A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
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1318 changed files with 140051 additions and 166004 deletions
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@ -28,19 +28,18 @@
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/*************************************************************************/
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#include "test_physics.h"
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#include "servers/visual_server.h"
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#include "servers/physics_server.h"
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#include "os/main_loop.h"
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#include "math_funcs.h"
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#include "print_string.h"
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#include "map.h"
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#include "math_funcs.h"
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#include "os/main_loop.h"
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#include "os/os.h"
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#include "print_string.h"
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#include "quick_hull.h"
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#include "servers/physics_server.h"
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#include "servers/visual_server.h"
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class TestPhysicsMainLoop : public MainLoop {
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GDCLASS( TestPhysicsMainLoop, MainLoop );
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GDCLASS(TestPhysicsMainLoop, MainLoop);
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enum {
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LINK_COUNT = 20,
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@ -58,150 +57,145 @@ class TestPhysicsMainLoop : public MainLoop {
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RID character;
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float ofs_x,ofs_y;
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float ofs_x, ofs_y;
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Point2 joy_direction;
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List<RID> bodies;
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Map<PhysicsServer::ShapeType,RID> type_shape_map;
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Map<PhysicsServer::ShapeType,RID> type_mesh_map;
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Map<PhysicsServer::ShapeType, RID> type_shape_map;
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Map<PhysicsServer::ShapeType, RID> type_mesh_map;
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void body_changed_transform(Object *p_state, RID p_visual_instance) {
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PhysicsDirectBodyState *state = (PhysicsDirectBodyState*)p_state;
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VisualServer *vs=VisualServer::get_singleton();
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Transform t=state->get_transform();
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PhysicsDirectBodyState *state = (PhysicsDirectBodyState *)p_state;
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VisualServer *vs = VisualServer::get_singleton();
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Transform t = state->get_transform();
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//t.basis.scale( Vector3(1.0,0.5,0.2) );
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vs->instance_set_transform(p_visual_instance,t);
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vs->instance_set_transform(p_visual_instance, t);
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}
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bool quit;
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protected:
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static void _bind_methods() {
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ClassDB::bind_method("body_changed_transform",&TestPhysicsMainLoop::body_changed_transform);
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ClassDB::bind_method("body_changed_transform", &TestPhysicsMainLoop::body_changed_transform);
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}
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RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body,const Transform p_location,bool p_active_default=true,const Transform&p_shape_xform=Transform()) {
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RID create_body(PhysicsServer::ShapeType p_shape, PhysicsServer::BodyMode p_body, const Transform p_location, bool p_active_default = true, const Transform &p_shape_xform = Transform()) {
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VisualServer *vs=VisualServer::get_singleton();
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PhysicsServer * ps = PhysicsServer::get_singleton();
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VisualServer *vs = VisualServer::get_singleton();
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PhysicsServer *ps = PhysicsServer::get_singleton();
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RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape],scenario);
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RID body = ps->body_create(p_body,!p_active_default);
