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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 HAVE_CONFIG_H
  8. # include "config.h"
  9. #endif
  10. #include <lol/engine.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");
  60. m_controller->SetInputCount(KEY_MAX, 0);
  61. m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
  62. m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
  63. m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
  64. m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
  65. m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
  66. m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
  67. m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
  68. m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");
  69. /* Create a camera that matches the settings of XNA BtPhysTest */
  70. m_camera = new Camera();
  71. #if CAT_MODE
  72. m_camera->SetView(vec3(70.f, 50.f, 0.f),
  73. vec3(0.f, 0.f, 0.f),
  74. vec3(0, 1, 0));
  75. m_camera->SetProjection(60.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  76. m_target_timer = TARGET_TIMER;
  77. m_cam_target = -1;
  78. #else
  79. m_camera->SetView(vec3(50.f, 50.f, 0.f),
  80. vec3(0.f, 0.f, 0.f),
  81. vec3(0, 1, 0));
  82. m_camera->SetProjection(45.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  83. #endif
  84. Scene& scene = Scene::GetScene();
  85. scene.PushCamera(m_camera);
  86. m_ready = false;
  87. m_simulation = new Simulation();
  88. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  89. m_simulation->Init();
  90. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  91. m_simulation->SetGravity(NewGravity);
  92. m_simulation->SetContinuousDetection(true);
  93. m_simulation->SetTimestep(1.f / 120.f);
  94. Ticker::Ref(m_simulation);
  95. /* Add a white directional light */
  96. m_light1 = new Light();
  97. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  98. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  99. m_light1->SetType(LightType::Directional);
  100. Ticker::Ref(m_light1);
  101. /* Add an orangeish point light */
  102. m_light2 = new Light();
  103. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  104. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  105. m_light2->SetType(LightType::Point);
  106. Ticker::Ref(m_light2);
  107. float offset = 29.5f;
  108. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  109. #if USE_STAIRS
  110. {
  111. vec3 new_offset = vec3(1.0f, .125f, .0f);
  112. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  113. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  114. {
  115. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 30.f);
  116. NewPosition += vec3(4.0f, .0f, -4.0f);
  117. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  118. Ticker::Ref(NewPhyobj);
  119. m_stairs_list << NewPhyobj;
  120. }
  121. {
  122. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 40.f);
  123. NewPosition += vec3(4.0f, .0f, -4.0f);
  124. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  125. Ticker::Ref(NewPhyobj);
  126. m_stairs_list << NewPhyobj;
  127. }
  128. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  129. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  130. for (int i=0; i < 15; i++)
  131. {
  132. NewPosition += new_offset;
  133. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  134. Ticker::Ref(NewPhyobj);
  135. m_stairs_list << NewPhyobj;
  136. }
  137. }
  138. #endif //USE_STAIRS
  139. #if USE_WALL
  140. {
  141. for (int i=0; i < 6; i++)
  142. {
  143. vec3 NewPosition = vec3(.0f);
  144. quat NewRotation = quat(1.f);
  145. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  146. int idx = i/2;
  147. NewPosition = pos_offset;
  148. NewPosition[idx] += offset;
  149. offset *= -1.f;
  150. if (idx != 1)
  151. {
  152. vec3 NewAxis = vec3(.0f);
  153. NewAxis[2 - idx] = 1;
  154. NewRotation = quat::rotate(90.f, NewAxis);
  155. }
  156. NewPhyobj->SetTransform(NewPosition, NewRotation);
  157. Ticker::Ref(NewPhyobj);
  158. m_ground_list << NewPhyobj;
  159. }
  160. }
