moving camera
This commit is contained in:
281
src/main.cpp
281
src/main.cpp
@@ -7,149 +7,165 @@
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#include <Nazara/Physics3D.hpp>
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#include <random>
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static void CreateLight(Nz::EnttWorld &world)
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{
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entt::handle lightEntity = world.CreateEntity();
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{
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auto &lightNode = lightEntity.emplace<Nz::NodeComponent>();
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lightNode.SetPosition({0, 1, 0});
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auto &entityLight = lightEntity.emplace<Nz::LightComponent>();
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auto &spotLight = entityLight.AddLight<Nz::PointLight>(1);
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spotLight.EnableShadowCasting(true);
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spotLight.UpdateShadowMapSize(1024);
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}
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static Nz::Vector3f Get2DDirectionVectorFromRotation(float yaw) {
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return {
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-std::sin(yaw),
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0,
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-std::cos(yaw),
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};
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}
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static void CreateBoxes(Nz::EnttWorld& world)
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static void CreateLight(Nz::EnttWorld &world)
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{
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constexpr float BoxDims = 16.f;
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entt::handle lightEntity = world.CreateEntity();
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{
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auto &lightNode = lightEntity.emplace<Nz::NodeComponent>();
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lightNode.SetPosition({0, 5, 0});
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std::mt19937 rd(42);
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auto &entityLight = lightEntity.emplace<Nz::LightComponent>();
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auto &spotLight = entityLight.AddLight<Nz::PointLight>(1);
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spotLight.EnableShadowCasting(true);
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spotLight.UpdateShadowMapSize(1024);
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spotLight.UpdateRadius(10.0f);
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spotLight.UpdateDiffuseFactor(0.5f);
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}
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}
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static void CreateBoxes(Nz::EnttWorld &world)
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{
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constexpr float BoxDims = 1.f;
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std::mt19937 rd(42);
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std::uniform_real_distribution<float> colorDis(0.f, 360.f);
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std::uniform_real_distribution<float> radiusDis(0.1f, 0.5f);
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std::uniform_real_distribution<float> lengthDis(0.2f, 1.5f);
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std::shared_ptr<Nz::GraphicalMesh> boxMesh = Nz::GraphicalMesh::Build(Nz::Primitive::Box(Nz::Vector3f(1.f)));
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std::uniform_real_distribution<float> lengthDis(0.2f, 1.5f);
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std::shared_ptr<Nz::GraphicalMesh> boxMesh = Nz::GraphicalMesh::Build(Nz::Primitive::Box(Nz::Vector3f(1.f)));
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constexpr std::size_t BoxCount = 100;
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for (std::size_t i = 0; i < BoxCount; ++i)
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{
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float width = lengthDis(rd);
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float height = lengthDis(rd);
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float depth = lengthDis(rd);
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constexpr std::size_t BoxCount = 100;
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for (std::size_t i = 0; i < BoxCount; ++i)
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{
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float width = lengthDis(rd);
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float height = lengthDis(rd);
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float depth = lengthDis(rd);
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std::uniform_real_distribution<float> xRandom(-BoxDims * 0.5f + width, BoxDims * 0.5f - width);
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std::uniform_real_distribution<float> yRandom(-BoxDims * 0.5f + height, BoxDims * 0.5f - height);
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std::uniform_real_distribution<float> zRandom(-BoxDims * 0.5f + depth, BoxDims * 0.5f - depth);
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std::uniform_real_distribution<float> xRandom(-BoxDims * 0.5f + width, BoxDims * 0.5f - width);
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std::uniform_real_distribution<float> yRandom(-BoxDims * 0.5f + height, BoxDims * 0.5f - height);
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std::uniform_real_distribution<float> zRandom(-BoxDims * 0.5f + depth, BoxDims * 0.5f - depth);
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entt::handle boxEntity = world.CreateEntity();
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entt::handle boxEntity = world.CreateEntity();
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std::shared_ptr<Nz::MaterialInstance> boxMaterial = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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boxMaterial->SetValueProperty("BaseColor", Nz::Color::sRGBToLinear(Nz::Color::FromHSV(colorDis(rd), 1.f, 1.f)));
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std::shared_ptr<Nz::MaterialInstance> boxMaterial = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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boxMaterial->SetValueProperty("BaseColor", Nz::Color::sRGBToLinear(Nz::Color::FromHSV(colorDis(rd), 1.f, 1.f)));
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std::shared_ptr<Nz::Model> sphereModel = std::make_shared<Nz::Model>(boxMesh);
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sphereModel->SetMaterial(0, std::move(boxMaterial));