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ps->body_set_space(body,space);
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ps->body_set_param(body,PhysicsServer::BODY_PARAM_BOUNCE,0.0);
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RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
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RID body = ps->body_create(p_body, !p_active_default);
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ps->body_set_space(body, space);
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ps->body_set_param(body, PhysicsServer::BODY_PARAM_BOUNCE, 0.0);
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//todo set space
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ps->body_add_shape(body,type_shape_map[p_shape]);
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ps->body_set_force_integration_callback(body,this,"body_changed_transform",mesh_instance);
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ps->body_add_shape(body, type_shape_map[p_shape]);
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ps->body_set_force_integration_callback(body, this, "body_changed_transform", mesh_instance);
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ps->body_set_state( body, PhysicsServer::BODY_STATE_TRANSFORM,p_location);
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ps->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, p_location);
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bodies.push_back(body);
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if (p_body==PhysicsServer::BODY_MODE_STATIC) {
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if (p_body == PhysicsServer::BODY_MODE_STATIC) {
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vs->instance_set_transform(mesh_instance,p_location);
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vs->instance_set_transform(mesh_instance, p_location);
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}
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return body;
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}
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RID create_static_plane(const Plane& p_plane) {
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RID create_static_plane(const Plane &p_plane) {
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PhysicsServer * ps = PhysicsServer::get_singleton();
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PhysicsServer *ps = PhysicsServer::get_singleton();
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RID plane_shape = ps->shape_create(PhysicsServer::SHAPE_PLANE);
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ps->shape_set_data( plane_shape, p_plane );
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ps->shape_set_data(plane_shape, p_plane);
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RID b = ps->body_create( PhysicsServer::BODY_MODE_STATIC );
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ps->body_set_space(b,space);
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RID b = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
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ps->body_set_space(b, space);
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//todo set space
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ps->body_add_shape(b, plane_shape);
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return b;
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}
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void configure_body(RID p_body,float p_mass, float p_friction, float p_bounce) {
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PhysicsServer * ps = PhysicsServer::get_singleton();
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ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_MASS, p_mass );
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ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction );
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ps->body_set_param( p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce );
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void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
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PhysicsServer *ps = PhysicsServer::get_singleton();
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ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_MASS, p_mass);
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ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_FRICTION, p_friction);
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ps->body_set_param(p_body, PhysicsServer::BODY_PARAM_BOUNCE, p_bounce);
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}
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void init_shapes() {
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VisualServer *vs=VisualServer::get_singleton();
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PhysicsServer * ps = PhysicsServer::get_singleton();
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VisualServer *vs = VisualServer::get_singleton();
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PhysicsServer *ps = PhysicsServer::get_singleton();
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/* SPHERE SHAPE */
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RID sphere_mesh = vs->make_sphere_mesh(10,20,0.5);
