337 lines
8.1 KiB
JavaScript
337 lines
8.1 KiB
JavaScript
var Gizmos = {
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pick_gameobject_points(worldpos, gameobject, points) {
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var idx = grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25);
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if (idx === -1) return null;
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return points[idx];
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},
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};
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var Shape = {
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circle(pos, radius, color) {
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cmd(115, pos, radius, color);
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},
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};
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var Debug = {
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draw_grid(width, span, color) {
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color = color ? color : Color.green;
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cmd(47, width, span, color);
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},
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point(pos, size, color) {
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color = color ? color : Color.blue;
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Shape.circle(pos, size, color);
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// cmd(51, pos, size,color);
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},
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arrow(start, end, color, capsize) {
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color = color ? color : Color.red;
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if (!capsize)
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capsize = 4;
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cmd(81, start, end, color, capsize);
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},
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poly(points, color) {
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cmd_points(0,points,color);
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},
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boundingbox(bb, color) {
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color ??= Color.white;
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cmd_points(0, bb2points(bb), color);
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},
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box(pos, wh, color) {
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color ??= Color.white;
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cmd(53, pos, wh, color);
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},
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numbered_point(pos, n) {
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Debug.point(world2screen(pos), 3);
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gui_text(n, world2screen(pos).add([0,4]), 1);
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},
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phys_drawing: false,
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draw_phys(on) {
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this.phys_drawing = on;
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cmd(4, this.phys_drawing);
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},
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draw_obj_phys(obj) {
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cmd(82, obj.body);
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},
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register_call(fn, obj) {
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Register.debug.register(fn,obj);
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},
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line(points, color, type, thickness) {
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thickness ??= 1;
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if (!type)
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type = 0;
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if (!color)
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color = Color.white;
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switch (type) {
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case 0:
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cmd(83, points, color, thickness);
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}
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},
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draw_bb: false,
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draw_gizmos: false,
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draw_names: false,
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draw() {
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if (this.draw_bb)
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Game.objects.forEach(function(x) { Debug.boundingbox(x.boundingbox(), [255,255,255,10]); });
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if (Game.paused()) gui_text("PAUSED", [0,0],1);
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if (this.draw_gizmos)
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Game.objects.forEach(function(x) {
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if (!x.icon) return;
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gui_img(x.icon, world2screen(x.pos));
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});
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if (this.draw_names)
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Game.objects.forEach(function(x) {
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GUI.text(x, world2screen(x.pos).add([0,32]), 1, [84,110,255]);
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});
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if (Debug.Options.gif.rec) {
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gui_text("REC", [0,40], 1);
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gui_text(Time.seconds_to_timecode(Time.time - Debug.Options.gif.start_time, Debug.Options.gif.fps), [0,30], 1);
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}
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gui_text(Game.playing() ? "PLAYING"
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: Game.stepping() ?
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"STEP" :
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Game.paused() ?
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"PAUSED; EDITING" :
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"EDIT", [0, 0], 1);
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},
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};
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Debug.Options = { };
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Debug.Options.Color = {
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set trigger(x) { cmd(17,x); },
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set debug(x) { cmd(16, x); },
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};
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var Gizmos = {
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pick_gameobject_points(worldpos, gameobject, points) {
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var idx = grab_from_points(worldpos, points.map(gameobject.this2world,gameobject), 25);
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if (idx === -1) return null;
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return points[idx];
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},
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};
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var Profile = {
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tick_now() { return cmd(127); },
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ns(ticks) { return cmd(128, ticks); },
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us(ticks) { return cmd(129, ticks); },
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ms(ticks) { return cmd(130, ticks); },
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cpu(fn, times, q) {
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times ??= 1;
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q ??= "ns";
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var start = Profile.tick_now();
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for (var i = 0; i < times; i++)
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fn();
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var elapsed = Profile.tick_now() - start;
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Log.say(`Profiled in ${Profile[q](elapsed)/times} avg ${q}.`);
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},
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get fps() { return sys_cmd(8); },
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};
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var Nuke = {
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newline(cols) { nuke(3, cols ? cols : 1); },
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newrow(height) { nuke(13,height); },
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wins: {},
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curwin:"",
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prop(str, v) {
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var ret = nuke(2, str, v);
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if (Number.isFinite(ret)) return ret;
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return 0;
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},
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treeid: 0,
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tree(str) { var on = nuke(11, str, this.treeid); this.treeid++; return on; },
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tree_pop() { nuke(12);},
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prop_num(str, num) { return nuke(2, str, num, -1e10, 1e10, 0.01); },
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prop_bool(str, val) { return nuke(4, str, val); },
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checkbox(val) { return nuke(4,"",val); },
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label(str) { nuke(5, str); },
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textbox(str) { return nuke(7, str); },
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scrolltext(str) { nuke(14,str); },
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defaultrect: { x:10, y:10, w:400, h:600 },
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window(name) {
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this.curwin = name;
