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require 'honey.std'
local glfw = honey.glfw
local gl = honey.gl
local Vec3 = honey.Vec3
local Mat4 = honey.Mat4
local Quaternion = honey.Quaternion
local ecs = honey.ecs
local sys = honey.standardSystems
local ode = honey.ode
local nvg = honey.nvg
-- initialize honey
local window = honey.init()
window:setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED)
-- setup vector graphics
local vg = nvg.CreateContext()
local november = nvg.CreateFont(vg, "November", "assets/november.regular.ttf")
local vw, vh = 640, 480
-- setup physics
local space = ode.HashSpaceCreate(ode.Space0)
local world = ode.WorldCreate()
ode.WorldSetGravity(world, 0, -10, 0)
ode.WorldSetCFM(world, 1e-5)
local physicsGc = honey.util.gc_canary(function()
ode.SpaceDestroy(space)
ode.WorldDestroy(world)
end)
-- setup ecs
local entities = ecs.EntityDb()
local systems = ecs.SystemDb(entities)
local script = ecs.script
systems:addSystem(ecs.node.system)
systems:addSystem(ecs.render.system)
systems:addSystem(ecs.script.system)
systems:addSystem(ecs.collision.system, {space=space})
systems:addSystem(ecs.physics.system, {space=space, world=world})
package.loaded['baseRotationScript'] = function(entities, id, dt)
local node = entities:getComponent(id, "node")
node.matrix:rotateZ(math.pi * dt)
end
package.loaded['cameraRotationScript'] = function(entities, id, dt)
local node = entities:getComponent(id, "node")
local z = entities:getComponent(id, "z")
node.matrix
:identity()
:translate(Vec3{0, 0, z.value + math.sin(math.pi * glfw.GetTime())})
end
package.loaded['cameraKeyHandler'] = function(entities, id, data)
local z = entities:getComponent(id, "z")
if data.key == glfw.KEY_W then
z.value = z.value + 1
elseif data.key == glfw.KEY_S then
z.value = z.value - 1
end
end
function setupEntities()
local plane = entities:createEntity()
entities:addComponents(plane, {
node = {
matrix = Mat4()
:identity()
:rotateZ(math.rad(5))
},
collision = {
class = "plane",
},
})
local planeMesh = entities:createEntityWithComponents{
node = {
parent = plane,
matrix = Mat4():identity():rotateX(0.5*math.pi):scale(Vec3{20,20,20}),
},
renderMesh = {
textures = { ourTexture={ filename="assets/green+grass-1024x1024.jpg" } },
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
mesh = { filename="builtin.quad", index=1 },
},
}
local id = entities:createEntity()
entities:addComponents(id, {
renderMesh = {
textures = { ourTexture={ filename="77155.png" } },
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
mesh = { filename="assets/icosahedron.obj", index=1 },
},
node = {
matrix = Mat4()
:identity()
:translate(Vec3{0,1,0})
:rotateZ(math.rad(45)),
},
collision = {
class = "sphere",
radius = 1,
},
physics = {
mass = {
class = "sphere",
density = 1,
radius = 1,
},
velocity = Vec3{ 0, 0, 0 },
angularVelocity = Vec3{ 0, 0, 0 },
},
})
local id2 = entities:createEntity()
entities:addComponents(id2, {
renderMesh = {
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
--mesh = { filename="assets/tetrahedron.obj", index=1 },
mesh = { filename="builtin.quad", index=1 },
},
node = {
parent=id,
matrix=Mat4():identity():translate(Vec3{0, 2, 0}),
},
})
local quad = entities:createEntity()
entities:addComponents(quad, {
renderQuad = {
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
textures = { ourTexture = { filename = "44d9a0ec1c18e6126a5e9d9d9317f5ac.png" } },
},
})
local capsule = entities:createEntityWithComponents{
node = {
matrix = Mat4():identity():translate(Vec3{0,10,0}):rotateX(0.5*math.pi)
},
collision = {
class = "capsule",
radius = 1,
length = 2,
},
physics = {
mass = {
class = "capsule",
density = 1,
direction = 3,
radius = 1,
length = 2,
},
maxAngularSpeed = 0,
},
renderMesh = {
mesh = { filename="assets/capsule.obj", index=1 },
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
},
script = { script = "capsuleMove" },
}
local pivotPivot = entities:createEntityWithComponents{
node = {
name = "p",
parent = capsule,
matrix = Mat4():identity():rotateX(-0.5*math.pi),
},
}
local capcamPivot = entities:createEntityWithComponents{
