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  1. //
  2. // Lol Engine — BtPhys tutorial
  3. //
  4. // Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
  5. // © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  6. //
  7. // Lol Engine is free software. It comes without any warranty, to
  8. // the extent permitted by applicable law. You can redistribute it
  9. // and/or modify it under the terms of the Do What the Fuck You Want
  10. // to Public License, Version 2, as published by the WTFPL Task Force.
  11. // See http://www.wtfpl.net/ for more details.
  12. //
  13. #if HAVE_CONFIG_H
  14. # include "config.h"
  15. #endif
  16. #include <lol/engine.h>
  17. #include "loldebug.h"
  18. using namespace lol;
  19. #include "physics/lolphysics.h"
  20. #include "physics/easyphysics.h"
  21. #define CAT_MODE 0
  22. #define OBJ_SIZE 2.f
  23. #define NB_SPRITE 4
  24. #define PARTICLE_SIZE 4
  25. #include "physicobject.h"
  26. #include "btphystest.h"
  27. using namespace lol::phys;
  28. #define CUBE_HALF_EXTENTS .5f
  29. #define EXTRA_HEIGHT 1.f
  30. #define BASE_TIME 2.f
  31. #define ZERO_TIME (BASE_TIME + rand(-BASE_TIME * .4f, BASE_TIME * .4f))
  32. #define ZERO_SPEED 3.5f
  33. #define JUMP_HEIGHT 30.f
  34. #define JUMP_STRAFE .5f
  35. #define TARGET_TIMER 10.f + (rand(4.f) - 2.f)
  36. int gNumObjects = 16;
  37. #if CAT_MODE
  38. #define USE_WALL 1
  39. #define USE_BODIES 1
  40. #else
  41. #define USE_WALL 1
  42. #define USE_PLATFORM 0
  43. #define USE_ROPE 0
  44. #define USE_BODIES 1
  45. #define USE_ROTATION 1
  46. #define USE_CHARACTER 0
  47. #define USE_STAIRS 0
  48. #endif
  49. LOLFX_RESOURCE_DECLARE(front_camera_sprite);
  50. BtPhysTest::BtPhysTest(bool editor)
  51. {
  52. m_init_status = 0;
  53. }
  54. void BtPhysTest::InitApp()
  55. {
  56. m_init_status = 1;
  57. m_loop_value = .0f;
  58. #if CAT_MODE
  59. /* cat datas setup */
  60. m_cat_texture = Tiler::Register("data/CatsSheet.png", ivec2::zero, ivec2(0,1));
  61. m_fov_dp = .0f;
  62. m_loc_dp = .0f;
  63. #endif //CAT_MODE
  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(radians(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(radians(45.f), .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  78. #endif
  79. Scene& scene = Scene::GetScene();
  80. scene.PushCamera(m_camera);
  81. m_ready = false;
  82. m_simulation = new Simulation();
  83. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  84. m_simulation->Init();
  85. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  86. m_simulation->SetGravity(NewGravity);
  87. m_simulation->SetContinuousDetection(true);
  88. m_simulation->SetTimestep(1.f / 120.f);
  89. Ticker::Ref(m_simulation);
  90. /* Add a white directional light */
  91. m_light1 = new Light();
  92. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  93. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  94. m_light1->SetType(LightType::Directional);
  95. Ticker::Ref(m_light1);
  96. /* Add an orangeish point light */
  97. m_light2 = new Light();
  98. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  99. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  100. m_light2->SetType(LightType::Point);
  101. Ticker::Ref(m_light2);
  102. float offset = 29.5f;
  103. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  104. #if USE_STAIRS
  105. {
  106. vec3 new_offset = vec3(1.0f, .125f, .0f);
  107. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  108. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  109. {
  110. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(30.f));
  111. NewPosition += vec3(4.0f, .0f, -4.0f);
  112. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  113. Ticker::Ref(NewPhyobj);
  114. m_stairs_list << NewPhyobj;
  115. }
  116. {
  117. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(40.f));
  118. NewPosition += vec3(4.0f, .0f, -4.0f);
  119. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  120. Ticker::Ref(NewPhyobj);
  121. m_stairs_list << NewPhyobj;
  122. }
  123. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  124. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  125. for (int i=0; i < 15; i++)
  126. {
  127. NewPosition += new_offset;
  128. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  129. Ticker::Ref(NewPhyobj);
  130. m_stairs_list << NewPhyobj;
  131. }
  132. }
  133. #endif //USE_STAIRS
  134. #if USE_WALL
  135. {
  136. for (int i=0; i < 6; i++)
  137. {
