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