Physics (WIP)
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@ -3,6 +3,7 @@
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#include "uielements.h"
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#include "uielements.h"
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#include "internal.h"
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#include "internal.h"
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#include "internal/ui.h"
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#include "internal/ui.h"
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#include "internal/physics.h"
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namespace kek::Defaults {
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namespace kek::Defaults {
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@ -15,6 +16,7 @@ static KeyBinding
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keyDown,
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keyDown,
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keyOptions,
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keyOptions,
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keyToggleCursorMode,
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keyToggleCursorMode,
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keyToggleNoclip,
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keyExit;
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keyExit;
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static ButtonElement *options;
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static ButtonElement *options;
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@ -22,30 +24,39 @@ static ButtonElement *options;
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static void defaultInput(GLFWwindow *window, void *data) {
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static void defaultInput(GLFWwindow *window, void *data) {
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if(Input::isKeyboardCaptured()) return;
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if(Input::isKeyboardCaptured()) return;
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glm::vec3 direction = glm::vec3(0);
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if(Input::getKeyState(keyForward) == GLFW_PRESS) {
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if(Input::getKeyState(keyForward) == GLFW_PRESS) {
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kekData.activeCamera->translate(kekData.activeCamera->direction * KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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direction += kekData.activeCamera->direction;
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}
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}
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if(Input::getKeyState(keyBackward) == GLFW_PRESS) {
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if(Input::getKeyState(keyBackward) == GLFW_PRESS) {
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kekData.activeCamera->translate(kekData.activeCamera->direction * -KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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direction += -kekData.activeCamera->direction;
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}
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}
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if(Input::getKeyState(keyLeft) == GLFW_PRESS) {
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if(Input::getKeyState(keyLeft) == GLFW_PRESS) {
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glm::vec3 camRight = glm::normalize(glm::cross(kekData.activeCamera->direction, glm::vec3(0.0f, 1.0f, 0.0f)));
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direction += -glm::normalize(glm::cross(kekData.activeCamera->direction, glm::vec3(0.0f, 1.0f, 0.0f)));
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kekData.activeCamera->translate(-camRight * KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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}
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}
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if(Input::getKeyState(keyRight) == GLFW_PRESS) {
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if(Input::getKeyState(keyRight) == GLFW_PRESS) {
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glm::vec3 camRight = glm::normalize(glm::cross(kekData.activeCamera->direction, glm::vec3(0.0f, 1.0f, 0.0f)));
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direction += glm::normalize(glm::cross(kekData.activeCamera->direction, glm::vec3(0.0f, 1.0f, 0.0f)));
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kekData.activeCamera->translate(camRight * KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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}
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}
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if(Input::getKeyState(keyUp) == GLFW_PRESS) {
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if(Input::getKeyState(keyUp) == GLFW_PRESS) {
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kekData.activeCamera->translateY(KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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direction += glm::vec3(0,1,0);
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}
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}
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if(Input::getKeyState(keyDown) == GLFW_PRESS) {
