2023-08-10 14:30:56 +00:00
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// original code by @vurtun (public domain)
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// - rlyeh, public domain.
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//
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// @todo: fix leaks: poly_free()
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#include "v4k.h"
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// -- demo
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int paused;
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camera_t cam;
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void game_loop(void *userdata) {
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// key handler
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2023-08-14 16:30:52 +00:00
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// if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 );
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// if (input_down(KEY_ESC) ) window_loop_exit(); // @todo: break -> window_close()
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window_resize();
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2023-08-10 14:30:56 +00:00
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// animation
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static float dx = 0, dy = 0;
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if (input_down(KEY_SPACE)) paused ^= 1;
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float delta = (0.25f / 60.f) * !paused;
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dx = dx + delta * 2.0f;
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dy = dy + delta * 0.8f;
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// fps camera
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{
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vec3 move = {0};
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vec2 view = {0};
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// show/hide cursor
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bool dragging = input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R);
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if( ui_active() || ui_hover() || gizmo_active() || input_touch_active() ) dragging = false;
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window_cursor( !dragging );
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// keyboard/mouse
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if( dragging ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f);
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vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed);
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vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * dragging);
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move = add3(move, wasdec);
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view = add2(view, mouse);
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// gamepad
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vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/);
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vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f /*15% deadzone*/);
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vec3 gamepad_move = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f);
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vec2 gamepad_view = scale2(filtered_rpad, 1.0f);
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move = add3(move, gamepad_move);
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view = add2(view, gamepad_view);
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// multi-touch
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vec2 touch_move = input_touch_delta_from_origin(0, 0.0125f /*sensitivityFwd*/); // button #0 (left border)
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vec2 touch_view = input_touch_delta(1, 0.125f /*sensitivityRot*/); // button #1 (right border)
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move = add3(move, vec3(touch_move.x, 0, -touch_move.y));
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view = add2(view, vec2(touch_view.x, -touch_view.y));
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// apply inputs
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camera_move(&cam, move.x,move.y,move.z);
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camera_fps(&cam, view.x,view.y);
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}
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// projview matrix
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mat44 projview; multiply44x2(projview, cam.proj, cam.view);
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// rendering
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viewport_color3(vec3(0.15,0.15,0.15));
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#if 0
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viewport_clear(true, true);
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viewport_clip(vec2(0,0), vec2(window_width(), window_height()));
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#endif
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// debug draw collisions
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{
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// 3D
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glEnable(GL_DEPTH_TEST);
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// grid
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ddraw_grid(0);
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{
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// Triangle-Ray Intersection*/
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vec3 ro, rd;
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int suc;
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triangle tri = { vec3(-9,1,28), vec3(-10,0,28), vec3(-11,1,28) };
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// ray
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ro = vec3(-10,-1,20);
