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  1. //
  2. // Lol Engine — BtPhys tutorial
  3. //
  4. // Copyright © 2009—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  5. // © 2012—2015 Sam Hocevar <sam@hocevar.net>
  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. #if 1 //HAS_INPUT
  65. InputProfile& ip = m_profile;
  66. ip.AddBindings<BtPhysTestKeyInput, BtPhysTestKeyInput::KEY_START, BtPhysTestKeyInput::KEY_MAX>(InputProfileType::Keyboard);
  67. m_controller = new Controller("Default");
  68. m_controller->Init(m_profile);
  69. Ticker::Ref(m_controller);
  70. #else
  71. /* Register an input controller for the keyboard */
  72. m_controller = new Controller("Default");
  73. m_controller->SetInputCount(KEY_MAX, 0);
  74. m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
  75. m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
  76. m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
  77. m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
  78. m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
  79. m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
  80. m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
  81. m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");
  82. #endif
  83. /* Create a camera that matches the settings of XNA BtPhysTest */
  84. m_camera = new Camera();
  85. #if CAT_MODE
  86. m_camera->SetView(vec3(70.f, 50.f, 0.f),
  87. vec3(0.f, 0.f, 0.f),
  88. vec3(0, 1, 0));
  89. m_camera->SetProjection(radians(60.f), .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  90. m_target_timer = TARGET_TIMER;
  91. m_cam_target = -1;
  92. #else
  93. m_camera->SetView(vec3(50.f, 50.f, 0.f),
  94. vec3(0.f, 0.f, 0.f),
  95. vec3(0, 1, 0));
  96. m_camera->SetProjection(radians(45.f), .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  97. #endif
  98. Scene& scene = Scene::GetScene();
  99. scene.PushCamera(m_camera);
  100. m_ready = false;
  101. m_simulation = new Simulation();
  102. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  103. m_simulation->Init();
  104. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  105. m_simulation->SetGravity(NewGravity);
  106. m_simulation->SetContinuousDetection(true);
  107. m_simulation->SetTimestep(1.f / 120.f);
  108. Ticker::Ref(m_simulation);
  109. /* Add a white directional light */
  110. m_light1 = new Light();
  111. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  112. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  113. m_light1->SetType(LightType::Directional);
  114. Ticker::Ref(m_light1);
  115. /* Add an orangeish point light */
  116. m_light2 = new Light();
  117. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  118. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  119. m_light2->SetType(LightType::Point);
  120. Ticker::Ref(m_light2);
  121. float offset = 29.5f;
  122. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  123. #if USE_STAIRS
  124. {
  125. vec3 new_offset = vec3(1.0f, .125f, .0f);
  126. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  127. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  128. {
  129. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(30.f));
  130. NewPosition += vec3(4.0f, .0f, -4.0f);
  131. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  132. Ticker::Ref(NewPhyobj);
  133. m_stairs_list << NewPhyobj;
  134. }
  135. {
  136. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(40.f));
  137. NewPosition += vec3(4.0f, .0f, -4.0f);
  138. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  139. Ticker::Ref(NewPhyobj);
  140. m_stairs_list << NewPhyobj;
  141. }
  142. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  143. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  144. for (int i=0; i < 15; i++)
  145. {
  146. NewPosition += new_offset;
  147. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  148. Ticker::Ref(NewPhyobj);
  149. m_stairs_list << NewPhyobj;
  150. }
  151. }
  152. #endif //USE_STAIRS
  153. #if USE_WALL
  154. {
  155. for (int i=0; i < 6; i++)
  156. {
  157. vec3 NewPosition = vec3(.0f);
  158. quat NewRotation = quat(1.f);
  159. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  160. int idx = i/2;
  161. NewPosition = pos_offset;
  162. NewPosition[idx] += offset;
  163. offset *= -1.f;
  164. if (idx != 1)
  165. {
  166. vec3 NewAxis = vec3(.0f);
  167. NewAxis[2 - idx] = 1;