  161. #endif //USE_WALL
  162. PhysicsObject* BasePhyobj = NULL;
  163. #if USE_PLATFORM
  164. {
  165. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  166. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  167. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  168. m_platform_list << NewPhyobj;
  169. Ticker::Ref(NewPhyobj);
  170. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  171. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  172. BasePhyobj = NewPhyobj;
  173. m_platform_list << NewPhyobj;
  174. Ticker::Ref(NewPhyobj);
  175. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f);
  176. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  177. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  178. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  179. m_platform_list << NewPhyobj;
  180. Ticker::Ref(NewPhyobj);
  181. //NewPosition += vec3(-0.0f, .0f, .0f);
  182. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  183. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  184. //m_platform_list << NewPhyobj;
  185. //Ticker::Ref(NewPhyobj);
  186. //NewPosition += vec3(-2.0f, .0f, .0f);
  187. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  188. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  189. //m_platform_list << NewPhyobj;
  190. //Ticker::Ref(NewPhyobj);
  191. }
  192. #endif //USE_PLATFORM
  193. #if USE_CHARACTER
  194. {
  195. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  196. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  197. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  198. m_character_list << NewPhyobj;
  199. Ticker::Ref(NewPhyobj);
  200. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  201. }
  202. #endif //USE_CHARACTER
  203. #if USE_BODIES
  204. {
  205. for (int x=0; x < 6; x++)
  206. {
  207. for (int y=0; y < 2; y++)
  208. {
  209. for (int z=0; z < 5; z++)
  210. {
  211. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  212. vec3(-20.f, 15.f, -20.f) +
  213. #if CAT_MODE
  214. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  215. vec3(2.f , 1.f , 2.f) +
  216. #endif //CAT_MODE
  217. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  218. m_physobj_list.Push(new_physobj, ZERO_TIME);
  219. Ticker::Ref(new_physobj);
  220. }
  221. }
  222. }
  223. }
  224. #endif //USE_BODIES
  225. #if USE_ROPE
  226. {
  227. array<PhysicsObject*> RopeElements;
  228. for (int i = 0; i < 14; i++)
  229. {
  230. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  231. vec3(0.f, 15.f, -20.f) +
  232. vec3(0.f, 0.f, 2.f * (float)i), 1);
  233. RopeElements << new_physobj;
  234. m_physobj_list.Push(new_physobj, ZERO_TIME);
  235. Ticker::Ref(new_physobj);
  236. if (RopeElements.Count() > 1)
  237. {
  238. EasyConstraint* new_constraint = new EasyConstraint();
  239. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform()[3].xyz -
  240. RopeElements[i - 1]->GetPhysic()->GetTransform()[3].xyz);
  241. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  242. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  243. new_constraint->InitConstraintToPoint2Point();
  244. new_constraint->DisableCollisionBetweenObjs(true);
  245. new_constraint->AddToSimulation(m_simulation);
  246. m_constraint_list << new_constraint;
  247. }
  248. }
  249. }
  250. #endif //USE_ROPE
  251. }
  252. void BtPhysTest::TickGame(float seconds)
  253. {
  254. WorldEntity::TickGame(seconds);
  255. if (!m_init_status)
  256. {
  257. if (Renderer::GetCount())
  258. InitApp();
  259. return;
  260. }
  261. else if (m_init_status == 1)
  262. {
  263. m_init_status++;
  264. return;
  265. }
  266. if (m_controller->WasKeyReleasedThisFrame(KEY_QUIT))
  267. Ticker::Shutdown();
  268. m_loop_value += seconds;
  269. if (m_loop_value > F_PI * 2.0f)
  270. m_loop_value -= F_PI * 2.0f;
  271. vec3 GroundBarycenter = vec3(.0f);
  272. vec3 PhysObjBarycenter = vec3(.0f);
  273. float factor = .0f;
  274. #if CAT_MODE
  275. #if USE_BODIES
  276. vec3 cam_center(0.f);
  277. float cam_factor = .0f;
  278. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  279. Scene& scene = Scene::GetScene();
