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- #define CAMERA_STEP (TPE_F / 2)
- #define JOINT_SIZE (TPE_F / 4)
- #define BALL_SIZE (5 * TPE_F / 4)
- #define HEIGHTMAP_3D_RESOLUTION 8
- #define HEIGHTMAP_3D_STEP (TPE_F * 2)
- #include "helper.h"
- #define ROOM_SIZE (HEIGHTMAP_3D_RESOLUTION * HEIGHTMAP_3D_STEP + JOINT_SIZE)
- TPE_Vec3 environmentDistance(TPE_Vec3 p, TPE_Unit maxD)
- {
- return TPE_envAABoxInside(p,TPE_vec3(0,0,0),TPE_vec3(ROOM_SIZE,ROOM_SIZE,ROOM_SIZE));
- }
- #define WATER_JOINTS (HEIGHTMAP_3D_RESOLUTION * HEIGHTMAP_3D_RESOLUTION)
- #define WATER_CONNECTIONS (2 * ((HEIGHTMAP_3D_RESOLUTION - 1) * HEIGHTMAP_3D_RESOLUTION))
- TPE_Joint joints[WATER_JOINTS + 1];
- TPE_Connection connections[WATER_CONNECTIONS];
- TPE_Body bodies[2];
- int main(void)
- {
- helper_init();
- puts("WSAD, XC: move the ball");
- s3l_scene.camera.transform.translation.z = -6 * TPE_F;
- s3l_scene.camera.transform.translation.y = 4 * TPE_F;
- s3l_scene.camera.transform.translation.x = 0;
- s3l_scene.camera.transform.rotation.y = TPE_F / 16;
- // build the water body:
- for (int i = 0; i < HEIGHTMAP_3D_POINTS; ++i)
- joints[i] = TPE_joint(helper_heightmapPointLocation(i),JOINT_SIZE);
- int index = 0;
- for (int j = 0; j < HEIGHTMAP_3D_RESOLUTION; ++j)
- for (int i = 0; i < HEIGHTMAP_3D_RESOLUTION - 1; ++i)
- {
- connections[index].joint1 = j * HEIGHTMAP_3D_RESOLUTION + i;
- connections[index].joint2 = connections[index].joint1 + 1;
- index++;
- connections[index].joint1 = i * HEIGHTMAP_3D_RESOLUTION + j;
- connections[index].joint2 = connections[index].joint1 + HEIGHTMAP_3D_RESOLUTION;
- index++;
- }
- TPE_bodyInit(&bodies[0],joints,WATER_JOINTS,connections,WATER_CONNECTIONS,
- 2 * TPE_F);
- bodies[0].flags |= TPE_BODY_FLAG_SOFT;
- bodies[0].flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
- // create the ball body:
- joints[WATER_JOINTS] = TPE_joint(TPE_vec3(0,0,ROOM_SIZE / 4),BALL_SIZE);
- TPE_bodyInit(&bodies[1],joints + WATER_JOINTS,1,connections,0,200);
- bodies[1].flags |= TPE_BODY_FLAG_ALWAYS_ACTIVE;
- TPE_worldInit(&tpe_world,bodies,2,environmentDistance);
- while (helper_running)
- {
- helper_frameStart();
- helper_cameraFreeMovement();
- // update the 3D model vertex positions:
- S3L_Unit *v = heightmapVertices;
- for (int i = 0; i < WATER_JOINTS; ++i)
- {
- *v = joints[i].position.x;
- v++;
- *v = joints[i].position.y;
- v++;
- *v = joints[i].position.z;
- v++;
- }
- // pin the joints at the edges of the grid:
- for (int index = 0; index < WATER_JOINTS; ++index)
- if (index % HEIGHTMAP_3D_RESOLUTION == 0 || index % HEIGHTMAP_3D_RESOLUTION == HEIGHTMAP_3D_RESOLUTION - 1 ||
- index / HEIGHTMAP_3D_RESOLUTION == 0 || index / HEIGHTMAP_3D_RESOLUTION == HEIGHTMAP_3D_RESOLUTION - 1)
- TPE_jointPin(&joints[index],helper_heightmapPointLocation(index));
- TPE_worldStep(&tpe_world);
- #define G ((5 * 30) / FPS)
- TPE_bodyApplyGravity(&tpe_world.bodies[1],
- bodies[1].joints[0].position.y > 0 ? G : (-2 * G));
- #define ACC ((25 * 30) / FPS )
- if (sdl_keyboard[SDL_SCANCODE_W])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(0,0,ACC));
- else if (sdl_keyboard[SDL_SCANCODE_S])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(0,0,-1 * ACC));
- else if (sdl_keyboard[SDL_SCANCODE_D])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(ACC,0,0));
- else if (sdl_keyboard[SDL_SCANCODE_A])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(-1 * ACC,0,0));
- else if (sdl_keyboard[SDL_SCANCODE_C])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(0,ACC,0));
- else if (sdl_keyboard[SDL_SCANCODE_X])
- TPE_bodyAccelerate(&bodies[1],TPE_vec3(0,-1 * ACC,0));
- helper_set3DColor(255,0,0);
- helper_draw3DSphere(bodies[1].joints[0].position,TPE_vec3(BALL_SIZE,BALL_SIZE,BALL_SIZE),TPE_vec3(0,0,0));
- helper_set3DColor(0,100,255);
- helper_drawModel(&heightmapModel,TPE_vec3(0,0,0),TPE_vec3(TPE_F,TPE_F,TPE_F),TPE_vec3(0,0,0));
- if (helper_debugDrawOn)
- helper_debugDraw(1);
- helper_frameEnd();
- }
- helper_end();
- return 0;
- }
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