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type_mesh_map[PhysicsServer::SHAPE_SPHERE]=sphere_mesh;
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RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
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type_mesh_map[PhysicsServer::SHAPE_SPHERE] = sphere_mesh;
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RID sphere_shape=ps->shape_create(PhysicsServer::SHAPE_SPHERE);
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ps->shape_set_data( sphere_shape, 0.5 );
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type_shape_map[PhysicsServer::SHAPE_SPHERE]=sphere_shape;
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RID sphere_shape = ps->shape_create(PhysicsServer::SHAPE_SPHERE);
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ps->shape_set_data(sphere_shape, 0.5);
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type_shape_map[PhysicsServer::SHAPE_SPHERE] = sphere_shape;
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/* BOX SHAPE */
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PoolVector<Plane> box_planes = Geometry::build_box_planes(Vector3(0.5,0.5,0.5));
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PoolVector<Plane> box_planes = Geometry::build_box_planes(Vector3(0.5, 0.5, 0.5));
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RID box_mesh = vs->mesh_create();
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Geometry::MeshData box_data = Geometry::build_convex_mesh(box_planes);
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vs->mesh_add_surface_from_mesh_data(box_mesh,box_data);
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type_mesh_map[PhysicsServer::SHAPE_BOX]=box_mesh;
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RID box_shape=ps->shape_create(PhysicsServer::SHAPE_BOX);
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ps->shape_set_data( box_shape, Vector3(0.5,0.5,0.5) );
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type_shape_map[PhysicsServer::SHAPE_BOX]=box_shape;
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vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
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type_mesh_map[PhysicsServer::SHAPE_BOX] = box_mesh;
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RID box_shape = ps->shape_create(PhysicsServer::SHAPE_BOX);
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ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
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type_shape_map[PhysicsServer::SHAPE_BOX] = box_shape;
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/* CAPSULE SHAPE */
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PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5,0.7,12,Vector3::AXIS_Z);
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PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
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RID capsule_mesh = vs->mesh_create();
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Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
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vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data);
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vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
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type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh;
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type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
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RID capsule_shape=ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
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RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
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Dictionary capsule_params;
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capsule_params["radius"]=0.5;
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capsule_params["height"]=1.4;
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ps->shape_set_data( capsule_shape, capsule_params );
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type_shape_map[PhysicsServer::SHAPE_CAPSULE]=capsule_shape;
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capsule_params["radius"] = 0.5;
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capsule_params["height"] = 1.4;
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ps->shape_set_data(capsule_shape, capsule_params);
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type_shape_map[PhysicsServer::SHAPE_CAPSULE] = capsule_shape;
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/* CONVEX SHAPE */
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PoolVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5,0.7,5,Vector3::AXIS_Z);
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PoolVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
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RID convex_mesh = vs->mesh_create();
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Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
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QuickHull::build(convex_data.vertices,convex_data);
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vs->mesh_add_surface_from_mesh_data(convex_mesh,convex_data);
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QuickHull::build(convex_data.vertices, convex_data);
