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  1. //
  2. // BtPhysTest
  3. //
  4. // Copyright: (c) 2009-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  5. // (c) 2012-2013 Sam Hocevar <sam@hocevar.net>
  6. //
  7. #if defined HAVE_CONFIG_H
  8. # include "config.h"
  9. #endif
  10. #include "core.h"
  11. #include "loldebug.h"
  12. using namespace lol;
  13. #include "physics/lolphysics.h"
  14. #include "physics/easyphysics.h"
  15. #define CAT_MODE 1
  16. #define OBJ_SIZE 2.f
  17. #define NB_SPRITE 4
  18. #define PARTICLE_SIZE 4
  19. #include "physicobject.h"
  20. #include "btphystest.h"
  21. using namespace lol::phys;
  22. #define CUBE_HALF_EXTENTS .5f
  23. #define EXTRA_HEIGHT 1.f
  24. #define BASE_TIME 2.f
  25. #define ZERO_TIME (BASE_TIME + rand(-BASE_TIME * .4f, BASE_TIME * .4f))
  26. #define ZERO_SPEED 3.5f
  27. #define JUMP_HEIGHT 30.f
  28. #define JUMP_STRAFE .5f
  29. #define TARGET_TIMER 10.f + (rand(4.f) - 2.f)
  30. int gNumObjects = 64;
  31. #if CAT_MODE
  32. #define USE_WALL 1
  33. #define USE_BODIES 1
  34. #else
  35. #define USE_WALL 1
  36. #define USE_PLATFORM 1
  37. #define USE_ROPE 0
  38. #define USE_BODIES 1
  39. #define USE_ROTATION 0
  40. #define USE_CHARACTER 0
  41. #define USE_STAIRS 0
  42. #endif
  43. LOLFX_RESOURCE_DECLARE(front_camera_sprite);
  44. BtPhysTest::BtPhysTest(bool editor)
  45. {
  46. m_init_status = 0;
  47. }
  48. void BtPhysTest::InitApp()
  49. {
  50. m_init_status = 1;
  51. m_loop_value = .0f;
  52. #if CAT_MODE
  53. /* cat datas setup */
  54. m_cat_texture = Tiler::Register("data/CatsSheet.png", ivec2::zero, ivec2(0,1));
  55. m_fov_dp = .0f;
  56. m_loc_dp = .0f;
  57. #endif //CAT_MODE
  58. /* Register an input controller for the keyboard */
  59. m_controller = new Controller("Default", KEY_MAX, 0);
  60. m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
  61. m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
  62. m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
  63. m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
  64. m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
  65. m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
  66. m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
  67. m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");
  68. /* Create a camera that matches the settings of XNA BtPhysTest */
  69. m_camera = new Camera();
  70. #if CAT_MODE
  71. m_camera->SetView(vec3(70.f, 50.f, 0.f),
  72. vec3(0.f, 0.f, 0.f),
  73. vec3(0, 1, 0));
  74. m_camera->SetProjection(60.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  75. m_target_timer = TARGET_TIMER;
  76. m_cam_target = -1;
  77. #else
  78. m_camera->SetView(vec3(50.f, 50.f, 0.f),
  79. vec3(0.f, 0.f, 0.f),
  80. vec3(0, 1, 0));
  81. m_camera->SetProjection(45.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  82. #endif
  83. g_scene->PushCamera(m_camera);
  84. m_ready = false;
  85. m_simulation = new Simulation();
  86. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  87. m_simulation->Init();
  88. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  89. m_simulation->SetGravity(NewGravity);
  90. m_simulation->SetContinuousDetection(true);
  91. m_simulation->SetTimestep(1.f / 120.f);
  92. Ticker::Ref(m_simulation);
  93. /* Add a white directional light */
  94. m_light1 = new Light();
  95. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  96. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  97. m_light1->SetType(LightType::Directional);
  98. Ticker::Ref(m_light1);
  99. /* Add an orangeish point light */
  100. m_light2 = new Light();
  101. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  102. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  103. m_light2->SetType(LightType::Point);
  104. Ticker::Ref(m_light2);
  105. float offset = 29.5f;
  106. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  107. #if USE_STAIRS
  108. {
  109. vec3 new_offset = vec3(1.0f, .125f, .0f);
  110. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  111. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  112. {
  113. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 30.f);
  114. NewPosition += vec3(4.0f, .0f, -4.0f);
  115. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  116. Ticker::Ref(NewPhyobj);
  117. m_stairs_list << NewPhyobj;
  118. }
