space_bounds(ui_ctx);
|
||||
struct nk_panel *nodePanel = 0;
|
||||
|
||||
//nk_fill_rect(canvas, size, 0/*rounding*/, ((struct nk_color){30,30,30,255})); // 20,30,40,255
|
||||
nk_fill_rect_multi_color(canvas, size, GRID_BG_COLORS);
|
||||
|
||||
if (editor->show_grid) {
|
||||
/* display grid */
|
||||
for (float x = (float)fmod(size.x - editor->scrolling.x, GRID_SIZE); x < size.w; x += GRID_SIZE)
|
||||
nk_stroke_line(canvas, x+size.x, size.y, x+size.x, size.y+size.h, GRID_THICKNESS, GRID_COLOR);
|
||||
for (float y = (float)fmod(size.y - editor->scrolling.y, GRID_SIZE); y < size.h; y += GRID_SIZE)
|
||||
nk_stroke_line(canvas, size.x, y+size.y, size.x+size.w, y+size.y, GRID_THICKNESS, GRID_COLOR);
|
||||
}
|
||||
|
||||
/* execute each node as a movable group */
|
||||
/* loop through nodes */
|
||||
while (it) {
|
||||
/* Output node window should not have a close button */
|
||||
nk_flags nodePanel_flags = NK_WINDOW_MOVABLE|NK_WINDOW_NO_SCROLLBAR|NK_WINDOW_BORDER|NK_WINDOW_TITLE;
|
||||
if (it != editor->output_node)
|
||||
nodePanel_flags |= NK_WINDOW_CLOSABLE;
|
||||
|
||||
/* calculate scrolled node window position and size */
|
||||
nk_layout_space_push(ui_ctx, nk_rect(it->bounds.x - editor->scrolling.x,
|
||||
it->bounds.y - editor->scrolling.y, it->bounds.w, it->bounds.h));
|
||||
|
||||
/* execute node window */
|
||||
char *name = va(" " ICON_MD_MENU " %s",it->name); //< @r-lyeh added some spacing+icon because of our UI customizations
|
||||
|
||||
struct nk_color bak = ui_ctx->style.window.fixed_background.data.color;
|
||||
ui_ctx->style.window.fixed_background.data.color = BG_COLOR;
|
||||
|
||||
if (nk_group_begin(ui_ctx, name, nodePanel_flags))
|
||||
{
|
||||
/* always have last selected node on top */
|
||||
|
||||
nodePanel = nk_window_get_panel(ui_ctx);
|
||||
if (nk_input_mouse_clicked(in, NK_BUTTON_LEFT, nodePanel->bounds) &&
|
||||
(!(it->prev && nk_input_mouse_clicked(in, NK_BUTTON_LEFT,
|
||||
nk_layout_space_rect_to_screen(ui_ctx, nodePanel->bounds)))) &&
|
||||
editor->end != it)
|
||||
{
|
||||
updated = it;
|
||||
}
|
||||
|
||||
if ((nodePanel->flags & NK_WINDOW_HIDDEN)) /* Node close button has been clicked */
|
||||
{
|
||||
/* Delete node */
|
||||
struct node_link *link_remove;
|
||||
node_editor_pop(editor, it);
|
||||
for (int n = 0; n < it->input_count; n++) {
|
||||
if ((link_remove = node_editor_find_link_by_output(editor, it, n)))
|
||||
{
|
||||
node_editor_delete_link(link_remove);
|
||||
}
|
||||
}
|
||||
for (int n = 0; n < it -> output_count; n++) {
|
||||
while((link_remove = node_editor_find_link_by_input(editor, it, n)))
|
||||
{
|
||||
node_editor_delete_link(link_remove);
|
||||
}
|
||||
}
|
||||
NK_ASSERT(editor->node_buf[it->ID] == it);
|
||||
editor->node_buf[it->ID] = NULL;
|
||||
FREE(it->inputs);
|
||||
FREE(it->outputs);
|
||||
FREE(it);
|
||||
}
|
||||
else {
|
||||
|
||||
/* ================= NODE CONTENT ===================== */
|
||||
|
||||
it->display_func(ui_ctx, it);
|
||||
|
||||
/* ==================================================== */
|
||||
|
||||
}
|
||||
nk_group_end(ui_ctx);
|
||||
|
||||
}
|
||||
|
||||
ui_ctx->style.window.fixed_background.data.color = bak;
|
||||
|
||||
if (!(nodePanel->flags & NK_WINDOW_HIDDEN))
|
||||
{
|
||||
/* node pin and linking */
|
||||
struct nk_rect bounds;
|
||||
bounds = nk_layout_space_rect_to_local(ui_ctx, nodePanel->bounds);
|
||||
bounds.x += editor->scrolling.x;
|
||||
bounds.y += editor->scrolling.y;
|
||||
it->bounds = bounds;
|
||||
|
||||
/* output pins */
|
||||
for (int n = 0; n < it->output_count; ++n) {
|
||||
struct nk_rect circle;
|
||||
struct nk_vec2 pt = {nodePanel->bounds.x, nodePanel->bounds.y};
|
