選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

728 行
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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. #include "physics/lolphysics.h"
  14. #include "physics/easyphysics.h"
  15. #define CAT_MODE 1
  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 = 64;
  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 1
  37. #define USE_ROPE 0
  38. #define USE_BODIES 1
  39. #define USE_ROTATION 0
  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. /* Register an input controller for the keyboard */
  59. m_controller = new Controller("Default", KEY_MAX, 0);
  60. m_controller->GetKey(KEY_MOVE_FORWARD).Bind("Keyboard", "Up");
  61. m_controller->GetKey(KEY_MOVE_BACK).Bind("Keyboard", "Down");
  62. m_controller->GetKey(KEY_MOVE_LEFT).Bind("Keyboard", "Left");
  63. m_controller->GetKey(KEY_MOVE_RIGHT).Bind("Keyboard", "Right");
  64. m_controller->GetKey(KEY_MOVE_JUMP).Bind("Keyboard", "Space");
  65. m_controller->GetKey(KEY_MOVE_UP).Bind("Keyboard", "PageUp");
  66. m_controller->GetKey(KEY_MOVE_DOWN).Bind("Keyboard", "PageDown");
  67. m_controller->GetKey(KEY_QUIT).Bind("Keyboard", "Escape");
  68. /* Create a camera that matches the settings of XNA BtPhysTest */
  69. m_camera = new Camera();
  70. #if CAT_MODE
  71. m_camera->SetView(vec3(70.f, 50.f, 0.f),
  72. vec3(0.f, 0.f, 0.f),
  73. vec3(0, 1, 0));
  74. m_camera->SetProjection(60.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  75. m_target_timer = TARGET_TIMER;
  76. m_cam_target = -1;
  77. #else
  78. m_camera->SetView(vec3(50.f, 50.f, 0.f),
  79. vec3(0.f, 0.f, 0.f),
  80. vec3(0, 1, 0));
  81. m_camera->SetProjection(45.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
  82. #endif
  83. g_scene->PushCamera(m_camera);
  84. m_ready = false;
  85. m_simulation = new Simulation();
  86. m_simulation->SetWorldLimit(vec3(-1000.0f, -1000.0f, -1000.0f), vec3(1000.0f, 1000.0f, 1000.0f));
  87. m_simulation->Init();
  88. vec3 NewGravity = vec3(.0f, -10.0f, .0f);
  89. m_simulation->SetGravity(NewGravity);
  90. m_simulation->SetContinuousDetection(true);
  91. m_simulation->SetTimestep(1.f / 120.f);
  92. Ticker::Ref(m_simulation);
  93. /* Add a white directional light */
  94. m_light1 = new Light();
  95. m_light1->SetPosition(vec4(0.2f, 0.2f, 0.f, 0.f));
  96. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  97. Ticker::Ref(m_light1);
  98. /* Add an orangeish point light */
  99. m_light2 = new Light();
  100. m_light2->SetPosition(vec4(-15.f, 15.f, 15.f, 1.f));
  101. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  102. Ticker::Ref(m_light2);
  103. float offset = 29.5f;
  104. vec3 pos_offset = vec3(.0f, 30.f, .0f);
  105. #if USE_STAIRS
  106. {
  107. vec3 new_offset = vec3(1.0f, .125f, .0f);
  108. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  109. vec3 NewPosition = pos_offset + vec3(5.0f, -29.f, 15.0f);
  110. {
  111. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 30.f);
  112. NewPosition += vec3(4.0f, .0f, -4.0f);
  113. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  114. Ticker::Ref(NewPhyobj);
  115. m_stairs_list << NewPhyobj;
  116. }
  117. {
  118. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 40.f);
  119. NewPosition += vec3(4.0f, .0f, -4.0f);
  120. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  121. Ticker::Ref(NewPhyobj);
  122. m_stairs_list << NewPhyobj;
  123. }
  124. NewPosition = pos_offset + vec3(5.0f, -29.5f, 15.0f);
  125. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  126. for (int i=0; i < 15; i++)