  119. {
  120. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 40.f);
  121. NewPosition += vec3(4.0f, .0f, -4.0f);
  122. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  123. Ticker::Ref(NewPhyobj);
  124. m_stairs_list << NewPhyobj;
  125. }
  126. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  127. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  128. for (int i=0; i < 15; i++)
  129. {
  130. NewPosition += new_offset;
  131. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  132. Ticker::Ref(NewPhyobj);
  133. m_stairs_list << NewPhyobj;
  134. }
  135. }
  136. #endif //USE_STAIRS
  137. #if USE_WALL
  138. {
  139. for (int i=0; i < 6; i++)
  140. {
  141. vec3 NewPosition = vec3(.0f);
  142. quat NewRotation = quat(1.f);
  143. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  144. int idx = i/2;
  145. NewPosition = pos_offset;
  146. NewPosition[idx] += offset;
  147. offset *= -1.f;
  148. if (idx != 1)
  149. {
  150. vec3 NewAxis = vec3(.0f);
  151. NewAxis[2 - idx] = 1;
  152. NewRotation = quat::rotate(90.f, NewAxis);
  153. }
  154. NewPhyobj->SetTransform(NewPosition, NewRotation);
  155. Ticker::Ref(NewPhyobj);
  156. m_ground_list << NewPhyobj;
  157. }
  158. }
  159. #endif //USE_WALL
  160. PhysicsObject* BasePhyobj = NULL;
  161. #if USE_PLATFORM
  162. {
  163. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  164. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  165. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  166. m_platform_list << NewPhyobj;
  167. Ticker::Ref(NewPhyobj);
  168. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  169. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  170. BasePhyobj = NewPhyobj;
  171. m_platform_list << NewPhyobj;
  172. Ticker::Ref(NewPhyobj);
  173. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f);
  174. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  175. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  176. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  177. m_platform_list << NewPhyobj;
  178. Ticker::Ref(NewPhyobj);
  179. //NewPosition += vec3(-0.0f, .0f, .0f);
  180. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  181. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  182. //m_platform_list << NewPhyobj;
  183. //Ticker::Ref(NewPhyobj);
  184. //NewPosition += vec3(-2.0f, .0f, .0f);
  185. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  186. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  187. //m_platform_list << NewPhyobj;
  188. //Ticker::Ref(NewPhyobj);
  189. }
  190. #endif //USE_PLATFORM
  191. #if USE_CHARACTER
  192. {
  193. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  194. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  195. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  196. m_character_list << NewPhyobj;
  197. Ticker::Ref(NewPhyobj);
  198. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  199. }
  200. #endif //USE_CHARACTER
  201. #if USE_BODIES
  202. {
  203. for (int x=0; x < 6; x++)
  204. {
  205. for (int y=0; y < 2; y++)
  206. {
  207. for (int z=0; z < 5; z++)
  208. {
  209. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  210. vec3(-20.f, 15.f, -20.f) +
  211. #if CAT_MODE
  212. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  213. vec3(2.f , 1.f , 2.f) +
  214. #endif //CAT_MODE
  215. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  216. m_physobj_list.Push(new_physobj, ZERO_TIME);
  217. Ticker::Ref(new_physobj);
  218. }
  219. }
  220. }
  221. }
  222. #endif //USE_BODIES
  223. #if USE_ROPE
  224. {
  225. Array<PhysicsObject*> RopeElements;
  226. for (int i = 0; i < 14; i++)
  227. {
  228. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  229. vec3(0.f, 15.f, -20.f) +
  230. vec3(0.f, 0.f, 2.f * (float)i), 1);
  231. RopeElements << new_physobj;
  232. m_physobj_list.Push(new_physobj, ZERO_TIME);
  233. Ticker::Ref(new_physobj);
  234. if (RopeElements.Count() > 1)
  235. {
  236. EasyConstraint* new_constraint = new EasyConstraint();
  237. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
  238. RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
  239. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  240. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  241. new_constraint->InitConstraintToPoint2Point();
  242. new_constraint->DisableCollisionBetweenObjs(true);