  138. vec3 NewPosition = vec3(.0f);
  139. quat NewRotation = quat(1.f);
  140. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  141. int idx = i/2;
  142. NewPosition = pos_offset;
  143. NewPosition[idx] += offset;
  144. offset *= -1.f;
  145. if (idx != 1)
  146. {
  147. vec3 NewAxis = vec3(.0f);
  148. NewAxis[2 - idx] = 1;
  149. NewRotation = quat::rotate(radians(90.f), NewAxis);
  150. }
  151. NewPhyobj->SetTransform(NewPosition, NewRotation);
  152. Ticker::Ref(NewPhyobj);
  153. m_ground_list << NewPhyobj;
  154. }
  155. }
  156. #endif //USE_WALL
  157. PhysicsObject* BasePhyobj = nullptr;
  158. #if USE_PLATFORM
  159. {
  160. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  161. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  162. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  163. m_platform_list << NewPhyobj;
  164. Ticker::Ref(NewPhyobj);
  165. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  166. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  167. BasePhyobj = NewPhyobj;
  168. m_platform_list << NewPhyobj;
  169. Ticker::Ref(NewPhyobj);
  170. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(90.f));
  171. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  172. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  173. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  174. m_platform_list << NewPhyobj;
  175. Ticker::Ref(NewPhyobj);
  176. //NewPosition += vec3(-0.0f, .0f, .0f);
  177. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  178. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  179. //m_platform_list << NewPhyobj;
  180. //Ticker::Ref(NewPhyobj);
  181. //NewPosition += vec3(-2.0f, .0f, .0f);
  182. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  183. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  184. //m_platform_list << NewPhyobj;
  185. //Ticker::Ref(NewPhyobj);
  186. }
  187. #endif //USE_PLATFORM
  188. #if USE_CHARACTER
  189. {
  190. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  191. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  192. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  193. m_character_list << NewPhyobj;
  194. Ticker::Ref(NewPhyobj);
  195. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  196. }
  197. #endif //USE_CHARACTER
  198. #if USE_BODIES
  199. {
  200. for (int x=0; x < 6; x++)
  201. {
  202. for (int y=0; y < 2; y++)
  203. {
  204. for (int z=0; z < 5; z++)
  205. {
  206. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  207. vec3(-20.f, 15.f, -20.f) +
  208. #if CAT_MODE
  209. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  210. vec3(2.f , 1.f , 2.f) +
  211. #endif //CAT_MODE
  212. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  213. m_physobj_list.push(new_physobj, ZERO_TIME);
  214. Ticker::Ref(new_physobj);
  215. }
  216. }
  217. }
  218. }
  219. #endif //USE_BODIES
  220. #if USE_ROPE
  221. {
  222. array<PhysicsObject*> RopeElements;
  223. for (int i = 0; i < 14; i++)
  224. {
  225. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  226. vec3(0.f, 15.f, -20.f) +
  227. vec3(0.f, 0.f, 2.f * (float)i), 1);
  228. RopeElements << new_physobj;
  229. m_physobj_list.push(new_physobj, ZERO_TIME);
  230. Ticker::Ref(new_physobj);
  231. if (RopeElements.count() > 1)
  232. {
  233. EasyConstraint* new_constraint = new EasyConstraint();
  234. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform()[3].xyz -
  235. RopeElements[i - 1]->GetPhysic()->GetTransform()[3].xyz);
  236. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  237. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  238. new_constraint->InitConstraintToPoint2Point();
  239. new_constraint->DisableCollisionBetweenObjs(true);
  240. new_constraint->AddToSimulation(m_simulation);
  241. m_constraint_list << new_constraint;
  242. }
  243. }
  244. }
  245. #endif //USE_ROPE
  246. }
  247. BtPhysTest::~BtPhysTest()
  248. {
  249. Scene& scene = Scene::GetScene();
  250. scene.PopCamera(m_camera);
  251. Ticker::Unref(m_light1);
  252. Ticker::Unref(m_light2);
  253. #if CAT_MODE
  254. /* cat datas setup */
  255. Shader::Destroy(m_cat_shader);
  256. Tiler::Deregister(m_cat_texture);
  257. #endif //CAT_MODE
  258. while (m_constraint_list.count())
  259. {
  260. EasyConstraint* CurPop = m_constraint_list.last();
  261. m_constraint_list.pop();
  262. CurPop->RemoveFromSimulation(m_simulation);
  263. delete CurPop;
  264. }
  265. array<PhysicsObject*> objects