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rd = vec3(-10+0.4f*sinf(dx), 2.0f*cosf(dy), 29.81023f);
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rd = sub3(rd, ro);
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rd = norm3(rd);
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ray r = ray(ro, rd);
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hit *hit = ray_hit_triangle(r, tri);
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if (hit) {
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// point of intersection
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ddraw_color(RED);
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ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f));
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// intersection normal
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ddraw_color(BLUE);
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vec3 v = add3(hit->p, hit->n);
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ddraw_arrow(hit->p, v);
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}
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// line
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ddraw_color(RED);
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rd = scale3(rd,10);
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rd = add3(ro,rd);
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ddraw_line(ro, rd);
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// triangle
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if (hit) ddraw_color(RED);
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else ddraw_color(WHITE);
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ddraw_triangle(tri.p0,tri.p1,tri.p2);
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}
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{
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// Plane-Ray Intersection*/
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vec3 ro, rd;
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mat33 rot;
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// ray
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static float d = 0;
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d += delta * 2.0f;
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ro = vec3(0,-1,20);
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rd = vec3(0.1f, 0.5f, 9.81023f);
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rd = sub3(rd, ro);
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rd = norm3(rd);
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// rotation
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rotation33(rot, deg(d), 0,1,0);
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rd = mulv33(rot, rd);
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// intersection
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ray r = ray(ro, rd);
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plane pl = plane(vec3(0,0,28), vec3(0,0,1));
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hit *hit = ray_hit_plane(r, pl);
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if (hit) {
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// point of intersection
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ddraw_color(RED);
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ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f));
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// intersection normal
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ddraw_color(BLUE);
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vec3 v = add3(hit->p, hit->n);
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ddraw_arrow(hit->p, v);
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ddraw_color(RED);
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}
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// line
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ddraw_color(RED);
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rd = scale3(rd,9);
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rd = add3(ro,rd);
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ddraw_line(ro, rd);
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// plane
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if (hit) ddraw_color(RED);
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else ddraw_color(WHITE);
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ddraw_plane(vec3(0,0,28), vec3(0,0,1), 3.0f);
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}
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{
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// Sphere-Ray Intersection*/
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vec3 ro, rd;
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sphere s;
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// ray
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ro = vec3(0,-1,0);
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rd = vec3(0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f);
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rd = sub3(rd, ro);
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rd = norm3(rd);
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ray r = ray(ro, rd);
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s = sphere(vec3(0,0,8), 1);
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hit *hit = ray_hit_sphere(r, s);
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if(hit) {
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// points of intersection
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vec3 in = add3(ro,scale3(rd,hit->t0));
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ddraw_color(GREEN);
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ddraw_box(in, vec3(0.05f, 0.05f, 0.05f));
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in = add3(ro,scale3(rd,hit->t1));
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ddraw_color(YELLOW);