  243. new_constraint->AddToSimulation(m_simulation);
  244. m_constraint_list << new_constraint;
  245. }
  246. }
  247. }
  248. #endif //USE_ROPE
  249. }
  250. void BtPhysTest::TickGame(float seconds)
  251. {
  252. WorldEntity::TickGame(seconds);
  253. if (!m_init_status)
  254. {
  255. if (g_renderer)
  256. InitApp();
  257. return;
  258. }
  259. else if (m_init_status == 1)
  260. {
  261. m_init_status++;
  262. return;
  263. }
  264. if (m_controller->GetKey(KEY_QUIT).IsReleased())
  265. Ticker::Shutdown();
  266. m_loop_value += seconds;
  267. if (m_loop_value > F_PI * 2.0f)
  268. m_loop_value -= F_PI * 2.0f;
  269. vec3 GroundBarycenter = vec3(.0f);
  270. vec3 PhysObjBarycenter = vec3(.0f);
  271. float factor = .0f;
  272. #if CAT_MODE
  273. #if USE_BODIES
  274. vec3 cam_center(0.f);
  275. float cam_factor = .0f;
  276. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  277. mat4 world_cam = g_scene->GetCamera()->GetView();
  278. mat4 cam_screen = g_scene->GetCamera()->GetProjection();
  279. m_target_timer -= seconds;
  280. if (m_target_timer < .0f)
  281. {
  282. m_target_timer = TARGET_TIMER;
  283. if (m_cam_target == -1)
  284. m_cam_target = rand(m_physobj_list.Count());
  285. else
  286. m_cam_target = -1;
  287. }
  288. for (int i = 0; i < m_physobj_list.Count(); i++)
  289. {
  290. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  291. float &Timer = m_physobj_list[i].m2;
  292. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform().v3.xyz;
  293. if (m_cam_target == -1 || m_cam_target == i)
  294. {
  295. cam_center += obj_loc;
  296. cam_factor += 1.f;
  297. mat4 LocalPos = mat4::translate(obj_loc);
  298. vec3 vpos;
  299. LocalPos = world_cam * LocalPos;
  300. mat4 LocalPos0 = LocalPos;
  301. int j = 2;
  302. while (j-- > 0)
  303. {
  304. if (j == 1)
  305. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  306. else
  307. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  308. LocalPos = cam_screen * LocalPos;
  309. vpos = (LocalPos.v3 / LocalPos.v3.w).xyz;
  310. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  311. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  312. }
  313. }
  314. //Jump handling
  315. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  316. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  317. Timer -= seconds;
  318. if (Timer < .0f)
  319. {
  320. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  321. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  322. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  323. PhysObj->GetPhysic()->GetMass());
  324. Timer = ZERO_TIME;
  325. }
  326. }
  327. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  328. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  329. vec3 new_target = cam_center / cam_factor;
  330. float fov_dp = .0f;
  331. float loc_dp = .0f;
  332. //ideally fov is on the target
  333. if (lol::abs(fov_ratio - 1.f) < .2f)
  334. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  335. else
  336. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  337. //ideally loc is on the target
  338. if (length(new_target - m_camera->GetTarget()) < 6.f)
  339. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  340. else
  341. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  342. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  343. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  344. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  345. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  346. m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  347. tmp, vec3(0, 1, 0));
  348. #endif //USE_BODIES
  349. #endif //CAT_MODE
  350. #if USE_WALL
  351. {
  352. for (int i = 0; i < m_ground_list.Count(); i++)
  353. {
  354. PhysicsObject* PhysObj = m_ground_list[i];
  355. mat4 GroundMat = PhysObj->GetTransform();
  356. GroundBarycenter += GroundMat.v3.xyz;
  357. factor += 1.f;
  358. }
  359. GroundBarycenter /= factor;
  360. for (int i = 0; i < m_ground_list.Count(); i++)
  361. {
  362. PhysicsObject* PhysObj = m_ground_list[i];
  363. mat4 GroundMat = PhysObj->GetTransform();
  364. vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
  365. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  366. if (dot(normalize(CenterToCam - CenterToGround),
