Module gemini_engine::elements3d
source · Expand description
Gemini’s implementation of 3D rendering. Capable of rendering full 3D meshes as wireframes, solid colours or with lighting
§A Simple 3D Scene
Let’s write a simple example program to print a spinning cube:
use gemini_engine::elements::{
view::{View, ColChar, Wrapping},
Vec2D,
};
use gemini_engine::elements3d::{DisplayMode, Mesh3D, Vec3D, Viewport, Transform3D};
use gemini_engine::gameloop;
const FPS: f32 = 20.0;
const FOV: f64 = 95.0;
fn main() {
let mut frame_skip = false;
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(
Vec3D::new(0.0, 0.0, 5.0),
Vec3D::new(-0.5, 0.0, 0.0)
),
FOV,
view.center(),
);
let cube = Mesh3D::default_cube();
loop {
let now = gameloop::Instant::now();
view.clear();
viewport.transform.rotation.y -= 0.05;
match frame_skip {
true => frame_skip = false,
false => {
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore
);
view.display_render().unwrap();
}
}
let elapsed = now.elapsed();
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
frame_skip = gameloop::sleep_fps(FPS, Some(elapsed));
}
}
There is a lot of code here, but since the main loop is based off of the gameloop
principle (Go to the gameloop
documentation page to learn more), we’ll only focus on the parts that are different from the gameloop
example:
§Initialisation
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::DEFAULT,
FOV,
view.size(),
);
let cube = Mesh3D::default_cube();
main()
begins with the creation of all the necessary objects to render 3D images:
View
to handle the canvas and printing to the screenViewport
to handle converting 3d objects to 2d images, as well as acting like the scene’s camera- The actual objects you intend to use in the scene, as
Mesh3D
In this scenario, we create a View
of width 350 and height 90 (you may have to zoom out and expand your terminal to fit the whole image), a Viewport
with a transform of rotation 0.5 radians and translation 5 units away from the centre, our desired FOV and origin point (the centre of the view we’re printing to) in the middle of the View
and a single default cube, which is 2 units tall, wide and long and is placed directly in the middle of the scene.
§Gameloop process logic
viewport.transform.rotation.y -= 0.05;
This part of the code is where we would put all our physics, collisions, events etc. code, but in this case the only thing we do is rotate the cube 0.05 radians anticlockwise.
§Blitting/Rendering
view.blit(&viewport.render(vec![&cube], DisplayMode::Solid), Wrapping::Ignore);
view.display_render().unwrap();
This part of the code renders all the 3d stuff to the View
and blits it to the view before rendering as usual. Viewport.render()
takes a list of all the objects we want to render and a DisplayMode
enum (more info in the DisplayMode
documentation).
Re-exports§
pub use view3d::DisplayMode;
pub use view3d::Face;
pub use view3d::Light;
pub use view3d::Transform3D;
pub use view3d::Vec3D;
pub use view3d::Viewport;
Modules§
Structs§
- The struct for a
Mesh3D
object, containing a position, rotation, collection of vertices and collection ofFace
s with indices to the vertex collection.