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if(Input::getKeyState(keyDown) == GLFW_PRESS) {
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kekData.activeCamera->translateY(-KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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direction += glm::vec3(0,-1,0);
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}
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direction = glm::normalize(direction);
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if(glm::length2(direction) > 0) {
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if(kekData.player->noclip) {
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kekData.activeCamera->translate(direction * KEK_NOCLIP_SPEED * kekData.lastFrameTime);
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}else {
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kekData.player->physics->body->applyCentralImpulse(Physics::fromGLM(glm::normalize(direction) * (kekData.lastFrameTime * 20)));
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}
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}
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}
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}
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}
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@ -65,6 +76,10 @@ static void defaultKeyCallback(GLFWwindow *window, int key, int scancode, int ac
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Input::setCursorMode(GLFWCursorMode::CAPTURE);
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Input::setCursorMode(GLFWCursorMode::CAPTURE);
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}
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}
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}
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}
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if(key == Input::getKeyBinding(keyToggleNoclip).key && action == GLFW_PRESS) {
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kekData.player->noclip = !kekData.player->noclip;
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}
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}
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}
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static void defaultMouseCallback(GLFWwindow *window, double x, double y, void *data) {
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static void defaultMouseCallback(GLFWwindow *window, double x, double y, void *data) {
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@ -136,6 +151,7 @@ void init() {
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keyDown = Input::createKeyBinding("Down", GLFW_KEY_LEFT_CONTROL);
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keyDown = Input::createKeyBinding("Down", GLFW_KEY_LEFT_CONTROL);
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keyOptions = Input::createKeyBinding("Options", GLFW_KEY_Q);
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keyOptions = Input::createKeyBinding("Options", GLFW_KEY_Q);
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keyToggleCursorMode = Input::createKeyBinding("Toggle Cursor Mode", GLFW_KEY_TAB);
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keyToggleCursorMode = Input::createKeyBinding("Toggle Cursor Mode", GLFW_KEY_TAB);
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keyToggleNoclip = Input::createKeyBinding("Toggle Noclip", GLFW_KEY_N);
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keyExit = Input::createKeyBinding("Exit", GLFW_KEY_ESCAPE);
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keyExit = Input::createKeyBinding("Exit", GLFW_KEY_ESCAPE);
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Input::addPeriodicCallback(PeriodicCallback(defaultInput, nullptr));
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Input::addPeriodicCallback(PeriodicCallback(defaultInput, nullptr));
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@ -145,6 +161,15 @@ void init() {
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options = new ButtonElement(uiPx(0), uiPx(100), uiPx(100), uiPx(50));
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options = new ButtonElement(uiPx(0), uiPx(100), uiPx(100), uiPx(50));
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//UI::addElement(options);
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//UI::addElement(options);
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kekData.player = new Player();
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btCollisionShape *shape = new btBoxShape(btVector3(1,1,1));
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kekData.player->physics = new PhysicsObjectData();
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btRigidBody *body = new btRigidBody(1, nullptr, shape);
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body->setActivationState(DISABLE_DEACTIVATION);
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kekData.physics->world->addRigidBody(body);
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kekData.player->physics->body = body;
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kekData.player->moveTo(glm::vec3(0,10,0));
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}
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}
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void destroy() {
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void destroy() {
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@ -4,11 +4,12 @@