  266. = m_ground_list
  267. + m_stairs_list
  268. + m_character_list
  269. + m_platform_list;
  270. while (m_physobj_list.count())
  271. {
  272. objects << m_physobj_list.last().m1;
  273. m_physobj_list.pop();
  274. }
  275. m_ground_list.clear();
  276. m_stairs_list.clear();
  277. m_character_list.clear();
  278. m_platform_list.clear();
  279. while (objects.count())
  280. {
  281. PhysicsObject* CurPop = objects.pop();
  282. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  283. Ticker::Unref(CurPop);
  284. }
  285. //while (m_ground_list.count())
  286. //{
  287. // PhysicsObject* CurPop = m_ground_list.last();
  288. // m_ground_list.pop();
  289. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  290. // Ticker::Unref(CurPop);
  291. //}
  292. //while (m_stairs_list.count())
  293. //{
  294. // PhysicsObject* CurPop = m_stairs_list.last();
  295. // m_stairs_list.pop();
  296. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  297. // Ticker::Unref(CurPop);
  298. //}
  299. //while (m_character_list.count())
  300. //{
  301. // PhysicsObject* CurPop = m_character_list.last();
  302. // m_character_list.pop();
  303. // CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  304. // Ticker::Unref(CurPop);
  305. //}
  306. //while (m_platform_list.count())
  307. //{
  308. // PhysicsObject* CurPop = m_platform_list.last();
  309. // m_platform_list.pop();
  310. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  311. // Ticker::Unref(CurPop);
  312. //}
  313. //while (m_physobj_list.count())
  314. //{
  315. // PhysicsObject* CurPop = m_physobj_list.last().m1;
  316. // m_physobj_list.pop();
  317. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  318. // Ticker::Unref(CurPop);
  319. //}
  320. Ticker::Unref(m_simulation);
  321. }
  322. void BtPhysTest::tick_game(float seconds)
  323. {
  324. WorldEntity::tick_game(seconds);
  325. if (!m_init_status)
  326. {
  327. if (Scene::GetCount())
  328. InitApp();
  329. return;
  330. }
  331. else if (m_init_status == 1)
  332. {
  333. m_init_status++;
  334. return;
  335. }
  336. auto context = Debug::DrawContext::New(Color::white, 1.f);
  337. Debug::DrawGrid(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f);
  338. if (input::keyboard()->key_released(input::key::SC_Escape))
  339. Ticker::Shutdown();
  340. m_loop_value += seconds;
  341. if (m_loop_value > F_PI * 2.0f)
  342. m_loop_value -= F_PI * 2.0f;
  343. vec3 GroundBarycenter = vec3(.0f);
  344. vec3 PhysObjBarycenter = vec3(.0f);
  345. float factor = .0f;
  346. #if CAT_MODE
  347. #if USE_BODIES
  348. vec3 cam_center(0.f);
  349. float cam_factor = .0f;
  350. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  351. Scene& scene = Scene::GetScene();
  352. mat4 world_cam = scene.GetCamera()->GetView();
  353. mat4 cam_screen = scene.GetCamera()->GetProjection();
  354. m_target_timer -= seconds;
  355. if (m_target_timer < .0f)
  356. {
  357. m_target_timer = TARGET_TIMER;
  358. if (m_cam_target == -1)
  359. m_cam_target = rand(m_physobj_list.count());
  360. else
  361. m_cam_target = -1;
  362. }
  363. for (int i = 0; i < m_physobj_list.count(); i++)
  364. {
  365. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  366. float &obj_timer = m_physobj_list[i].m2;
  367. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform()[3].xyz;
  368. if (m_cam_target == -1 || m_cam_target == i)
  369. {
  370. cam_center += obj_loc;
  371. cam_factor += 1.f;
  372. mat4 LocalPos = mat4::translate(obj_loc);
  373. vec3 vpos;
  374. LocalPos = world_cam * LocalPos;
  375. mat4 LocalPos0 = LocalPos;
  376. int j = 2;
  377. while (j-- > 0)
  378. {
  379. if (j == 1)
  380. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  381. else
  382. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  383. LocalPos = cam_screen * LocalPos;
  384. vpos = (LocalPos[3] / LocalPos[3].w).xyz;
  385. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  386. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  387. }
  388. }
  389. //Jump handling
  390. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  391. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  392. obj_timer -= seconds;
  393. if (obj_timer < .0f)
  394. {
  395. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  396. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  397. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  398. PhysObj->GetPhysic()->GetMass());
  399. obj_timer = ZERO_TIME;
