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require 'honey.std'
local paused = true
local function formatize(f)
return function(fmt, ...)
f(string.format(fmt, ...))
end
end
local printf = formatize(print)
local log = honey.log
log.fatal = formatize(log.fatal)
log.error = formatize(log.error)
log.warn = formatize(log.warn)
log.info = formatize(log.info)
log.debug = formatize(log.debug)
log.trace = formatize(log.trace)
log.info(
"honey v%d.%d.%d -- %s",
honey.version.major,
honey.version.minor,
honey.version.patch,
honey.version.string
)
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 systems = honey.standardSystems
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
-- create camera matrices
local camera = {
view=Mat4():identity():translate(Vec3{0, 0, -20}),
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)
-- physics system
local world = ode.WorldCreate()
local space = ode.HashSpaceCreate(ode.Space0)
level:addSystem{
setup=function(self)
self.time = 0
self.world=world
self.space=space
ode.WorldSetGravity(self.world, 0, -100, 0)
ode.WorldSetCFM(self.world, 1e-5)
self.contactgroup = ode.JointGroupCreate(200)
self.__gc = honey.util.gc_canary(function()
ode.WorldDestroy(self.world)
ode.SpaceDestroy(self.space)
end)
end,
filter = ecs.Filter.AND{"transform", "collisionShape", "physicsBody"},
preUpdate = function(self)
self.dt = nil
if self.time > 0.01 then
self.time = self.time - 0.01
ode.SpaceCollide(self.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 = 0.90,
bounce_vel = 0.1,
soft_cfm = 0.001,
},
}
local collisions = ode.Collide(o1, o2, 1)
if #collisions > 0 then
ode.ContactSetGeom(contact, collisions[1])
local joint = ode.JointCreateContact(self.world, self.contactgroup, contact)
ode.JointAttach(joint, b1, b2)
end
end)
ode.WorldQuickStep(self.world, 0.01)
ode.JointGroupEmpty(self.contactgroup)
end
end,
update = function(self, entity, dt)
if not self.dt then
self.dt = dt
self.time = self.time + dt
end
local x, y, z = ode.BodyGetPosition(entity.physicsBody)
local d, a, b, c = ode.BodyGetQuaternion(entity.physicsBody)
entity.transform:identity():translate(Vec3{x, y, z}):mul(Quaternion{a, b, c, d}:toMat4())
end,
}
-- 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 balls = {}
local function createNewBall()
local ball = {
transform=Mat4():identity(),
parent=false,
mesh=icosa,
shader=shader,
collisionShape=ode.CreateSphere(space, 1.0),
physicsBody=ode.BodyCreate(world),
}
local id = level:addEntity(ball)
table.insert(balls, id)
if #balls > 200 then
level:removeEntity(table.remove(balls, 1))
end
local mass = ode.MassCreate()
ode.MassSetSphere(mass, 1, 0.5)
ode.BodySetMass(ball.physicsBody, mass)
local function tiny() return (6 * math.random()) - 3 end
local x, y, z = tiny(), tiny(), tiny()
ode.GeomSetBody(ball.collisionShape, ball.physicsBody)
ode.BodySetPosition(ball.physicsBody, x, y, z)
ode.BodySetLinearVel(ball.physicsBody, x, y, z)
end
createNewBall()
ode.CreatePlane(space, 0, 1, 0, -2)
-- close window on ESCAPE key
window:setKeyCallback(function(_, key, scancode, action)
if action == glfw.PRESS then
if key == glfw.KEY_ESCAPE then
window:setShouldClose(true)
elseif key == glfw.KEY_SPACE then
paused = not paused
elseif key == glfw.KEY_B or key == glfw.KEY_V then
createNewBall()
end
end
end)
-- resize window correctly
window:setFramebufferSizeCallback(function(_, width, height)
gl.Viewport(0, 0, width, height)
camera.projection:perspectiveResize(width/height)
vw, vh = width, height
end)
-- averager (for fps)
function averager(memory)
local buf = {}
local avg = 0
for i=1,memory do table.insert(buf, 0) end
return function(value)
table.insert(buf, value)
local val = table.remove(buf, 1)
avg = avg + value - val
return avg / memory
end
end
local fpsAverage = averager(200)
-- 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 + gl.STENCIL_BUFFER_BIT)
gl.UseProgram(0)
gl.Enable(gl.DEPTH_TEST)
level:update(dt, paused)
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(fpsAverage(1/dt))))
nvg.BeginPath(vg)
nvg.MoveTo(vg, 50, 50)
nvg.LineTo(vg, 50, 100)
nvg.LineTo(vg, 100, 50)
nvg.Stroke(vg)
nvg.EndFrame(vg)
end)
-- clean up
honey.terminate()
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