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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, -10, 0)
		ode.WorldSetCFM(self.world, 1e-5)
		self.contactgroup = ode.JointGroupCreate(32)
		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 ball = {
	transform=Mat4():identity(),
	parent=false,
	mesh=icosa,
	shader=shader,
	collisionShape=ode.CreateSphere(space, 1.0),
	physicsBody=ode.BodyCreate(world),
}
level:addEntity(ball)

local mass = ode.MassCreate()
ode.MassSetSphere(mass, 1, 0.5)
ode.BodySetMass(ball.physicsBody, mass)
ode.GeomSetBody(ball.collisionShape, ball.physicsBody)
ode.BodySetPosition(ball.physicsBody, -5, 3, 0)
ode.BodySetLinearVel(ball.physicsBody, 3, 0, 0)

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
		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()