  400. }
  401. }
  402. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  403. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  404. vec3 new_target = cam_center / cam_factor;
  405. float fov_dp = .0f;
  406. float loc_dp = .0f;
  407. //ideally fov is on the target
  408. if (lol::abs(fov_ratio - 1.f) < .2f)
  409. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  410. else
  411. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  412. //ideally loc is on the target
  413. if (length(new_target - m_camera->GetTarget()) < 6.f)
  414. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  415. else
  416. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  417. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  418. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  419. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  420. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  421. m_camera->SetView((mat4::rotate(radians(10.f) * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  422. tmp, vec3(0, 1, 0));
  423. #endif //USE_BODIES
  424. #endif //CAT_MODE
  425. #if USE_WALL
  426. {
  427. for (int i = 0; i < m_ground_list.count(); i++)
  428. {
  429. PhysicsObject* PhysObj = m_ground_list[i];
  430. mat4 GroundMat = PhysObj->GetTransform();
  431. GroundBarycenter += GroundMat[3].xyz;
  432. factor += 1.f;
  433. }
  434. GroundBarycenter /= factor;
  435. for (int i = 0; i < m_ground_list.count(); i++)
  436. {
  437. PhysicsObject* PhysObj = m_ground_list[i];
  438. mat4 GroundMat = PhysObj->GetTransform();
  439. vec3 CenterToGround = GroundMat[3].xyz - GroundBarycenter;
  440. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  441. if (dot(normalize(CenterToCam - CenterToGround),
  442. normalize(CenterToGround)) > 0.f)
  443. PhysObj->SetRender(false);
  444. else
  445. PhysObj->SetRender(true);
  446. }
  447. }
  448. #endif //USE_WALL
  449. #if USE_ROTATION
  450. {
  451. for (int i = 0; i < m_ground_list.count(); i++)
  452. {
  453. PhysicsObject* PhysObj = m_ground_list[i];
  454. mat4 GroundMat = PhysObj->GetTransform();
  455. mat4 CenterMx = mat4::translate(GroundBarycenter);
  456. GroundMat = inverse(CenterMx) * GroundMat;
  457. GroundMat = CenterMx *
  458. mat4(quat::fromeuler_xyz(vec3(.0f, radians(20.f), radians(20.0f)) * seconds))
  459. * GroundMat;
  460. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  461. }
  462. }
  463. #endif //USE_ROTATION
  464. #if USE_PLATFORM
  465. {
  466. for (int i = 0; i < m_platform_list.count(); i++)
  467. {
  468. PhysicsObject* PhysObj = m_platform_list[i];
  469. mat4 GroundMat = PhysObj->GetTransform();
  470. if (i == 0)
  471. {
  472. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(radians(20.f), .0f, .0f) * seconds));
  473. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  474. }
  475. else if (i == 1)
  476. {
  477. GroundMat =
  478. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  479. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * radians(20.f), .0f)));
  480. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  481. }
  482. }
  483. }
  484. #endif //USE_PLATFORM
  485. #if USE_CHARACTER
  486. {
  487. auto keyboard = input::keyboard();
  488. for (int i = 0; i < m_character_list.count(); i++)
  489. {
  490. PhysicsObject* PhysObj = m_character_list[i];
  491. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  492. mat4 CtlrMx = Character->GetTransform();
  493. vec3 movement(0.f);
  494. movement.z = (keyboard->key(input::key::SC_Right) ? 1.f : 0.f)
  495. - (keyboard->key(input::key::SC_Left) ? 1.f : 0.f);
  496. movement.x = (keyboard->key(input::key::SC_Up) ? 1.f : 0.f)
  497. - (keyboard->key(input::key::SC_Down) ? 1.f : 0.f);
  498. movement.y = (keyboard->key(input::key::SC_PageUp) ? 1.f : 0.f)
  499. - (keyboard->key(input::key::SC_PageDown) ? 1.f : 0.f);
  500. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  501. if (input::keyboard()->key_released(input::key::SC_Space))
  502. Character->Jump();
  503. Character->SetMovementForFrame(CharMove);
  504. RayCastResult HitResult;
  505. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform()[3].xyz, (Character->GetTransform()[3].xyz + vec3(.0f, -1.f, .0f)), Character))
  506. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  507. else
  508. Character->AttachTo(nullptr);
  509. }
  510. }
  511. #endif //USE_CHARACTER
  512. #if USE_CHARACTER
  513. {
  514. PhysObjBarycenter = vec3(.0f);