  367. normalize(CenterToGround)) > 0.f)
  368. PhysObj->SetRender(false);
  369. else
  370. PhysObj->SetRender(true);
  371. }
  372. }
  373. #endif //USE_WALL
  374. #if USE_ROTATION
  375. {
  376. for (int i = 0; i < m_ground_list.Count(); i++)
  377. {
  378. PhysicsObject* PhysObj = m_ground_list[i];
  379. mat4 GroundMat = PhysObj->GetTransform();
  380. mat4 CenterMx = mat4::translate(GroundBarycenter);
  381. GroundMat = inverse(CenterMx) * GroundMat;
  382. GroundMat = CenterMx *
  383. mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
  384. * GroundMat;
  385. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  386. }
  387. }
  388. #endif //USE_ROTATION
  389. #if USE_PLATFORM
  390. {
  391. for (int i = 0; i < m_platform_list.Count(); i++)
  392. {
  393. PhysicsObject* PhysObj = m_platform_list[i];
  394. mat4 GroundMat = PhysObj->GetTransform();
  395. if (i == 0)
  396. {
  397. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
  398. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  399. }
  400. else if (i == 1)
  401. {
  402. GroundMat =
  403. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  404. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
  405. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  406. }
  407. }
  408. }
  409. #endif //USE_PLATFORM
  410. #if USE_CHARACTER
  411. {
  412. for (int i = 0; i < m_character_list.Count(); i++)
  413. {
  414. PhysicsObject* PhysObj = m_character_list[i];
  415. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  416. mat4 CtlrMx = Character->GetTransform();
  417. vec3 movement(0.f);
  418. movement.z = (m_controller->GetKey(KEY_MOVE_RIGHT).IsDown() ? 1.f : 0.f)
  419. - (m_controller->GetKey(KEY_MOVE_LEFT).IsDown() ? 1.f : 0.f);
  420. movement.x = (m_controller->GetKey(KEY_MOVE_FORWARD).IsDown() ? 1.f : 0.f)
  421. - (m_controller->GetKey(KEY_MOVE_BACK).IsDown() ? 1.f : 0.f);
  422. movement.y = (m_controller->GetKey(KEY_MOVE_UP).IsDown() ? 1.f : 0.f)
  423. - (m_controller->GetKey(KEY_MOVE_DOWN).IsDown() ? 1.f : 0.f);
  424. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  425. if (m_controller->GetKey(KEY_MOVE_JUMP).IsReleased())
  426. Character->Jump();
  427. Character->SetMovementForFrame(CharMove);
  428. RayCastResult HitResult;
  429. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform().v3.xyz, (Character->GetTransform().v3.xyz + vec3(.0f, -1.f, .0f)), Character))
  430. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  431. else
  432. Character->AttachTo(NULL);
  433. }
  434. }
  435. #endif //USE_CHARACTER
  436. #if USE_CHARACTER
  437. {
  438. PhysObjBarycenter = vec3(.0f);
  439. factor = .0f;
  440. for (int i = 0; i < m_character_list.Count(); i++)
  441. {
  442. PhysicsObject* PhysObj = m_character_list[i];
  443. mat4 GroundMat = PhysObj->GetTransform();
  444. PhysObjBarycenter += GroundMat.v3.xyz;
  445. factor += 1.f;
  446. }
  447. PhysObjBarycenter /= factor;
  448. #if 0
  449. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  450. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  451. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  452. #endif
  453. }
  454. #else
  455. {
  456. PhysObjBarycenter = vec3(.0f);
  457. for (int i = 0; i < m_physobj_list.Count(); i++)
  458. {
  459. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  460. mat4 GroundMat = PhysObj->GetTransform();
  461. PhysObjBarycenter += GroundMat.v3.xyz;
  462. factor += 1.f;
  463. }
  464. PhysObjBarycenter /= factor;
  465. #if 0
  466. m_camera->SetTarget(PhysObjBarycenter);
  467. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  468. #endif
  469. }
  470. #endif //USE_CHARACTER
  471. }
  472. void BtPhysTest::TickDraw(float seconds)
  473. {
  474. WorldEntity::TickDraw(seconds);
  475. if (m_init_status != 2)
  476. return;
  477. if (!m_ready)
  478. {
  479. #if CAT_MODE
  480. /* cat datas setup */
  481. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  482. #if USE_BODIES
  483. for (int i = 0; i < m_physobj_list.Count(); i++)
  484. {
  485. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  486. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  487. (1 << VertexUsage::Color) |
  488. (1 << VertexUsage::TexCoord) |
  489. (1 << VertexUsage::TexCoordExt)),
  490. m_cat_shader);
  491. m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