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vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
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type_mesh_map[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_mesh;
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RID convex_shape=ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON);
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ps->shape_set_data( convex_shape, convex_data.vertices );
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type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON]=convex_shape;
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type_mesh_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_mesh;
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RID convex_shape = ps->shape_create(PhysicsServer::SHAPE_CONVEX_POLYGON);
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ps->shape_set_data(convex_shape, convex_data.vertices);
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type_shape_map[PhysicsServer::SHAPE_CONVEX_POLYGON] = convex_shape;
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}
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void make_trimesh(Vector<Vector3> p_faces,const Transform& p_xform=Transform()) {
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void make_trimesh(Vector<Vector3> p_faces, const Transform &p_xform = Transform()) {
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VisualServer *vs=VisualServer::get_singleton();
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PhysicsServer * ps = PhysicsServer::get_singleton();
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VisualServer *vs = VisualServer::get_singleton();
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PhysicsServer *ps = PhysicsServer::get_singleton();
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RID trimesh_shape = ps->shape_create(PhysicsServer::SHAPE_CONCAVE_POLYGON);
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ps->shape_set_data(trimesh_shape, p_faces);
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p_faces=ps->shape_get_data(trimesh_shape); // optimized one
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p_faces = ps->shape_get_data(trimesh_shape); // optimized one
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Vector<Vector3> normals; // for drawing
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for (int i=0;i<p_faces.size()/3;i++) {
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for (int i = 0; i < p_faces.size() / 3; i++) {
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Plane p( p_faces[i*3+0],p_faces[i*3+1], p_faces[i*3+2] );
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Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
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normals.push_back(p.normal);
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normals.push_back(p.normal);
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normals.push_back(p.normal);
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@ -210,95 +204,85 @@ protected:
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RID trimesh_mesh = vs->mesh_create();
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Array d;
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d.resize(VS::ARRAY_MAX);
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d[VS::ARRAY_VERTEX]=p_faces;
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d[VS::ARRAY_NORMAL]=normals;
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vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d );
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d[VS::ARRAY_VERTEX] = p_faces;
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d[VS::ARRAY_NORMAL] = normals;
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vs->mesh_add_surface_from_arrays(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, d);
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//vs->material_set_flag( trimesh_mat, VisualServer::MATERIAL_FLAG_UNSHADED,true);
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RID triins = vs->instance_create2(trimesh_mesh, scenario);
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RID triins = vs->instance_create2(trimesh_mesh,scenario);
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RID tribody = ps->body_create( PhysicsServer::BODY_MODE_STATIC);
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ps->body_set_space(tribody,space);
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RID tribody = ps->body_create(PhysicsServer::BODY_MODE_STATIC);
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ps->body_set_space(tribody, space);
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//todo set space
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ps->body_add_shape(tribody, trimesh_shape);
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Transform tritrans = p_xform;
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ps->body_set_state( tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans );
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vs->instance_set_transform( triins, tritrans );
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ps->body_set_state(tribody, PhysicsServer::BODY_STATE_TRANSFORM, tritrans);
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vs->instance_set_transform(triins, tritrans);
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//RID trimesh_material = vs->fixed_material_create();