  515. factor = .0f;
  516. for (int i = 0; i < m_character_list.count(); i++)
  517. {
  518. PhysicsObject* PhysObj = m_character_list[i];
  519. mat4 GroundMat = PhysObj->GetTransform();
  520. PhysObjBarycenter += GroundMat[3].xyz;
  521. factor += 1.f;
  522. }
  523. PhysObjBarycenter /= factor;
  524. #if 0
  525. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  526. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  527. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  528. #endif
  529. }
  530. #else
  531. {
  532. PhysObjBarycenter = vec3(.0f);
  533. for (int i = 0; i < m_physobj_list.count(); i++)
  534. {
  535. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  536. mat4 GroundMat = PhysObj->GetTransform();
  537. PhysObjBarycenter += GroundMat[3].xyz;
  538. factor += 1.f;
  539. }
  540. PhysObjBarycenter /= factor;
  541. #if 0
  542. m_camera->SetTarget(PhysObjBarycenter);
  543. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  544. #endif
  545. }
  546. #endif //USE_CHARACTER
  547. }
  548. void BtPhysTest::tick_draw(float seconds, Scene &scene)
  549. {
  550. WorldEntity::tick_draw(seconds, scene);
  551. if (m_init_status != 2)
  552. return;
  553. if (!m_ready)
  554. {
  555. #if CAT_MODE
  556. /* cat datas setup */
  557. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  558. #if USE_BODIES
  559. for (int i = 0; i < m_physobj_list.count(); i++)
  560. {
  561. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  562. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  563. (1 << VertexUsage::Color) |
  564. (1 << VertexUsage::TexCoord) |
  565. (1 << VertexUsage::TexCoordExt)),
  566. m_cat_shader);
  567. m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
  568. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  569. PhysObj->SetCustomShaderData(m_cat_sdata);
  570. m_cat_sdata = nullptr;
  571. }
  572. #endif //USE_BODIES
  573. #endif //CAT_MODE
  574. /* FIXME: this object never cleans up */
  575. m_ready = true;
  576. }
  577. else
  578. {
  579. #if CAT_MODE
  580. for (int i = 0; i < m_physobj_list.count(); i++)
  581. {
  582. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  583. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  584. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  585. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  586. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  587. 0.1f, seconds);
  588. }
  589. #endif //CAT_MODE
  590. }
  591. //Video::set_clear_color(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  592. }
  593. //-----------------------------------------------------------------------------
  594. // CShaderData
  595. //-----------------------------------------------------------------------------
  596. CatShaderData::CatShaderData(uint32_t vert_decl_flags, std::shared_ptr<Shader> shader)
  597. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  598. {
  599. m_sprite_orientation = .0f;
  600. m_sprite_flip = .0f;
  601. SetupDefaultData();
  602. }
  603. //-----------------------------------------------------------------------------
  604. void CatShaderData::SetupDefaultData()
  605. {
  606. AddUniform("u_model_view");
  607. AddUniform("u_normal_mat");
  608. AddUniform("u_proj");
  609. AddUniform("u_texture");
  610. AddUniform("u_sprite_orientation");
  611. AddUniform("u_sprite_flip");
  612. }
  613. //-----------------------------------------------------------------------------
  614. void CatShaderData::SetupShaderDatas(mat4 const &model)
  615. {
  616. Scene& scene = Scene::GetScene();
  617. mat4 proj = scene.GetCamera()->GetProjection();
  618. mat4 view = scene.GetCamera()->GetView();
  619. mat4 modelview = view * model;
  620. mat3 normalmat = transpose(inverse(mat3(view)));
  621. m_shader->SetUniform(*GetUniform("u_model_view"), modelview);
  622. m_shader->SetUniform(*GetUniform("u_normal_mat"), normalmat);
  623. m_shader->SetUniform(*GetUniform("u_proj"), proj);
  624. m_shader->SetUniform(*GetUniform("u_texture"), m_tex_uniform, 0);
  625. m_shader->SetUniform(*GetUniform("u_sprite_orientation"), m_sprite_orientation);
  626. m_shader->SetUniform(*GetUniform("u_sprite_flip"), m_sprite_flip);
  627. }
  628. int main(int argc, char **argv)
  629. {
  630. sys::init(argc, argv);
  631. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  632. new BtPhysTest(argc > 1);
  633. app.ShowPointer(false);
  634. app.Run();
  635. return EXIT_SUCCESS;
  636. }