  492. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  493. PhysObj->SetCustomShaderData(m_cat_sdata);
  494. m_cat_sdata = NULL;
  495. }
  496. #endif //USE_BODIES
  497. #endif //CAT_MODE
  498. /* FIXME: this object never cleans up */
  499. m_ready = true;
  500. }
  501. else
  502. {
  503. #if CAT_MODE
  504. for (int i = 0; i < m_physobj_list.Count(); i++)
  505. {
  506. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  507. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  508. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  509. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  510. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  511. 0.1f, seconds);
  512. }
  513. #endif //CAT_MODE
  514. }
  515. //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  516. }
  517. BtPhysTest::~BtPhysTest()
  518. {
  519. g_scene->PopCamera(m_camera);
  520. Ticker::Unref(m_light1);
  521. Ticker::Unref(m_light2);
  522. #if CAT_MODE
  523. /* cat datas setup */
  524. Shader::Destroy(m_cat_shader);
  525. Tiler::Deregister(m_cat_texture);
  526. #endif //CAT_MODE
  527. while (m_constraint_list.Count())
  528. {
  529. EasyConstraint* CurPop = m_constraint_list.Last();
  530. m_constraint_list.Pop();
  531. CurPop->RemoveFromSimulation(m_simulation);
  532. delete CurPop;
  533. }
  534. while (m_ground_list.Count())
  535. {
  536. PhysicsObject* CurPop = m_ground_list.Last();
  537. m_ground_list.Pop();
  538. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  539. Ticker::Unref(CurPop);
  540. }
  541. while (m_stairs_list.Count())
  542. {
  543. PhysicsObject* CurPop = m_stairs_list.Last();
  544. m_stairs_list.Pop();
  545. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  546. Ticker::Unref(CurPop);
  547. }
  548. while (m_character_list.Count())
  549. {
  550. PhysicsObject* CurPop = m_character_list.Last();
  551. m_character_list.Pop();
  552. CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  553. Ticker::Unref(CurPop);
  554. }
  555. while (m_platform_list.Count())
  556. {
  557. PhysicsObject* CurPop = m_platform_list.Last();
  558. m_platform_list.Pop();
  559. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  560. Ticker::Unref(CurPop);
  561. }
  562. while (m_physobj_list.Count())
  563. {
  564. PhysicsObject* CurPop = m_physobj_list.Last().m1;
  565. m_physobj_list.Pop();
  566. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  567. Ticker::Unref(CurPop);
  568. }
  569. Ticker::Unref(m_simulation);
  570. }
  571. //-----------------------------------------------------------------------------
  572. // CShaderData
  573. //-----------------------------------------------------------------------------
  574. CatShaderData::CatShaderData(uint32_t vert_decl_flags, Shader* shader)
  575. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  576. {
  577. m_sprite_orientation = .0f;
  578. m_sprite_flip = .0f;
  579. SetupDefaultData();
  580. }
  581. //-----------------------------------------------------------------------------
  582. void CatShaderData::SetupDefaultData()
  583. {
  584. AddUniform("in_model_view");
  585. AddUniform("in_normal_mat");
  586. AddUniform("in_proj");
  587. AddUniform("in_texture");
  588. AddUniform("in_sprite_orientation");
  589. AddUniform("in_sprite_flip");
  590. }
  591. //-----------------------------------------------------------------------------
  592. void CatShaderData::SetupShaderDatas(mat4 const &model)
  593. {
  594. mat4 proj = g_scene->GetCamera()->GetProjection();
  595. mat4 view = g_scene->GetCamera()->GetView();
  596. mat4 modelview = view * model;
  597. mat3 normalmat = transpose(inverse(mat3(view)));
  598. m_shader->SetUniform(*GetUniform("in_model_view"), modelview);
  599. m_shader->SetUniform(*GetUniform("in_normal_mat"), normalmat);
  600. m_shader->SetUniform(*GetUniform("in_proj"), proj);
  601. m_shader->SetUniform(*GetUniform("in_texture"), m_tex_uniform, 0);
  602. m_shader->SetUniform(*GetUniform("in_sprite_orientation"), m_sprite_orientation);
  603. m_shader->SetUniform(*GetUniform("in_sprite_flip"), m_sprite_flip);
  604. }
  605. int main(int argc, char **argv)
  606. {
  607. System::Init(argc, argv);
  608. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  609. new BtPhysTest(argc > 1);
  610. app.ShowPointer(false);
  611. app.Run();
  612. return EXIT_SUCCESS;
  613. }