  280. mat4 world_cam = scene.GetCamera()->GetView();
  281. mat4 cam_screen = scene.GetCamera()->GetProjection();
  282. m_target_timer -= seconds;
  283. if (m_target_timer < .0f)
  284. {
  285. m_target_timer = TARGET_TIMER;
  286. if (m_cam_target == -1)
  287. m_cam_target = rand((int)m_physobj_list.Count());
  288. else
  289. m_cam_target = -1;
  290. }
  291. for (int i = 0; i < m_physobj_list.Count(); i++)
  292. {
  293. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  294. float &Timer = m_physobj_list[i].m2;
  295. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform()[3].xyz;
  296. if (m_cam_target == -1 || m_cam_target == i)
  297. {
  298. cam_center += obj_loc;
  299. cam_factor += 1.f;
  300. mat4 LocalPos = mat4::translate(obj_loc);
  301. vec3 vpos;
  302. LocalPos = world_cam * LocalPos;
  303. mat4 LocalPos0 = LocalPos;
  304. int j = 2;
  305. while (j-- > 0)
  306. {
  307. if (j == 1)
  308. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  309. else
  310. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  311. LocalPos = cam_screen * LocalPos;
  312. vpos = (LocalPos[3] / LocalPos[3].w).xyz;
  313. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  314. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  315. }
  316. }
  317. //Jump handling
  318. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  319. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  320. Timer -= seconds;
  321. if (Timer < .0f)
  322. {
  323. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  324. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  325. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  326. PhysObj->GetPhysic()->GetMass());
  327. Timer = ZERO_TIME;
  328. }
  329. }
  330. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  331. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  332. vec3 new_target = cam_center / cam_factor;
  333. float fov_dp = .0f;
  334. float loc_dp = .0f;
  335. //ideally fov is on the target
  336. if (lol::abs(fov_ratio - 1.f) < .2f)
  337. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  338. else
  339. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  340. //ideally loc is on the target
  341. if (length(new_target - m_camera->GetTarget()) < 6.f)
  342. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  343. else
  344. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  345. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  346. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  347. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  348. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  349. m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  350. tmp, vec3(0, 1, 0));
  351. #endif //USE_BODIES
  352. #endif //CAT_MODE
  353. #if USE_WALL
  354. {
  355. for (int i = 0; i < m_ground_list.Count(); i++)
  356. {
  357. PhysicsObject* PhysObj = m_ground_list[i];
  358. mat4 GroundMat = PhysObj->GetTransform();
  359. GroundBarycenter += GroundMat[3].xyz;
  360. factor += 1.f;
  361. }
  362. GroundBarycenter /= factor;
  363. for (int i = 0; i < m_ground_list.Count(); i++)
  364. {
  365. PhysicsObject* PhysObj = m_ground_list[i];
  366. mat4 GroundMat = PhysObj->GetTransform();
  367. vec3 CenterToGround = GroundMat[3].xyz - GroundBarycenter;
  368. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  369. if (dot(normalize(CenterToCam - CenterToGround),
  370. normalize(CenterToGround)) > 0.f)
  371. PhysObj->SetRender(false);
  372. else
  373. PhysObj->SetRender(true);
  374. }
  375. }
  376. #endif //USE_WALL
  377. #if USE_ROTATION
  378. {
  379. for (int i = 0; i < m_ground_list.Count(); i++)
  380. {
  381. PhysicsObject* PhysObj = m_ground_list[i];
  382. mat4 GroundMat = PhysObj->GetTransform();
  383. mat4 CenterMx = mat4::translate(GroundBarycenter);
  384. GroundMat = inverse(CenterMx) * GroundMat;
  385. GroundMat = CenterMx *
  386. mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
  387. * GroundMat;
  388. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  389. }