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var rect;
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if (name in this.wins)
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rect = this.wins[name];
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else
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rect = { x:10, y:10, w:400, h:600 };
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nuke(0, name, rect);
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},
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button(name) { return nuke(6, name); },
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radio(name, val, cmp) { return nuke(9, name, val, cmp); },
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img(path) { nuke(8, path); },
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end() {
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this.wins[this.curwin] = nuke(10);
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this.treeid = 0;
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nuke(1);
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},
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pprop(str, p, nonew) {
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switch(typeof p) {
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case 'number':
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if (!nonew) Nuke.newline();
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return Nuke.prop_num(str, p);
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break;
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case 'boolean':
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if (!nonew) Nuke.newline();
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return Nuke.prop_bool(str, p);
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case 'object':
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if (Array.isArray(p)) {
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var arr = [];
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Nuke.newline(p.length+1);
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Nuke.label(str);
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arr[0] = Nuke.pprop("#x", p[0], true);
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arr[1] = Nuke.pprop("#y", p[1], true);
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return arr;
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} else {
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if (!nonew)Nuke.newline(2);
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Nuke.label(str);
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Nuke.label(p);
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}
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break;
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case 'string':
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if (!nonew) Nuke.newline();
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Nuke.label(str);
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return Nuke.textbox(p);
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default:
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if (!nonew) Nuke.newline(2);
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Nuke.label(str);
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Nuke.label(p);
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}
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},
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};
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Object.defineProperty(Nuke, "curwin", {enumerable:false});
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Object.defineProperty(Nuke, "defaultrect", {enumerable:false});
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/* These controls are available during editing, and during play of debug builds */
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var DebugControls = {};
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DebugControls.inputs = {};
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DebugControls.inputs.f1 = function () { Debug.draw_phys(!Debug.phys_drawing); };
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DebugControls.inputs.f1.doc = "Draw physics debugging aids.";
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//DebugControls.inputs.f3 = function() { Debug.draw_bb = !Debug.draw_bb; };
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//DebugControls.inputs.f3.doc = "Toggle drawing bounding boxes.";
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DebugControls.inputs.f4 = function() {
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Debug.draw_names = !Debug.draw_names;
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Debug.draw_gizmos = !Debug.draw_gizmos;
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};
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DebugControls.inputs.f4.doc = "Toggle drawing gizmos and names of objects.";
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Debug.Options.gif = {
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w: 640, /* Max width */
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h: 480, /* Max height */
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stretch: false, /* True if you want to stretch */
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cpf: 4,
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depth: 16,
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file: "out.gif",
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rec: false,
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secs: 6,
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start_time: 0,
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fps: 0,
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start() {
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var w = this.w;
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var h = this.h;
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if (!this.stretch) {
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var win = Window.height / Window.width;
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var gif = h/w;
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if (gif > win)
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h = w * win;
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else
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w = h / win;
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}
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cmd(131, w, h, this.cpf, this.depth);
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this.rec = true;
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this.fps = (1/this.cpf)*100;
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this.start_time = Time.time;
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timer.oneshot(this.stop.bind(this), this.secs, this, true);
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},
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stop() {
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if (!this.rec) return;
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cmd(132, this.file);
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this.rec = false;
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},
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};
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DebugControls.inputs.f8 = Debug.Options.gif.start.bind(Debug.Options.gif);
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DebugControls.inputs.f9 = Debug.Options.gif.stop.bind(Debug.Options.gif);
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DebugControls.inputs.f10 = function() { Time.timescale = 0.1; };
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DebugControls.inputs.f10.doc = "Toggle timescale to 1/10.";
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DebugControls.inputs.f10.released = function () { Time.timescale = 1.0; };
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DebugControls.inputs.f12 = function() { GUI.defaults.debug = !GUI.defaults.debug; Log.warn("GUI toggle debug");};
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DebugControls.inputs.f12.doc = "Toggle drawing GUI debugging aids.";
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DebugControls.inputs['M-1'] = Render.normal;
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Render.normal.doc = "Render mode for enabling all shaders and lighting effects.";
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DebugControls.inputs['M-2'] = Render.wireframe;
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Render.wireframe.doc = "Render mode to see wireframes of all models.";
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DebugControls.inputs['C-M-f'] = function() {};
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DebugControls.inputs['C-M-f'].doc = "Enter camera fly mode.";
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var Time = {
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set timescale(x) { cmd(3, x); },
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get timescale() { return cmd(121); },
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set updateMS(x) { cmd(6, x); },
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set physMS(x) { cmd(7, x); },
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set renderMS(x) { cmd(5, x); },
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get time() { return cmd(133); },
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seconds_to_timecode(secs, fps)
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{
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var s = Math.trunc(secs);
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secs -= s;
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var f = Math.trunc(fps * secs);
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return `${s}:${f}`;
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},
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pause() {
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Time.timescale = 0;
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},
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play() {
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if (!Time.stash) {
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Log.warn("Tried to resume time without calling Time.pause first.");
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return;
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}
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Time.timescale = Time.stash;
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},
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};
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Player.players[0].control(DebugControls);
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Register.gui.register(Debug.draw, Debug);
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