  127. {
  128. NewPosition += new_offset;
  129. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 3);
  130. Ticker::Ref(NewPhyobj);
  131. m_stairs_list << NewPhyobj;
  132. }
  133. }
  134. #endif //USE_STAIRS
  135. #if USE_WALL
  136. {
  137. for (int i=0; i < 6; i++)
  138. {
  139. vec3 NewPosition = vec3(.0f);
  140. quat NewRotation = quat(1.f);
  141. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation);
  142. int idx = i/2;
  143. NewPosition = pos_offset;
  144. NewPosition[idx] += offset;
  145. offset *= -1.f;
  146. if (idx != 1)
  147. {
  148. vec3 NewAxis = vec3(.0f);
  149. NewAxis[2 - idx] = 1;
  150. NewRotation = quat::rotate(90.f, NewAxis);
  151. }
  152. NewPhyobj->SetTransform(NewPosition, NewRotation);
  153. Ticker::Ref(NewPhyobj);
  154. m_ground_list << NewPhyobj;
  155. }
  156. }
  157. #endif //USE_WALL
  158. PhysicsObject* BasePhyobj = NULL;
  159. #if USE_PLATFORM
  160. {
  161. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  162. vec3 NewPosition = pos_offset + vec3(5.0f, -25.0f, -15.0f);
  163. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  164. m_platform_list << NewPhyobj;
  165. Ticker::Ref(NewPhyobj);
  166. NewPosition = pos_offset + vec3(-15.0f, -25.0f, 5.0f);
  167. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  168. BasePhyobj = NewPhyobj;
  169. m_platform_list << NewPhyobj;
  170. Ticker::Ref(NewPhyobj);
  171. NewRotation = quat::fromeuler_xyz(0.f, 0.f, 90.f);
  172. NewPosition = pos_offset + vec3(-20.0f, -25.0f, 5.0f);
  173. NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  174. NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  175. m_platform_list << NewPhyobj;
  176. Ticker::Ref(NewPhyobj);
  177. //NewPosition += vec3(-0.0f, .0f, .0f);
  178. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  179. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), true, false);
  180. //m_platform_list << NewPhyobj;
  181. //Ticker::Ref(NewPhyobj);
  182. //NewPosition += vec3(-2.0f, .0f, .0f);
  183. //NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 1);
  184. //NewPhyobj->GetPhysic()->AttachTo(BasePhyobj->GetPhysic(), false, false);
  185. //m_platform_list << NewPhyobj;
  186. //Ticker::Ref(NewPhyobj);
  187. }
  188. #endif //USE_PLATFORM
  189. #if USE_CHARACTER
  190. {
  191. quat NewRotation = quat::fromeuler_xyz(0.f, 0.f, 0.f);
  192. vec3 NewPosition = pos_offset + vec3(-5.0f, -10.0f, 15.0f);
  193. PhysicsObject* NewPhyobj = new PhysicsObject(m_simulation, NewPosition, NewRotation, 2);
  194. m_character_list << NewPhyobj;
  195. Ticker::Ref(NewPhyobj);
  196. //NewPhyobj->GetCharacter()->AttachTo(BasePhyobj->GetPhysic(), true, true);
  197. }
  198. #endif //USE_CHARACTER
  199. #if USE_BODIES
  200. {
  201. for (int x=0; x < 6; x++)
  202. {
  203. for (int y=0; y < 2; y++)
  204. {
  205. for (int z=0; z < 5; z++)
  206. {
  207. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  208. vec3(-20.f, 15.f, -20.f) +
  209. #if CAT_MODE
  210. vec3(rand(4.f), rand(2.f), rand(4.f)) -
  211. vec3(2.f , 1.f , 2.f) +
  212. #endif //CAT_MODE
  213. vec3(8.f * (float)x, 8.f * (float)y, 8.f * (float)z));
  214. m_physobj_list.Push(new_physobj, ZERO_TIME);
  215. Ticker::Ref(new_physobj);
  216. }
  217. }
  218. }
  219. }
  220. #endif //USE_BODIES
  221. #if USE_ROPE
  222. {
  223. Array<PhysicsObject*> RopeElements;
  224. for (int i = 0; i < 14; i++)
  225. {
  226. PhysicsObject* new_physobj = new PhysicsObject(m_simulation, 1000.f,
  227. vec3(0.f, 15.f, -20.f) +
  228. vec3(0.f, 0.f, 2.f * (float)i), 1);
