couch/demo/exampleworld/main.lua
2021-08-02 14:34:49 -05:00

236 lines
7.6 KiB
Lua

package.path = package.path .. ";../scripts/?.lua"
local freecam = require("freecam")
local min = math.min
local max = math.max
local cube
local physics_ball
local character
local ball
local die_cube
local total = 0.0
local character_move_vec = couch.Vector3(0.0, 0.0, 0.0)
local ballvy = -1.0
local SPEED = 30
local WHITE = couch.Vector3(1.0, 1.0, 1.0)
local RED = couch.Vector3(1.0, 0.0, 0.0)
local BLUE = couch.Vector3(0.0, 0.0, 1.0)
local light
function init()
local material
local transform
couch.Input.GetInstance():SetMouseMode(couch.Input.CAPTURED)
freecam.init_camera()
freecam.camera:Translate(couch.Vector3(0.0, 0.0, 10.0))
local light = couch.DirectionalLight()
light:SetDirection(couch.Vector3(0.0, -1.0, -1.0))
light:SetColor(couch.Vector3(1.0, 1.0, 1.0))
light:SetAmbient(0.2)
light:SetDiffuse(1.0)
light:SetSpecular(0.1)
couch.Node.GetRoot():AddChild(light:Instance())
init_point_lights()
local skybox = couch.Skybox.FromFiles(
"../resources/skybox/px.png",
"../resources/skybox/nx.png",
"../resources/skybox/py.png",
"../resources/skybox/ny.png",
"../resources/skybox/pz.png",
"../resources/skybox/nz.png"
)
couch.Node.GetRoot():AddChild(skybox:Instance())
local physics_ball_prefab = couch.Rigidbody()
local physics_ball_mesh = couch.Mesh.FromFile("../resources/ball.glb")
material = physics_ball_mesh:GetMaterial(0)
material.ambient = BLUE
material.diffuse = BLUE
physics_ball_mesh:SetMaterial(0, material)
physics_ball_prefab:AddChild(physics_ball_mesh);
physics_ball_prefab:Translate(couch.Vector3(-14.0, 30.0, -5.0))
physics_ball = physics_ball_prefab:Instance()
couch.Node.GetRoot():AddChild(physics_ball)
make_ground()
local character_prefab = couch.Mesh.FromFile("../resources/capsule.glb")
material = character_prefab:GetMaterial(0)
material.ambient = BLUE
material.diffuse = BLUE
material.specular = WHITE * 0.1
character_prefab:SetMaterial(0, material)
local character_body = couch.Rigidbody()
character_body:SetMass(1.0)
character_body:SetCollisionShape(couch.CapsuleCollisionShape(1.0, 1.0))
character_body:SetCharacter(true)
character_body:AddChild(character_prefab)
character_body:Translate(couch.Vector3(-15.0, 3.0, 0.0))
character = character_body:Instance()
couch.Node.GetRoot():AddChild(character)
local cube_prefab = couch.Mesh.FromFile("../resources/cube.glb")
material = cube_prefab:GetMaterial(0)
material.ambient = RED
material.diffuse = RED
cube_prefab:SetMaterial(0, material)
local orbiter = couch.Mesh.FromFile("../resources/ball.glb")
orbiter:UniformScale(0.25);
orbiter:Translate(couch.Vector3(1.0, 0.0, 0.0))
cube_prefab:AddChild(orbiter)
cube = cube_prefab:Instance()
couch.Node.GetRoot():AddChild(cube)
die_cube = cube_prefab:Instance()
couch.Node.GetRoot():AddChild(die_cube)
die_cube:Translate(couch.Vector3(0.0, 0.0, 3.0))
local ball_prefab = couch.Mesh.FromFile("../resources/ball.glb")
material = ball_prefab:GetMaterial(0)
ball_prefab:SetMaterial(0, material)
ball = ball_prefab:Instance()
couch.Node.GetRoot():AddChild(ball)
ball:Translate(couch.Vector3(0.0, 3.0, 0.0))
local trough_prefab = couch.TexturedMesh("../resources/trough.glb", "../resources/wood_lowres.png")
trough = trough_prefab:Instance()
couch.Node.GetRoot():AddChild(trough)
