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- /** Demo showing a simple first person movement. */
- #define S3L_NEAR_CROSS_STRATEGY 2
- #define S3L_PERSPECTIVE_CORRECTION 2
- #include "helper.h"
- #include "levelModel.h"
- TPE_Unit elevatorHeight;
- TPE_Unit ramp[6] = { 1600,0, -500,1400, -700,0 };
- TPE_Unit ramp2[6] = { 2000,-5000, 1500,1700, -5000,-500 };
- TPE_Vec3 environmentDistance(TPE_Vec3 p, TPE_Unit maxD)
- {
- // manually created environment to match the 3D model of it
- TPE_ENV_START( TPE_envAABoxInside(p,TPE_vec3(0,2450,-2100),TPE_vec3(12600,5000,10800)),p )
- TPE_ENV_NEXT( TPE_envAABox(p,TPE_vec3(-5693,0,-6580),TPE_vec3(4307,20000,3420)),p )
- TPE_ENV_NEXT( TPE_envAABox(p,TPE_vec3(-10000,-1000,-10000),TPE_vec3(11085,2500,9295)),p )
- TPE_ENV_NEXT( TPE_envAATriPrism(p,TPE_vec3(-5400,0,0),ramp,3000,2), p)
- TPE_ENV_NEXT( TPE_envAATriPrism(p,TPE_vec3(2076,651,-6780),ramp2,3000,0), p)
- TPE_ENV_NEXT( TPE_envAABox(p,TPE_vec3(7000,0,-8500),TPE_vec3(3405,2400,3183)),p )
- TPE_ENV_NEXT( TPE_envSphere(p,TPE_vec3(2521,-100,-3799),1200),p )
- TPE_ENV_NEXT( TPE_envAABox(p,TPE_vec3(5300,elevatorHeight,-4400),TPE_vec3(1000,elevatorHeight,1000)),p )
- TPE_ENV_NEXT( TPE_envHalfPlane(p,TPE_vec3(5051,0,1802),TPE_vec3(-255,0,-255)),p )
- TPE_ENV_NEXT( TPE_envInfiniteCylinder(p,TPE_vec3(320,0,170),TPE_vec3(0,255,0),530),p )
- TPE_ENV_END
- }
- int jumpCountdown = 0, onGround = 0;
- TPE_Unit playerRotation = 0, groundDist;
- TPE_Vec3 ballRot, ballPreviousPos, playerDirectionVec;
- TPE_Body *playerBody = 0;
- void updateDirection(void) // updates player direction vector
- {
- playerDirectionVec.x = TPE_sin(playerRotation);
- playerDirectionVec.z = TPE_cos(playerRotation);
- playerDirectionVec.y = 0;
- }
- int main(void)
- {
- helper_init();
- levelModelInit();
- updateDirection();
- ballRot = TPE_vec3(0,0,0);
- tpe_world.environmentFunction = environmentDistance;
- /* normally player bodies are approximated with capsules -- since we don't
- have these, we'll use a body consisting of two spheres: */
- helper_add2Line(400,300,400);
- playerBody = &(tpe_world.bodies[0]);
- TPE_bodyMoveBy(&tpe_world.bodies[0],TPE_vec3(1000,1000,1500));
- TPE_bodyRotateByAxis(&tpe_world.bodies[0],TPE_vec3(0,0,TPE_F / 4));
- playerBody->elasticity = 0;
- playerBody->friction = 0;
- playerBody->flags |= TPE_BODY_FLAG_NONROTATING; // make it always upright
- playerBody->flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
- groundDist = TPE_JOINT_SIZE(playerBody->joints[0]) + 30;
- // add two interactive bodies:
- helper_addBall(1000,100);
- TPE_bodyMoveBy(&tpe_world.bodies[1],TPE_vec3(-1000,1000,0));
- tpe_world.bodies[1].elasticity = 400;
- tpe_world.bodies[1].friction = 100;
- ballPreviousPos = tpe_world.bodies[1].joints[0].position;
- helper_addCenterRect(600,600,400,50);
- TPE_bodyMoveBy(&tpe_world.bodies[2],TPE_vec3(-3000,1000,2000));
- tpe_world.bodies[2].elasticity = 100;
- tpe_world.bodies[2].friction = 50;
-
- while (helper_running)
- {
- helper_frameStart();
- TPE_worldStep(&tpe_world);
- if (jumpCountdown > 0)
- jumpCountdown--;
- TPE_Vec3 groundPoint =
- environmentDistance(playerBody->joints[0].position,groundDist);
- onGround = (playerBody->flags & TPE_BODY_FLAG_DEACTIVATED) ||
- (TPE_DISTANCE(playerBody->joints[0].position,groundPoint)
