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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)
for id, camera in pairs(self.db:queryComponent("camera")) do
local cameraTransform = self.db:getComponent(id, "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=camera.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,
}
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
print("creating physics body for "..id)
for k,v in pairs(physics) do
print(k, v)
end
physics._body = ode.BodyCreate(self.world)
physics._gc = honey.util.gc_canary(function()
print("releasing physics body for " .. id)
ode.BodyDestroy(physics._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
)
end
print('mass')
ode.BodySetMass(physics._body, mass)
local m = self.db:getComponent(id, "transform").matrix
print(m)
print('pos')
ode.BodySetPosition(
physics._body,
m[1][4], m[2][4], m[3][4]
)
print('rot')
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]
)
print('vel')
ode.BodySetLinearVel(
physics._body,
physics.velocity[1],
physics.velocity[2],
physics.velocity[3]
)
print('lvel')
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())
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
return module
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