summaryrefslogtreecommitdiff
path: root/honey/ecs-systems.lua
blob: 12137634db93783c5ffcce75417f389696111f38 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
local ecs = require 'honey.ecs'
local glm = require 'honey.glm'
local Mat4 = glm.Mat4
local Vec3 = glm.Vec3
local Quaternion = glm.Quaternion
local gl = honey.gl
local glfw = honey.glfw
local ode = honey.ode


local module = {}
setmetatable(module, {__index=_G})
setfenv(1, module)


-- helper function for retrieving script functions 
local function getFunction(script)
	local f = require(script.script)
	if script.func then
		return f[script.func]
	else
		return f
	end
end


--===== dispatch messages to handlers =====--

dispatch = function(entities, msg, data)
	local query = entities:queryComponent(msg)
	for id, handler in pairs(query) do
		local f = getFunction(handler)
		f(entities, id, data)
	end
end



--===== transform cascading =====--

node = function(params)
	return {
		db = params.db,
		
		priority = 2,
		update = function(self, dt)
			local nodes = self.db:queryComponent("node")
	
			-- prepare nodes
			for id, node in pairs(nodes) do
				node._visited = false
			end
	
			-- helper function
			local function recursiveTransform(node)
				if node._visited then
					return node._matrix
				end
	
				if not node.parent then
					node._matrix = node.matrix
				else
					local parentTransform = self.db:getComponent(node.parent, "node")
					local parentMatrix = recursiveTransform(parentTransform)
					node._matrix = parentMatrix * node.matrix
				end
				node._visited = true
				return node._matrix
			end
	
			-- compute nodes
			for id, node in pairs(nodes) do
				recursiveTransform(node)
			end
		end,
	}
end



--===== rendering =====--

function draw(model, view, projection, textures, shader, mesh)
	shader:use()

	-- bind textures
	local texOffset = 0
	for name, texTbl in pairs(textures or {}) do
		local texture = honey.image.loadImage(texTbl.filename, texTbl.params)
		gl.BindTexture(gl.TEXTURE_2D + texOffset, texture.texture)
		shader:setInt(name, texOffset)
		texOffset = texOffset + 1
	end

	-- configure default uniforms
	shader:configure{
		float={
			time=glfw.GetTime(),
		},
		matrix={
			view=view,
			projection=projection,
			model=model,
		},
	}

	-- draw mesh
	mesh:drawElements()

	-- unbind textures
	for i=0,texOffset-1 do
		gl.BindTexture(gl.TEXTURE_2D + i, 0)
	end
end

function renderCamera(params) 
	return {
		db = params.db,
		priority = params.priority or 99,
		update = function(self, dt)
			for id, camera in pairs(self.db:queryComponent("camera")) do
				local projection = camera.projection
				local cameraTransform = self.db:getComponent(id, "node")
				local view = Mat4()
				if cameraTransform then
					honey.glm.mat4_inv(cameraTransform._matrix.data, view.data)
				else
					view:identity()
				end
		
				local entities = self.db:queryComponent("renderMesh")
				for entity, tbl in pairs(entities) do
					-- get model
					local node = self.db:getComponent(entity, "node")
					local model = 
						(node and node._matrix) or 
						Mat4():identity()
					-- get shader
					local shader = honey.shader.loadShader(
						tbl.shader.vertex, tbl.shader.fragment
					)
					-- get mesh
					local mesh = honey.mesh.loadCached(
						tbl.mesh.filename, tbl.mesh.index
					)
					draw(model, view, projection, tbl.textures, shader, mesh)
				end

				entities = self.db:queryComponent("renderQuad")
				local quadmesh = honey.mesh.loadCached("builtin.quad", 1)
				for entity, tbl in pairs(entities) do
					-- get model
					local model = Mat4():identity()
					-- get shader
					local shader = honey.shader.loadShader(
						tbl.shader.vertex, tbl.shader.fragment
					)
					draw(model, view, projection, tbl.textures, shader, quadmesh)
				end
			end
		end,
	}
end



--===== script system =====--

script = function(params)
	return {
		db=params.db,
		update=function(self, dt)
			local entities = self.db:queryComponent("script")
			for id, script in pairs(entities) do
				local f = getFunction(script)
				f(self.db, id, dt)
			end
		end
	}
end