  168. NewRotation = quat::rotate(radians(90.f), NewAxis);
  169. }
  170. NewPhyobj->SetTransform(NewPosition, NewRotation);
  171. Ticker::Ref(NewPhyobj);
  172. m_ground_list << NewPhyobj;
  173. }
  174. }
  175. #endif //USE_WALL
  176. PhysicsObject* BasePhyobj = nullptr;
  177. #if USE_PLATFORM
  178. {
  179. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  180. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  181. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  182. m_platform_list << NewPhyobj;
  183. Ticker::Ref(NewPhyobj);
  184. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  185. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  186. BasePhyobj = NewPhyobj;
  187. m_platform_list << NewPhyobj;
  188. Ticker::Ref(NewPhyobj);
  189. NewRotation = quat::fromeuler_xyz(0.f, 0.f, radians(90.f));
  190. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  191. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  192. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  193. m_platform_list << NewPhyobj;
  194. Ticker::Ref(NewPhyobj);
  195. //NewPosition += vec3(-0.0f, .0f, .0f);
  196. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  197. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  198. //m_platform_list << NewPhyobj;
  199. //Ticker::Ref(NewPhyobj);
  200. //NewPosition += vec3(-2.0f, .0f, .0f);
  201. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  202. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  203. //m_platform_list << NewPhyobj;
  204. //Ticker::Ref(NewPhyobj);
  205. }
  206. #endif //USE_PLATFORM
  207. #if USE_CHARACTER
  208. {
  209. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  210. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  211. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  212. m_character_list << NewPhyobj;
  213. Ticker::Ref(NewPhyobj);
  214. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  215. }
  216. #endif //USE_CHARACTER
  217. #if USE_BODIES
  218. {
  219. for (int x=0; x < 6; x++)
  220. {
  221. for (int y=0; y < 2; y++)
  222. {
  223. for (int z=0; z < 5; z++)
  224. {
  225. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  226. vec3(-20.f, 15.f, -20.f) +
  227. #if CAT_MODE
  228. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  229. vec3(2.f , 1.f , 2.f) +
  230. #endif //CAT_MODE
  231. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  232. m_physobj_list.push(new_physobj, ZERO_TIME);
  233. Ticker::Ref(new_physobj);
  234. }
  235. }
  236. }
  237. }
  238. #endif //USE_BODIES
  239. #if USE_ROPE
  240. {
  241. array<PhysicsObject*> RopeElements;
  242. for (int i = 0; i < 14; i++)
  243. {
  244. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  245. vec3(0.f, 15.f, -20.f) +
  246. vec3(0.f, 0.f, 2.f * (float)i), 1);
  247. RopeElements << new_physobj;
  248. m_physobj_list.push(new_physobj, ZERO_TIME);
  249. Ticker::Ref(new_physobj);
  250. if (RopeElements.count() > 1)
  251. {
  252. EasyConstraint* new_constraint = new EasyConstraint();
  253. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform()[3].xyz -
  254. RopeElements[i - 1]->GetPhysic()->GetTransform()[3].xyz);
  255. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  256. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  257. new_constraint->InitConstraintToPoint2Point();
  258. new_constraint->DisableCollisionBetweenObjs(true);
  259. new_constraint->AddToSimulation(m_simulation);
  260. m_constraint_list << new_constraint;
  261. }
  262. }
  263. }
  264. #endif //USE_ROPE
  265. }
  266. BtPhysTest::~BtPhysTest()
  267. {
  268. Scene& scene = Scene::GetScene();
  269. scene.PopCamera(m_camera);
  270. Ticker::Unref(m_controller);
  271. Ticker::Unref(m_light1);
  272. Ticker::Unref(m_light2);
  273. #if CAT_MODE
  274. /* cat datas setup */
  275. Shader::Destroy(m_cat_shader);
  276. Tiler::Deregister(m_cat_texture);
  277. #endif //CAT_MODE
  278. while (m_constraint_list.count())
  279. {
  280. EasyConstraint* CurPop = m_constraint_list.last();
  281. m_constraint_list.pop();
  282. CurPop->RemoveFromSimulation(m_simulation);
  283. delete CurPop;
  284. }
  285. array<PhysicsObject*> objects
  286. = m_ground_list
  287. + m_stairs_list
  288. + m_character_list
  289. + m_platform_list;
  290. while (m_physobj_list.count())
  291. {
  292. objects << m_physobj_list.last().m1;
  293. m_physobj_list.pop();