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//vs->material_generate( trimesh_material, Color(0.2,0.4,0.6) );
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//vs->mesh_surface_set_material( trimesh_mesh, 0, trimesh_material );
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}
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void make_grid(int p_width,int p_height,float p_cellsize,float p_cellheight,const Transform& p_xform=Transform()) {
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void make_grid(int p_width, int p_height, float p_cellsize, float p_cellheight, const Transform &p_xform = Transform()) {
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Vector< Vector< float > > grid;
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Vector<Vector<float> > grid;
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grid.resize(p_width);
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for (int i=0;i<p_width;i++) {
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for (int i = 0; i < p_width; i++) {
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grid[i].resize(p_height);
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for (int j=0;j<p_height;j++) {
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for (int j = 0; j < p_height; j++) {
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grid[i][j]=1.0+Math::random(-p_cellheight, p_cellheight );
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grid[i][j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
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}
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}
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Vector<Vector3> faces;
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for (int i=1;i<p_width;i++) {
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for (int i = 1; i < p_width; i++) {
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for (int j=1;j<p_height;j++) {
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for (int j = 1; j < p_height; j++) {
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#define MAKE_VERTEX(m_x, m_z) \
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faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
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#define MAKE_VERTEX(m_x,m_z)\
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faces.push_back( Vector3( (m_x-p_width/2)*p_cellsize, grid[m_x][m_z], (m_z-p_height/2)*p_cellsize ) )
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MAKE_VERTEX(i,j-1);
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MAKE_VERTEX(i,j);
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MAKE_VERTEX(i-1,j);
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MAKE_VERTEX(i-1,j-1);
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MAKE_VERTEX(i,j-1);
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MAKE_VERTEX(i-1,j);
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MAKE_VERTEX(i, j - 1);
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MAKE_VERTEX(i, j);
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MAKE_VERTEX(i - 1, j);
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MAKE_VERTEX(i - 1, j - 1);
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MAKE_VERTEX(i, j - 1);
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MAKE_VERTEX(i - 1, j);
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}
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}
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make_trimesh(faces,p_xform);
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make_trimesh(faces, p_xform);
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}
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public:
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virtual void input_event(const InputEvent& p_event) {
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virtual void input_event(const InputEvent &p_event) {
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if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&4) {
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ofs_y-=p_event.mouse_motion.relative_y/200.0;
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ofs_x+=p_event.mouse_motion.relative_x/200.0;
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if (p_event.type == InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask & 4) {
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ofs_y -= p_event.mouse_motion.relative_y / 200.0;
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ofs_x += p_event.mouse_motion.relative_x / 200.0;
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}
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if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&1) {
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if (p_event.type == InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask & 1) {
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float y=-p_event.mouse_motion.relative_y/20.0;
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float x=p_event.mouse_motion.relative_x/20.0;
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float y = -p_event.mouse_motion.relative_y / 20.0;
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float x = p_event.mouse_motion.relative_x / 20.0;
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if (mover.is_valid()) {
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PhysicsServer *ps = PhysicsServer::get_singleton();