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include "internal.h"
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#include "internal.h"
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#include "internal/physics.h"
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namespace kek {
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namespace kek {
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GameObject::GameObject() {
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GameObject::GameObject() {
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this->physics = nullptr;
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}
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}
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GameObject::~GameObject() {
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GameObject::~GameObject() {
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@ -23,7 +24,7 @@ void GameObject::addMesh(Mesh *mesh) {
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void GameObject::draw(Shader *shader) {
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void GameObject::draw(Shader *shader) {
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, position) * glm::mat4_cast(rotation);
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model = glm::translate(model, getPosition()) * glm::mat4_cast(getRotation());
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glUniformMatrix4fv(glGetUniformLocation(kekData.shader->id, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(glGetUniformLocation(kekData.shader->id, "model"), 1, GL_FALSE, glm::value_ptr(model));
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for(Mesh *mesh : meshes) {
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for(Mesh *mesh : meshes) {
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@ -31,4 +32,28 @@ void GameObject::draw(Shader *shader) {
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}
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}
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}
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}
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void GameObject::addPhysics(btCollisionShape *shape, float mass, int collisionFlags) {
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this->physics = new PhysicsObjectData();
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btRigidBody *body = new btRigidBody(mass, new btDefaultMotionState(), shape);
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kekData.physics->world->addRigidBody(body);
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body->setCollisionFlags(collisionFlags);
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this->physics->body = body;
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}
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void GameObject::rotateTo(glm::quat rotation) {
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this->physics->body->getWorldTransform().setRotation(Physics::fromGLM(rotation));
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}
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glm::quat GameObject::getRotation() {
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return Physics::toGLM(this->physics->body->getWorldTransform().getRotation());
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}
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void GameObject::moveTo(glm::vec3 position) {
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this->physics->body->getWorldTransform().setOrigin(Physics::fromGLM(position));
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}
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glm::vec3 GameObject::getPosition() {
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return Physics::toGLM(this->physics->body->getWorldTransform().getOrigin());
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}
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}
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}
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@ -23,7 +23,6 @@ void DefaultObject::translate(glm::vec3 delta) {
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}
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}
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void DefaultObject::moveTo(glm::vec3 position) {
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void DefaultObject::moveTo(glm::vec3 position) {
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//this->position = glm::vec3(position.x, position.y, position.z);
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this->position.x = position.x;
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this->position.x = position.x;
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this->position.y = position.y;
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this->position.y = position.y;
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this->position.z = position.z;
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this->position.z = position.z;
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@ -45,6 +44,10 @@ void DefaultRotateableObject::rotate(float angle, glm::vec3 axis) {
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this->rotation = glm::rotate(rotation, glm::radians(angle), axis);
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this->rotation = glm::rotate(rotation, glm::radians(angle), axis);
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}
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}