  294. }
  295. m_ground_list.empty();
  296. m_stairs_list.empty();
  297. m_character_list.empty();
  298. m_platform_list.empty();
  299. while (objects.count())
  300. {
  301. PhysicsObject* CurPop = objects.pop();
  302. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  303. Ticker::Unref(CurPop);
  304. }
  305. //while (m_ground_list.count())
  306. //{
  307. // PhysicsObject* CurPop = m_ground_list.last();
  308. // m_ground_list.pop();
  309. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  310. // Ticker::Unref(CurPop);
  311. //}
  312. //while (m_stairs_list.count())
  313. //{
  314. // PhysicsObject* CurPop = m_stairs_list.last();
  315. // m_stairs_list.pop();
  316. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  317. // Ticker::Unref(CurPop);
  318. //}
  319. //while (m_character_list.count())
  320. //{
  321. // PhysicsObject* CurPop = m_character_list.last();
  322. // m_character_list.pop();
  323. // CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  324. // Ticker::Unref(CurPop);
  325. //}
  326. //while (m_platform_list.count())
  327. //{
  328. // PhysicsObject* CurPop = m_platform_list.last();
  329. // m_platform_list.pop();
  330. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  331. // Ticker::Unref(CurPop);
  332. //}
  333. //while (m_physobj_list.count())
  334. //{
  335. // PhysicsObject* CurPop = m_physobj_list.last().m1;
  336. // m_physobj_list.pop();
  337. // CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  338. // Ticker::Unref(CurPop);
  339. //}
  340. Ticker::Unref(m_simulation);
  341. }
  342. void BtPhysTest::TickGame(float seconds)
  343. {
  344. WorldEntity::TickGame(seconds);
  345. if (!m_init_status)
  346. {
  347. if (Renderer::GetCount())
  348. InitApp();
  349. return;
  350. }
  351. else if (m_init_status == 1)
  352. {
  353. m_init_status++;
  354. return;
  355. }
  356. auto context = Debug::DrawContext::New(Color::white, 1.f);
  357. Debug::DrawGrid(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f);
  358. if (m_controller->WasKeyReleasedThisFrame(BtPhysTestKeyInput::KEY_QUIT))
  359. Ticker::Shutdown();
  360. m_loop_value += seconds;
  361. if (m_loop_value > F_PI * 2.0f)
  362. m_loop_value -= F_PI * 2.0f;
  363. vec3 GroundBarycenter = vec3(.0f);
  364. vec3 PhysObjBarycenter = vec3(.0f);
  365. float factor = .0f;
  366. #if CAT_MODE
  367. #if USE_BODIES
  368. vec3 cam_center(0.f);
  369. float cam_factor = .0f;
  370. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  371. Scene& scene = Scene::GetScene();
  372. mat4 world_cam = scene.GetCamera()->GetView();
  373. mat4 cam_screen = scene.GetCamera()->GetProjection();
  374. m_target_timer -= seconds;
  375. if (m_target_timer < .0f)
  376. {
  377. m_target_timer = TARGET_TIMER;
  378. if (m_cam_target == -1)
  379. m_cam_target = rand(m_physobj_list.count());
  380. else
  381. m_cam_target = -1;
  382. }
  383. for (int i = 0; i < m_physobj_list.count(); i++)
  384. {
  385. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  386. float &Timer = m_physobj_list[i].m2;
  387. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform()[3].xyz;
  388. if (m_cam_target == -1 || m_cam_target == i)
  389. {
  390. cam_center += obj_loc;
  391. cam_factor += 1.f;
  392. mat4 LocalPos = mat4::translate(obj_loc);
  393. vec3 vpos;
  394. LocalPos = world_cam * LocalPos;
  395. mat4 LocalPos0 = LocalPos;
  396. int j = 2;
  397. while (j-- > 0)
  398. {
  399. if (j == 1)
  400. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  401. else
  402. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  403. LocalPos = cam_screen * LocalPos;
  404. vpos = (LocalPos[3] / LocalPos[3].w).xyz;
  405. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  406. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  407. }
  408. }
  409. //Jump handling
  410. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  411. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  412. Timer -= seconds;
  413. if (Timer < .0f)
  414. {
  415. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  416. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  417. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  418. PhysObj->GetPhysic()->GetMass());
  419. Timer = ZERO_TIME;
  420. }
  421. }
  422. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  423. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  424. vec3 new_target = cam_center / cam_factor;