||||
pt.x += nodePanel->bounds.w - PIN_RADIUS / 2 + it->pin_spacing.out_padding_x;
|
||||
pt.y += it->pin_spacing.out_padding_y + it->pin_spacing.out_spacing_y * (n);
|
||||
PIN_DRAW(it->outputs[n],pt,PIN_RADIUS);
|
||||
|
||||
/* start linking process */
|
||||
/* set linking active */
|
||||
if (nk_input_has_mouse_click_down_in_rect(in, NK_BUTTON_LEFT, circle, nk_true)) {
|
||||
editor->linking.active = nk_true;
|
||||
editor->linking.node = it;
|
||||
editor->linking.input_id = it->ID;
|
||||
editor->linking.input_pin = n;
|
||||
}
|
||||
|
||||
/* draw link being dragged (from linked pin to mouse position) */
|
||||
if (editor->linking.active && editor->linking.node == it &&
|
||||
editor->linking.input_pin == n) {
|
||||
LINK_DRAW(vec2(circle.x+3,circle.y+3),ptr2(&in->mouse.pos.x),COLOR_FLOW_HI);
|
||||
}
|
||||
}
|
||||
|
||||
/* input pins */
|
||||
for (int n = 0; n < it->input_count; ++n) {
|
||||
struct nk_rect circle;
|
||||
struct nk_vec2 pt = {nodePanel->bounds.x, nodePanel->bounds.y};
|
||||
pt.x += it->pin_spacing.in_padding_x;
|
||||
pt.y += it->pin_spacing.in_padding_y + it->pin_spacing.in_spacing_y * (n);
|
||||
PIN_DRAW(it->inputs[n],pt,PIN_RADIUS);
|
||||
|
||||
/* Detach link */
|
||||
if (nk_input_has_mouse_click_down_in_rect(in, NK_BUTTON_LEFT, circle, nk_true) &&
|
||||
editor->linking.active == nk_false &&
|
||||
it->inputs[n].is_connected == nk_true) {
|
||||
struct node_link *node_relink = node_editor_find_link_by_output(editor, it, n);
|
||||
editor->linking.active = nk_true;
|
||||
editor->linking.node = node_relink->input_node;
|
||||
editor->linking.input_id = node_relink->input_node->ID;
|
||||
editor->linking.input_pin = node_relink->input_pin;
|
||||
node_editor_delete_link(node_relink);
|
||||
}
|
||||
|
||||
/* Create link */
|
||||
if (nk_input_is_mouse_released(in, NK_BUTTON_LEFT) &&
|
||||
nk_input_is_mouse_hovering_rect(in, circle) &&
|
||||
editor->linking.active &&
|
||||
editor->linking.node != it &&
|
||||
it->inputs[n].pin_type == editor->linking.node->outputs[editor->linking.input_pin].pin_type &&
|
||||
it->inputs[n].is_connected != nk_true) {
|
||||
editor->linking.active = nk_false;
|
||||
|
||||
node_editor_link(editor, editor->linking.node,
|
||||
editor->linking.input_pin, it, n);
|
||||
}
|
||||
}
|
||||
}
|
||||
it = it->next;
|
||||
}
|
||||
|
||||
/* reset (output) linking connection */
|
||||
if (editor->linking.active && (!!input(KEY_LCTRL) || !!input(KEY_RCTRL) || nk_input_is_mouse_released(in, NK_BUTTON_LEFT))) {
|
||||
editor->linking.active = nk_false;
|
||||
editor->linking.node = NULL;
|
||||
}
|
||||
|
||||
/* draw each static link */
|
||||
for (int n = 0; n < editor->link_count; ++n) {
|
||||
struct node_link *link = &editor->links[n];
|
||||
if (link->is_active == nk_true){
|
||||
struct node *ni = link->input_node;
|
||||
struct node *no = link->output_node;
|
||||
struct nk_vec2 l0 = nk_layout_space_to_screen(ui_ctx, nk_vec2(ni->bounds.x + ni->bounds.w + ni->pin_spacing.out_padding_x, 3.0f + ni->bounds.y + ni->pin_spacing.out_padding_y + ni->pin_spacing.out_spacing_y * (link->input_pin)));
|
||||
struct nk_vec2 l1 = nk_layout_space_to_screen(ui_ctx, nk_vec2(no->bounds.x + no->pin_spacing.in_padding_x, 3.0f + no->bounds.y + no->pin_spacing.in_padding_y + no->pin_spacing.in_spacing_y * (link->output_pin)));
|
||||
|
||||
l0.x -= editor->scrolling.x;
|
||||
l0.y -= editor->scrolling.y;
|
||||
l1.x -= editor->scrolling.x;
|
||||
l1.y -= editor->scrolling.y;
|
||||
|
||||
struct nk_color color = node_get_type_color(no->inputs[link->output_pin].pin_type);
|
||||
LINK_DRAW(ptr2(&l0.x), ptr2(&l1.x), color);
|
||||
}
|
||||
}
|
||||
|
||||
if (updated) {
|
||||