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void DefaultRotateableObject::rotateTo(glm::quat rotation) {
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this->rotation = rotation;
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}
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void DefaultRotateableObject::lookAt(glm::vec3 direction) {
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void DefaultRotateableObject::lookAt(glm::vec3 direction) {
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this->rotation = glm::quatLookAt(glm::normalize(direction), glm::vec3(0.0f, 1.0f, 0.0f));
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this->rotation = glm::quatLookAt(glm::normalize(direction), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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}
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27
src/kekengine/cpp/object/player.cpp
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27
src/kekengine/cpp/object/player.cpp
Normal file
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#include "player.h"
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#include "internal/physics.h"
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namespace kek {
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Player::Player(): RotateableObject() {
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this->noclip = false;
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}
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void Player::rotateTo(glm::quat rotation) {
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this->physics->body->getWorldTransform().setRotation(Physics::fromGLM(rotation));
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}
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glm::quat Player::getRotation() {
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return Physics::toGLM(this->physics->body->getWorldTransform().getRotation());
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}
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void Player::moveTo(glm::vec3 position) {
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this->physics->body->getWorldTransform().setOrigin(Physics::fromGLM(position));
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}
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glm::vec3 Player::getPosition() {
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return Physics::toGLM(this->physics->body->getWorldTransform().getOrigin());
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}
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}
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@ -3,6 +3,8 @@
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#include "internal.h"
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#include "internal.h"
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#include "internal/physics.h"
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#include "internal/physics.h"
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#include <glm/glm.hpp>
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namespace kek::Physics {
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namespace kek::Physics {
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void init() {
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void init() {
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@ -14,23 +16,49 @@ void init() {
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btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver();
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btSequentialImpulseConstraintSolver *solver = new btSequentialImpulseConstraintSolver();
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kekData.physics->world = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConf);
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kekData.physics->world = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConf);
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kekData.physics->world->setGravity(btVector3(0, -10, 0));
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kekData.physics->world->setGravity(btVector3(0, -10, 0));
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btCollisionShape *shape = new btBoxShape(btVector3(1, 1, 1));
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btDefaultMotionState *state = new btDefaultMotionState();
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btRigidBody *body = new btRigidBody(1, state, shape);
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kekData.physics->world->addRigidBody(body);
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}
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}
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void destroy() {
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void destroy() {
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for(int i = kekData.physics->world->getNumCollisionObjects() - 1; i >= 0; i--) {
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btCollisionObject *obj = kekData.physics->world->getCollisionObjectArray()[i];
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btRigidBody *rigid = btRigidBody::upcast(obj);
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if(obj->getCollisionShape()) delete obj->getCollisionShape();
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if(rigid && rigid->getMotionState()) delete rigid->getMotionState();
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kekData.physics->world->removeCollisionObject(obj);