  425. float fov_dp = .0f;
  426. float loc_dp = .0f;
  427. //ideally fov is on the target
  428. if (lol::abs(fov_ratio - 1.f) < .2f)
  429. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  430. else
  431. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  432. //ideally loc is on the target
  433. if (length(new_target - m_camera->GetTarget()) < 6.f)
  434. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  435. else
  436. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  437. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  438. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  439. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  440. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  441. m_camera->SetView((mat4::rotate(radians(10.f) * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  442. tmp, vec3(0, 1, 0));
  443. #endif //USE_BODIES
  444. #endif //CAT_MODE
  445. #if USE_WALL
  446. {
  447. for (int i = 0; i < m_ground_list.count(); i++)
  448. {
  449. PhysicsObject* PhysObj = m_ground_list[i];
  450. mat4 GroundMat = PhysObj->GetTransform();
  451. GroundBarycenter += GroundMat[3].xyz;
  452. factor += 1.f;
  453. }
  454. GroundBarycenter /= factor;
  455. for (int i = 0; i < m_ground_list.count(); i++)
  456. {
  457. PhysicsObject* PhysObj = m_ground_list[i];
  458. mat4 GroundMat = PhysObj->GetTransform();
  459. vec3 CenterToGround = GroundMat[3].xyz - GroundBarycenter;
  460. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  461. if (dot(normalize(CenterToCam - CenterToGround),
  462. normalize(CenterToGround)) > 0.f)
  463. PhysObj->SetRender(false);
  464. else
  465. PhysObj->SetRender(true);
  466. }
  467. }
  468. #endif //USE_WALL
  469. #if USE_ROTATION
  470. {
  471. for (int i = 0; i < m_ground_list.count(); i++)
  472. {
  473. PhysicsObject* PhysObj = m_ground_list[i];
  474. mat4 GroundMat = PhysObj->GetTransform();
  475. mat4 CenterMx = mat4::translate(GroundBarycenter);
  476. GroundMat = inverse(CenterMx) * GroundMat;
  477. GroundMat = CenterMx *
  478. mat4(quat::fromeuler_xyz(vec3(.0f, radians(20.f), radians(20.0f)) * seconds))
  479. * GroundMat;
  480. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  481. }
  482. }
  483. #endif //USE_ROTATION
  484. #if USE_PLATFORM
  485. {
  486. for (int i = 0; i < m_platform_list.count(); i++)
  487. {
  488. PhysicsObject* PhysObj = m_platform_list[i];
  489. mat4 GroundMat = PhysObj->GetTransform();
  490. if (i == 0)
  491. {
  492. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(radians(20.f), .0f, .0f) * seconds));
  493. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  494. }
  495. else if (i == 1)
  496. {
  497. GroundMat =
  498. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  499. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * radians(20.f), .0f)));
  500. PhysObj->SetTransform(GroundMat[3].xyz, quat(mat3(GroundMat)));
  501. }
  502. }
  503. }
  504. #endif //USE_PLATFORM
  505. #if USE_CHARACTER
  506. {
  507. for (int i = 0; i < m_character_list.count(); i++)
  508. {
  509. PhysicsObject* PhysObj = m_character_list[i];
  510. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  511. mat4 CtlrMx = Character->GetTransform();
  512. vec3 movement(0.f);
  513. movement.z = (m_controller->IsKeyPressed(KEY_MOVE_RIGHT) ? 1.f : 0.f)
  514. - (m_controller->IsKeyPressed(KEY_MOVE_LEFT) ? 1.f : 0.f);
  515. movement.x = (m_controller->IsKeyPressed(KEY_MOVE_FORWARD) ? 1.f : 0.f)
  516. - (m_controller->IsKeyPressed(KEY_MOVE_BACK) ? 1.f : 0.f);
  517. movement.y = (m_controller->IsKeyPressed(KEY_MOVE_UP) ? 1.f : 0.f)
  518. - (m_controller->IsKeyPressed(KEY_MOVE_DOWN) ? 1.f : 0.f);
  519. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  520. if (m_controller->WasKeyReleasedThisFrame(KEY_MOVE_JUMP))
  521. Character->Jump();
  522. Character->SetMovementForFrame(CharMove);
  523. RayCastResult HitResult;
  524. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform()[3].xyz, (Character->GetTransform()[3].xyz + vec3(.0f, -1.f, .0f)), Character))
  525. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  526. else
  527. Character->AttachTo(nullptr);
  528. }
  529. }
  530. #endif //USE_CHARACTER
  531. #if USE_CHARACTER
  532. {
  533. PhysObjBarycenter = vec3(.0f);
  534. factor = .0f;
  535. for (int i = 0; i < m_character_list.count(); i++)