  229. RopeElements << new_physobj;
  230. m_physobj_list.Push(new_physobj, ZERO_TIME);
  231. Ticker::Ref(new_physobj);
  232. if (RopeElements.Count() > 1)
  233. {
  234. EasyConstraint* new_constraint = new EasyConstraint();
  235. vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
  236. RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
  237. new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
  238. new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
  239. new_constraint->InitConstraintToPoint2Point();
  240. new_constraint->DisableCollisionBetweenObjs(true);
  241. new_constraint->AddToSimulation(m_simulation);
  242. m_constraint_list << new_constraint;
  243. }
  244. }
  245. }
  246. #endif //USE_ROPE
  247. }
  248. void BtPhysTest::TickGame(float seconds)
  249. {
  250. WorldEntity::TickGame(seconds);
  251. if (!m_init_status)
  252. {
  253. if (g_renderer)
  254. InitApp();
  255. return;
  256. }
  257. else if (m_init_status == 1)
  258. {
  259. m_init_status++;
  260. return;
  261. }
  262. if (m_controller->GetKey(KEY_QUIT).IsReleased())
  263. Ticker::Shutdown();
  264. m_loop_value += seconds;
  265. if (m_loop_value > F_PI * 2.0f)
  266. m_loop_value -= F_PI * 2.0f;
  267. vec3 GroundBarycenter = vec3(.0f);
  268. vec3 PhysObjBarycenter = vec3(.0f);
  269. float factor = .0f;
  270. #if CAT_MODE
  271. #if USE_BODIES
  272. vec3 cam_center(0.f);
  273. float cam_factor = .0f;
  274. vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
  275. mat4 world_cam = g_scene->GetCamera()->GetView();
  276. mat4 cam_screen = g_scene->GetCamera()->GetProjection();
  277. m_target_timer -= seconds;
  278. if (m_target_timer < .0f)
  279. {
  280. m_target_timer = TARGET_TIMER;
  281. if (m_cam_target == -1)
  282. m_cam_target = rand(m_physobj_list.Count());
  283. else
  284. m_cam_target = -1;
  285. }
  286. for (int i = 0; i < m_physobj_list.Count(); i++)
  287. {
  288. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  289. float &Timer = m_physobj_list[i].m2;
  290. vec3 obj_loc = PhysObj->GetPhysic()->GetTransform().v3.xyz;
  291. if (m_cam_target == -1 || m_cam_target == i)
  292. {
  293. cam_center += obj_loc;
  294. cam_factor += 1.f;
  295. mat4 LocalPos = mat4::translate(obj_loc);
  296. vec3 vpos;
  297. LocalPos = world_cam * LocalPos;
  298. mat4 LocalPos0 = LocalPos;
  299. int j = 2;
  300. while (j-- > 0)
  301. {
  302. if (j == 1)
  303. LocalPos = mat4::translate(vec3(-4.f)) * LocalPos0;
  304. else
  305. LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;
  306. LocalPos = cam_screen * LocalPos;
  307. vpos = (LocalPos.v3 / LocalPos.v3.w).xyz;
  308. screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
  309. screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
  310. }
  311. }
  312. //Jump handling
  313. //if (length(PhysObj->GetPhysic()->GetLinearVelocity()) < ZERO_SPEED)
  314. if (lol::abs(PhysObj->GetPhysic()->GetLinearVelocity().y) < ZERO_SPEED)
  315. Timer -= seconds;
  316. if (Timer < .0f)
  317. {
  318. PhysObj->GetPhysic()->AddImpulse(JUMP_HEIGHT *
  319. vec3(JUMP_STRAFE, 1.f, JUMP_STRAFE) *
  320. vec3(rand(-1.f, 1.f), 1.0f, rand(-1.f, 1.f)) *
  321. PhysObj->GetPhysic()->GetMass());
  322. Timer = ZERO_TIME;
  323. }
  324. }
  325. float fov_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
  326. max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
  327. vec3 new_target = cam_center / cam_factor;
  328. float fov_dp = .0f;
  329. float loc_dp = .0f;
  330. //ideally fov is on the target