trough:Translate(couch.Vector3(10.0, 0.0, 0.0))
local scaffold_prefab = couch.TexturedMesh("../resources/scaffold.glb", "../resources/grate_floor_lowres.png", "../resources/railing.png")
local scaffold = scaffold_prefab:Instance()
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():AddChild(scaffold)
scaffold:Translate(couch.Vector3(-3.0, 3.0, 0.0))
local barn_prefab = couch.TexturedMesh("../resources/barn.glb", "../resources/paintedwood.jpg", "../resources/barnroof_lowres.png", "../resources/wood_lowres.png")
material = barn_prefab:GetMaterial(0)
material.cullBack = false
barn_prefab:SetMaterial(0, material)
material = barn_prefab:GetMaterial(1)
material.cullBack = false
barn_prefab:SetMaterial(1, material)
local barn_body = couch.Rigidbody()
barn_body:SetCollisionShape(couch.MeshCollisionShape(barn_prefab))
barn_body:SetMass(0.0)
barn_body:AddChild(barn_prefab)
local barn = barn_body:Instance()
couch.Node.GetRoot():AddChild(barn)
barn:Translate(couch.Vector3(-15.0, 0.0, 0.0))
end
function update(delta)
total = total + delta
freecam.update_camera(delta)
local loc = ball:GetTransform().position
if loc.y > 4.0 then
ballvy = -1.0
elseif loc.y < 2.0 then
ballvy = 1.0
end
ball:Translate(couch.Vector3(0.0, ballvy * delta, 0.0))
cube:RotateY(2.0 * delta)
cube:RotateZ(1.0 * delta)
character:ApplyForce(character_move_vec * 10.0)
if total > 1.0 and die_cube then
die_cube:QueueFree()
die_cube = nil
end
end
function init_point_lights()
local colors = {couch.Vector3(1.0, 0.0, 0.0), couch.Vector3(0.0, 1.0, 0.0), couch.Vector3(0.0, 0.0, 1.0)}
for i, color in ipairs(colors) do
local pointLight = couch.PointLight();
pointLight:Translate(couch.Vector3(i * -10.0, 0, -10))
pointLight:SetRadius(10.0)
pointLight:SetColor(color)
pointLight:SetAmbient(0.2)
pointLight:SetDiffuse(1.0)
pointLight:SetSpecular(0.1)
local lightBox = couch.Mesh.FromFile("../resources/cube.glb")
lightBox:UniformScale(0.5);
local material = lightBox:GetMaterial(0)
material.ambient = color
lightBox:SetMaterial(0, material)
pointLight:AddChild(lightBox);
couch.Node.GetRoot():AddChild(pointLight:Instance())
end
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)
freecam.onkey(key, code, action, mod)
if key == couch.KEY_J and action == couch.ACTION_PRESS then
physics_ball:ApplyImpulse(couch.Vector3(0.0, 1.0, 0.0) * 10)
end
character_move_vec.z = action_dir(key, action, couch.KEY_DOWN, couch.KEY_UP, character_move_vec.z)
end
function onmousemotion(_, _, relx, rely)
freecam.onmousemotion(relx, rely)
end
function make_ground()
local ground_prefab = couch.TexturedMesh("../resources/ground.glb", "../resources/grass_lowres.png")
local ground_prefab_transform = ground_prefab:GetTransform()
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_prefab:SetTransform(ground_prefab_transform)
ground = couch.Spatial():Instance()
couch.Node.GetRoot():AddChild(ground)
-- Add a collisionshape
local ground_shape_prefab = couch.Rigidbody()
ground_shape_prefab:SetMass(0.0)
ground_shape_prefab:SetCollisionShape(couch.BoxCollisionShape(180.0, 1.0, 180.0))
ground_shape_prefab:Translate(couch.Vector3(0.0, -2.5, 0.0))
ground:AddChild(ground_shape_prefab:Instance())
for x = -20, 20, 1 do
for z = -20, 20, 1 do
local piece = ground_prefab:Instance()
piece:Translate(couch.Vector3(6.0 * x, -2.0, 6.0 * z))
ground:AddChild(piece)
end
end
end