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