  331. if (lol::abs(fov_ratio - 1.f) < .2f)
  332. fov_dp = ((m_cam_target == -1)?(.7f):(.2f));
  333. else
  334. fov_dp = ((m_cam_target == -1)?(1.7f):(.9f));
  335. //ideally loc is on the target
  336. if (length(new_target - m_camera->GetTarget()) < 6.f)
  337. loc_dp = ((m_cam_target == -1)?(.5f):(.03f));
  338. else
  339. loc_dp = ((m_cam_target == -1)?(.9f):(.5f));
  340. m_fov_dp = damp(m_fov_dp, fov_dp, 0.08f, seconds);
  341. m_loc_dp = damp(m_loc_dp, loc_dp, 0.08f, seconds);
  342. m_camera->SetFov(damp(m_camera->GetFov(), m_camera->GetFov() * fov_ratio * 1.1f, m_fov_dp, seconds));
  343. vec3 tmp = damp(m_camera->GetTarget(), new_target, m_loc_dp, seconds);
  344. m_camera->SetView((mat4::rotate(10.f * seconds, vec3(.0f, 1.f, .0f)) * vec4(m_camera->GetPosition(), 1.0f)).xyz,
  345. tmp, vec3(0, 1, 0));
  346. #endif //USE_BODIES
  347. #endif //CAT_MODE
  348. #if USE_WALL
  349. {
  350. for (int i = 0; i < m_ground_list.Count(); i++)
  351. {
  352. PhysicsObject* PhysObj = m_ground_list[i];
  353. mat4 GroundMat = PhysObj->GetTransform();
  354. GroundBarycenter += GroundMat.v3.xyz;
  355. factor += 1.f;
  356. }
  357. GroundBarycenter /= factor;
  358. for (int i = 0; i < m_ground_list.Count(); i++)
  359. {
  360. PhysicsObject* PhysObj = m_ground_list[i];
  361. mat4 GroundMat = PhysObj->GetTransform();
  362. vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
  363. vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;
  364. if (dot(normalize(CenterToCam - CenterToGround),
  365. normalize(CenterToGround)) > 0.f)
  366. PhysObj->SetRender(false);
  367. else
  368. PhysObj->SetRender(true);
  369. }
  370. }
  371. #endif //USE_WALL
  372. #if USE_ROTATION
  373. {
  374. for (int i = 0; i < m_ground_list.Count(); i++)
  375. {
  376. PhysicsObject* PhysObj = m_ground_list[i];
  377. mat4 GroundMat = PhysObj->GetTransform();
  378. mat4 CenterMx = mat4::translate(GroundBarycenter);
  379. GroundMat = inverse(CenterMx) * GroundMat;
  380. GroundMat = CenterMx *
  381. mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
  382. * GroundMat;
  383. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  384. }
  385. }
  386. #endif //USE_ROTATION
  387. #if USE_PLATFORM
  388. {
  389. for (int i = 0; i < m_platform_list.Count(); i++)
  390. {
  391. PhysicsObject* PhysObj = m_platform_list[i];
  392. mat4 GroundMat = PhysObj->GetTransform();
  393. if (i == 0)
  394. {
  395. GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
  396. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  397. }
  398. else if (i == 1)
  399. {
  400. GroundMat =
  401. mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
  402. mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
  403. PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
  404. }
  405. }
  406. }
  407. #endif //USE_PLATFORM
  408. #if USE_CHARACTER
  409. {
  410. for (int i = 0; i < m_character_list.Count(); i++)
  411. {
  412. PhysicsObject* PhysObj = m_character_list[i];
  413. EasyCharacterController* Character = (EasyCharacterController*)PhysObj->GetCharacter();
  414. mat4 CtlrMx = Character->GetTransform();
  415. vec3 movement(0.f);
  416. movement.z = (m_controller->GetKey(KEY_MOVE_RIGHT).IsDown() ? 1.f : 0.f)
  417. - (m_controller->GetKey(KEY_MOVE_LEFT).IsDown() ? 1.f : 0.f);
  418. movement.x = (m_controller->GetKey(KEY_MOVE_FORWARD).IsDown() ? 1.f : 0.f)
  419. - (m_controller->GetKey(KEY_MOVE_BACK).IsDown() ? 1.f : 0.f);
  420. movement.y = (m_controller->GetKey(KEY_MOVE_UP).IsDown() ? 1.f : 0.f)
  421. - (m_controller->GetKey(KEY_MOVE_DOWN).IsDown() ? 1.f : 0.f);