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ddraw_box(in, vec3(0.05f, 0.05f, 0.05f));
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// intersection normal
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ddraw_color(BLUE);
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vec3 v = add3(hit->p, hit->n);
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ddraw_arrow(hit->p, v);
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ddraw_color(RED);
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}
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// line
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ddraw_color(RED);
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rd = scale3(rd,10);
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rd = add3(ro,rd);
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ddraw_line(ro, rd);
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// sphere
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if (hit) ddraw_color(RED);
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else ddraw_color(WHITE);
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ddraw_sphere(vec3(0,0,8), 1);
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}
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{ // ray-aabb
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aabb bounds = aabb(vec3(10-0.5f,-0.5f,7.5f), vec3(10.5f,0.5f,8.5f));
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vec3 ro = vec3(10,-1,0);
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vec3 rd = vec3(10+0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f);
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rd = norm3(sub3(rd, ro));
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ray r = ray(ro, rd);
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hit *hit = ray_hit_aabb(r, bounds);
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if(hit) {
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// points of intersection
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vec3 in;
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in = scale3(rd,hit->t0);
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in = add3(ro,in);
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ddraw_color(RED);
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ddraw_box(in, vec3(0.05f, 0.05f, 0.05f));
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in = scale3(rd,hit->t1);
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in = add3(ro,in);
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ddraw_color(RED);
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ddraw_box(in, vec3(0.05f, 0.05f, 0.05f));
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// intersection normal
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ddraw_color(BLUE);
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vec3 v = add3(hit->p, hit->n);
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ddraw_arrow(hit->p, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_box(vec3(10,0,8), vec3(1,1,1));
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// line
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ddraw_color(RED);
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rd = scale3(rd,10);
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rd = add3(ro,rd);
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ddraw_line(ro, rd);
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}
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{
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// Sphere-Sphere intersection*/
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sphere a = sphere(vec3(-10,0,8), 1);
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sphere b = sphere(vec3(-10+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1);
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hit *m = sphere_hit_sphere(a, b);
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if (m) {
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vec3 v;
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ddraw_color(BLUE);
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ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
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v = add3(m->contact_point, m->normal);
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ddraw_arrow(m->contact_point, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_sphere(a.c, 1);
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ddraw_sphere(b.c, 1);
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}
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{
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// AABB-AABB intersection*/
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const float x = 10+0.6f*sinf(dx);
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const float y = 3.0f*cosf(dy);
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const float z = 20.0f;
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aabb a = aabb(vec3(10-0.5f,-0.5f,20-0.5f), vec3(10+0.5f,0.5f,20.5f));
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aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f));
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hit *m = aabb_hit_aabb(a, b);
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if(m) {
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vec3 v;
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ddraw_color(BLUE);
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ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
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v = add3(m->contact_point, m->normal);
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ddraw_arrow(m->contact_point, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_box(vec3(10,0,20), vec3(1,1,1));
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ddraw_box(vec3(x,y,z), vec3(1,1,1));
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}
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{
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// Capsule-Capsule intersection*/