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delete obj;
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}
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delete kekData.physics;
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delete kekData.physics;
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}
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}
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void step(float deltaT) {
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void step(float deltaT) {
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for(GameObject *obj : kekData.activeScene->objects) {
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if(obj->physics) {
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obj->physics->body->getWorldTransform().setOrigin(fromGLM(obj->getPosition()));
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}
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}
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kekData.physics->world->stepSimulation(deltaT, 100);
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kekData.physics->world->stepSimulation(deltaT, 100);
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//btRigidBody *body = btRigidBody::upcast(kekData.physics->world->getCollisionObjectArray()[0]);
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if(!kekData.player->noclip) {
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//btTransform &t = body->getWorldTransform();
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kekData.activeCamera->moveTo(kekData.player->getEyePosition());
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//btVector3 &vec = t.getOrigin();
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}
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}
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glm::vec3 toGLM(btVector3 vec) {
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return glm::vec3(vec.x(), vec.y(), vec.z());
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}
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btVector3 fromGLM(glm::vec3 vec) {
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return btVector3(vec.x, vec.y, vec.z);
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}
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glm::quat toGLM(btQuaternion quat) {
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return glm::quat(quat.w(), quat.x(), quat.y(), quat.z());
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}
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btQuaternion fromGLM(glm::quat quat) {
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return btQuaternion(quat.x, quat.y, quat.z, quat.w);
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}
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}
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}
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}
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@ -167,8 +167,18 @@ std::vector<kek::Vertex> genCubeVertices(float w, float h, float d, bool texCoor
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return vertices;
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return vertices;
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}
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}
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Mesh *genCubeMesh(float w, float h, float d, std::shared_ptr<Texture> ambient, std::shared_ptr<Texture> diffuse, std::shared_ptr<Texture> specular) {
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std::vector<Vertex> vertices = genCubeVertices(w, h, d, true);
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std::vector<unsigned int> indices;
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for(size_t i = 0; i < vertices.size(); i++) {
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indices.push_back(i);
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}
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Material *material = new Material(ambient, diffuse, specular, 80.0f); // FIXME: hard-coded shininess
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return new Mesh(vertices, indices, material);
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}
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std::string toString(glm::vec3 vector) {
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std::string toString(glm::vec3 vector) {
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return std::to_string(vector.x) + " " + std::to_string(vector.y) + " " + std::to_string(vector.z);
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return std::to_string(vector.x) + " " + std::to_string(vector.y) + " " + std::to_string(vector.z);
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}
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}
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}
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}
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@ -15,6 +15,9 @@
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#define KEK_LIGHT_LIMIT 64 // Also in shader/include/constants.glsl
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#define KEK_LIGHT_LIMIT 64 // Also in shader/include/constants.glsl
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#define KEK_LIGHT_MAX_DISTANCE 50
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#define KEK_LIGHT_MAX_DISTANCE_SQUARED (KEK_LIGHT_MAX_DISTANCE * KEK_LIGHT_MAX_DISTANCE)