/* reshuffle nodes to have least recently selected node on top */
|
||||
node_editor_pop(editor, updated);
|
||||
node_editor_push(editor, updated);
|
||||
}
|
||||
|
||||
/* node selection */
|
||||
if (nk_input_mouse_clicked(in, NK_BUTTON_LEFT, nk_layout_space_bounds(ui_ctx))) {
|
||||
it = editor->begin;
|
||||
editor->selected = NULL;
|
||||
editor->bounds = nk_rect(in->mouse.pos.x, in->mouse.pos.y, 100, 200);
|
||||
while (it) {
|
||||
struct nk_rect b = nk_layout_space_rect_to_screen(ui_ctx, it->bounds);
|
||||
b.x -= editor->scrolling.x;
|
||||
b.y -= editor->scrolling.y;
|
||||
if (nk_input_is_mouse_hovering_rect(in, b))
|
||||
editor->selected = it;
|
||||
it = it->next;
|
||||
}
|
||||
}
|
||||
|
||||
/* contextual menu */
|
||||
if (nk_contextual_begin(ui_ctx, 0, nk_vec2(150, 220), nk_window_get_bounds(ui_ctx))) {
|
||||
struct nk_vec2 wincoords = { in->mouse.pos.x-total_space.x-50, in->mouse.pos.y-total_space.y-32 };
|
||||
|
||||
#if 1
|
||||
static char *filter = 0;
|
||||
static int do_filter = 0;
|
||||
if( input_down(KEY_F) ) if( input(KEY_LCTRL) || input(KEY_RCTRL) ) do_filter ^= 1;
|
||||
int choice = ui_toolbar(ICON_MD_SEARCH ";");
|
||||
if( choice == 1 ) do_filter = 1;
|
||||
if( do_filter ) {
|
||||
ui_string(ICON_MD_CLOSE " Filter " ICON_MD_SEARCH, &filter);
|
||||
if( ui_label_icon_clicked_L.x > 0 && ui_label_icon_clicked_L.x <= 24 ) { // if clicked on CANCEL icon (1st icon)
|
||||
do_filter = 0;
|
||||
}
|
||||
} else {
|
||||
if( filter ) filter[0] = '\0';
|
||||
}
|
||||
char *filter_mask = filter && filter[0] ? va("*%s*", filter) : "*";
|
||||
#endif
|
||||
|
||||
#define ui_label_filtered(lbl) (strmatchi(lbl,filter_mask) && ui_label(lbl))
|
||||
|
||||
int close = 0;
|
||||
if (ui_label_filtered("=Add Color node")) close=1,node_color_create(editor, wincoords);
|
||||
if (ui_label_filtered("=Add Float node")) close=1,node_float_create(editor, wincoords);
|
||||
if (ui_label_filtered("=Add Blend Node")) close=1,node_blend_create(editor, wincoords);
|
||||
if (ui_label_filtered(editor->show_grid ? "=Hide Grid" : "=Show Grid"))
|
||||
close=1,editor->show_grid = !editor->show_grid;
|
||||
if(close) do_filter = 0, (filter ? filter[0] = '\0' : '\0'), nk_contextual_close(ui_ctx);
|
||||
nk_contextual_end(ui_ctx);
|
||||
}
|
||||
}
|
||||
nk_layout_space_end(ui_ctx);
|
||||
|
||||
/* window content scrolling */
|
||||
if (nk_input_is_mouse_hovering_rect(in, nk_window_get_bounds(ui_ctx)) &&
|
||||
nk_input_is_mouse_down(in, NK_BUTTON_MIDDLE)) {
|
||||
editor->scrolling.x += in->mouse.delta.x;
|
||||
editor->scrolling.y += in->mouse.delta.y;
|
||||
}
|
||||
}
|
||||
|
||||
return !nk_window_is_closed(ui_ctx, "NodeEdit");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int main() {
|
||||
static int open = 1;
|
||||
window_create(0.75, 0);
|
||||
while(window_swap() && open) {
|
||||
if( ui_window("Node editor",&open) ) {
|
||||
static struct node_editor nodeEditor = {0};
|
||||
node_editor(&nodeEditor);
|
||||
ui_window_end();
|
||||
}
|
||||
}
|
||||
}
|
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|
@ -0,0 +1,123 @@
|
|||
https://pixelfrog-assets.itch.io/treasure-hunters
|
||||
|
||||
Creative Commons Legal Code
|
||||
|
||||
CC0 1.0 Universal
|
||||
|
||||
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
|
||||
LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
|
||||
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
|
||||
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
|
||||
REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
|
||||
PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
|
||||
THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
|
||||
HEREUNDER.
