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