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std::shared_ptr<Nz::Model> sphereModel = std::make_shared<Nz::Model>(boxMesh);
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sphereModel->SetMaterial(0, std::move(boxMaterial));
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boxEntity.emplace<Nz::GraphicsComponent>(std::move(sphereModel));
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boxEntity.emplace<Nz::GraphicsComponent>(std::move(sphereModel));
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auto &ballNode = boxEntity.emplace<Nz::NodeComponent>();
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ballNode.SetPosition({xRandom(rd), yRandom(rd), zRandom(rd)});
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ballNode.SetScale({width, height, depth});
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auto &ballNode = boxEntity.emplace<Nz::NodeComponent>();
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ballNode.SetPosition({xRandom(rd), yRandom(rd) + 20.0f, zRandom(rd)});
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ballNode.SetScale({width, height, depth});
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std::shared_ptr<Nz::BoxCollider3D> boxCollider = std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(width, height, depth));
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std::shared_ptr<Nz::BoxCollider3D> boxCollider = std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(width, height, depth));
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Nz::RigidBody3D::DynamicSettings settings;
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settings.geom = boxCollider;
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settings.mass = width * height * depth;
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Nz::RigidBody3D::DynamicSettings settings;
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settings.geom = boxCollider;
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settings.mass = width * height * depth;
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boxEntity.emplace<Nz::RigidBody3DComponent>(settings);
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}
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boxEntity.emplace<Nz::RigidBody3DComponent>(settings);
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}
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}
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static void CreateModel(Nz::EnttWorld &world)
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{
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std::filesystem::path resourceDir = "assets/models";
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std::filesystem::path resourceDir = "assets/models";
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Nz::MeshParams meshParams;
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meshParams.center = true;
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meshParams.vertexRotation = Nz::EulerAnglesf(0.f, 0.f, 0.f);
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meshParams.vertexScale = Nz::Vector3f(1.0f);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent);
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Nz::MeshParams meshParams;
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meshParams.center = true;
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meshParams.vertexRotation = Nz::EulerAnglesf(0.f, 0.f, 0.f);
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meshParams.vertexScale = Nz::Vector3f(1.0f);
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meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV_Tangent);
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std::shared_ptr<Nz::Mesh> deambuMesh = Nz::Mesh::LoadFromFile(resourceDir / "sol.obj", meshParams);
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if (!deambuMesh)
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{
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NazaraError("failed to load model");
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return;
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}
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std::shared_ptr<Nz::Mesh> deambuMesh = Nz::Mesh::LoadFromFile(resourceDir / "sol.obj", meshParams);
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if (!deambuMesh)
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{
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NazaraError("failed to load model");
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return;
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}
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*deambuMesh);
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std::shared_ptr<Nz::Model> deambModel = std::make_shared<Nz::Model>(std::move(gfxMesh));
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std::shared_ptr<Nz::GraphicalMesh> gfxMesh = Nz::GraphicalMesh::BuildFromMesh(*deambuMesh);
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std::shared_ptr<Nz::Model> deambModel = std::make_shared<Nz::Model>(std::move(gfxMesh));
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entt::handle deambEntity = world.CreateEntity();
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{
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auto &entityGfx = deambEntity.emplace<Nz::GraphicsComponent>();
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entityGfx.AttachRenderable(deambModel);
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entt::handle deambEntity = world.CreateEntity();
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{
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auto &entityGfx = deambEntity.emplace<Nz::GraphicsComponent>();
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entityGfx.AttachRenderable(deambModel);
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auto &entityNode = deambEntity.emplace<Nz::NodeComponent>();
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entityNode.SetPosition(Nz::Vector3f(0.f, 0.f, 0.f));
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}
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auto &entityNode = deambEntity.emplace<Nz::NodeComponent>();
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entityNode.SetPosition(Nz::Vector3f(0.f, 0.f, 0.f));
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}
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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std::shared_ptr<Nz::MaterialInstance> material = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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for (std::string_view passName : {"DepthPass", "ForwardPass"})
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{
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material->UpdatePassStates(passName, [](Nz::RenderStates &states)
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{
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std::shared_ptr<Nz::MaterialInstance> material = Nz::MaterialInstance::Instantiate(Nz::MaterialType::Phong);