|
||||
|
||||
Statement of Purpose
|
||||
|
||||
The laws of most jurisdictions throughout the world automatically confer
|
||||
exclusive Copyright and Related Rights (defined below) upon the creator
|
||||
and subsequent owner(s) (each and all, an "owner") of an original work of
|
||||
authorship and/or a database (each, a "Work").
|
||||
|
||||
Certain owners wish to permanently relinquish those rights to a Work for
|
||||
the purpose of contributing to a commons of creative, cultural and
|
||||
scientific works ("Commons") that the public can reliably and without fear
|
||||
of later claims of infringement build upon, modify, incorporate in other
|
||||
works, reuse and redistribute as freely as possible in any form whatsoever
|
||||
and for any purposes, including without limitation commercial purposes.
|
||||
These owners may contribute to the Commons to promote the ideal of a free
|
||||
culture and the further production of creative, cultural and scientific
|
||||
works, or to gain reputation or greater distribution for their Work in
|
||||
part through the use and efforts of others.
|
||||
|
||||
For these and/or other purposes and motivations, and without any
|
||||
expectation of additional consideration or compensation, the person
|
||||
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
|
||||
is an owner of Copyright and Related Rights in the Work, voluntarily
|
||||
elects to apply CC0 to the Work and publicly distribute the Work under its
|
||||
terms, with knowledge of his or her Copyright and Related Rights in the
|
||||
Work and the meaning and intended legal effect of CC0 on those rights.
|
||||
|
||||
1. Copyright and Related Rights. A Work made available under CC0 may be
|
||||
protected by copyright and related or neighboring rights ("Copyright and
|
||||
Related Rights"). Copyright and Related Rights include, but are not
|
||||
limited to, the following:
|
||||
|
||||
i. the right to reproduce, adapt, distribute, perform, display,
|
||||
communicate, and translate a Work;
|
||||
ii. moral rights retained by the original author(s) and/or performer(s);
|
||||
iii. publicity and privacy rights pertaining to a person's image or
|
||||
likeness depicted in a Work;
|
||||
iv. rights protecting against unfair competition in regards to a Work,
|
||||
subject to the limitations in paragraph 4(a), below;
|
||||
v. rights protecting the extraction, dissemination, use and reuse of data
|
||||
in a Work;
|
||||
vi. database rights (such as those arising under Directive 96/9/EC of the
|
||||
European Parliament and of the Council of 11 March 1996 on the legal
|
||||
protection of databases, and under any national implementation
|
||||
thereof, including any amended or successor version of such
|
||||
directive); and
|
||||
vii. other similar, equivalent or corresponding rights throughout the
|
||||
world based on applicable law or treaty, and any national
|
||||
implementations thereof.
|
||||
|
||||
2. Waiver. To the greatest extent permitted by, but not in contravention
|
||||
of, applicable law, Affirmer hereby overtly, fully, permanently,
|
||||
irrevocably and unconditionally waives, abandons, and surrenders all of
|
||||
Affirmer's Copyright and Related Rights and associated claims and causes
|
||||
of action, whether now known or unknown (including existing as well as
|
||||
future claims and causes of action), in the Work (i) in all territories
|
||||
worldwide, (ii) for the maximum duration provided by applicable law or
|
||||
treaty (including future time extensions), (iii) in any current or future
|
||||
medium and for any number of copies, and (iv) for any purpose whatsoever,
|
||||
including without limitation commercial, advertising or promotional
|
||||
purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each
|
||||
member of the public at large and to the detriment of Affirmer's heirs and
|
||||
successors, fully intending that such Waiver shall not be subject to
|
||||
revocation, rescission, cancellation, termination, or any other legal or
|
||||
equitable action to disrupt the quiet enjoyment of the Work by the public
|
||||
as contemplated by Affirmer's express Statement of Purpose.