  390. }
  391. #endif //USE_ROTATION
  392. #if USE_PLATFORM
  393. {
  394. for (int i = 0; i < m_platform_list.Count(); i++)
  395. {
  396. PhysicsObject* PhysObj = m_platform_list[i];
  397. mat4 GroundMat = PhysObj->GetTransform();
  398. if (i == 0)
  399. {
  400. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
  401. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  402. }
  403. else if (i == 1)
  404. {
  405. GroundMat =
  406. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  407. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
  408. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  409. }
  410. }
  411. }
  412. #endif //USE_PLATFORM
  413. #if USE_CHARACTER
  414. {
  415. for (int i = 0; i < m_character_list.Count(); i++)
  416. {
  417. PhysicsObject* PhysObj = m_character_list[i];
  418. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  419. mat4 CtlrMx = Character->GetTransform();
  420. vec3 movement(0.f);
  421. movement.z = (m_controller->IsKeyPressed(KEY_MOVE_RIGHT) ? 1.f : 0.f)
  422. - (m_controller->IsKeyPressed(KEY_MOVE_LEFT) ? 1.f : 0.f);
  423. movement.x = (m_controller->IsKeyPressed(KEY_MOVE_FORWARD) ? 1.f : 0.f)
  424. - (m_controller->IsKeyPressed(KEY_MOVE_BACK) ? 1.f : 0.f);
  425. movement.y = (m_controller->IsKeyPressed(KEY_MOVE_UP) ? 1.f : 0.f)
  426. - (m_controller->IsKeyPressed(KEY_MOVE_DOWN) ? 1.f : 0.f);
  427. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  428. if (m_controller->WasKeyReleasedThisFrame(KEY_MOVE_JUMP))
  429. Character->Jump();
  430. Character->SetMovementForFrame(CharMove);
  431. RayCastResult HitResult;
  432. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform()[3].xyz, (Character->GetTransform()[3].xyz + vec3(.0f, -1.f, .0f)), Character))
  433. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  434. else
  435. Character->AttachTo(NULL);
  436. }
  437. }
  438. #endif //USE_CHARACTER
  439. #if USE_CHARACTER
  440. {
  441. PhysObjBarycenter = vec3(.0f);
  442. factor = .0f;
  443. for (int i = 0; i < m_character_list.Count(); i++)
  444. {
  445. PhysicsObject* PhysObj = m_character_list[i];
  446. mat4 GroundMat = PhysObj->GetTransform();
  447. PhysObjBarycenter += GroundMat[3].xyz;
  448. factor += 1.f;
  449. }
  450. PhysObjBarycenter /= factor;
  451. #if 0
  452. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  453. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  454. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  455. #endif
  456. }
  457. #else
  458. {
  459. PhysObjBarycenter = vec3(.0f);
  460. for (int i = 0; i < m_physobj_list.Count(); i++)
  461. {
  462. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  463. mat4 GroundMat = PhysObj->GetTransform();
  464. PhysObjBarycenter += GroundMat[3].xyz;
  465. factor += 1.f;
  466. }
  467. PhysObjBarycenter /= factor;
  468. #if 0
  469. m_camera->SetTarget(PhysObjBarycenter);
  470. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  471. #endif
  472. }
  473. #endif //USE_CHARACTER
  474. }
  475. void BtPhysTest::TickDraw(float seconds, Scene &scene)
  476. {
  477. WorldEntity::TickDraw(seconds, scene);
  478. if (m_init_status != 2)
  479. return;
  480. if (!m_ready)
  481. {
  482. #if CAT_MODE
  483. /* cat datas setup */
  484. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  485. #if USE_BODIES
  486. for (int i = 0; i < m_physobj_list.Count(); i++)
  487. {
  488. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  489. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  490. (1 << VertexUsage::Color) |
  491. (1 << VertexUsage::TexCoord) |
  492. (1 << VertexUsage::TexCoordExt)),
  493. m_cat_shader);
  494. m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
  495. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  496. PhysObj->SetCustomShaderData(m_cat_sdata);
  497. m_cat_sdata = NULL;
  498. }
  499. #endif //USE_BODIES
  500. #endif //CAT_MODE
  501. /* FIXME: this object never cleans up */
  502. m_ready = true;
  503. }
  504. else
  505. {
  506. #if CAT_MODE
  507. for (int i = 0; i < m_physobj_list.Count(); i++)