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for (std::string_view passName : {"DepthPass", "ForwardPass"})
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{
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material->UpdatePassStates(passName, [](Nz::RenderStates &states)
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{
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states.depthClamp = true;
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return true; });
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}
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}
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std::mt19937 rd(42);
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std::uniform_real_distribution<float> colorDis(0.f, 360.f);
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material->SetValueProperty("BaseColor", Nz::Color::sRGBToLinear(Nz::Color::FromHSV(colorDis(rd), 1.f, 1.f)));
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std::mt19937 rd(42);
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std::uniform_real_distribution<float> colorDis(0.f, 360.f);
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material->SetValueProperty("BaseColor", Nz::Color::sRGBToLinear(Nz::Color::FromHSV(colorDis(rd), 1.f, 1.f)));
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for (std::size_t i = 0; i < deambModel->GetSubMeshCount(); ++i)
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deambModel->SetMaterial(i, material);
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for (std::size_t i = 0; i < deambModel->GetSubMeshCount(); ++i)
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deambModel->SetMaterial(i, material);
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Nz::VertexMapper vertexMapper(*deambuMesh->GetSubMesh(0));
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Nz::VertexMapper vertexMapper(*deambuMesh->GetSubMesh(0));
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Nz::SparsePtr<Nz::Vector3f> vertices = vertexMapper.GetComponentPtr<Nz::Vector3f>(Nz::VertexComponent::Position);
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auto shipCollider = std::make_shared<Nz::ConvexHullCollider3D>(vertices, vertexMapper.GetVertexCount(), 0.1f);
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Nz::RigidBody3D::StaticSettings settings;
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settings.geom = shipCollider;
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Nz::RigidBody3D::StaticSettings settings;
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settings.geom = shipCollider;
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deambEntity.emplace<Nz::RigidBody3DComponent>(settings);
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deambEntity.emplace<Nz::RigidBody3DComponent>(settings);
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}
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static Nz::EulerAnglesf camAngles(0.f, 0.f, 0.f);
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static void CreateCamera(Nz::EnttWorld &world, Nz::Window &window)
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static void CreateCamera(Nz::EnttWorld &world, Nz::Window &window, Nz::Application<Nz::Graphics, Nz::Physics3D> &app)
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{
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Nz::RenderSystem &renderSystem = world.AddSystem<Nz::RenderSystem>();
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Nz::RenderSystem &renderSystem = world.AddSystem<Nz::RenderSystem>();
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Nz::SwapchainParameters params;
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params.presentMode.clear();
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params.presentMode.push_back(Nz::PresentMode::VerticalSync);
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Nz::SwapchainParameters params;
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params.presentMode.clear();
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params.presentMode.push_back(Nz::PresentMode::VerticalSync);
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Nz::WindowSwapchain &windowSwapchain = renderSystem.CreateSwapchain(window, params);
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Nz::WindowSwapchain &windowSwapchain = renderSystem.CreateSwapchain(window, params);
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// Création de la caméra
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entt::handle cameraEntity = world.CreateEntity();
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// Création de la caméra
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entt::handle cameraEntity = world.CreateEntity();
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auto &cameraNode = cameraEntity.emplace<Nz::NodeComponent>();
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cameraNode.SetPosition({0, 5, 0});
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auto &cameraNode = cameraEntity.emplace<Nz::NodeComponent>();
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cameraNode.SetPosition({0, 1, 0});
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auto &cameraComponent = cameraEntity.emplace<Nz::CameraComponent>(std::make_shared<Nz::RenderWindow>(windowSwapchain), Nz::ProjectionType::Perspective);
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cameraComponent.UpdateClearColor(Nz::Color(0.3f, 0.8f, 1.0f));
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auto &cameraComponent = cameraEntity.emplace<Nz::CameraComponent>(std::make_shared<Nz::RenderWindow>(windowSwapchain), Nz::ProjectionType::Perspective);
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cameraComponent.UpdateClearColor(Nz::Color(0.3f, 0.8f, 1.0f));
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cameraComponent.UpdateZNear(0.1f);
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cameraComponent.UpdateZFar(100.0f);
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window.GetEventHandler().OnMouseMoved.Connect([&](const Nz::WindowEventHandler * /*eventHandler*/, const Nz::WindowEvent::MouseMoveEvent &event)
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{
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entt::handle playerEntity = world.CreateEntity();
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auto &playerNode = playerEntity.emplace<Nz::NodeComponent>();
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playerNode.SetPosition({0, 5, 0});
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cameraNode.SetParent(playerEntity);
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window.GetEventHandler().OnMouseMoved.Connect([&](const Nz::WindowEventHandler * /*eventHandler*/, const Nz::WindowEvent::MouseMoveEvent &event)
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{
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constexpr float sensitivity = 0.3f;
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camAngles.yaw -= event.deltaX * sensitivity;
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@@ -157,47 +173,88 @@ static void CreateCamera(Nz::EnttWorld &world, Nz::Window &window)
