lib.rs 2.55 KB
extern crate easel3d;

mod easel3d_wasm;
use easel3d_wasm::{WasmCanvas, Color};

use easel3d::easel::canvas::Canvas;
use easel3d::easel::fillable::Fillable;

use easel3d::math::transform::TMatrix;
use easel3d::math::vector::Vector;

use easel3d::space::camera::Camera;
use easel3d::space::light::DirectLight;
use easel3d::space::polyeder::Polyeder;
use easel3d::space::primitives::Primitives;

use wasm_bindgen::prelude::*;

// When the `wee_alloc` feature is enabled, use `wee_alloc` as the global
// allocator.
#[cfg(feature = "wee_alloc")]
#[global_allocator]
static ALLOC: wee_alloc::WeeAlloc = wee_alloc::WeeAlloc::INIT;

#[wasm_bindgen]
pub struct View3d { canvas      :WasmCanvas
                  , degree      :i32
                  , tetrahedron :Polyeder<f64>
                  , cube        :Polyeder<f64>
                  , camera      :Camera<f64>
                  , light       :DirectLight<f64> }

#[wasm_bindgen]
impl View3d {
    pub fn new(width :u16, height :u16) -> Self {
        let light_vector = Vector(0.0, 0.0, 1.0);
        let canvas       = WasmCanvas::new(width, height);
        let camera       = Camera::<f64>::new(&canvas, 45);

        Self { canvas:      canvas
             , degree:      0
             , tetrahedron: Polyeder::tetrahedron(100.0)
             , cube:        Polyeder::cube(56.25)
             , camera:      camera
             , light:       DirectLight::new(light_vector) }
    }

    pub fn width(&self) -> u16 {
        self.canvas.width()
    }

    pub fn height(&self) -> u16 {
        self.canvas.height()
    }

    pub fn update(&mut self) {
        let  t = TMatrix::translate(Vector(0.0, 0.0, 150.0));
        let rz = TMatrix::rotate_z(self.degree);
        let rx = TMatrix::rotate_x(-self.degree*2);
        let ry = TMatrix::rotate_y(-self.degree*2);

        let rot1 = TMatrix::combine(vec!(rz, rx, t));
        let rot2 = TMatrix::combine(vec!(rz, ry, t));

        let objects = vec!( (self.tetrahedron.transform(&rot1), 0xFFFF00)
                          , (       self.cube.transform(&rot2), 0x0000FF) );

        let rlx = TMatrix::rotate_x(-self.degree/4);
        let rly = TMatrix::rotate_y(-self.degree/1);
        let light = self.light.transform(&TMatrix::combine(vec!(rlx, rly)));

        self.degree = (self.degree + 1) % (4*360);

        self.canvas.clear();

        for (o, color) in objects {
            for (pg, c) in o.project(&self.camera, &light, color) {
                (&pg).fill(&mut self.canvas, c);
            }
        }
    }

    pub fn image(&self) -> *const Color {
        self.canvas.image()
    }
}