  422. vec3 CharMove = movement * seconds * vec3(4.f, 10.f, 4.f);
  423. if (m_controller->GetKey(KEY_MOVE_JUMP).IsReleased())
  424. Character->Jump();
  425. Character->SetMovementForFrame(CharMove);
  426. RayCastResult HitResult;
  427. if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform().v3.xyz, (Character->GetTransform().v3.xyz + vec3(.0f, -1.f, .0f)), Character))
  428. Character->AttachTo(HitResult.m_collider_list[0], true, true);
  429. else
  430. Character->AttachTo(NULL);
  431. }
  432. }
  433. #endif //USE_CHARACTER
  434. #if USE_CHARACTER
  435. {
  436. PhysObjBarycenter = vec3(.0f);
  437. factor = .0f;
  438. for (int i = 0; i < m_character_list.Count(); i++)
  439. {
  440. PhysicsObject* PhysObj = m_character_list[i];
  441. mat4 GroundMat = PhysObj->GetTransform();
  442. PhysObjBarycenter += GroundMat.v3.xyz;
  443. factor += 1.f;
  444. }
  445. PhysObjBarycenter /= factor;
  446. #if 0
  447. m_camera->SetTarget(m_camera->GetTarget() + (seconds / (seconds + 0.18f)) * (PhysObjBarycenter - m_camera->GetTarget()));
  448. vec3 CamPosCenter = m_camera->GetTarget() + vec3(.0f, 5.0f, .0f);
  449. m_camera->SetPosition(CamPosCenter + normalize(m_camera->GetPosition() - CamPosCenter) * 20.0f);
  450. #endif
  451. }
  452. #else
  453. {
  454. PhysObjBarycenter = vec3(.0f);
  455. for (int i = 0; i < m_physobj_list.Count(); i++)
  456. {
  457. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  458. mat4 GroundMat = PhysObj->GetTransform();
  459. PhysObjBarycenter += GroundMat.v3.xyz;
  460. factor += 1.f;
  461. }
  462. PhysObjBarycenter /= factor;
  463. #if 0
  464. m_camera->SetTarget(PhysObjBarycenter);
  465. m_camera->SetPosition(GroundBarycenter + normalize(GroundBarycenter - PhysObjBarycenter) * 60.0f);
  466. #endif
  467. }
  468. #endif //USE_CHARACTER
  469. }
  470. void BtPhysTest::TickDraw(float seconds)
  471. {
  472. WorldEntity::TickDraw(seconds);
  473. if (m_init_status != 2)
  474. return;
  475. if (!m_ready)
  476. {
  477. #if CAT_MODE
  478. /* cat datas setup */
  479. m_cat_shader = Shader::Create(LOLFX_RESOURCE_NAME(front_camera_sprite));
  480. #if USE_BODIES
  481. for (int i = 0; i < m_physobj_list.Count(); i++)
  482. {
  483. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  484. m_cat_sdata = new CatShaderData(((1 << VertexUsage::Position) |
  485. (1 << VertexUsage::Color) |
  486. (1 << VertexUsage::TexCoord) |
  487. (1 << VertexUsage::TexCoordExt)),
  488. m_cat_shader);
  489. m_cat_sdata->m_shader_texture = m_cat_texture->GetTexture();
  490. m_cat_sdata->m_sprite_flip = ((rand(2) == 1)?(1.f):(0.f)) / (float)(NB_SPRITE * PARTICLE_SIZE);
  491. PhysObj->SetCustomShaderData(m_cat_sdata);
  492. m_cat_sdata = NULL;
  493. }
  494. #endif //USE_BODIES
  495. #endif //CAT_MODE
  496. /* FIXME: this object never cleans up */
  497. m_ready = true;
  498. }
  499. else
  500. {
  501. #if CAT_MODE
  502. for (int i = 0; i < m_physobj_list.Count(); i++)
  503. {
  504. PhysicsObject* PhysObj = m_physobj_list[i].m1;
  505. CatShaderData* ShaderData = (CatShaderData*)PhysObj->GetCustomShaderData();
  506. ShaderData->m_sprite_orientation = damp(ShaderData->m_sprite_orientation,
  507. F_PI_4 * ((ShaderData->m_sprite_flip * 2.f * (float)(NB_SPRITE * PARTICLE_SIZE)) - 1.f) *
  508. clamp(PhysObj->GetPhysic()->GetLinearVelocity().y / 20.0f, -1.f, 1.f),
  509. 0.1f, seconds);
  510. }
  511. #endif //CAT_MODE
  512. }
  513. //Video::SetClearColor(vec4(0.0f, 0.0f, 0.12f, 1.0f));
  514. }
  515. BtPhysTest::~BtPhysTest()
