more lua support, fixed scene 3
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@@ -1,28 +1,20 @@
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local unpack = table.unpack or _G.unpack
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math.randomseed(os.time())
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local function randab(a, b)
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return math.random() * (b-a) + a
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end
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util.seed()
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local function randtable(n, a, b)
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local t = {}
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for i=1, n do
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t[i] = randab(a, b)
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t[i] = util.randab(a, b)
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end
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return t
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end
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local function choice(list)
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return list[math.random(1, #list)]
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end
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local function randomsphere()
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local pos = vec3.new(unpack(randtable(3, -2, 2)))
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local radius = randab(0, 0.5)
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local radius = util.randab(0, 0.5)
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local emission = colorvec.new(unpack(randtable(4, 0, 1)))
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local reflection = colormat.new(unpack(randtable(16, 0, 1)))
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local surfacetype = choice({surfacetype.DIFFUSE, surfacetype.REFLECTIVE, surfacetype.STOP})
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local surfacetype = util.choice({surfacetype.DIFFUSE, surfacetype.REFLECTIVE, surfacetype.STOP})
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return obj.withmaterial(
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obj.sphere(pos, radius),
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@@ -30,23 +22,8 @@ local function randomsphere()
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)
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end
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local function union(objs)
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local n = #objs
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if n == 1 then return objs[1] end
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local mid = n//2
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local left, right = {}, {}
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for i=1, mid do
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left[i] = objs[i]
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end
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for i=mid+1, n do
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right[i-mid] = objs[i]
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end
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return obj.union(union(left), union(right))
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end
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local spheres = {}
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for i=1, 100 do
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spheres[i] = randomsphere()
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end
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return union(spheres)
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return util.union(spheres)
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+11
-34
@@ -1,30 +1,22 @@
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local unpack = table.unpack or _G.unpack
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math.randomseed(os.time())
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util.seed()
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local SCALE = 0.3
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local N_EACH = 25
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local function randab(a, b)
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return math.random() * (b-a) + a
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end
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local function randtable(n, a, b)
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local t = {}
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for i=1, n do
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t[i] = randab(a, b)
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t[i] = util.randab(a, b)
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end
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return t
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end
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local function choice(list)
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return list[math.random(1, #list)]
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end
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local MATERIALS = {surfacetype.DIFFUSE, surfacetype.REFLECTIVE, surfacetype.STOP}
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local function randommaterial()
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local emission = colorvec.new(unpack(randtable(4, 0, 1)))
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local reflection = colormat.new(unpack(randtable(16, 0, 1)))
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local surfacetype = choice(MATERIALS)
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local surfacetype = util.choice(MATERIALS)
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return material.new(emission, reflection, surfacetype)
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end
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@@ -62,20 +54,20 @@ local ORIENTATIONS = {
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)
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}
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local function randomorientation()
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return choice(ORIENTATIONS)
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return util.choice(ORIENTATIONS)
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end
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local function randomsphere()
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local pos = vec3.new(unpack(randtable(3, -2, 2)))
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local radius = randab(0, SCALE)
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local radius = util.randab(0, SCALE)
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return obj.sphere(pos, radius)
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end
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local function randomtorus()
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local pos = vec3.new(unpack(randtable(3, -2, 2)))
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local radius = randab(0, SCALE)
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local thickness = randab(radius/4, radius)
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local radius = util.randab(0, SCALE)
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local thickness = util.randab(radius/4, radius)
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local orientation = randomorientation()
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return obj.affinetransform(obj.torus(pos, radius, thickness), orientation, vec3.O)
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@@ -83,15 +75,15 @@ end
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local function randomcuboid()
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local pos = vec3.new(unpack(randtable(3, -2, 2)))
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local radius = randab(0, SCALE)
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local radius = util.randab(0, SCALE)
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return obj.cuboid(pos, vec3.new(radius, radius, radius))
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end
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local function randomcylinder()
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local pos = vec3.new(unpack(randtable(3, -2, 2)))
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local radius = randab(0, SCALE)
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local height = randab(0, SCALE)
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local radius = util.randab(0, SCALE)
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local height = util.randab(0, SCALE)
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local orientation = randomorientation()
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return obj.affinetransform(
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@@ -104,25 +96,10 @@ local function randomcylinder()
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)
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end
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local function union(objs)
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local n = #objs
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if n == 1 then return objs[1] end
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local mid = n//2
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local left, right = {}, {}
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for i=1, mid do
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left[i] = objs[i]
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end
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for i=mid+1, n do
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right[i-mid] = objs[i]
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end
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return obj.union(union(left), union(right))
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end
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local objects = {}
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for i=1, N_EACH do table.insert(objects, randomsphere()) end
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for i=1, N_EACH do table.insert(objects, randomtorus()) end
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for i=1, N_EACH do table.insert(objects, randomcuboid()) end
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for i=1, N_EACH do table.insert(objects, randomcylinder()) end
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for i, object in ipairs(objects) do objects[i] = obj.withmaterial(object, randommaterial()) end
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return union(objects)
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return util.union(objects)
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