Add ability to fill in selections with Lisp code
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6999c7d1e1
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428db9a136
10 changed files with 190 additions and 47 deletions
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@ -1,36 +0,0 @@
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[06:58:04 AM] Info: Starting...
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KP3D version 2
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===============================
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Copyright (C) kpworld.xyz 2018-2024
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Contact me! @kp_cftsz
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[06:58:04 AM] Info: Initializing SDL
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[06:58:05 AM] Info: Initializing OpenGL
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[06:58:05 AM] Info: OpenGL version: 4.6.0 NVIDIA 536.23
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[06:58:05 AM] Info: Initializing GLEW
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[06:58:05 AM] Info: Initializing SDL_mixer
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[06:58:05 AM] Info: Reticulating splines...
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[06:58:05 AM] Info: Ready!
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[06:58:05 AM] Info: Loading material resource: block.png
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[06:58:05 AM] Info: Found normal map texture: materials/block_n.png
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[06:58:05 AM] Info: Loading material resource: brick2.jpg
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[06:58:05 AM] Info: Found normal map texture: materials/brick2_n.jpg
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[06:58:05 AM] Info: Loading material resource: bricks.jpg
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[06:58:05 AM] Info: Found normal map texture: materials/bricks_n.jpg
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[06:58:05 AM] Info: Loading material resource: FLAT5_7.png
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[06:58:05 AM] Info: Found normal map texture: materials/FLAT5_7_n.png
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[06:58:05 AM] Info: Loading material resource: floor0.png
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[06:58:05 AM] Info: Found normal map texture: materials/floor0_n.png
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[06:58:05 AM] Info: Loading material resource: floor1.png
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[06:58:05 AM] Info: Found normal map texture: materials/floor1_n.png
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[06:58:05 AM] Info: Loading material resource: GRASS2.png
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[06:58:05 AM] Info: Found normal map texture: materials/GRASS2_n.png
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[06:58:05 AM] Info: Loading material resource: hardwood.jpg
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[06:58:05 AM] Info: Found normal map texture: materials/hardwood_n.jpg
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[06:58:05 AM] Info: Map init
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[06:58:05 AM] Info: Finalized mesh with 49 batches
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[06:58:10 AM] Info: $ make-sector-from-points 0 4 ((30 30) (35 30) (35 35) (30 35))
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[06:58:10 AM] Info: Finalized mesh with 54 batches
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[06:58:10 AM] Info: $ 7.000000
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[06:58:32 AM] Info: Finalized mesh with 60 batches
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@ -2998,14 +2998,14 @@ const TextEditor::LanguageDefinition& TextEditor::LanguageDefinition::Lisp()
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if (!inited)
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{
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static const char* const keywords[] = {
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"define", "set!", "let*", "lambda", "if", "do", "progn", "quote", "dump-env"
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"define", "set!", "let*", "lambda", "if", "do", "progn", "quote", "dump-env",
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};
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for (auto& k : keywords)
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langDef.mKeywords.insert(k);
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static const char* const identifiers[] = {
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"sin", "cos", "sqrt", "abs", "log", "log10", "floor", "ceil", "atan2", "PI", "E", "car", "cdr", "cons", "list", "list-ref", "print", "exit"
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"sin", "cos", "sqrt", "abs", "log", "log10", "floor", "ceil", "atan2", "PI", "E", "car", "cdr", "cons", "list", "list-ref", "print", "exit", "+1", "-1", "null?"
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};
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for (auto& k : identifiers)
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{
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@ -122,6 +122,7 @@ void SweepContext::AddToMap(Triangle* triangle)
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Node& SweepContext::LocateNode(Point& point)
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{
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// TODO implement search tree
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// TODO [kp3d]: how about better fucking error handling for this shit?
