25'ten fazla konu seçemezsiniz Konular bir harf veya rakamla başlamalı, kısa çizgiler ('-') içerebilir ve en fazla 35 karakter uzunluğunda olabilir.
 
 
 

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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 0
  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 = 16;
  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 0
  37. #define USE_ROPE 0
  38. #define USE_BODIES 1
  39. #define USE_ROTATION 1
  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. #if 1 //HAS_INPUT
  59. InputProfile& ip = m_profile;
  60. ip.AddBindings<BtPhysTestKeyInput, BtPhysTestKeyInput::KEY_START, BtPhysTestKeyInput::KEY_MAX>(InputProfileType::Keyboard);
  61. m_controller = new Controller("Default");
  62. m_controller->Init(m_profile);
  63. Ticker::Ref(m_controller);
  64. #else
  65. /* Register an input controller for the keyboard */
  66. m_controller = new Controller("Default");
  67. m_controller->SetInputCount(KEY_MAX, 0);
  68. m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
  69. m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
  70. m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
  71. m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
  72. m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
  73. m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
  74. m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
  75. m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");
  76. #endif
  77. /* Create a camera that matches the settings of XNA BtPhysTest */
  78. m_camera = new Camera();
  79. #if CAT_MODE
  80. m_camera->SetView(vec3(70.f, 50.f, 0.f),
  81. vec3(0.f, 0.f, 0.f),
  82. vec3(0, 1, 0));
  83. m_camera->SetProjection(60.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  84. m_target_timer = TARGET_TIMER;
  85. m_cam_target = -1;
  86. #else
  87. m_camera->SetView(vec3(50.f, 50.f, 0.f),
  88. vec3(0.f, 0.f, 0.f),
  89. vec3(0, 1, 0));
  90. m_camera->SetProjection(45.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  91. #endif
  92. Scene& scene = Scene::GetScene();
  93. scene.PushCamera(m_camera);
  94. m_ready = false;
  95. m_simulation = new Simulation();
  96. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  97. m_simulation->Init();
  98. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  99. m_simulation->SetGravity(NewGravity);
  100. m_simulation->SetContinuousDetection(true);
  101. m_simulation->SetTimestep(1.f / 120.f);
  102. Ticker::Ref(m_simulation);
  103. /* Add a white directional light */
  104. m_light1 = new Light();
  105. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  106. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  107. m_light1->SetType(LightType::Directional);
  108. Ticker::Ref(m_light1);
  109. /* Add an orangeish point light */
  110. m_light2 = new Light();
  111. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  112. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  113. m_light2->SetType(LightType::Point);
  114. Ticker::Ref(m_light2);
  115. float offset = 29.5f;
  116. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  117. #if USE_STAIRS
  118. {
  119. vec3 new_offset = vec3(1.0f, .125f, .0f);
  120. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  121. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  122. {
  123. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 30.f);
  124. NewPosition += vec3(4.0f, .0f, -4.0f);
  125. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  126. Ticker::Ref(NewPhyobj);
  127. m_stairs_list << NewPhyobj;
  128. }
  129. {
  130. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 40.f);
  131. NewPosition += vec3(4.0f, .0f, -4.0f);
  132. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  133. Ticker::Ref(NewPhyobj);
  134. m_stairs_list << NewPhyobj;
  135. }
  136. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  137. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  138. for (int i=0; i < 15; i++)
  139. {
  140. NewPosition += new_offset;
  141. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  142. Ticker::Ref(NewPhyobj);
  143. m_stairs_list << NewPhyobj;
  144. }
  145. }
  146. #endif //USE_STAIRS
  147. #if USE_WALL
  148. {
  149. for (int i=0; i < 6; i++)
  150. {
  151. vec3 NewPosition = vec3(.0f);
  152. quat NewRotation = quat(1.f);
  153. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  154. int idx = i/2;
