summaryrefslogtreecommitdiff
path: root/honey/ecs-systems.lua
blob: cfd567543780e15dc5bbd3c1a4884cc8eb2544de (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
local ecs = require 'honey.ecs'
local glm = require 'honey.glm'
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 = 1,
		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 renderCamera(params) 
	return {
		camera = params.camera,
		db = params.db,
		priority = params.priority or 99,
		update = function(self, dt)
			local cameraParams = self.db:getComponent(self.camera, "camera")
			local cameraTransform = self.db:getComponent(self.camera, "transform")
			local view
			if cameraTransform then
				view = cameraTransform._matrix
			else
				view = Mat4():identity()
			end
	
			local entities = self.db:queryComponent("renderMesh")
			for entity, tbl in pairs(entities) do
				-- get shader
				local shader = honey.shader.loadShader(tbl.shader.vertex, tbl.shader.fragment)
				shader:use()
	
				-- bind textures
				local texOffset = 0
				for name, texTbl in pairs(tbl.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
				local query = self.db:getComponent(entity, "transform")
				local model = (query and query._matrix) or Mat4():identity()
				shader:configure{
					float={
						time=glfw.GetTime(),
					},
					matrix={
						view=view,
						projection=cameraParams.projection,
						model=model,
					},
				}
	
				-- draw mesh
				local mesh = honey.mesh.loadMesh(tbl.mesh.filename, tbl.mesh.index)
				mesh:drawElements()
	
				-- unbind textures
				for i=0,texOffset-1 do
					gl.BindTexture(gl.TEXTURE_2D + i, 0)
				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 0.01
	local groupSize = params.groupSize or 20
	return {
		db=params.db,
		space=params.space,
		world=params.world,
		contactGroup=ode.JointGroupCreate(groupSize),
		time=interval,

		priority=0,
		update=function(self, dt)
			local query = self.db:queryComponent("physics")
			for id, physics in pairs(query) do
				if not physics._body then
					physics._body = ode.BodyCreate(self.world)
					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
						)
					end
					ode.BodySetMass(physics._body, mass)
					local m = self.db:getComponent(id, "transform").matrix
					ode.BodySetPosition(
						physics._body,
						m[1][4], m[2][4], m[3][4]
					)
					ode.BodySetRotation(
						physics._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]
					)
					ode.BodySetLinearVel(
						physics._body,
						physics.velocity[1],
						physics.velocity[2],
						physics.velocity[3]
					)
					ode.BodySetAngularVel(
						physics._body,
						physics.angularVelocity[1],
						physics.angularVelocity[2],
						physics.angularVelocity[3]
					)
				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.GeomGetData(a)
						local bodyB = ode.GeomGetData(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())
				end
			end
		end,
	}
end


return module