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return *front_->LocateNode(point.x);
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}
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@ -130,14 +130,19 @@ void Render()
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void SendCommand(const std::string& command)
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{
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std::string parens = "(" + command + ")";
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// SendKSI(command);
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SendKSI("(" + command + ")");
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}
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void SendKSI(const std::string& ksi)
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{
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reader.Clear();
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reader.Tokenize(parens);
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reader.Tokenize(ksi);
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ksi::Cell c = reader.ReadForm();
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ksi::Cell e = Eval(c, environment);
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if (!ksi::last_output.empty())
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KP3D_LOG_INFO("$ : {}", str::Trim(ksi::last_output));
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KP3D_LOG_INFO("$ {}", ksi::Print(e));
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// KP3D_LOG_INFO("$ {}", ksi::Print(e));
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}
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} // namespace kp3d::console
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@ -9,6 +9,7 @@ namespace kp3d::console {
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void Init();
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void Render();
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void SendCommand(const std::string& command);
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void SendKSI(const std::string& ksi);
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extern bool open;
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extern ksi::Environment environment;
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@ -209,6 +209,7 @@ Game::Game(std::string path, std::string cfg_path, std::string log_path):
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font_cfg.FontNo = 2;
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ImGui::GetIO().Fonts->AddFontFromFileTTF((sys::GetFontDir() + ".kp3d/msgothic.ttc").c_str(), 13.0f, &font_cfg);
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font_cfg.FontNo = 0;
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font_cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_Bold;
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ImGui::GetIO().Fonts->AddFontFromFileTTF((sys::GetFontDir() + ".kp3d/msgothic.ttc").c_str(), 13.0f, &font_cfg);
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ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange;
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ImGui::GetIO().ConfigWindowsMoveFromTitleBarOnly = true;
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@ -16,7 +16,7 @@ Cell EvalAst(Cell ast, Environment& env)
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return *found;
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else
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{
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last_output += "Unbound symbol\n";
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last_output += "Unbound symbol: '" + sym_name + "'\n";
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return {};
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// Abort("Unbound symbol");
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}
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@ -54,6 +54,59 @@ ksi::Cell FArithmetic()
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return cell;
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}
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template <char OpCode>
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ksi::Cell FCrement()
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{
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using namespace ksi;
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Cell cell;
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cell.type = CELL_FUNCTION_CPP;
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cell.data = [](std::list<Cell> args) -> Cell
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{
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Cell res = {CELL_NUMBER};
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if (args.empty())
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{
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res.data = 0.0f;
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return res;
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}
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// The way the arithemtic functions work is you start with the first in the list (car,
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// or in this case `a`) and add/subtract/multiply/divide it by the rest/cdr
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//
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// e.g. (- 10 5 2 2) = 1. 10 - 5 = 5, 5 - 2 = 3, 3 - 2 = 1
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//
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// std::visit([&](auto&& t){if constexpr (std::is_same_v<decltype(t), float&>) {std::cout <<
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// "asdfijasijodjoiasdf\n";}else{std::cout <<"Not the same?" << typeid(t).name() << "\n";}}, args.front().data);
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// float a = std::get<float>(args.front().data);
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float a = FromCell<float>(args.front());
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switch (OpCode)
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{
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case '+': a += 1; break;
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case '-': a -= 1; break;
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}
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res.data = a; // Exception for -, e.g. (- a) = -a
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return res;
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};
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return cell;
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}
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ksi::Cell FPow()
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{
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using namespace ksi;
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Cell cell;
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cell.type = CELL_FUNCTION_CPP;
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cell.data = [](std::list<Cell> args) -> Cell {
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return {CELL_NUMBER, powf(FromCell<float>(args.front()), FromCell<float>(args.back()))};
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};
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return cell;
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}
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ksi::Cell FSin()
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{
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using namespace ksi;
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@ -188,6 +241,17 @@ ksi::Cell FCons()
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return cell;
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}
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ksi::Cell FNull()
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{
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using namespace ksi;
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Cell cell;
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cell.type = CELL_FUNCTION_CPP;
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cell.data = [](std::list<Cell> args) -> Cell { return {args.front().type == CELL_NIL ? CELL_TRUE : CELL_FALSE}; };
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return cell;
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}
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ksi::Cell FList()
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{
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using namespace ksi;
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@ -520,6 +584,9 @@ void Environment::Init()
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Set("-", FArithmetic<'-'>());
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Set("*", FArithmetic<'*'>());
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Set("/", FArithmetic<'/'>());
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Set("+1", FCrement<'+'>());
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Set("-1", FCrement<'-'>());
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Set("**", FPow());
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Set("sin", FSin());
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Set("cos", FCos());
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Set("sqrt", FSqrt());
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@ -540,7 +607,10 @@ void Environment::Init()
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// The way cons/list work in this is kind of a hack, I guess I'll address it
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// whenever I rewrite it for KP3D
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Set("list", FList());
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Set("list-ref", FListRef());
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Set("cons", FCons());
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// Whatever else
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Set("null?", FNull());
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// Da Essentials
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Set("=", FEquals());