  155. NewPosition = pos_offset;
  156. NewPosition[idx] += offset;
  157. offset *= -1.f;
  158. if (idx != 1)
  159. {
  160. vec3 NewAxis = vec3(.0f);
  161. NewAxis[2 - idx] = 1;
  162. NewRotation = quat::rotate(90.f, NewAxis);
  163. }
  164. NewPhyobj->SetTransform(NewPosition, NewRotation);
  165. Ticker::Ref(NewPhyobj);
  166. m_ground_list << NewPhyobj;
  167. }
  168. }
  169. #endif //USE_WALL
  170. PhysicsObject* BasePhyobj = NULL;
  171. #if USE_PLATFORM
  172. {
  173. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  174. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  175. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  176. m_platform_list << NewPhyobj;
  177. Ticker::Ref(NewPhyobj);
  178. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  179. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  180. BasePhyobj = NewPhyobj;
  181. m_platform_list << NewPhyobj;
  182. Ticker::Ref(NewPhyobj);
  183. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f);
  184. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  185. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  186. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  187. m_platform_list << NewPhyobj;
  188. Ticker::Ref(NewPhyobj);
  189. //NewPosition += vec3(-0.0f, .0f, .0f);
  190. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  191. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  192. //m_platform_list << NewPhyobj;
  193. //Ticker::Ref(NewPhyobj);
  194. //NewPosition += vec3(-2.0f, .0f, .0f);
  195. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  196. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  197. //m_platform_list << NewPhyobj;
  198. //Ticker::Ref(NewPhyobj);
  199. }
  200. #endif //USE_PLATFORM
  201. #if USE_CHARACTER
  202. {
  203. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  204. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  205. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  206. m_character_list << NewPhyobj;
  207. Ticker::Ref(NewPhyobj);
  208. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  209. }
  210. #endif //USE_CHARACTER
  211. #if USE_BODIES
  212. {
  213. for (int x=0; x < 6; x++)
  214. {
  215. for (int y=0; y < 2; y++)
  216. {
  217. for (int z=0; z < 5; z++)
  218. {
  219. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  220. vec3(-20.f, 15.f, -20.f) +
  221. #if CAT_MODE
  222. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  223. vec3(2.f , 1.f , 2.f) +
  224. #endif //CAT_MODE
  225. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  226. m_physobj_list.push(new_physobj, ZERO_TIME);
  227. Ticker::Ref(new_physobj);
  228. }
  229. }
  230. }
  231. }
  232. #endif //USE_BODIES
  233. #if USE_ROPE
  234. {
  235. array<PhysicsObject*> RopeElements;
  236. for (int i = 0; i < 14; i++)
  237. {
  238. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  239. vec3(0.f, 15.f, -20.f) +
  240. vec3(0.f, 0.f, 2.f * (float)i), 1);
  241. RopeElements << new_physobj;
  242. m_physobj_list.push(new_physobj, ZERO_TIME);
  243. Ticker::Ref(new_physobj);
  244. if (RopeElements.count() > 1)
  245. {
  246. EasyConstraint* new_constraint = new EasyConstraint();
  247. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform()[3].xyz -
  248. RopeElements[i - 1]->GetPhysic()->GetTransform()[3].xyz);
  249. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  250. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  251. new_constraint->InitConstraintToPoint2Point();
  252. new_constraint->DisableCollisionBetweenObjs(true);
  253. new_constraint->AddToSimulation(m_simulation);
  254. m_constraint_list << new_constraint;
  255. }
  256. }
  257. }
  258. #endif //USE_ROPE
  259. }
  260. BtPhysTest::~BtPhysTest()
  261. {
  262. Scene& scene = Scene::GetScene();
  263. scene.PopCamera(m_camera);
  264. Ticker::Unref(m_controller);
  265. Ticker::Unref(m_light1);
  266. Ticker::Unref(m_light2);
  267. #if CAT_MODE
  268. /* cat datas setup */
  269. Shader::Destroy(m_cat_shader);
  270. Tiler::Deregister(m_cat_texture);
  271. #endif //CAT_MODE
  272. while (m_constraint_list.count())
  273. {
  274. EasyConstraint* CurPop = m_constraint_list.last();
  275. m_constraint_list.pop();
  276. CurPop->RemoveFromSimulation(m_simulation);
  277. delete CurPop;
  278. }
  279. array<PhysicsObject*> objects
  280. = m_ground_list
