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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 =====--
transform = function(params)
return {
db = params.db,
priority = 2,
update = function(self, dt)
local entities = self.db:queryComponent("transform")
-- prepare transforms
for id, transform in pairs(entities) do
transform._visited = false
end
-- helper function
local function recursiveTransform(transform)
if transform._visited then
return transform._matrix
end
if not transform.parent then
transform._matrix = transform.matrix
else
local parentTransform = self.db:getComponent(transform.parent, "transform")
local parentMatrix = recursiveTransform(parentTransform)
transform._matrix = parentMatrix * transform.matrix
end
transform._visited = true
return transform._matrix
end
-- compute transforms
for id, transform in pairs(entities) do
recursiveTransform(transform)
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, "transform")
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 transform = self.db:getComponent(entity, "transform")
local model =
(transform and transform._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, "transform").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(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 transforms
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 transform = self.db:getComponent(id, "transform")
local q = Quaternion{a,b,c,d}
transform.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 transform = self.db:getComponent(id, "transform")
local m = transform.matrix
local normal = transform.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
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