local min = math.min local max = math.max local ball local ball1 local camera local vx = 0.0 local vy = 0.0 local vz = 0.0 local ballvy = -1.0 local cam_rot_x = 0.0 local cam_rot_y = 0.0 local SPEED = 30 local WHITE = couch.Color(1.0, 1.0, 1.0) local RED = couch.Color(1.0, 0.0, 0.0) local BLUE = couch.Color(0.0, 0.0, 1.0) local light function init() local material camera = couch.Camera() camera:MakeCurrent() camera.transform:Translate(0.0, 0.0, 10.0) light = couch.DirectionalLight.new() light.direction = couch.Vector3(0.0, -1.0, -1.0) light.color = couch.Vector3(1.0, 1.0, 1.0) light.ambient = 0.2 light.diffuse = 1.0 light.specular = 0.1 couch.Node.GetRoot().children:Append(light) skybox = couch.Skybox.FromFiles( "skybox/px.png", "skybox/nx.png", "skybox/py.png", "skybox/ny.png", "skybox/pz.png", "skybox/nz.png" ) couch.Node.GetRoot().children:Append(skybox) make_ground() ball = couch.Mesh.FromFile("cube.obj") material = ball:GetMaterial(0) material.ambient = RED material.diffuse = RED ball:SetMaterial(0, material) couch.Node.GetRoot().children:Append(ball) local orbiter = couch.Mesh.FromFile("ball.obj") orbiter.transform.scale = orbiter.transform.scale * 0.25; orbiter.transform:Translate(1.0, 0.0, 0.0) ball.children:Append(orbiter) ball1 = couch.Mesh.FromFile("ball.obj") print(material.diffuse.b) material = ball1:GetMaterial(0) ball1:SetMaterial(0, material) couch.Node.GetRoot().children:Append(ball1) ball1.transform:Translate(0.0, 3.0, 0.0) trough = couch.TexturedMesh("trough.obj", "wood_lowres.png") couch.Node.GetRoot().children:Append(trough) trough.transform:Translate(10.0, 0.0, 0.0) scaffold = couch.TexturedMesh("scaffold.obj", "grate_floor_lowres.png", "railing.png") material = scaffold:GetMaterial(0) material.alphaScissor = 0.9 scaffold:SetMaterial(0, material) material = scaffold:GetMaterial(1) material.cullBack = false scaffold:SetMaterial(1, material) material = scaffold:GetMaterial(1) material.alphaScissor = 0.1 scaffold:SetMaterial(1, material) couch.Node.GetRoot().children:Append(scaffold) scaffold.transform:Translate(-3.0, 3.0, 0.0) barn = couch.TexturedMesh("barn.obj", "paintedwood.jpg", "barnroof_lowres.png", "wood_lowres.png") material = barn:GetMaterial(0) material.cullBack = false barn:SetMaterial(0, material) material = barn:GetMaterial(1) material.cullBack = false barn:SetMaterial(1, material) couch.Node.GetRoot().children:Append(barn) barn.transform:Translate(-15.0, 0.0, 0.0) end function update(delta) local move_vec = couch.Vector3() move_vec = camera.transform.position + camera.transform:Forward() * delta * vz * SPEED move_vec = move_vec + camera.transform:Right() * delta * vx * SPEED move_vec = move_vec + camera.transform:Up() * delta * vy * SPEED camera.transform.position = move_vec camera.transform.rotation.y = camera.transform.rotation.y - cam_rot_x * delta cam_rot_x = 0.0 camera.transform.rotation.x = camera.transform.rotation.x - cam_rot_y * delta camera.transform.rotation.x = min(max(camera.transform.rotation.x, -3.14 / 2.0), 3.14 / 2.0) cam_rot_y = 0.0 local loc = ball1.transform.position if loc.y > 4.0 then ballvy = -1.0 elseif loc.y < 2.0 then ballvy = 1.0 end ball1.transform.position.y = ball1.transform.position.y + ballvy * delta ball.transform.rotation.y = ball.transform.rotation.y + 2.0 * delta; ball.transform.rotation.z = ball.transform.rotation.z + 1.0 * delta; end function action_dir(key, action, pos, neg, curr) if key == pos and action == couch.ACTION_PRESS then return 1.0 elseif key == neg and action == couch.ACTION_PRESS then return -1.0 elseif (key == pos or key == neg) and action == couch.ACTION_RELEASE then return 0.0 else return curr end end function onkey(key, code, action, mod) vz = action_dir(key, action, couch.KEY_W, couch.KEY_S, vz) vx = action_dir(key, action, couch.KEY_D, couch.KEY_A, vx) vy = action_dir(key, action, couch.KEY_SPACE, couch.KEY_LEFT_CONTROL, vy) if key == couch.KEY_DOWN and action == couch.ACTION_PRESS then light.ambient = max(light.ambient - 0.1, 0.0) elseif key == couch.KEY_UP and action == couch.ACTION_PRESS then light.ambient = light.ambient + 0.1 print(light.ambient) end end function onmousemotion(_, _, relx, rely) cam_rot_x = relx cam_rot_y = rely end function make_ground() local ground_prefab = couch.TexturedMesh("ground.obj", "grass_lowres.png") ground_prefab.transform.position = couch.Vector3(0.0, -2.0, 0.0) ground_prefab.transform.scale = couch.Vector3(3.0, 1.0, 3.0) ground = couch.Spatial.new() couch.Node.GetRoot().children:Append(ground) for x = -20, 20, 1 do for z = -20, 20, 1 do local piece = ground_prefab:Duplicate() piece.transform.position = couch.Vector3(6.0 * x, -2.0, 6.0 * z) ground.children:Append(piece) end end end