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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 dispatch = sys.dispatch
local ode = honey.ode
local nvg = honey.nvg
-- initialize honey
local window = honey.init()
-- 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)
systems:addSystem(sys.transform)
systems:addSystem(sys.renderCamera)
systems:addSystem(sys.script)
systems:addSystem(sys.collision, {space=space})
systems:addSystem(sys.physics, {space=space, world=world})
package.loaded['baseRotationScript'] = function(entities, id, dt)
local transform = entities:getComponent(id, "transform")
transform.matrix:rotateZ(math.pi * dt)
end
package.loaded['cameraRotationScript'] = function(entities, id, dt)
local transform = entities:getComponent(id, "transform")
local z = entities:getComponent(id, "z")
transform.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 camera = entities:createEntity()
entities:addComponents(camera, {
camera={
projection=Mat4():perspective(math.rad(45), 640/480, 0.1, 100),
},
transform={
matrix=Mat4():identity():translate(Vec3{0, 0, -6}),
},
z = {value=-60},
script={
script="cameraRotationScript",
},
onKey = {
script="cameraKeyHandler",
},
onWindowResize = { script = "cameraHandleResize" },
})
local plane = entities:createEntity()
entities:addComponents(plane, {
transform = {
matrix = Mat4()
:identity()
:rotateZ(math.rad(5))
},
collision = {
class = "plane",
},
})
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 },
},
transform = {
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 },
},
transform = {
parent=id,
matrix=Mat4():identity():translate(Vec3{0, 2, 0}),
},
})
end
setupEntities()
-- close window on ESCAPE key
window:setKeyCallback(function(_, key, scancode, action)
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)
-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
gl.Viewport(0, 0, width, height)
vw, vh = width, height
dispatch(entities, "onWindowResize", { width=width, height=height })
end)
package.loaded["cameraHandleResize"] = function(entities, id, data)
local camera = entities:getComponent(id, "camera")
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()
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