|
||||
|
||||
3. Public License Fallback. Should any part of the Waiver for any reason
|
||||
be judged legally invalid or ineffective under applicable law, then the
|
||||
Waiver shall be preserved to the maximum extent permitted taking into
|
||||
account Affirmer's express Statement of Purpose. In addition, to the
|
||||
extent the Waiver is so judged Affirmer hereby grants to each affected
|
||||
person a royalty-free, non transferable, non sublicensable, non exclusive,
|
||||
irrevocable and unconditional license to exercise Affirmer's Copyright and
|
||||
Related Rights in the Work (i) in all territories worldwide, (ii) for the
|
||||
maximum duration provided by applicable law or treaty (including future
|
||||
time extensions), (iii) in any current or future medium and for any number
|
||||
of copies, and (iv) for any purpose whatsoever, including without
|
||||
limitation commercial, advertising or promotional purposes (the
|
||||
"License"). The License shall be deemed effective as of the date CC0 was
|
||||
applied by Affirmer to the Work. Should any part of the License for any
|
||||
reason be judged legally invalid or ineffective under applicable law, such
|
||||
partial invalidity or ineffectiveness shall not invalidate the remainder
|
||||
of the License, and in such case Affirmer hereby affirms that he or she
|
||||
will not (i) exercise any of his or her remaining Copyright and Related
|
||||
Rights in the Work or (ii) assert any associated claims and causes of
|
||||
action with respect to the Work, in either case contrary to Affirmer's
|
||||
express Statement of Purpose.
|
||||
|
||||
4. Limitations and Disclaimers.
|
||||
|
||||
a. No trademark or patent rights held by Affirmer are waived, abandoned,
|
||||
surrendered, licensed or otherwise affected by this document.
|
||||
b. Affirmer offers the Work as-is and makes no representations or
|
||||
warranties of any kind concerning the Work, express, implied,
|
||||
statutory or otherwise, including without limitation warranties of
|
||||
title, merchantability, fitness for a particular purpose, non
|
||||
infringement, or the absence of latent or other defects, accuracy, or
|
||||
the present or absence of errors, whether or not discoverable, all to
|
||||
the greatest extent permissible under applicable law.
|
||||
c. Affirmer disclaims responsibility for clearing rights of other persons
|
||||
that may apply to the Work or any use thereof, including without
|
||||
limitation any person's Copyright and Related Rights in the Work.
|
||||
Further, Affirmer disclaims responsibility for obtaining any necessary
|
||||
consents, permissions or other rights required for any use of the
|
||||
Work.
|
||||
d. Affirmer understands and acknowledges that Creative Commons is not a
|
||||
party to this document and has no duty or obligation with respect to
|
||||
this CC0 or use of the Work.
|
|
@ -0,0 +1,98 @@
|
|||
|
||||
goblins.png
|
||||
size: 1024, 128
|
||||
filter: Linear, Linear
|
||||
pma: true
|
||||
dagger
|
||||
bounds: 2, 18, 26, 108
|
||||
goblin/eyes-closed
|
||||
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|
||||
goblin/head
|
||||
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|
||||
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|
||||
goblin/left-arm
|
||||
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|
||||
rotate: 90
|
||||
goblin/left-foot
|
||||
bounds: 609, 61, 65, 31
|
||||
rotate: 90
|
||||
goblin/left-hand
|
||||
bounds: 840, 21, 36, 41
|
||||
goblin/left-lower-leg
|
||||
bounds: 504, 56, 33, 70
|
||||
goblin/left-shoulder
|
||||
bounds: 745, 17, 29, 44
|
||||
goblin/left-upper-leg
|
||||
bounds: 397, 53, 33, 73
|
||||
goblin/neck
|
||||
bounds: 862, 85, 36, 41
|
||||
goblin/pelvis
|
||||
bounds: 776, 18, 62, 43
|
||||
goblin/right-arm
|
||||
bounds: 181, 5, 23, 50
|
||||
rotate: 90
|
||||
goblin/right-foot
|
||||
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|
||||
rotate: 90
|
||||
goblin/right-hand
|
||||
bounds: 878, 3, 36, 37
|
||||
goblin/right-lower-leg
|
||||
bounds: 321, 50, 36, 76
|
||||
goblin/right-shoulder
|
||||
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|
||||
goblin/right-upper-leg
|
||||
bounds: 675, 63, 34, 63
|
||||
goblin/torso
|
||||
bounds: 181, 30, 68, 96
|
||||
goblin/undie-straps
|
||||
bounds: 38, 2, 55, 19
|
||||
goblin/undies
|
||||
bounds: 974, 97, 36, 29
|
||||
goblingirl/eyes-closed
|
||||
bounds: 397, 30, 37, 21
|
||||
goblingirl/head
|
||||
bounds: 30, 23, 103, 81
|
||||
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|
||||
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|
||||
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|
||||
rotate: 90
|
||||
goblingirl/left-foot
|
||||
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|
||||
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|
||||
goblingirl/left-hand
|
||||
bounds: 900, 86, 35, 40
|
||||
goblingirl/left-lower-leg
|
||||
bounds: 539, 56, 33, 70
|
||||
goblingirl/left-shoulder
|
||||
bounds: 633, 13, 28, 46
|
||||
goblingirl/left-upper-leg
|
||||
bounds: 574, 56, 33, 70
|
||||
goblingirl/neck
|
||||
bounds: 878, 42, 35, 41
|
||||
goblingirl/pelvis
|
||||
bounds: 817, 64, 62, 43
|
||||
rotate: 90
|
||||
goblingirl/right-arm
|
||||
bounds: 603, 4, 28, 50
|
||||
goblingirl/right-foot
|
||||
bounds: 782, 63, 63, 33
|
||||
rotate: 90
|
||||
goblingirl/right-hand
|
||||
bounds: 915, 47, 36, 37
|
||||
goblingirl/right-lower-leg
|
||||
bounds: 359, 50, 36, 76
|
||||
goblingirl/right-shoulder
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
bounds: 432, 54, 70, 72
|
||||
spear
|
||||
bounds: 233, 6, 22, 368
|
||||
rotate: 90
|
|
@ -0,0 +1,627 @@
|
|||
{
|
||||
"skeleton": {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"width": 234.03,
|
||||
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|
||||
"images": "./images/",
|
||||
"audio": ""
|
||||
},
|
||||
"bones": [
|
||||
{ "name": "root" },
|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"y": -6.35,
|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
"rotation": -16.66,
|
||||
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|
||||
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|
||||
"color": "ff0000ff"
|
||||
},
|
||||
{
|
||||
"name": "left-foot",
|
||||
"parent": "left-lower-leg",
|
||||
"length": 46.5,
|
||||
"rotation": 102.43,
|
||||
"x": 58.94,
|
||||
"y": -7.61,
|
||||
"color": "ff0000ff"
|
||||
},
|
||||
{
|
||||
"name": "left-hand",
|
||||
"parent": "left-arm",
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"color": "ff0000ff"
|
||||
},
|
||||
{ "name": "pelvis", "parent": "hip", "x": 1.41, "y": -6.58, "color": "ffd300ff" },
|
||||
{
|
||||
"name": "right-shoulder",
|
||||
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|
||||
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|
||||
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|
||||
"x": 76.02,
|
||||
"y": 18.15,
|
||||
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|
||||
},
|
||||
{
|
||||
"name": "right-arm",
|
||||
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|
||||
"length": 36.75,
|
||||
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|
||||
"x": 37.61,
|
||||