--===== physics =====--


physics = function(params)
	local interval = params.interval or 0.016
	local groupSize = params.groupSize or 20
	local refs = {}
	return {
		db=params.db,
		space=params.space,
		world=params.world,
		contactGroup=ode.JointGroupCreate(groupSize),
		time=interval,

		priority=1,
		update=function(self, dt)
			for i, ref in ipairs(refs) do
				print(i, ref.tbl, ref.physics)
			end
			local query = self.db:queryComponent("physics")

			for id, physics in pairs(query) do
				if not physics._body then
					print("add physics body for "..id)
					local body = ode.BodyCreate(self.world)
					physics._gc = honey.util.gc_canary(function() 
						print("releasing physics body for " .. id)
						ode.BodyDestroy(body) 
						body = nil
					end)

					local collision = self.db:getComponent(id, "collision")
					if collision then
						print(id, collision.class)
						ode.GeomSetBody(collision._geom, body)
					end

					local mass = ode.MassCreate()
					local class = physics.mass.class
					if not class then
						-- configure mass manually
					elseif class == "sphere" then
						ode.MassSetSphere(
							mass, 
							physics.mass.density, 
							physics.mass.radius
						)
					elseif class == "capsule" then
						ode.MassSetCapsule(
							mass,
							physics.mass.density,
							physics.mass.direction,
							physics.mass.radius,
							physics.mass.length
						)
					end
					ode.BodySetMass(body, mass)
					local m = self.db:getComponent(id, "node").matrix
					ode.BodySetPosition(
						body,
						m[1][4], m[2][4], m[3][4]
					)
					ode.BodySetRotation(
						body,
						m[1][1], m[1][2], m[1][3],
						m[2][1], m[2][2], m[2][3],
						m[3][1], m[3][2], m[3][3]
					)
					local vel = physics.velocity or Vec3{0,0,0}
					ode.BodySetLinearVel(
						body, vel[1], vel[2], vel[3]
					)
					physics.velocity = vel

					local avel = physics.angularVelocity or Vec3{0,0,0}
					ode.BodySetAngularVel(
						body, avel[1], avel[2], avel[3]
					)
					physics.angularVelocity = avel

					if physics.maxAngularSpeed then
						ode.BodySetMaxAngularSpeed(body, physics.maxAngularSpeed)
					end

					physics._body = body
				end
			end

			self.time = self.time + dt
			-- only run the update every [interval] seconds
			if self.time > interval then
				self.time = self.time - interval

				-- check for near collisions between geoms
				ode.SpaceCollide(self.space, function(a, b)
					-- check for actual collisions
					local collisions = ode.Collide(a, b, 1)
					if #collisions > 0 then
						-- set up the joint params
						local contact = ode.CreateContact{ surface={
							mode = ode.ContactBounce + ode.ContactSoftCFM,
							mu = ode.Infinity,
							bounce = 0.90,
							bounce_vel = 0.1,
							soft_cfm = 0.001,
						}}
						ode.ContactSetGeom(contact, collisions[1])
						-- create the joint
						local joint = ode.JointCreateContact(
							self.world,
							self.contactGroup,
							contact
						)
						-- attach the two bodies
						local bodyA = ode.GeomGetBody(a)
						local bodyB = ode.GeomGetBody(b)
						ode.JointAttach(joint, bodyA, bodyB)
					end
				end)
				-- update the world
				ode.WorldQuickStep(self.world, interval)
				-- remove all contact joints
				ode.JointGroupEmpty(self.contactGroup)

				-- update entity nodes
				for id, physics in pairs(query) do
					local x,y,z = ode.BodyGetPosition(physics._body)
					local d,a,b,c = ode.BodyGetQuaternion(physics._body)
					local node = self.db:getComponent(id, "node")
					local q = Quaternion{a,b,c,d}
					node.matrix
						:identity()
						:translate(Vec3{x,y,z})
						:mul(Quaternion{a,b,c,d}:toMat4())

					local vel = physics.velocity
					vel[1], vel[2], vel[3] = ode.BodyGetLinearVel(physics._body)
					local avel = physics.angularVelocity
					avel[1], avel[2], avel[3] = ode.BodyGetAngularVel(physics._body)
				end
			end
		end,
	}
end


--===== collision space =====--


local function createGeom(self, id, collision)
	local geom
	if collision.class == "sphere" then
		geom = ode.CreateSphere(self.space, collision.radius)
	elseif collision.class == "capsule" then
		geom = ode.CreateCapsule(self.space, collision.radius, collision.length)
	elseif collision.class == "plane" then
		local node = self.db:getComponent(id, "node")
		local m = node.matrix
		local normal = node.matrix:mulv3(Vec3{0,1,0}):normalize()
		local position = Vec3{m[1][4], m[2][4], m[3][4]}
		print(position)
		local d = normal:dot(position)
		print(normal, d)
		geom = ode.CreatePlane(self.space, normal[1], normal[2], normal[3], d)
	end
	collision._geom = geom
	collision._gc = honey.util.gc_canary(function()
		print("release geom for id"..id)
		ode.GeomDestroy(geom)
	end)
end

function collision(params)
	local db = params.db
	local space = params.space
	return {
		db=db,
		space=space,
		priority=0,
		update = function(self, dt)
			local query = self.db:queryComponent("collision")
			for id, collision in pairs(query) do
				if not collision._geom then
					createGeom(self, id, collision)
					print(id, collision._geom)
				end
			end
		end
	}
end


return module