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require 'honey.std'

local glfw = honey.glfw
local gl = honey.gl
local Vec3 = honey.Vec3
local Mat4 = honey.Mat4
local ecs = honey.ecs
local systems = honey.standardSystems
local ode = honey.ode


-- initialize honey
local window = honey.init()

-- setup physics
local world = ode.WorldCreate()
local space = ode.HashSpaceCreate(ode.Space0)
ode.WorldSetGravity(world, 0, -10, 0)
ode.WorldSetCFM(world, 1e-5)
ode.CreatePlane(space, 0, 1, 0, 0)
local contactgroup = ode.JointGroupCreate(16)
local body = ode.BodyCreate(world)
local geom = ode.CreateSphere(space, 0.5)
local mass = ode.MassCreate()
ode.MassSetSphere(mass, 1, 0.5)
ode.BodySetMass(body, mass)
ode.GeomSetBody(geom, body)
ode.BodySetPosition(body, 0, 3, 0)

function physicsStep()
	ode.SpaceCollide(space, function(o1, o2)
		local b1 = ode.GeomGetBody(o1)
		local b2 = ode.GeomGetBody(o2)
		local contact = ode.CreateContact{
			surface = {
				mode = ode.ContactBounce + ode.ContactSoftCFM,
				mu = ode.Infinity,
				bounce = 1.0,
				bounce_vel = 0.1,
				soft_cfm = 0.001,
			},
		}
		local collisions = ode.Collide(o1, o2, 1)
		if #collisions > 0 then
			print("collision detected!")
			ode.ContactSetGeom(contact, collisions[1])
			local joint = ode.JointCreateContact(world, contactgroup, contact)
			ode.JointAttach(joint, b1, b2)
		end
	end)
	ode.WorldQuickStep(world, 0.01)
	ode.JointGroupEmpty(contactgroup)
end


-- create camera matrices
local camera = {
	view=Mat4():identity():translate(Vec3{0, 0, -60}),
	projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100),
}

-- setup ecs
local level = ecs.Level()
level:addSystem(systems.transformCascade)
level:addSystem(systems.renderCam(camera))
level:addSystem(systems.update)

-- create shader
local shader = honey.Shader{
	vertexFile = "vertex.glsl",
	fragmentFile = "fragment.glsl",
}

-- load models
local plane = honey.mesh.loadFile("assets/plane.obj")[1]
local tetra = honey.mesh.loadFile("assets/tetrahedron.obj")[1]
local cube = honey.mesh.loadFile("assets/cube.obj")[1]
local octa = honey.mesh.loadFile("assets/octahedron.obj")[1]
local dodeca = honey.mesh.loadFile("assets/dodecahedron.obj")[1]
local icosa  = honey.mesh.loadFile("assets/icosahedron.obj")[1]

-- update function for each entity
function updateTransform(self, dt)
	self.transform:rotateY(0.3 * math.pi * dt)
	self.transform:rotateX(0.1 * math.pi * dt)
end

-- create entities
function growLine(prev, depth)
	if depth == 0 then return prev end

	local entity = {
		transform=Mat4():identity():translate(Vec3{2, 0, 0}),
		parent=false,
		mesh=octa,
		shader=shader,
		update=updateTransform,
	}
	prev.parent = entity
	level:addEntity(prev)
	return growLine(entity, depth-1)
end

local leaf = {
	transform=Mat4():identity():translate(Vec3{2, 0, 0}),
	parent=false,
	mesh=tetra,
	shader=shader,
}
local root = growLine(leaf, 24)
root.update = function(self, dt)
	self.transform:rotateY(0.2 * math.pi * dt)
end
level:addEntity(root)

local groundPlane = {
	transform=Mat4():identity():translate(Vec3{0, -2, 0}):scale(Vec3{10, 10, 10}),
	parent=false,
	mesh=plane,
	shader=shader,
}
level:addEntity(groundPlane)


local ball = {
	transform=Mat4():identity(),
	parent=false,
	mesh=icosa,
	shader=shader,
	update=function(self, dt)
		local x, y, z = ode.BodyGetPosition(body)
		self.transform:identity():translate(Vec3{x, y, z})
	end,
}
level:addEntity(ball)

-- close window on ESCAPE key
window:setKeyCallback(function(_, key)
	if key == glfw.KEY_ESCAPE then
		window:setShouldClose(true)
	end
end)

-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
	gl.Viewport(0, 0, width, height)
	camera.projection:perspectiveResize(width/height)
end)

-- main loop
honey.loop(window, function(dt)
	gl.ClearColor(0.2, 0.4, 1.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT)
	level:update(dt)
	physicsStep()
end)

-- clean up
honey.terminate()