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#define KEK_NOCLIP_SPEED 10.0f
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#define KEK_NOCLIP_SPEED 10.0f
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#define KEK_CAMERA_NEAR 0.1f
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#define KEK_CAMERA_NEAR 0.1f
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@ -23,9 +26,6 @@
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#define KEK_LIGHT_DEFAULT_AMBIENT_STRENGTH 0.05f
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#define KEK_LIGHT_DEFAULT_AMBIENT_STRENGTH 0.05f
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#define KEK_LIGHT_DEFAULT_SPECULAR_STRENGTH 0.1f
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#define KEK_LIGHT_DEFAULT_SPECULAR_STRENGTH 0.1f
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#define KEK_LIGHT_MAX_DISTANCE 30
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#define KEK_LIGHT_MAX_DISTANCE_SQUARED (KEK_LIGHT_MAX_DISTANCE * KEK_LIGHT_MAX_DISTANCE)
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#define KEK_INVALID_KEY_BINDING_NAME "INVALID"
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#define KEK_INVALID_KEY_BINDING_NAME "INVALID"
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#define KEK_INVALID_ID -1u
|
#define KEK_INVALID_ID -1u
|
||||||
|
|
||||||
@ -42,3 +42,7 @@
|
|||||||
#define KEK_DEFAULT_FONT_SIZE_PIXELS 24
|
#define KEK_DEFAULT_FONT_SIZE_PIXELS 24
|
||||||
|
|
||||||
#define KEK_INPUT_DELETE -1u
|
#define KEK_INPUT_DELETE -1u
|
||||||
|
|
||||||
|
#define KEK_PLAYER_HEIGHT 2
|
||||||
|
#define KEK_PLAYER_RADIUS 0.5f
|
||||||
|
#define KEK_PLAYER_EYE_OFFSET (KEK_PLAYER_HEIGHT / 2 - KEK_PLAYER_RADIUS)
|
||||||
|
@ -2,24 +2,45 @@
|
|||||||
|
|
||||||
#include "object.h"
|
#include "object.h"
|
||||||
#include "mesh.h"
|
#include "mesh.h"
|
||||||
|
#include "physics.h"
|
||||||
|
|
||||||
|
#include <BulletCollision/CollisionShapes/btCollisionShape.h>
|
||||||
|
|
||||||
namespace kek {
|
namespace kek {
|
||||||
|
|
||||||
class GameObject: public DefaultRotateableObject {
|
class GameObject: public RotateableObject {
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
std::vector<Mesh *> meshes;
|
std::vector<Mesh *> meshes;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
PhysicsObjectData *physics;
|
||||||
|
|
||||||
GameObject();
|
GameObject();
|
||||||
|
|
||||||
~GameObject();
|
virtual ~GameObject();
|
||||||
|
|
||||||
// Adds a mesh to the GameObject. The GameObject takes ownership of the Mesh, so don't use Meshes in multiple GameObjects
|
// Adds a mesh to the GameObject. The GameObject takes ownership of the Mesh, so don't use Meshes in multiple GameObjects
|
||||||
void addMesh(Mesh *mesh);
|
void addMesh(Mesh *mesh);
|
||||||
|
|
||||||
void draw(Shader *shader);
|
void draw(Shader *shader);
|
||||||
|
|
||||||
|
void addPhysics(btCollisionShape *shape, float mass = 1, int collisionFlags = 0);
|
||||||
|
|
||||||
|
virtual void rotate(float angle, glm::vec3 axis) { rotateTo(glm::rotate(getRotation(), angle, axis)); };
|
||||||
|
|
||||||
|
virtual void rotateTo(glm::quat rotation);
|
||||||
|
|
||||||
|
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0,1,0))); };
|
||||||
|
|
||||||
|
virtual glm::quat getRotation();
|
||||||
|
|
||||||
|
virtual void translate(glm::vec3 delta) { moveTo(getPosition() + delta); };
|
||||||
|
|
||||||
|
virtual void moveTo(glm::vec3 position);
|
||||||
|
|
||||||
|
virtual glm::vec3 getPosition();
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -10,6 +10,7 @@
|
|||||||
#include "texture.h"
|
#include "texture.h"
|
||||||
#include "fonts.h"
|
#include "fonts.h"
|
||||||
#include "ui.h"
|
#include "ui.h"
|
||||||
|
#include "player.h"
|
||||||
|
|
||||||
namespace kek {
|
namespace kek {
|
||||||
|
|
||||||
@ -24,6 +25,8 @@ struct KekData {
|
|||||||
Camera *activeCamera;
|
Camera *activeCamera;
|
||||||
Scene *activeScene;
|
Scene *activeScene;
|
||||||
|
|
||||||
|
Player *player;
|
||||||
|
|
||||||
int screenWidth;
|
int screenWidth;
|
||||||
int screenHeight;
|
int screenHeight;
|
||||||
|
|
||||||
|
@ -8,4 +8,18 @@ struct PhysicsData {
|
|||||||
btDynamicsWorld *world;
|
btDynamicsWorld *world;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct PhysicsObjectData {
|
||||||
|
btRigidBody *body;
|
||||||
|
};
|
||||||
|
|
||||||
|
namespace Physics {
|
||||||
|
|
||||||
|
glm::vec3 toGLM(btVector3 vec);
|
||||||
|
btVector3 fromGLM(glm::vec3 vec);
|
||||||
|
|
||||||
|
glm::quat toGLM(btQuaternion quat);
|
||||||
|
btQuaternion fromGLM(glm::quat quat);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -49,6 +49,8 @@ public:
|
|||||||
|
|
||||||
virtual void rotate(float angle, glm::vec3 axis) = 0;
|
virtual void rotate(float angle, glm::vec3 axis) = 0;
|
||||||
|
|
||||||
|
virtual void rotateTo(glm::quat rotation) = 0;
|
||||||
|
|
||||||
virtual void lookAt(glm::vec3 direction) = 0;
|
virtual void lookAt(glm::vec3 direction) = 0;
|
||||||
|
|
||||||
virtual void lookAtPos(glm::vec3 position);
|
virtual void lookAtPos(glm::vec3 position);
|
||||||
@ -69,6 +71,8 @@ public:
|
|||||||
|
|
||||||
virtual void rotate(float angle, glm::vec3 axis);
|
virtual void rotate(float angle, glm::vec3 axis);
|
||||||
|
|
||||||
|
virtual void rotateTo(glm::quat rotation);
|
||||||
|
|
||||||
virtual void lookAt(glm::vec3 direction);
|
virtual void lookAt(glm::vec3 direction);
|
||||||
|
|
||||||
virtual glm::quat getRotation();
|
virtual glm::quat getRotation();
|
||||||
@ -81,4 +85,4 @@ public:
|
|||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
namespace kek::Physics {