  281. + m_stairs_list
  282. + m_character_list
  283. + m_platform_list;
  284. while (m_physobj_list.count())
  285. {
  286. objects << m_physobj_list.last().m1;
  287. m_physobj_list.pop();
  288. }
  289. m_ground_list.empty();
  290. m_stairs_list.empty();
  291. m_character_list.empty();
  292. m_platform_list.empty();
  293. while (objects.count())
  294. {
  295. PhysicsObject* CurPop = objects.pop();
  296. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  297. Ticker::Unref(CurPop);
  298. }
  299. //while (m_ground_list.count())
  300. //{
  301. // PhysicsObject* CurPop = m_ground_list.last();
  302. // m_ground_list.pop();
  303. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  304. // Ticker::Unref(CurPop);
  305. //}
  306. //while (m_stairs_list.count())
  307. //{
  308. // PhysicsObject* CurPop = m_stairs_list.last();
  309. // m_stairs_list.pop();
  310. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  311. // Ticker::Unref(CurPop);
  312. //}
  313. //while (m_character_list.count())
  314. //{
  315. // PhysicsObject* CurPop = m_character_list.last();
  316. // m_character_list.pop();
  317. // CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  318. // Ticker::Unref(CurPop);
  319. //}
  320. //while (m_platform_list.count())
  321. //{
  322. // PhysicsObject* CurPop = m_platform_list.last();
  323. // m_platform_list.pop();
  324. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  325. // Ticker::Unref(CurPop);
  326. //}
  327. //while (m_physobj_list.count())
  328. //{
  329. // PhysicsObject* CurPop = m_physobj_list.last().m1;
  330. // m_physobj_list.pop();
  331. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  332. // Ticker::Unref(CurPop);
  333. //}
  334. Ticker::Unref(m_simulation);
  335. }
  336. void BtPhysTest::TickGame(float seconds)
  337. {
  338. WorldEntity::TickGame(seconds);
  339. if (!m_init_status)
  340. {
  341. if (Renderer::GetCount())
  342. InitApp();
  343. return;
  344. }
  345. else if (m_init_status == 1)
  346. {
  347. m_init_status++;
  348. return;
  349. }
  350. Debug::DrawSetupSegment(1.f);
  351. Debug::DrawGrid(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f);
  352. if (m_controller->WasKeyReleasedThisFrame(BtPhysTestKeyInput::KEY_QUIT))
  353. Ticker::Shutdown();
  354. m_loop_value += seconds;
  355. if (m_loop_value > F_PI * 2.0f)
  356. m_loop_value -= F_PI * 2.0f;
  357. vec3 GroundBarycenter = vec3(.0f);
  358. vec3 PhysObjBarycenter = vec3(.0f);
  359. float factor = .0f;
  360. #if CAT_MODE
  361. #if USE_BODIES
  362. vec3 cam_center(0.f);
  363. float cam_factor = .0f;
  364. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  365. Scene& scene = Scene::GetScene();
  366. mat4 world_cam = scene.GetCamera()->GetView();
  367. mat4 cam_screen = scene.GetCamera()->GetProjection();
  368. m_target_timer -= seconds;
  369. if (m_target_timer < .0f)
  370. {
  371. m_target_timer = TARGET_TIMER;
  372. if (m_cam_target == -1)
  373. m_cam_target = rand(m_physobj_list.count());
  374. else
  375. m_cam_target = -1;
  376. }
  377. for (int i = 0; i < m_physobj_list.count(); i++)
  378. {
  379. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  380. float &Timer = m_physobj_list[i].m2;
  381. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform()[3].xyz;
  382. if (m_cam_target == -1 || m_cam_target == i)
  383. {
  384. cam_center += obj_loc;
  385. cam_factor += 1.f;
  386. mat4 LocalPos = mat4::translate(obj_loc);
  387. vec3 vpos;
  388. LocalPos = world_cam * LocalPos;
  389. mat4 LocalPos0 = LocalPos;
  390. int j = 2;
  391. while (j-- > 0)
  392. {
  393. if (j == 1)
  394. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  395. else
  396. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  397. LocalPos = cam_screen * LocalPos;
  398. vpos = (LocalPos[3] / LocalPos[3].w).xyz;
  399. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  400. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  401. }
  402. }
  403. //Jump handling
  404. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  405. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  406. Timer -= seconds;
  407. if (Timer < .0f)
  408. {
  409. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  410. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  411. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  412. PhysObj->GetPhysic()->GetMass());