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Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
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t.origin += Vector3(x, y, 0);
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PhysicsServer * ps = PhysicsServer::get_singleton();
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Transform t = ps->body_get_state(mover,PhysicsServer::BODY_STATE_TRANSFORM);
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t.origin+=Vector3(x,y,0);
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ps->body_set_state(mover,PhysicsServer::BODY_STATE_TRANSFORM,t);
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ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (p_event.type == InputEvent::JOYPAD_MOTION) {
|
||||
|
|
@ -317,30 +301,28 @@ public:
|
|||
|
||||
virtual void request_quit() {
|
||||
|
||||
quit=true;
|
||||
quit = true;
|
||||
}
|
||||
virtual void init() {
|
||||
|
||||
ofs_x=ofs_y=0;
|
||||
ofs_x = ofs_y = 0;
|
||||
init_shapes();
|
||||
|
||||
PhysicsServer *ps = PhysicsServer::get_singleton();
|
||||
space=ps->space_create();
|
||||
ps->space_set_active(space,true);
|
||||
space = ps->space_create();
|
||||
ps->space_set_active(space, true);
|
||||
|
||||
VisualServer *vs=VisualServer::get_singleton();
|
||||
VisualServer *vs = VisualServer::get_singleton();
|
||||
|
||||
/* LIGHT */
|
||||
RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
|
||||
RID lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL);
|
||||
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
|
||||
scenario = vs->scenario_create();
|
||||
vs->light_set_shadow(lightaux,true);
|
||||
light = vs->instance_create2( lightaux,scenario );
|
||||
vs->light_set_shadow(lightaux, true);
|
||||
light = vs->instance_create2(lightaux, scenario);
|
||||
Transform t;
|
||||
t.rotate(Vector3(1.0,0,0),0.6);
|
||||
vs->instance_set_transform(light,t);
|
||||
|
||||
|
||||
t.rotate(Vector3(1.0, 0, 0), 0.6);
|
||||
vs->instance_set_transform(light, t);
|
||||
|
||||
/* CAMERA */
|
||||
|
||||
|
|
@ -348,29 +330,27 @@ public:
|
|||
|
||||
RID viewport = vs->viewport_create();
|
||||
Size2i screen_size = OS::get_singleton()->get_window_size();
|
||||
vs->viewport_set_size(viewport,screen_size.x,screen_size.y);
|
||||
vs->viewport_attach_to_screen(viewport,Rect2(Vector2(),screen_size));
|
||||
vs->viewport_set_active(viewport,true);
|
||||
vs->viewport_attach_camera( viewport, camera );
|
||||
vs->viewport_set_scenario( viewport, scenario );
|
||||
vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
|
||||
vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
|
||||
vs->viewport_set_active(viewport, true);
|
||||
vs->viewport_attach_camera(viewport, camera);
|
||||
vs->viewport_set_scenario(viewport, scenario);
|
||||
|
||||
|
||||
vs->camera_set_perspective(camera,60,0.1,40.0);
|
||||
vs->camera_set_transform(camera,Transform( Basis(), Vector3(0,9,12)));
|
||||
vs->camera_set_perspective(camera, 60, 0.1, 40.0);
|
||||
vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 9, 12)));
|
||||
//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
|
||||
|
||||
Transform gxf;
|
||||
gxf.basis.scale(Vector3(1.4,0.4,1.4));
|
||||
gxf.origin=Vector3(-2,1,-2);
|
||||
make_grid(5,5,2.5,1,gxf);
|
||||
gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
|
||||
gxf.origin = Vector3(-2, 1, -2);
|
||||
make_grid(5, 5, 2.5, 1, gxf);
|
||||
//create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_STATIC,gxf);
|
||||
//create_static_plane( Plane( Vector3(0,1,0), -2) );
|
||||
//test_joint();
|
||||
test_fall();
|
||||
//test_joint();
|
||||
|
||||
|
||||
/*
|
||||
/*
|
||||
Vector<Vector3> faces;
|
||||
faces.push_back( Vector3(10,0,-5) );
|
||||
faces.push_back( Vector3(0,0,10) );
|
||||
|
|
@ -378,7 +358,7 @@ public:
|
|||
make_trimesh(faces);
|
||||
*/
|
||||
/* Make Trimesh */
|
||||
quit=false;
|
||||
quit = false;
|
||||
return;
|
||||
|
||||
#if 0
|
||||
|
|
@ -400,9 +380,8 @@ public:
|
|||
|
||||
for (int j=1;j<GRID_SIZE;j++) {
|
||||
|
||||
|
||||
#define MAKE_VERTEX(m_x,m_z)\
|
||||
faces.push_back( Vector3( m_x-GRID_SIZE/2.0, grid[m_x][m_z], m_z-GRID_SIZE/2.0 )*3.0 )
|
||||
#define MAKE_VERTEX(m_x, m_z) \
|
||||
faces.push_back(Vector3(m_x - GRID_SIZE / 2.0, grid[m_x][m_z], m_z - GRID_SIZE / 2.0) * 3.0)
|
||||
|
||||
MAKE_VERTEX(i,j-1);
|
||||
MAKE_VERTEX(i,j);
|
||||
|
|
@ -458,24 +437,22 @@ public:
|
|||
|
||||
if (mover.is_valid()) {
|
||||
static float joy_speed = 10;
|
||||
PhysicsServer * ps = PhysicsServer::get_singleton();
|
||||
Transform t = ps->body_get_state(mover,PhysicsServer::BODY_STATE_TRANSFORM);
|
||||
t.origin+=Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time,0);
|
||||
ps->body_set_state(mover,PhysicsServer::BODY_STATE_TRANSFORM,t);
|
||||
PhysicsServer *ps = PhysicsServer::get_singleton();
|
||||
Transform t = ps->body_get_state(mover, PhysicsServer::BODY_STATE_TRANSFORM);
|
||||
t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
|
||||
ps->body_set_state(mover, PhysicsServer::BODY_STATE_TRANSFORM, t);
|
||||
};
|
||||
|
||||
|
||||
Transform cameratr;
|
||||
cameratr.rotate(Vector3(0,1,0),ofs_x);
|
||||
cameratr.rotate(Vector3(1,0,0),-ofs_y);
|
||||
cameratr.translate(Vector3(0,2,8));
|
||||
VisualServer *vs=VisualServer::get_singleton();
|
||||
vs->camera_set_transform(camera,cameratr);
|
||||
cameratr.rotate(Vector3(0, 1, 0), ofs_x);
|
||||
cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
|
||||