|
namespace kek {
|
||||||
|
|
||||||
|
struct PhysicsObjectData;
|
||||||
|
|
||||||
|
namespace Physics {
|
||||||
|
|
||||||
void init();
|
void init();
|
||||||
void destroy();
|
void destroy();
|
||||||
@ -8,3 +12,5 @@ void destroy();
|
|||||||
void step(float deltaT);
|
void step(float deltaT);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
35
src/kekengine/include/player.h
Normal file
35
src/kekengine/include/player.h
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "gameobject.h"
|
||||||
|
|
||||||
|
namespace kek {
|
||||||
|
|
||||||
|
class Player: public RotateableObject {
|
||||||
|
|
||||||
|
public:
|
||||||
|
PhysicsObjectData *physics;
|
||||||
|
bool noclip;
|
||||||
|
|
||||||
|
Player();
|
||||||
|
|
||||||
|
virtual void rotate(float angle, glm::vec3 axis) { rotateTo(glm::rotate(getRotation(), angle, axis)); };
|
||||||
|
|
||||||
|
virtual void rotateTo(glm::quat rotation);
|
||||||
|
|
||||||
|
virtual void lookAt(glm::vec3 direction) { rotateTo(glm::quatLookAt(glm::normalize(direction), glm::vec3(0,1,0))); };
|
||||||
|
|
||||||
|
virtual glm::quat getRotation();
|
||||||
|
|
||||||
|
virtual void translate(glm::vec3 delta) { moveTo(getPosition() + delta); };
|
||||||
|
|
||||||
|
virtual void moveTo(glm::vec3 position);
|
||||||
|
|
||||||
|
virtual glm::vec3 getPosition();
|
||||||
|
|
||||||
|
virtual glm::vec3 getEyePosition() { return getPosition() + glm::vec3(0, KEK_PLAYER_EYE_OFFSET, 0); }
|
||||||
|
|
||||||
|
virtual glm::vec3 getFootPosition() { return getPosition() - glm::vec3(0, KEK_PLAYER_HEIGHT / 2, 0); };
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
@ -46,6 +46,8 @@ void genCubeVertices(float w, float h, float d, bool texCoords, float **outVerts
|
|||||||
|
|
||||||
std::vector<Vertex> genCubeVertices(float w, float h, float d, bool texCoords);
|
std::vector<Vertex> genCubeVertices(float w, float h, float d, bool texCoords);
|
||||||
|
|
||||||
|
Mesh *genCubeMesh(float w, float h, float d, std::shared_ptr<Texture> ambient, std::shared_ptr<Texture> diffuse, std::shared_ptr<Texture> specular);
|
||||||
|
|
||||||
std::string toString(glm::vec3 vector);
|
std::string toString(glm::vec3 vector);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -4,6 +4,9 @@
|
|||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
|
#include <BulletCollision/CollisionShapes/btBoxShape.h>
|
||||||
|
#include <BulletCollision/btBulletCollisionCommon.h>
|
||||||
|
|
||||||
using namespace kek;
|
using namespace kek;
|
||||||
|
|
||||||
static ButtonElement *button;
|
static ButtonElement *button;
|
||||||
@ -43,24 +46,45 @@ void onButtonClick(void *data) {
|
|||||||
int main(int argc, char **argv) {
|
int main(int argc, char **argv) {
|
||||||
if(Engine::init() != KEK_SUCCESS) return 1;
|
if(Engine::init() != KEK_SUCCESS) return 1;
|
||||||
|
|
||||||
MemoryBuffer *buf = Resource::loadResource("object/sphere/Sphere.obj");
|
|
||||||
Mesh *mesh = ObjParser::parseMesh(buf, "object/sphere/");
|
|
||||||
delete buf;
|
|
||||||
|
|
||||||
GameObject *test = new GameObject();
|
|
||||||
test->addMesh(mesh);
|
|
||||||
|
|
||||||
Scene *scene = new Scene();
|
Scene *scene = new Scene();
|
||||||
|
|
||||||
|
GameObject *floor = new GameObject();
|
||||||
|
{
|
||||||
|
std::shared_ptr<Texture> tex = Texture::load("image/white.png");
|
||||||
|
floor->addMesh(genCubeMesh(100, 1, 100, tex, tex, tex));
|
||||||
|
btCollisionShape *shape = new btBoxShape(btVector3(50,0.5,50));
|
||||||
|
floor->addPhysics(shape, 0, btCollisionObject::CF_STATIC_OBJECT);
|
||||||
|
scene->addObject(floor);
|
||||||
|
}
|
||||||
|
|
||||||
|
Mesh *mesh = ObjParser::loadMesh("object/sphere/Sphere.obj");
|
||||||
|
GameObject *test = new GameObject();
|
||||||
|
btCollisionShape *shape = new btSphereShape(1);
|
||||||
|
test->addPhysics(shape);
|
||||||
|
test->addMesh(mesh);
|
||||||
|
test->moveTo(glm::vec3(0,5,0));
|
||||||
scene->addObject(test);
|
scene->addObject(test);
|
||||||
|
|
||||||
|
Mesh *mesh2 = ObjParser::loadMesh("object/cube_colored/Cube.obj");
|
||||||
|
GameObject *test3 = new GameObject();
|
||||||
|
btCollisionShape *shape2 = new btBoxShape(btVector3(1,1,1));
|
||||||
|
test3->addPhysics(shape2, 0, btCollisionObject::CF_STATIC_OBJECT);
|
||||||
|
test3->addMesh(mesh2);
|
||||||
|
test3->moveTo(glm::vec3(2, 1, 2));
|
||||||
|
scene->addObject(test3);
|
||||||
|
|
||||||
|
|
||||||
for(int i = 0; i < 10; i++) {
|
for(int i = 0; i < 10; i++) {
|
||||||
GameObject *test2 = new GameObject();
|
GameObject *test2 = new GameObject();
|
||||||
|
btCollisionShape *shape = new btBoxShape(btVector3(1,1,1));
|
||||||
|
test2->addPhysics(shape);
|
||||||
test2->addMesh(ObjParser::loadMesh("object/cube_colored/Cube.obj"));
|
test2->addMesh(ObjParser::loadMesh("object/cube_colored/Cube.obj"));
|
||||||
test2->moveTo(glm::vec3(0.0f, 5.0f, 3 * i));
|
test2->moveTo(glm::vec3(1.0f, 5.0f, 3 * i));
|
||||||
scene->addObject(test2);
|
scene->addObject(test2);
|
||||||
}
|
}
|
||||||
|
|
||||||
PointLight *light = new PointLight(glm::vec3(1), 1, 0, 1);
|
PointLight *light = new PointLight(glm::vec3(1), 1, 0, 1);
|
||||||
|
light->moveTo(glm::vec3(0,1,0));
|
||||||
scene->lights->add(light);
|
scene->lights->add(light);
|
||||||
|
|
||||||
//DirectionalLight *l = new DirectionalLight(glm::vec3(1), glm::vec3(1, -1, 1));
|
//DirectionalLight *l = new DirectionalLight(glm::vec3(1), glm::vec3(1, -1, 1));
|
||||||
|
BIN
src/kekgame/res/image/white.png
Normal file
BIN
src/kekgame/res/image/white.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.1 KiB |
Loading…
Reference in New Issue
Block a user