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camAngles.pitch = Nz::Clamp(camAngles.pitch - event.deltaY * sensitivity, -89.f, 89.f);
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cameraNode.SetRotation(camAngles); });
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camAngles.roll = 0.0f;
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cameraNode.SetRotation(camAngles);
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});
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std::shared_ptr<Nz::BoxCollider3D> boxCollider = std::make_shared<Nz::BoxCollider3D>(Nz::Vector3f(1, 2, 1));
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static const int playerMass = 100000;
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Nz::RigidBody3D::DynamicSettings settings;
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settings.geom = boxCollider;
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settings.mass = playerMass;
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auto &playerBody = playerEntity.emplace<Nz::RigidBody3DComponent>(settings);
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app.AddUpdaterFunc([&](){
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static Nz::MillisecondClock updateClock;
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if (std::optional<Nz::Time> deltaTime = updateClock.RestartIfOver(Nz::Time::TickDuration(60)))
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{
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camAngles.roll = 0;
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cameraNode.SetRotation(camAngles);
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Nz::Vector3f front = Get2DDirectionVectorFromRotation(camAngles.yaw.ToRadians());
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Nz::Vector3f left = Get2DDirectionVectorFromRotation(camAngles.yaw.ToRadians() + 3.1415926535/2.0);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Z))
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playerBody.AddForce(front * 10.f * playerMass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::S))
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playerBody.AddForce(-front * 10.f * playerMass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Q))
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playerBody.AddForce(left * 10.f * playerMass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::D))
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playerBody.AddForce(-left * 10.f * playerMass, Nz::CoordSys::Local);
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if (Nz::Keyboard::IsKeyPressed(Nz::Keyboard::VKey::Space))
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playerBody.AddForce(Nz::Vector3f::Up() * 15.f * playerMass, Nz::CoordSys::Local);
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}
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});
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}
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int main(int argc, char **argv)
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{
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Nz::Application<Nz::Graphics, Nz::Physics3D> app(argc, argv);
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Nz::Application<Nz::Graphics, Nz::Physics3D> app(argc, argv);
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auto &windowing = app.AddComponent<Nz::WindowingAppComponent>();
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auto &windowing = app.AddComponent<Nz::WindowingAppComponent>();
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std::string windowTitle = "Blitz 2";
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Nz::Window &window = windowing.CreateWindow(Nz::VideoMode(1920, 1080, 32), windowTitle);
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std::string windowTitle = "Blitz 2";
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Nz::Window &window = windowing.CreateWindow(Nz::VideoMode(1920, 1080, 32), windowTitle);
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auto &ecs = app.AddComponent<Nz::EntitySystemAppComponent>();
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auto &ecs = app.AddComponent<Nz::EntitySystemAppComponent>();
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auto &world = ecs.AddWorld<Nz::EnttWorld>();
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auto &world = ecs.AddWorld<Nz::EnttWorld>();
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auto& physSystem = world.AddSystem<Nz::Physics3DSystem>();
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auto &physSystem = world.AddSystem<Nz::Physics3DSystem>();
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physSystem.GetPhysWorld().SetMaxStepCount(1);
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physSystem.GetPhysWorld().SetStepSize(Nz::Time::TickDuration(50));
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physSystem.GetPhysWorld().SetGravity(Nz::Vector3f::Down() * 9.81f);
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CreateCamera(world, window);
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CreateBoxes(world);
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CreateModel(world);
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CreateLight(world);
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CreateCamera(world, window, app);
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CreateBoxes(world);
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CreateModel(world);
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CreateLight(world);
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Nz::Mouse::SetRelativeMouseMode(true);
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Nz::Mouse::SetRelativeMouseMode(true);
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Nz::MillisecondClock fpsClock;
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Nz::MillisecondClock fpsClock;
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unsigned int fps = 0;
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app.AddUpdaterFunc([&](){
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app.AddUpdaterFunc([&]()
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{
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fps++;
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if (fpsClock.RestartIfOver(Nz::Time::Second()))
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{
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window.SetTitle(windowTitle + " - " + Nz::NumberToString(fps) + " FPS" + " - " + Nz::NumberToString(world.GetAliveEntityCount()) + " entities");
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fps = 0;
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}
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});
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} });
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return app.Run();
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return app.Run();
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}
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