cameratr.translate(Vector3(0, 2, 8));
|
||||
VisualServer *vs = VisualServer::get_singleton();
|
||||
vs->camera_set_transform(camera, cameratr);
|
||||
|
||||
return quit;
|
||||
}
|
||||
virtual void finish() {
|
||||
|
||||
}
|
||||
|
||||
void test_joint() {
|
||||
|
|
@ -535,115 +512,93 @@ public:
|
|||
|
||||
void test_character() {
|
||||
|
||||
VisualServer *vs=VisualServer::get_singleton();
|
||||
PhysicsServer * ps = PhysicsServer::get_singleton();
|
||||
VisualServer *vs = VisualServer::get_singleton();
|
||||
PhysicsServer *ps = PhysicsServer::get_singleton();
|
||||
|
||||
|
||||
PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5,1,12,5,Vector3::AXIS_Y);
|
||||
PoolVector<Plane> capsule_planes = Geometry::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
|
||||
|
||||
RID capsule_mesh = vs->mesh_create();
|
||||
Geometry::MeshData capsule_data = Geometry::build_convex_mesh(capsule_planes);
|
||||
vs->mesh_add_surface_from_mesh_data(capsule_mesh,capsule_data);
|
||||
type_mesh_map[PhysicsServer::SHAPE_CAPSULE]=capsule_mesh;
|
||||
vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
|
||||
type_mesh_map[PhysicsServer::SHAPE_CAPSULE] = capsule_mesh;
|
||||
|
||||
RID capsule_shape=ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
|
||||
RID capsule_shape = ps->shape_create(PhysicsServer::SHAPE_CAPSULE);
|
||||
Dictionary capsule_params;
|
||||
capsule_params["radius"]=0.5;
|
||||
capsule_params["height"]=1;
|
||||
capsule_params["radius"] = 0.5;
|
||||
capsule_params["height"] = 1;
|
||||
Transform shape_xform;
|
||||
shape_xform.rotate(Vector3(1,0,0),Math_PI/2.0);
|
||||
shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
|
||||
//shape_xform.origin=Vector3(1,1,1);
|
||||
ps->shape_set_data( capsule_shape, capsule_params);
|
||||
ps->shape_set_data(capsule_shape, capsule_params);
|
||||
|
||||
|
||||
RID mesh_instance = vs->instance_create2(capsule_mesh,scenario);
|
||||
RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
|
||||
character = ps->body_create(PhysicsServer::BODY_MODE_CHARACTER);
|
||||
ps->body_set_space(character,space);
|
||||
ps->body_set_space(character, space);
|
||||
//todo add space
|
||||
ps->body_add_shape(character,capsule_shape);
|
||||
ps->body_add_shape(character, capsule_shape);
|
||||
|
||||
ps->body_set_force_integration_callback(character,this,"body_changed_transform",mesh_instance);
|
||||
ps->body_set_force_integration_callback(character, this, "body_changed_transform", mesh_instance);
|
||||
|
||||
|
||||
ps->body_set_state( character, PhysicsServer::BODY_STATE_TRANSFORM,Transform(Basis(),Vector3(-2,5,-2)));
|
||||
ps->body_set_state(character, PhysicsServer::BODY_STATE_TRANSFORM, Transform(Basis(), Vector3(-2, 5, -2)));
|
||||
bodies.push_back(character);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void test_fall() {
|
||||
|
||||
for (int i = 0; i < 35; i++) {
|
||||
|
||||
for (int i=0;i<35;i++) {
|
||||
|
||||
static const PhysicsServer::ShapeType shape_idx[]={
|
||||
static const PhysicsServer::ShapeType shape_idx[] = {
|
||||
PhysicsServer::SHAPE_CAPSULE,
|
||||
PhysicsServer::SHAPE_BOX,
|
||||
PhysicsServer::SHAPE_SPHERE,
|
||||
PhysicsServer::SHAPE_CONVEX_POLYGON
|
||||
};
|
||||
|
||||
PhysicsServer::ShapeType type=shape_idx[i%4];
|
||||
PhysicsServer::ShapeType type = shape_idx[i % 4];
|
||||
//type=PhysicsServer::SHAPE_CONVEX_POLYGON;
|
||||
|
||||
Transform t;
|
||||
|
||||
t.origin=Vector3(0.0*i,3.5+1.1*i,0.7+0.0*i);
|
||||
t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
|
||||
//t.origin=Vector3(-0.7+0.0*i,0.5+4.1*i,0);
|
||||
t.basis.rotate(Vector3(0.2,-1,0),Math_PI/2*0.6);
|
||||
t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
|
||||
//t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i);
|
||||
//t.basis.rotate(Vector3(0,-1,0),Math_PI/4*i);
|
||||
//t.basis.rotate(Vector3(-1,0,0),Math_PI/4*i);
|
||||
|
||||
|
||||
create_body(type,PhysicsServer::BODY_MODE_RIGID,t);
|
||||
create_body(type, PhysicsServer::BODY_MODE_RIGID, t);
|
||||
//RID b = create_body(type,i==0?PhysicsServer::BODY_MODE_STATIC:PhysicsServer::BODY_MODE_RIGID,t);
|
||||
|
||||
}
|
||||
|
||||
create_static_plane( Plane( Vector3(0,1,0), -1) );
|
||||
create_static_plane(Plane(Vector3(0, 1, 0), -1));
|
||||
|
||||
|
||||
/*
|
||||
/*
|
||||
create_static_plane( Plane( Vector3(1,0,0), -2) );
|
||||
create_static_plane( Plane( Vector3(-1,0,0), -2) );
|
||||
create_static_plane( Plane( Vector3(0,0,1), -2) );
|
||||
create_static_plane( Plane( Vector3(0,0,-1), -2) );
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
void test_activate() {
|
||||
|
||||
create_body(PhysicsServer::SHAPE_BOX,PhysicsServer::BODY_MODE_RIGID,Transform(Basis(),Vector3(0,2,0)),true);
|
||||
create_body(PhysicsServer::SHAPE_BOX, PhysicsServer::BODY_MODE_RIGID, Transform(Basis(), Vector3(0, 2, 0)), true);
|
||||
//create_body(PhysicsServer::SHAPE_SPHERE,PhysicsServer::BODY_MODE_RIGID,Transform(Basis(),Vector3(0,6,0)),true);
|
||||
create_static_plane( Plane( Vector3(0,1,0), -1) );
|
||||
|
||||
create_static_plane(Plane(Vector3(0, 1, 0), -1));
|
||||
}
|
||||
|
||||
|
||||
virtual bool idle(float p_time) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
TestPhysicsMainLoop() {
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
namespace TestPhysics {
|
||||
|
||||
MainLoop* test() {
|
||||
|
||||
return memnew( TestPhysicsMainLoop );
|
||||
MainLoop *test() {
|
||||
|
||||
return memnew(TestPhysicsMainLoop);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue