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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)
The newest version!
/*
*
* * Copyright (c) 2024. Manuel Daniel Dahmen
* *
* *
* * Copyright 2024 Manuel Daniel Dahmen
* *
* * Licensed under the Apache License, Version 2.0 (the "License");
* * you may not use this file except in compliance with the License.
* * You may obtain a copy of the License at
* *
* * http://www.apache.org/licenses/LICENSE-2.0
* *
* * Unless required by applicable law or agreed to in writing, software
* * distributed under the License is distributed on an "AS IS" BASIS,
* * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* * See the License for the specific language governing permissions and
* * limitations under the License.
*
*
*/
package one.empty3.apps.newboardgames;
import one.empty3.apps.newboardgames.boards.Grid;
import one.empty3.library.Camera;
import one.empty3.library.Point3D;
import one.empty3.library.Representable;
public class Engine implements Runnable {
private final WindowDrawing window;
private Board board;
private boolean isRunning;
private Level level;
public Engine(WindowDrawing windowDrawing) {
this.window = windowDrawing;
}
@Override
public void run() {
while (isRunning()) {
updateCameraPosition(board, level);
setCameraOn(window, board.camera());
draw(board);
}
}
private void setCameraOn(WindowDrawing window, Camera camera) {
if(camera==null) {
board.camera = new Camera(board.cellAt(0, 0).rotation.getElem().getCentreRot().data0d.plus(Point3D.Z.mult(board.heightView)),
board.cellAt(board.dimX, board.dimY).rotation.getElem().getCentreRot().data0d.plus(Point3D.Z.mult(board.heightView))
);
camera = camera;
}
window.setCamera(camera);
}
private void updateCameraPosition(Board board, Level level) {
}
private void draw(Board board) {
for(int i=0; i