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@ -73,7 +73,19 @@ Cell Cons(Cell a, Cell b)
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// Maybe setup some kinda pointer cell type instead of having this garbage
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std::list<Cell> cons_list;
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cons_list.push_back(a);
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cons_list.push_back(b);
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if (b.type == CELL_LIST)
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{
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std::list<Cell> data = std::get<std::list<Cell>>(b.data);
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for (Cell& c: data)
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{
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cons_list.push_back(c);
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}
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}
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else
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{
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cons_list.push_back(b);
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}
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Cell cons = {CELL_LIST};
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cons.data = cons_list;
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@ -47,6 +47,9 @@ ksi::Cell FMakeSectorFromPoints()
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Cell c_ceiling_height = *it++;
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Cell c_pt_list = *it++;
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float floor_height = FromCell<float>(c_floor_height);
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float ceiling_height = FromCell<float>(c_ceiling_height);
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std::vector<Vec3> pts;
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std::list<Cell> pt_list = FromCell<std::list<Cell>>(c_pt_list);
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for (const Cell& c: pt_list)
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@ -61,8 +64,8 @@ ksi::Cell FMakeSectorFromPoints()
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s->ceiling.material = res::material_cache["block.png"].get();
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s->floor.material = res::material_cache["block.png"].get();
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s->floor.floor = true;
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s->floor.base_height = 0.0f;
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s->ceiling.base_height = 4.0f;
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s->floor.base_height = floor_height;
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s->ceiling.base_height = ceiling_height;
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s->id = sandbox->map.sectors.size() + 1;
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s->parent_id = 0;
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s->inverted = false;
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@ -90,6 +93,83 @@ ksi::Cell FMakeSectorFromPoints()
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return cell;
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}
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ksi::Cell FFillSelection()
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{
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using namespace ksi;
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using namespace kp3d;
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Cell cell;
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cell.type = CELL_FUNCTION_CPP;
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cell.data = [](std::list<Cell> args) -> Cell {
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if (points.size() < 4 || args.empty())
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return {CELL_NIL};
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Cell lambda = args.front();
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Cell params = Car(Cdr(lambda));
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Cell body = Car(Cdr(Cdr(lambda)));
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ksi::Environment e(kp3d::console::environment);
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std::list<Cell> param_list = FromCell<std::list<Cell>>(params);
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XYf p1 = {points[0].x, points[0].z};
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XYf p2 = {points[2].x, points[2].z};
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XYf p3 = {points[1].x, points[1].z};
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XYf p4 = {points[3].x, points[3].z};
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float nh1 = 0.0f;
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float nh2 = 4.0f;
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for (const auto& sp: sandbox->map.sectors)
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{
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for (const Wall& l: sp->walls)
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{
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if (PointInLine(p1, l.start, l.end) ||
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PointInLine(p3, l.start, l.end) ||
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FloatCmp(p1.x, l.start.x) ||
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FloatCmp(p1.y, l.start.y) ||
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FloatCmp(p3.x, l.start.x) ||
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FloatCmp(p3.y, l.start.y) ||
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FloatCmp(p1.x, l.end.x) ||
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FloatCmp(p1.y, l.end.y) ||
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FloatCmp(p3.x, l.end.x) ||
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FloatCmp(p3.y, l.end.y))
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nh1 = sp->floor.base_height;
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else if (PointInLine(p2, l.start, l.end) ||
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PointInLine(p4, l.start, l.end) ||
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FloatCmp(p2.x, l.start.x) ||
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FloatCmp(p2.y, l.start.y) ||
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FloatCmp(p4.x, l.start.x) ||
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FloatCmp(p4.y, l.start.y) ||
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FloatCmp(p2.x, l.end.x) ||
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FloatCmp(p2.y, l.end.y) ||
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FloatCmp(p4.x, l.end.x) ||
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FloatCmp(p4.y, l.end.y))
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nh2 = sp->floor.base_height;
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}
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}
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KP3D_LOG_INFO("[Editor] Filling selection; sector heights {}, {}", nh1, nh2);
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float v_params[] = {
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p1.x, // x1
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p1.y, // y1
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p2.x, // x2
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p2.y, // y2
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nh1, // nh1
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nh2, // nh2
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};
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size_t i = 0;
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for (Cell& c: param_list)
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e.Set(FromCell<std::string>(c), { CELL_NUMBER, v_params[i++]});
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body = Eval(body, e);
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return body;
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};
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return cell;
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}
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}
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Editor::Editor()
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@ -108,6 +188,7 @@ Editor::Editor()
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// Put in our fancy Lisp integration stuff
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kp3d::console::environment.Set("make-sector-from-points", FMakeSectorFromPoints());
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kp3d::console::environment.Set("fill-selection", FFillSelection());
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}
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Editor::~Editor()
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@ -305,8 +386,16 @@ void Editor::RenderModeBuild()
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if (ImGui::Button("build-slope")) {}
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ImGui::SeparatorText("Custom Routine");
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ImGui::Button("Evaluate");
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if (ImGui::Button("Evaluate"))
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{
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std::string txt = build_text_editor.GetText();
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kp3d::str::ReplaceAll(txt, "\n", "");
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kp3d::console::SendKSI(txt);
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// KP3D_LOG_INFO("EVAL: {}", txt);
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}
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ImGui::PushFont(ImGui::GetIO().Fonts->Fonts[1]);
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build_text_editor.Render("Lisp:");
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ImGui::PopFont();
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ImGui::End();
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}
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