// // Lol Engine — BtPhys tutorial // // Copyright © 2009—2015 Benjamin “Touky” Huet // © 2012—2015 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. You can redistribute it // and/or modify it under the terms of the Do What the Fuck You Want // to Public License, Version 2, as published by the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #if HAVE_CONFIG_H # include "config.h" #endif #include #include "loldebug.h" using namespace lol; //#include "physics/lolphysics.h" //#include "physics/easyphysics.h" #include "nacl_phystest.h" //using namespace lol::phys; int gNumObjects = 64; Nacl_PhysTest::Nacl_PhysTest(bool editor) { /* Register an input controller for the keyboard */ m_controller = new Controller("Default"); m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up"); m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down"); m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left"); m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right"); m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space"); m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp"); m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown"); m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape"); /* Create a camera that matches the settings of XNA BtPhysTest */ m_camera = new Camera(); m_camera->SetView(vec3(50.f, 50.f, 0.f), vec3(0.f, 0.f, 0.f), vec3(0, 1, 0)); m_camera->SetProjection(radians(45.f), .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x); Scene::GetScene().PushCamera(m_camera); m_ready = false; /* m_simulation = new Simulation(); m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f)); m_simulation->Init(); vec3 NewGravity = vec3(.0f, -10.0f, .0f); m_simulation->SetGravity(NewGravity); m_simulation->SetContinuousDetection(true); m_simulation->SetTimestep(1.f / 120.f); Ticker::Ref(m_simulation); */ /* Add a white directional light */ m_light1 = new Light(); m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f)); m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f)); m_light1->SetType(LightType::Directional); Ticker::Ref(m_light1); /* Add an orangeish point light */ m_light2 = new Light(); m_light2->SetPosition(vec3(-15.f, 15.f, 15.f)); m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f)); m_light2->SetType(LightType::Point); Ticker::Ref(m_light2); } void Nacl_PhysTest::tick_game(float seconds) { WorldEntity::tick_game(seconds); if (m_controller->IsKeyReleased(KEY_QUIT)) Ticker::Shutdown(); } void Nacl_PhysTest::tick_draw(float seconds, Scene &scene) { WorldEntity::tick_draw(seconds, scene); if (!m_ready) { /* FIXME: this object never cleans up */ m_ready = true; } else { } } Nacl_PhysTest::~Nacl_PhysTest() { Scene::GetScene().PopCamera(m_camera); Ticker::Unref(m_light1); Ticker::Unref(m_light2); //Ticker::Unref(m_simulation); } int main(int argc, char **argv) { sys::init(argc, argv); Application app("Nacl_PhysTest", ivec2(1280, 960), 60.0f); new Nacl_PhysTest(argc > 1); app.ShowPointer(false); app.Run(); return EXIT_SUCCESS; }