  516. {
  517. g_scene->PopCamera(m_camera);
  518. Ticker::Unref(m_light1);
  519. Ticker::Unref(m_light2);
  520. #if CAT_MODE
  521. /* cat datas setup */
  522. Shader::Destroy(m_cat_shader);
  523. Tiler::Deregister(m_cat_texture);
  524. #endif //CAT_MODE
  525. while (m_constraint_list.Count())
  526. {
  527. EasyConstraint* CurPop = m_constraint_list.Last();
  528. m_constraint_list.Pop();
  529. CurPop->RemoveFromSimulation(m_simulation);
  530. delete CurPop;
  531. }
  532. while (m_ground_list.Count())
  533. {
  534. PhysicsObject* CurPop = m_ground_list.Last();
  535. m_ground_list.Pop();
  536. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  537. Ticker::Unref(CurPop);
  538. }
  539. while (m_stairs_list.Count())
  540. {
  541. PhysicsObject* CurPop = m_stairs_list.Last();
  542. m_stairs_list.Pop();
  543. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  544. Ticker::Unref(CurPop);
  545. }
  546. while (m_character_list.Count())
  547. {
  548. PhysicsObject* CurPop = m_character_list.Last();
  549. m_character_list.Pop();
  550. CurPop->GetCharacter()->RemoveFromSimulation(m_simulation);
  551. Ticker::Unref(CurPop);
  552. }
  553. while (m_platform_list.Count())
  554. {
  555. PhysicsObject* CurPop = m_platform_list.Last();
  556. m_platform_list.Pop();
  557. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  558. Ticker::Unref(CurPop);
  559. }
  560. while (m_physobj_list.Count())
  561. {
  562. PhysicsObject* CurPop = m_physobj_list.Last().m1;
  563. m_physobj_list.Pop();
  564. CurPop->GetPhysic()->RemoveFromSimulation(m_simulation);
  565. Ticker::Unref(CurPop);
  566. }
  567. Ticker::Unref(m_simulation);
  568. }
  569. //-----------------------------------------------------------------------------
  570. // CShaderData
  571. //-----------------------------------------------------------------------------
  572. CatShaderData::CatShaderData(uint32_t vert_decl_flags, Shader* shader)
  573. : GpuShaderData(vert_decl_flags, shader, DebugRenderMode::Default)
  574. {
  575. m_sprite_orientation = .0f;
  576. m_sprite_flip = .0f;
  577. SetupDefaultData();
  578. }
  579. //-----------------------------------------------------------------------------
  580. void CatShaderData::SetupDefaultData()
  581. {
  582. AddUniform("in_model_view");
  583. AddUniform("in_normal_mat");
  584. AddUniform("in_proj");
  585. AddUniform("in_texture");
  586. AddUniform("in_sprite_orientation");
  587. AddUniform("in_sprite_flip");
  588. }
  589. //-----------------------------------------------------------------------------
  590. void CatShaderData::SetupShaderDatas(mat4 const &model)
  591. {
  592. mat4 proj = g_scene->GetCamera()->GetProjection();
  593. mat4 view = g_scene->GetCamera()->GetView();
  594. mat4 modelview = view * model;
  595. mat3 normalmat = transpose(inverse(mat3(view)));
  596. m_shader->SetUniform(*GetUniform("in_model_view"), modelview);
  597. m_shader->SetUniform(*GetUniform("in_normal_mat"), normalmat);
  598. m_shader->SetUniform(*GetUniform("in_proj"), proj);
  599. m_shader->SetUniform(*GetUniform("in_texture"), m_shader_texture, 0);
  600. m_shader->SetUniform(*GetUniform("in_sprite_orientation"), m_sprite_orientation);
  601. m_shader->SetUniform(*GetUniform("in_sprite_flip"), m_sprite_flip);
  602. }
  603. int main(int argc, char **argv)
  604. {
  605. System::Init(argc, argv);
  606. Application app("BtPhysTest", ivec2(1280, 960), 60.0f);
  607. new BtPhysTest(argc > 1);
  608. app.ShowPointer(false);
  609. app.Run();
  610. return EXIT_SUCCESS;
  611. }