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const float x = 20+0.4f*sinf(dx);
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const float y = 3.0f*cosf(dy);
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const float z = 28.5f;
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capsule a = capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f);
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capsule b = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
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hit *m = capsule_hit_capsule(a, b);
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if( m ) {
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vec3 v;
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ddraw_color(BLUE);
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ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
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v = add3(m->contact_point, m->normal);
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ddraw_arrow(m->contact_point, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
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ddraw_capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f);
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}
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{
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// AABB-Sphere intersection*/
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aabb a = aabb(vec3(20-0.5f,-0.5f,7.5f), vec3(20.5f,0.5f,8.5f));
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sphere s = sphere(vec3(20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1);
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hit *m = aabb_hit_sphere(a, s);
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if(m) {
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vec3 v;
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ddraw_color(BLUE);
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ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
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v = add3(m->contact_point, m->normal);
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ddraw_arrow(m->contact_point, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_box(vec3(20,0,8), vec3(1,1,1));
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ddraw_sphere(s.c, 1);
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}
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{
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// Sphere-AABB intersection*/
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const float x = 10+0.6f*sinf(dx);
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const float y = 3.0f*cosf(dy);
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const float z = -8.0f;
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sphere s = sphere(vec3(10,0,-8), 1);
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aabb a = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f));
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hit *m = sphere_hit_aabb(s, a);
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if(m) {
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vec3 v;
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ddraw_color(BLUE);
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ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
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v = add3(m->contact_point, m->normal);
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ddraw_arrow(m->contact_point, v);
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ddraw_color(RED);
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} else ddraw_color(WHITE);
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ddraw_box(vec3(x,y,z), vec3(1,1,1));
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ddraw_sphere(s.c, 1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Capsule-Sphere intersection*/
|
|
|
|
capsule c = capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f);
|
|
|
|
sphere b = sphere(vec3(-20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1);
|
|
|
|
hit *m = capsule_hit_sphere(c, b);
|
|
|
|
if(m) {
|
|
|
|
vec3 v;
|
|
|
|
ddraw_color(BLUE);
|
|
|
|
ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
v = add3(m->contact_point, m->normal);
|
|
|
|
ddraw_arrow(m->contact_point, v);
|
|
|
|
ddraw_color(RED);
|
|
|
|
} else ddraw_color(WHITE);
|
|
|
|
ddraw_sphere(b.c, 1);
|
|
|
|
ddraw_capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Sphere-Capsule intersection*/
|
|
|
|
const float x = 20+0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -8;
|
|
|
|
|
|
|
|
sphere s = sphere(vec3(20,0,-8), 1);
|
|
|
|
capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
|
|
|
|
hit *m = sphere_hit_capsule(s, c);
|
|
|
|
if(m) {
|
|
|
|
vec3 v;
|
|
|
|
ddraw_color(BLUE);
|
|
|
|
ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
v = add3(m->contact_point, m->normal);
|
|
|
|
ddraw_arrow(m->contact_point, v);
|
|
|
|
ddraw_color(RED);
|
|
|
|
} else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
|
|
|
|
ddraw_sphere(s.c, 1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// Capsule-AABB intersection*/
|
|
|
|
const float x = -20+0.6f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = 28.0f;
|
|
|
|
|
|
|
|
capsule c = capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f);
|
|
|
|
aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f));
|
|
|
|
hit *m = capsule_hit_aabb(c, b);
|
|
|
|
if(m) {
|
|
|
|
vec3 v;
|
|
|
|
ddraw_color(BLUE);
|
|
|
|
ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
v = add3(m->contact_point, m->normal);
|
|
|
|
ddraw_arrow(m->contact_point, v);
|
|
|
|
ddraw_color(RED);
|
|
|
|
} else ddraw_color(WHITE);
|
|
|
|
ddraw_box(vec3(x,y,z), vec3(1,1,1));
|
|
|
|
ddraw_capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// AABB-Capsule intersection*/
|
|
|
|
const float x = 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -8;
|
|
|
|
|
|
|
|
aabb a = aabb(vec3(-0.5f,-0.5f,-8.5f), vec3(0.5f,0.5f,-7.5f));
|
|
|
|
capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