  536. {
  537. PhysicsObject* PhysObj = m_character_list[i];
  538. mat4 GroundMat = PhysObj->GetTransform();
  539. PhysObjBarycenter += GroundMat[3].xyz;
  540. factor += 1.f;
  541. }
  542. PhysObjBarycenter /= factor;
  543. #if 0
  544. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  545. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  546. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  547. #endif
  548. }
  549. #else
  550. {
  551. PhysObjBarycenter = vec3(.0f);
  552. for (int i = 0; i < m_physobj_list.count(); i++)
  553. {
  554. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  555. mat4 GroundMat = PhysObj->GetTransform();
  556. PhysObjBarycenter += GroundMat[3].xyz;
  557. factor += 1.f;
  558. }
  559. PhysObjBarycenter /= factor;
  560. #if 0
  561. m_camera->SetTarget(PhysObjBarycenter);
  562. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  563. #endif
  564. }
  565. #endif //USE_CHARACTER
  566. }
  567. void BtPhysTest::TickDraw(float seconds, Scene &scene)
  568. {
  569. WorldEntity::TickDraw(seconds, scene);
  570. if (m_init_status != 2)
  571. return;
  572. if (!m_ready)
  573. {
  574. #if CAT_MODE
  575. /* cat datas setup */
  576. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  577. #if USE_BODIES
  578. for (int i = 0; i < m_physobj_list.count(); i++)
  579. {
  580. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  581. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  582. (1 << VertexUsage::Color) |
  583. (1 << VertexUsage::TexCoord) |
  584. (1 << VertexUsage::TexCoordExt)),
  585. m_cat_shader);
  586. m_cat_sdata->m_tex_uniform = m_cat_texture->GetTexture()->GetTextureUniform();
  587. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  588. PhysObj->SetCustomShaderData(m_cat_sdata);
  589. m_cat_sdata = nullptr;
  590. }
  591. #endif //USE_BODIES
  592. #endif //CAT_MODE
  593. /* FIXME: this object never cleans up */
  594. m_ready = true;
  595. }
  596. else
  597. {
  598. #if CAT_MODE
  599. for (int i = 0; i < m_physobj_list.count(); i++)
  600. {
  601. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  602. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  603. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  604. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  605. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  606. 0.1f, seconds);
  607. }
  608. #endif //CAT_MODE
  609. }
  610. //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  611. }
  612. //-----------------------------------------------------------------------------
  613. // CShaderData
  614. //-----------------------------------------------------------------------------
  615. CatShaderData::CatShaderData(uint32_t vert_decl_flags, Shader* shader)
  616. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  617. {
  618. m_sprite_orientation = .0f;
  619. m_sprite_flip = .0f;
  620. SetupDefaultData();
  621. }
  622. //-----------------------------------------------------------------------------
  623. void CatShaderData::SetupDefaultData()
  624. {
  625. AddUniform("u_model_view");
  626. AddUniform("u_normal_mat");
  627. AddUniform("u_proj");
  628. AddUniform("u_texture");
  629. AddUniform("u_sprite_orientation");
  630. AddUniform("u_sprite_flip");
  631. }
  632. //-----------------------------------------------------------------------------
  633. void CatShaderData::SetupShaderDatas(mat4 const &model)
  634. {
  635. Scene& scene = Scene::GetScene();
  636. mat4 proj = scene.GetCamera()->GetProjection();
  637. mat4 view = scene.GetCamera()->GetView();
  638. mat4 modelview = view * model;
  639. mat3 normalmat = transpose(inverse(mat3(view)));
  640. m_shader->SetUniform(*GetUniform("u_model_view"), modelview);
  641. m_shader->SetUniform(*GetUniform("u_normal_mat"), normalmat);
  642. m_shader->SetUniform(*GetUniform("u_proj"), proj);
  643. m_shader->SetUniform(*GetUniform("u_texture"), m_tex_uniform, 0);
  644. m_shader->SetUniform(*GetUniform("u_sprite_orientation"), m_sprite_orientation);
  645. m_shader->SetUniform(*GetUniform("u_sprite_flip"), m_sprite_flip);
  646. }
  647. int main(int argc, char **argv)
  648. {
  649. sys::init(argc, argv);
  650. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  651. new BtPhysTest(argc > 1);
  652. app.ShowPointer(false);
  653. app.Run();
  654. return EXIT_SUCCESS;
  655. }