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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()
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