  413. Timer = ZERO_TIME;
  414. }
  415. }
  416. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  417. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  418. vec3 new_target = cam_center / cam_factor;
  419. float fov_dp = .0f;
  420. float loc_dp = .0f;
  421. //ideally fov is on the target
  422. if (lol::abs(fov_ratio - 1.f) < .2f)
  423. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  424. else
  425. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  426. //ideally loc is on the target
  427. if (length(new_target - m_camera->GetTarget()) < 6.f)
  428. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  429. else
  430. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  431. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  432. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  433. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  434. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  435. m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  436. tmp, vec3(0, 1, 0));
  437. #endif //USE_BODIES
  438. #endif //CAT_MODE
  439. #if USE_WALL
  440. {
  441. for (int i = 0; i < m_ground_list.count(); i++)
  442. {
  443. PhysicsObject* PhysObj = m_ground_list[i];
  444. mat4 GroundMat = PhysObj->GetTransform();
  445. GroundBarycenter += GroundMat[3].xyz;
  446. factor += 1.f;
  447. }
  448. GroundBarycenter /= factor;
  449. for (int i = 0; i < m_ground_list.count(); i++)
  450. {
  451. PhysicsObject* PhysObj = m_ground_list[i];
  452. mat4 GroundMat = PhysObj->GetTransform();
  453. vec3 CenterToGround = GroundMat[3].xyz - GroundBarycenter;
  454. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  455. if (dot(normalize(CenterToCam - CenterToGround),
  456. normalize(CenterToGround)) > 0.f)
  457. PhysObj->SetRender(false);
  458. else
  459. PhysObj->SetRender(true);
  460. }
  461. }
  462. #endif //USE_WALL
  463. #if USE_ROTATION
  464. {
  465. for (int i = 0; i < m_ground_list.count(); i++)
  466. {
  467. PhysicsObject* PhysObj = m_ground_list[i];
  468. mat4 GroundMat = PhysObj->GetTransform();
  469. mat4 CenterMx = mat4::translate(GroundBarycenter);
  470. GroundMat = inverse(CenterMx) * GroundMat;
  471. GroundMat = CenterMx *
  472. mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
  473. * GroundMat;
  474. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  475. }
  476. }
  477. #endif //USE_ROTATION
  478. #if USE_PLATFORM
  479. {
  480. for (int i = 0; i < m_platform_list.count(); i++)
  481. {
  482. PhysicsObject* PhysObj = m_platform_list[i];
  483. mat4 GroundMat = PhysObj->GetTransform();
  484. if (i == 0)
  485. {
  486. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
  487. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  488. }
  489. else if (i == 1)
  490. {
  491. GroundMat =
  492. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  493. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
  494. PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
  495. }
  496. }
  497. }
  498. #endif //USE_PLATFORM
  499. #if USE_CHARACTER
  500. {
  501. for (int i = 0; i < m_character_list.count(); i++)
  502. {
  503. PhysicsObject* PhysObj = m_character_list[i];
  504. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  505. mat4 CtlrMx = Character->GetTransform();
  506. vec3 movement(0.f);
  507. movement.z = (m_controller->IsKeyPressed(KEY_MOVE_RIGHT) ? 1.f : 0.f)
  508. - (m_controller->IsKeyPressed(KEY_MOVE_LEFT) ? 1.f : 0.f);
  509. movement.x = (m_controller->IsKeyPressed(KEY_MOVE_FORWARD) ? 1.f : 0.f)
  510. - (m_controller->IsKeyPressed(KEY_MOVE_BACK) ? 1.f : 0.f);
  511. movement.y = (m_controller->IsKeyPressed(KEY_MOVE_UP) ? 1.f : 0.f)
  512. - (m_controller->IsKeyPressed(KEY_MOVE_DOWN) ? 1.f : 0.f);
  513. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  514. if (m_controller->WasKeyReleasedThisFrame(KEY_MOVE_JUMP))
  515. Character->Jump();
  516. Character->SetMovementForFrame(CharMove);
  517. RayCastResult HitResult;
  518. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform()[3].xyz, (Character->GetTransform()[3].xyz + vec3(.0f, -1.f, .0f)), Character))
  519. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  520. else
  521. Character->AttachTo(NULL);
  522. }
  523. }
  524. #endif //USE_CHARACTER
  525. #if USE_CHARACTER
  526. {
  527. PhysObjBarycenter = vec3(.0f);
  528. factor = .0f;