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|
||||
"color": "54ff00ff"
|
||||
},
|
||||
{
|
||||
"name": "right-upper-leg",
|
||||
"parent": "hip",
|
||||
"length": 42.46,
|
||||
"rotation": -97.5,
|
||||
"x": -20.08,
|
||||
"y": -6.84,
|
||||
"color": "54ff00ff"
|
||||
},
|
||||
{
|
||||
"name": "right-lower-leg",
|
||||
"parent": "right-upper-leg",
|
||||
"length": 58.53,
|
||||
"rotation": -14.34,
|
||||
"x": 43,
|
||||
"y": -0.62,
|
||||
"color": "54ff00ff"
|
||||
},
|
||||
{
|
||||
"name": "right-foot",
|
||||
"parent": "right-lower-leg",
|
||||
"length": 45.46,
|
||||
"rotation": 110.31,
|
||||
"x": 64.89,
|
||||
"y": 0.04,
|
||||
"color": "54ff00ff"
|
||||
},
|
||||
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|
||||
"right-foot": {
|
||||
"rotate": [
|
||||
{ "value": -5.25 },
|
||||
{ "time": 0.2333, "value": -1.91 },
|
||||
{ "time": 0.3667, "value": -6.45 },
|
||||
{ "time": 0.5, "value": -5.4 },
|
||||
{ "time": 0.7333, "value": -11.69 },
|
||||
{ "time": 0.8667, "value": 0.46 },
|
||||
{ "time": 1, "value": -5.25 }
|
||||
]
|
||||
},
|
||||
"right-lower-leg": {
|
||||
"rotate": [
|
||||
{
|
||||
"value": -3.39,
|
||||
"curve": [ 0.042, -4.05, 0.099, -45.1 ]
|
||||
},
|
||||
{
|
||||
"time": 0.1333,
|
||||
"value": -45.53,
|
||||
"curve": [ 0.156, -45.53, 0.207, -5.89 ]
|
||||
},
|
||||
{ "time": 0.2333, "value": -4.83 },
|
||||
{ "time": 0.5, "value": -19.53 },
|
||||
{ "time": 0.6333, "value": -64.8 },
|
||||
{
|
||||
"time": 0.7333,
|
||||
"value": -82.56,
|
||||
"curve": [ 0.882, -68.28, 1, -3.39 ]
|
||||
},
|
||||
{ "time": 1, "value": -3.39 }
|
||||
],
|
||||
"translate": [
|
||||
{ "time": 0.5 },
|
||||
{ "time": 0.6333, "x": 2.19, "y": 0.21 },
|
||||
{ "time": 1 }
|
||||
]
|
||||
},
|
||||
"hip": {
|
||||
"translate": [
|
||||
{ "y": -4.16 },
|
||||
{
|
||||
"time": 0.1333,
|
||||
"y": -7.06,
|
||||
"curve": [ 0.217, 0, 0.284, 0, 0.217, -0.53, 0.284, 3.27 ]
|
||||
},
|
||||
{ "time": 0.3667, "y": 6.78 },
|
||||
{ "time": 0.5, "y": -6.14 },
|
||||
{
|
||||
"time": 0.6333,
|
||||
"y": -7.06,
|
||||
"curve": [ 0.717, 0, 0.784, 0, 0.717, -0.53, 0.784, 3.27 ]
|
||||
},
|
||||
{ "time": 0.8667, "y": 6.78 },
|
||||
{ "time": 1, "y": -4.16 }
|
||||
]
|
||||
},
|
||||
"neck": {
|
||||
"rotate": [
|
||||
{ "value": 3.6 },
|
||||
{ "time": 0.1333, "value": 17.5 },
|
||||
{ "time": 0.2333, "value": 6.11 },
|
||||
{ "time": 0.3667, "value": 3.46 },
|
||||
{ "time": 0.5, "value": 5.18 },
|
||||
{ "time": 0.6333, "value": 18.36 },
|
||||
{ "time": 0.7333, "value": 6.09 },
|
||||
{ "time": 0.8667, "value": 2.29 },
|
||||
{ "time": 1, "value": 3.6 }
|
||||
]
|
||||
},
|
||||
"head": {
|
||||
"rotate": [
|
||||
{
|
||||
"value": 3.6,
|
||||
"curve": [ 0, 3.6, 0.094, -0.89 ]
|
||||
},
|
||||
{ "time": 0.1333, "value": -0.21 },
|
||||
{ "time": 0.2333, "value": 6.11 },
|
||||
{ "time": 0.3667, "value": 3.46 },
|
||||
{
|
||||
"time": 0.5,
|
||||
"value": 5.18,
|
||||
"curve": [ 0.5, 5.18, 0.617, -1.4 ]
|
||||
},
|
||||
{ "time": 0.6667, "value": 1.11 },
|
||||
{ "time": 0.7333, "value": 6.09 },
|
||||
{ "time": 0.8667, "value": 2.29 },
|
||||
{ "time": 1, "value": 3.6 }
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
Copyright (c) 2013, Esoteric Software
|
||||
|
||||
The images in this project may be redistributed as long as they are accompanied
|
||||
by this license file. The images may not be used for commercial use of any
|
||||
kind.
|
||||
|
||||
The project file is released into the public domain. It may be used as the basis
|
||||
for derivative work.
|
Binary file not shown.
After Width: | Height: | Size: 140 KiB |
Binary file not shown.