- <= groundDist && groundPoint.y < playerBody->joints[0].position.y - groundDist / 2);
- if (!onGround)
- {
- /* it's possible that the closest point is e.g. was a perpend wall so also
- additionally check directly below */
- onGround = TPE_DISTANCE( playerBody->joints[0].position,
- TPE_castEnvironmentRay(playerBody->joints[0].position,
- TPE_vec3(0,-1 * TPE_F,0),tpe_world.environmentFunction,
- 128,512,512)) <= groundDist;
- }
- elevatorHeight = (1250 * (TPE_sin(helper_frame * 4) + TPE_F)) / (2 * TPE_F);
- s3l_scene.camera.transform.translation.x = playerBody->joints[0].position.x;
- s3l_scene.camera.transform.translation.z = playerBody->joints[0].position.z;
- s3l_scene.camera.transform.translation.y = TPE_keepInRange(
- s3l_scene.camera.transform.translation.y,
- playerBody->joints[1].position.y,
- playerBody->joints[1].position.y + 10);
- TPE_bodyMultiplyNetSpeed(&tpe_world.bodies[0],onGround ? 300 : 505);
- s3l_scene.camera.transform.rotation.y = -1 * playerRotation;
- // fake the sphere rotation (since a single joint doesn't rotate itself):
- TPE_Vec3 ballRoll = TPE_fakeSphereRotation(ballPreviousPos,
- tpe_world.bodies[1].joints[0].position,1000);
- ballRot = TPE_rotationRotateByAxis(ballRot,ballRoll);
- ballPreviousPos = tpe_world.bodies[1].joints[0].position;
- for (int i = 0; i < tpe_world.bodyCount; ++i)
- TPE_bodyApplyGravity(&tpe_world.bodies[i],5);
- if (onGround)
- {
- if (sdl_keyboard[SDL_SCANCODE_SPACE] && jumpCountdown == 0)
- {
- playerBody->joints[0].velocity[1] = 90;
- jumpCountdown = 8;
- }
- #define D 15 // just some vector divisor to make the speed slower
- if (sdl_keyboard[SDL_SCANCODE_UP] || sdl_keyboard[SDL_SCANCODE_W])
- {
- playerBody->joints[0].velocity[0] += playerDirectionVec.x / D;
- playerBody->joints[0].velocity[2] += playerDirectionVec.z / D;
- }
- else if (sdl_keyboard[SDL_SCANCODE_DOWN] || sdl_keyboard[SDL_SCANCODE_S])
- {
- playerBody->joints[0].velocity[0] -= playerDirectionVec.x / D;
- playerBody->joints[0].velocity[2] -= playerDirectionVec.z / D;
- }
- if (sdl_keyboard[SDL_SCANCODE_A])
- {
- playerBody->joints[0].velocity[2] += playerDirectionVec.x / D;
- playerBody->joints[0].velocity[0] -= playerDirectionVec.z / D;
- }
- else if (sdl_keyboard[SDL_SCANCODE_D])
- {
- playerBody->joints[0].velocity[2] -= playerDirectionVec.x / D;
- playerBody->joints[0].velocity[0] += playerDirectionVec.z / D;
- }
- #undef D
- }
-
- updateDirection();
- if (sdl_keyboard[SDL_SCANCODE_LEFT])
- playerRotation -= 8;
- else if (sdl_keyboard[SDL_SCANCODE_RIGHT])
- playerRotation += 8;
- if (helper_frame % 64 == 0)
- {
- helper_printCPU();
- helper_printCamera();
- }
- // draw the 3D environment
- helper_set3DColor(200,200,200);
- helper_drawModel(&levelModel,TPE_vec3(0,0,0),TPE_vec3(600,600,600),
- TPE_vec3(0,0,0));
- helper_draw3DBox(TPE_vec3(5300,elevatorHeight,-4400),
- TPE_vec3(2000,2 * elevatorHeight,2000),TPE_vec3(0,0,0));
- helper_set3DColor(200,50,0);
- helper_draw3DBox(TPE_bodyGetCenterOfMass(&tpe_world.bodies[2]),
- TPE_vec3(1200,800,1200),TPE_bodyGetRotation(&tpe_world.bodies[2],0,2,1));
- helper_draw3DSphere(tpe_world.bodies[1].joints[0].position,
- TPE_vec3(1000,1000,1000),ballRot);
- if (helper_debugDrawOn)
- helper_debugDraw(1);
- helper_frameEnd();
- }
- helper_end();
- return 0;
- }
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