node = {
name = "pivot",
parent = pivotPivot,
matrix = Mat4():identity(),
},
pitchyaw = {
pitch = 0,
yaw = 0,
},
onCursorPos = { script = "cameraCursorPos" },
}
package.loaded["cameraCursorPos"] = (function()
local prevx, prevy
return function(entities, id, data)
if not prevx then
prevx, prevy = data.xpos, data.ypos
end
local dx = data.xpos - prevx
local dy = data.ypos - prevy
prevx, prevy = data.xpos, data.ypos
local node = entities:getComponent(id, "node")
local py = entities:getComponent(id, "pitchyaw")
py.pitch = py.pitch - dy
py.yaw = py.yaw - dx
if py.pitch > 89.9 then py.pitch = 89.9 end
if py.pitch < -89.9 then py.pitch = -89.9 end
node.matrix
:identity()
:rotateY(math.rad(py.yaw))
:rotateX(math.rad(py.pitch))
end
end)()
package.loaded["capsuleMove"] = function(entities, id, dt)
local self = ecs.Accessor(entities, id)
local pressed = function(key)
return glfw.GetKey(window.win, key) == glfw.PRESS
end
local yaw = math.rad(
self.node._child.p
.node._child.pivot
.pitchyaw.yaw)
local forward = Vec3{-math.sin(yaw), 0, -math.cos(yaw)}
local left = Vec3{-math.cos(yaw), 0, math.sin(yaw)}
local capsule = entities:getComponent(capsule, "physics")
local vel = Vec3{0,0,0}
if pressed(glfw.KEY_W) then
vel = vel + forward
end
if pressed(glfw.KEY_A) then
vel = vel + left
end
if pressed(glfw.KEY_S) then
vel = vel - forward
end
if pressed(glfw.KEY_D) then
vel = vel - left
end
vel = 10000 * vel:normalize()
x, y, z = ode.BodyGetLinearVel(self.physics._body)
if Vec3{x,y,z}:norm2() < 500 then
ode.BodyAddForce(self.physics._body, vel[1], vel[2], vel[3])
end
end
local capcam = entities:createEntityWithComponents{
camera = {
projection = Mat4():perspective(math.rad(45), 640/480, 0.1, 1000),
render="screen",
},
node = {
parent = capcamPivot,
matrix = Mat4():identity():translate(Vec3{0,0,10}),
},
onWindowResize = { script = "cameraHandleResize" },
}
local skybox = entities:createEntityWithComponents{
node = {
parent = capsule,
matrix = Mat4():identity():scale(Vec3{2,2,2}),
},
renderMesh = {
mesh = { filename="assets/skybox.obj", index=1 },
shader = { vertex="vertex.glsl", fragment="fragment.glsl" },
textures = {
ourTexture = {
filename = "assets/skyboxsun5deg2_tn.jpg"
}
},
},
}
local camera = entities:createEntity()
entities:addComponents(camera, {
ccamera={
projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 1000),
render="screen",
},
node={
matrix=Mat4():identity():rotateX(math.rad(-20)):translate(Vec3{0, 5, 30}),
},
z = {value=-60},
onKey = {
script="cameraKeyHandler",
},
onWindowResize = { script = "cameraHandleResize" },
})
end
setupEntities()
-- close window on ESCAPE key
window:setKeyCallback(function(_, key, scancode, action)
script.dispatch(entities, "onKey", {key=key, scancode=scancode, action=action})
if action == glfw.PRESS then
if key == glfw.KEY_ESCAPE then
window:setShouldClose(true)
elseif key == glfw.KEY_SPACE then
entities:save("save")
elseif key == glfw.KEY_L then
entities:load("save")
end
end
end)
window:setCursorPosCallback(function(_, xpos, ypos)
script.dispatch(entities, "onCursorPos", {xpos=xpos, ypos=ypos})
end)
-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
gl.Viewport(0, 0, width, height)
vw, vh = width, height
script.dispatch(entities, "onWindowResize", { width=width, height=height })
end)
package.loaded["cameraHandleResize"] = function(entities, id, data)
local camera = entities:getComponent(id, "camera")
if not camera then return end
camera.projection:perspectiveResize(data.width/data.height)
end
--entities:load("save")
-- main loop
local time = 0
honey.loop(window, function(dt)
time = time + dt
if time > 1 then
time = time-1
print(collectgarbage("count"))
end
gl.ClearColor(0.2, 0.4, 1.0, 1.0)
gl.Clear(gl.COLOR_BUFFER_BIT + gl.DEPTH_BUFFER_BIT + gl.STENCIL_BUFFER_BIT)
gl.Enable(gl.DEPTH_TEST)
gl.Disable(gl.CULL_FACE)
systems:update(dt)
nvg.BeginFrame(vg, vw, vh, 1.0)
nvg.StrokeColor(vg, nvg.RGBf(1, 1, 1))
nvg.FontFace(vg, "November")
nvg.Text(vg, 50, 50, "fps: "..tostring(math.floor(1/dt)))
nvg.EndFrame(vg)
end)
-- clean up
honey.terminate()
|