  508. {
  509. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  510. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  511. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  512. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  513. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  514. 0.1f, seconds);
  515. }
  516. #endif //CAT_MODE
  517. }
  518. //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  519. }
  520. BtPhysTest::~BtPhysTest()
  521. {
  522. Scene& scene = Scene::GetScene();
  523. scene.PopCamera(m_camera);
  524. Ticker::Unref(m_light1);
  525. Ticker::Unref(m_light2);
  526. #if CAT_MODE
  527. /* cat datas setup */
  528. Shader::Destroy(m_cat_shader);
  529. Tiler::Deregister(m_cat_texture);
  530. #endif //CAT_MODE
  531. while (m_constraint_list.Count())
  532. {
  533. EasyConstraint* CurPop = m_constraint_list.Last();
  534. m_constraint_list.Pop();
  535. CurPop->RemoveFromSimulation(m_simulation);
  536. delete CurPop;
  537. }
  538. while (m_ground_list.Count())
  539. {
  540. PhysicsObject* CurPop = m_ground_list.Last();
  541. m_ground_list.Pop();
  542. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  543. Ticker::Unref(CurPop);
  544. }
  545. while (m_stairs_list.Count())
  546. {
  547. PhysicsObject* CurPop = m_stairs_list.Last();
  548. m_stairs_list.Pop();
  549. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  550. Ticker::Unref(CurPop);
  551. }
  552. while (m_character_list.Count())
  553. {
  554. PhysicsObject* CurPop = m_character_list.Last();
  555. m_character_list.Pop();
  556. CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  557. Ticker::Unref(CurPop);
  558. }
  559. while (m_platform_list.Count())
  560. {
  561. PhysicsObject* CurPop = m_platform_list.Last();
  562. m_platform_list.Pop();
  563. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  564. Ticker::Unref(CurPop);
  565. }
  566. while (m_physobj_list.Count())
  567. {
  568. PhysicsObject* CurPop = m_physobj_list.Last().m1;
  569. m_physobj_list.Pop();
  570. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  571. Ticker::Unref(CurPop);
  572. }
  573. Ticker::Unref(m_simulation);
  574. }
  575. //-----------------------------------------------------------------------------
  576. // CShaderData
  577. //-----------------------------------------------------------------------------
  578. CatShaderData::CatShaderData(uint32_t vert_decl_flags, Shader* shader)
  579. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  580. {
  581. m_sprite_orientation = .0f;
  582. m_sprite_flip = .0f;
  583. SetupDefaultData();
  584. }
  585. //-----------------------------------------------------------------------------
  586. void CatShaderData::SetupDefaultData()
  587. {
  588. AddUniform("in_model_view");
  589. AddUniform("in_normal_mat");
  590. AddUniform("in_proj");
  591. AddUniform("in_texture");
  592. AddUniform("in_sprite_orientation");
  593. AddUniform("in_sprite_flip");
  594. }
  595. //-----------------------------------------------------------------------------
  596. void CatShaderData::SetupShaderDatas(mat4 const &model)
  597. {
  598. Scene& scene = Scene::GetScene();
  599. mat4 proj = scene.GetCamera()->GetProjection();
  600. mat4 view = scene.GetCamera()->GetView();
  601. mat4 modelview = view * model;
  602. mat3 normalmat = transpose(inverse(mat3(view)));
  603. m_shader->SetUniform(*GetUniform("in_model_view"), modelview);
  604. m_shader->SetUniform(*GetUniform("in_normal_mat"), normalmat);
  605. m_shader->SetUniform(*GetUniform("in_proj"), proj);
  606. m_shader->SetUniform(*GetUniform("in_texture"), m_tex_uniform, 0);
  607. m_shader->SetUniform(*GetUniform("in_sprite_orientation"), m_sprite_orientation);
  608. m_shader->SetUniform(*GetUniform("in_sprite_flip"), m_sprite_flip);
  609. }
  610. int main(int argc, char **argv)
  611. {
  612. System::Init(argc, argv);
  613. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  614. new BtPhysTest(argc > 1);
  615. app.ShowPointer(false);
  616. app.Run();
  617. return EXIT_SUCCESS;
  618. }