|
|
|
|
hit *m = aabb_hit_capsule(a, c);
|
|
|
|
if(m) {
|
|
|
|
ddraw_color(RED);
|
|
|
|
ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_arrow(m->contact_point, add3(m->contact_point, m->normal));
|
|
|
|
} else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f);
|
|
|
|
ddraw_box(vec3(0,0,-8.0f), vec3(1,1,1));
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// poly(Pyramid)-Sphere (GJK) intersection*/
|
|
|
|
sphere s = sphere(vec3(-10+0.6f*sinf(dx), 3.0f*cosf(dy),-8), 1);
|
|
|
|
poly pyr = pyramid(vec3(-10.5f,-0.5f,-7.5f), vec3(-10.5f,1.0f,-7.5f), 1.0f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_sphere(&gjk, pyr, s))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_sphere(s.c, 1);
|
|
|
|
ddraw_pyramid(vec3(-10.5f,-0.5f,-7.5f), 0.5f/*vec3(-10.5f,1.0f,-7.5f)*/, 1.0f);
|
|
|
|
|
|
|
|
poly_free(&pyr);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// poly(Diamond)-Sphere (GJK) intersection*/
|
|
|
|
|
|
|
|
sphere s = sphere(vec3(-20+0.6f*sinf(dx), 3.0f*cosf(dy),-8), 1);
|
|
|
|
poly dmd = diamond(vec3(-20.5f,-0.5f,-7.5f), vec3(-20.5f,1.0f,-7.5f), 0.5f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_sphere(&gjk, dmd, s))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_sphere(s.c, 1);
|
|
|
|
ddraw_diamond(vec3(-20.5f,-0.5f,-7.5f), vec3(-20.5f,1.0f,-7.5f), 0.5f);
|
|
|
|
|
|
|
|
poly_free(&dmd);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// poly(Pyramid)-Capsule (GJK) intersection*/
|
|
|
|
|
|
|
|
const float x = 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -15;
|
|
|
|
|
|
|
|
capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z), 0.2f);
|
|
|
|
poly pyr = pyramid(vec3(-0.5f,-0.5f,-15.5f), vec3(-0.5f,1.0f,-15.5f), 1.0f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_capsule(&gjk, pyr, c))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_capsule(c.a, c.b, c.r);
|
|
|
|
ddraw_pyramid(vec3(-0.5f,-0.5f,-15.5f), 0.5f/*vec3(-0.5f,1.0f,-15.5f)*/, 1.0f);
|
|
|
|
|
|
|
|
poly_free(&pyr);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// poly(Diamond)-Capsule (GJK) intersection*/
|
|
|
|
|
|
|
|
const float x = -10 + 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -15;
|
|
|
|
|
|
|
|
capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z), 0.2f);
|
|
|
|
poly dmd = diamond(vec3(-10.5f,-0.5f,-15.5f), vec3(-10.5f,1.0f,-15.5f), 0.5f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_capsule(&gjk, dmd, c))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_capsule(c.a, c.b, c.r);
|
|
|
|
ddraw_diamond(vec3(-10.5f,-0.5f,-15.5f), vec3(-10.5f,1.0f,-15.5f), 0.5f);
|
|
|
|
|
|
|
|
poly_free(&dmd);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
// poly(Diamond)-poly(Pyramid) (GJK) intersection*/
|
|
|
|
|
|
|
|
const float x = -20 + 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -15;
|
|
|
|
|
|
|
|
poly pyr = pyramid(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.8f);
|
|
|
|
poly dmd = diamond(vec3(-20.5f,-0.5f,-15.5f), vec3(-20.5f,1.0f,-15.5f), 0.5f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_poly(&gjk, dmd, pyr))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_pyramid(vec3(x,y-0.5f,z), 1/*vec3(x,y+1,z)*/, 1/*0.8f*/);
|
|
|
|
ddraw_diamond(vec3(-20.5f,-0.5f,-15.5f), vec3(-20.5f,1.0f,-15.5f), 0.5f);
|
|
|
|
|
|
|
|
poly_free(&dmd);
|
|
|
|
poly_free(&pyr);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// poly(Pyramid)-poly(Diamond) (GJK) intersection*/
|
|
|
|
|
|
|
|
const float x = 10 + 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -15;
|
|
|
|
|
|
|
|
poly dmd = diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f);
|
|
|
|
poly pyr = pyramid(vec3(10.5f,-0.5f,-15.5f), vec3(10.5f,1.0f,-15.5f), 1.0f);
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_poly(&gjk, dmd, pyr))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
ddraw_diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f);
|
|
|
|
ddraw_pyramid(vec3(10.5f,-0.5f,-15.5f), 0.5f/*vec3(10.5f,1.0f,-15.5f)*/, 1.0f);
|
|
|
|
|
|
|
|
poly_free(&dmd);
|
|
|
|
poly_free(&pyr);
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
{
|
|
|
|
// poly(Diamond)-AABB (GJK) intersection*/
|
|
|
|
|
|
|
|
const float x = 20 + 0.4f*sinf(dx);
|
|
|
|
const float y = 3.0f*cosf(dy);
|
|
|
|
const float z = -15;
|
|
|
|
|
|
|
|
poly dmd = diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f);
|
|
|
|
aabb a = aabb(vec3(19.5f,-0.5f,-14.5f), vec3(20.5f,0.5f,-15.5f));
|
|
|
|
|
|
|
|
gjk_result gjk;
|
|
|
|
if (poly_hit_aabb(&gjk, dmd, a))
|
|
|
|
ddraw_color(RED);
|
|
|
|
else ddraw_color(WHITE);
|
|
|
|
|
|
|
|
poly_free(&dmd);
|
|
|
|
|
|
|
|
ddraw_diamond(vec3(x,y-0.5f,z), vec3(x,y+1,z), 0.5f);
|
|
|
|
ddraw_box(vec3(20,0,-15), vec3(1,1,1));
|
|
|
|
|
|
|
|
ddraw_box(gjk.p0, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_box(gjk.p1, vec3(0.05f, 0.05f, 0.05f));
|
|
|
|
ddraw_line(gjk.p0, gjk.p1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//fx_begin();
|
|
|
|
//ddraw_flush();
|
|
|
|
//fx_end();
|
|
|
|
|
|
|
|
if( ui_panel("Audio", 0) ) {
|
|
|
|
if( ui_button("test audio") ) {
|
|
|
|
// audio (both clips & streams)
|
|
|
|
static audio_t voice; voice = audio_clip("coin.wav"); // "pew.sfxr"
|
|
|
|
static audio_t stream; stream = audio_stream("wrath_of_the_djinn.xm"); // "larry.mid"
|
|
|
|
audio_play(voice, 0);
|
|
|
|
audio_play(stream, 0);
|
|
|
|
}
|
|
|
|
ui_panel_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ui_panel("FX", 0) ) {
|
|
|
|
for( int i = 0; i < 64; ++i ) {
|
|
|
|
char *name = fx_name(i); if( !name ) break;
|
|
|
|
bool b = fx_enabled(i);
|
|
|
|
if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
|
|
|
|
}
|
|
|
|
ui_panel_end();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int main(void) {
|
|
|
|
// 75% sized, msaa x4 enabled
|
|
|
|
window_create(0.75f, WINDOW_MSAA4);
|
|
|
|
window_title( "V4K - SPACE pauses simulation" );
|
|
|
|
|
|
|
|
// for(const char **list = file_list("fx**.fs"); *list; list++) {
|
|
|
|
// //fx_load(*list);
|
|
|
|
// }
|
|
|
|
|
|
|
|
// camera that points to origin
|
|
|
|
cam = camera();
|
|
|
|
|
|
|
|
// main loop
|
|
|
|
window_loop(game_loop, NULL);
|
|
|
|
}
|