After Width: | Height: | Size: 4.8 KiB |
|
@ -0,0 +1,14 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.9" tiledversion="1.9.2" orientation="orthogonal" renderorder="right-down" width="37" height="38" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="1">
|
||||
<tileset firstgid="1" source="castle.tsx"/>
|
||||
<layer id="2" name="Tile BG" width="37" height="38">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJztk8sKwjAQRfMb1sderYLPrd/hqnTT//8Ep9DAdXAmkb4o3AOHkpCEQ9qG8M1uJqtgw6blNxXgWtyoucI5v12/hT1x/xD3pBustl+uOlP9fZssU61jfk+5jVM2xa5/3uEUTfq+cu7SOuftNDWdQzel/rfaaGrAdv41kxV06aa9eBBP4hnGR7GEZ5z31uu93thruohX8SE+YXwT7/CM8956vdcbYxPifftjYzURQgghhBBCCMnjAxltRQI=
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="1" name="Tile FG" width="37" height="38">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJztlE1Lw0AQhicxoLd605taP489xsb6EZH6hYiKCIKFXvr//4Ez+A4Z102y0oMe5oWHdGd3Ju/OkBKlKwd9KhLOzANmoO/9RfBUZaAAdp2ZM0Xk3LKeTpkzcI66NqbxWCyL5GeRuO71edLeXAdxyXln1phpS33NC/On1MxU9+aIHyV4KnDO6piaOawHtUUT43Nh+DBon4i+z22U4CnHOdGj8aTaxPtWsR4yB8weYosA0RazjbsW8FIHnrokOSVTMW+IXUQ8DbAem72B+a2z0h5n5q6/9ZTjPnlA6GnDeFJfGpuY87bHI2rmW+OZ4klUom5tsN+y1Lqkn9+6xGSWu/Q1S5Htcdnhqc2X1F7Bc4i6Dy2+bjrudMvcMffU9Gls7mD/l1L6JJ4q4+OV4v3aYa6YfeaQOUFccp+YZ+aFmj5p3sx4qhI9/YXcU5r+oyeXy+VyuVwul8vlci2nTwIxM6E=
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.9" tiledversion="1.9.2" name="castle" tilewidth="16" tileheight="16" tilecount="128" columns="8">
|
||||
<image source="castle-tileset-by-RottingPixels-(CC0).png" width="128" height="256"/>
|
||||
</tileset>
|
|
@ -56,7 +56,7 @@ TODO("obj: free obj_components()/payload2");
|
|||
|
||||
TODO("pack: mp2json, json2mp");
|
||||
TODO("pack: simplify msgpack API, make it growth similar to va()")
|
||||
#if 0 // fwk_pack proposal
|
||||
#if 0 // v4k_pack proposal
|
||||
static __thread char* mpin;
|
||||
static __thread unsigned mpinlen;
|
||||
static __thread char mpinbuf[256];
|
||||
|
|
2
hello.c
2
hello.c
|
@ -1,4 +1,4 @@
|
|||
// playground tests for FWK
|
||||
// playground tests for V4K
|
||||
// - rlyeh, public domain
|
||||
//
|
||||
// # quickstart
|
||||
|
|
BIN
tools/cook.exe
BIN
tools/cook.exe
Binary file not shown.
|
@ -7,7 +7,7 @@
|
|||
; syntax: symbols are defined in KEY=value form, as seen below.
|
||||
|
||||
TOOLS=./ ; folder where our pipeline tools are located
|
||||
ART=../demos/art/,../engine/art/,../tools/editor/art/ ; comma-separated folder(s) that store all our asset files
|
||||
ART=../demos/art/,../engine/art/,../editor/art/ ; comma-separated folder(s) that store all our asset files
|
||||
|
||||
; lines starting with @windows, @linux or @osx will be processed only where OS matches.
|
||||
; we are defining here some symbols differently for each platform.
|
||||
|
@ -25,9 +25,9 @@ ART=../demos/art/,../engine/art/,../tools/editor/art/ ; comma-separated folder(
|
|||
; also, once a symbol is found, it is replaced by its value always.
|
||||
; some predefined symbols: INPUT (input filename), OUTPUT (output filename), PRETTY (clean input filename), PROGRESS (cook progress).
|
||||
|
||||
@windows `echo Cooking PROGRESS% PRETTY...`
|
||||
@linux `echo "Cooking PROGRESS% PRETTY..."`
|
||||
@osx `echo "Cooking PROGRESS% PRETTY..."`
|
||||
;@windows `echo Cooking PROGRESS% PRETTY...`
|
||||
;@linux `echo "Cooking PROGRESS% PRETTY..."`
|
||||
;@osx `echo "Cooking PROGRESS% PRETTY..."`
|
||||
|
||||
; ------------------------------------------------------------------------------
|
||||
; groups below are collection of files that we want to cook, and then package.
|
||||
|
|
Loading…
Reference in New Issue