  529. for (int i = 0; i < m_character_list.count(); i++)
  530. {
  531. PhysicsObject* PhysObj = m_character_list[i];
  532. mat4 GroundMat = PhysObj->GetTransform();
  533. PhysObjBarycenter += GroundMat[3].xyz;
  534. factor += 1.f;
  535. }
  536. PhysObjBarycenter /= factor;
  537. #if 0
  538. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  539. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  540. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  541. #endif
  542. }
  543. #else
  544. {
  545. PhysObjBarycenter = vec3(.0f);
  546. for (int i = 0; i < m_physobj_list.count(); i++)
  547. {
  548. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  549. mat4 GroundMat = PhysObj->GetTransform();
  550. PhysObjBarycenter += GroundMat[3].xyz;
  551. factor += 1.f;
  552. }
  553. PhysObjBarycenter /= factor;
  554. #if 0
  555. m_camera->SetTarget(PhysObjBarycenter);
  556. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  557. #endif
  558. }
  559. #endif //USE_CHARACTER
  560. }
  561. void BtPhysTest::TickDraw(float seconds, Scene &scene)
  562. {
  563. WorldEntity::TickDraw(seconds, scene);
  564. if (m_init_status != 2)
  565. return;
  566. if (!m_ready)
  567. {
  568. #if CAT_MODE
  569. /* cat datas setup */
  570. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  571. #if USE_BODIES
  572. for (int i = 0; i < m_physobj_list.count(); i++)
  573. {
  574. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  575. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  576. (1 << VertexUsage::Color) |
  577. (1 << VertexUsage::TexCoord) |
  578. (1 << VertexUsage::TexCoordExt)),
  579. m_cat_shader);
  580. m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
  581. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  582. PhysObj->SetCustomShaderData(m_cat_sdata);
  583. m_cat_sdata = NULL;
  584. }
  585. #endif //USE_BODIES
  586. #endif //CAT_MODE
  587. /* FIXME: this object never cleans up */
  588. m_ready = true;
  589. }
  590. else
  591. {
  592. #if CAT_MODE
  593. for (int i = 0; i < m_physobj_list.count(); i++)
  594. {
  595. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  596. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  597. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  598. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  599. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  600. 0.1f, seconds);
  601. }
  602. #endif //CAT_MODE
  603. }
  604. //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  605. }
  606. //-----------------------------------------------------------------------------
  607. // CShaderData
  608. //-----------------------------------------------------------------------------
  609. CatShaderData::CatShaderData(uint32_t vert_decl_flags, Shader* shader)
  610. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  611. {
  612. m_sprite_orientation = .0f;
  613. m_sprite_flip = .0f;
  614. SetupDefaultData();
  615. }
  616. //-----------------------------------------------------------------------------
  617. void CatShaderData::SetupDefaultData()
  618. {
  619. AddUniform("in_model_view");
  620. AddUniform("in_normal_mat");
  621. AddUniform("in_proj");
  622. AddUniform("in_texture");
  623. AddUniform("in_sprite_orientation");
  624. AddUniform("in_sprite_flip");
  625. }
  626. //-----------------------------------------------------------------------------
  627. void CatShaderData::SetupShaderDatas(mat4 const &model)
  628. {
  629. Scene& scene = Scene::GetScene();
  630. mat4 proj = scene.GetCamera()->GetProjection();
  631. mat4 view = scene.GetCamera()->GetView();
  632. mat4 modelview = view * model;
  633. mat3 normalmat = transpose(inverse(mat3(view)));
  634. m_shader->SetUniform(*GetUniform("in_model_view"), modelview);
  635. m_shader->SetUniform(*GetUniform("in_normal_mat"), normalmat);
  636. m_shader->SetUniform(*GetUniform("in_proj"), proj);
  637. m_shader->SetUniform(*GetUniform("in_texture"), m_tex_uniform, 0);
  638. m_shader->SetUniform(*GetUniform("in_sprite_orientation"), m_sprite_orientation);
  639. m_shader->SetUniform(*GetUniform("in_sprite_flip"), m_sprite_flip);
  640. }
  641. int main(int argc, char **argv)
  642. {
  643. System::Init(argc, argv);
  644. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  645. new BtPhysTest(argc > 1);
  646. app.ShowPointer(false);
  647. app.Run();
  648. return EXIT_SUCCESS;
  649. }