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#include "core/log.h"
#include "client_file/api.h"
#include "network/api.h"
#include "replicate/api.h"
#include "interface/module.h"
#include "interface/server.h"
#include "interface/event.h"
#include <Scene.h>
#include <RigidBody.h>
#include <CollisionShape.h>
#include <ResourceCache.h>
#include <Context.h>
#include <StaticModel.h>
#include <Model.h>
#include <Material.h>
#include <Texture2D.h>
#include <Technique.h>
#include <cereal/archives/portable_binary.hpp>
#include <cereal/types/unordered_map.hpp>
#include <cereal/types/vector.hpp>
namespace geometry {
using interface::Event;
using namespace Urho3D;
struct Module: public interface::Module
{
interface::Server *m_server;
uint m_slow_count = 0;
Module(interface::Server *server):
interface::Module("geometry"),
m_server(server)
{}
~Module()
{}
void init()
{
m_server->sub_event(this, Event::t("core:start"));
m_server->sub_event(this, Event::t("core:tick"));
m_server->sub_event(this, Event::t("client_file:files_transmitted"));
}
void event(const Event::Type &type, const Event::Private *p)
{
EVENT_VOIDN("core:start", on_start)
EVENT_TYPEN("core:tick", on_tick, interface::TickEvent)
EVENT_TYPEN("client_file:files_transmitted", on_files_transmitted,
client_file::FilesTransmitted)
}
void on_start()
{
m_server->access_scene([&](Scene *scene)
{
Context *context = scene->GetContext();
ResourceCache* cache = context->GetSubsystem<ResourceCache>();
{
Node* node = scene->CreateChild("DirectionalLight");
node->SetDirection(Vector3(-0.6f, -1.0f, 0.8f));
Light* light = node->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
}
{
Node *n = scene->CreateChild("Plane");
n->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
n->SetScale(Vector3(10.0f, 1.0f, 10.0f));
RigidBody *body = n->CreateComponent<RigidBody>();
CollisionShape *shape = n->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
body->SetFriction(0.75f);
StaticModel *object = n->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(
cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
}
{
Node *n = scene->CreateChild("Box");
n->SetPosition(Vector3(0.0f, 1.5f, 0.0f));
n->SetScale(Vector3(1.0f, 1.0f, 1.0f));
//RigidBody *body = n->CreateComponent<RigidBody>();
//CollisionShape *shape = n->CreateComponent<CollisionShape>();
//shape->SetBox(Vector3::ONE);
//body->SetMass(1.0);
//body->SetFriction(0.75f);
// Crude way of dynamically defining a voxel model
n->SetVar(StringHash("simple_voxel_data"), Variant("11101111"));
n->SetVar(StringHash("simple_voxel_w"), Variant(2));
n->SetVar(StringHash("simple_voxel_h"), Variant(2));
n->SetVar(StringHash("simple_voxel_d"), Variant(2));
// TODO: Load the same model in here and give it to the physics
// subsystem so that it can be collided to
}
});
}
void on_tick(const interface::TickEvent &event)
{
}
void on_files_transmitted(const client_file::FilesTransmitted &event)
{
network::access(m_server, [&](network::Interface * inetwork){
inetwork->send(event.recipient, "core:run_script",
"buildat.run_script_file(\"main/init.lua\")");
});
}
};
extern "C" {
BUILDAT_EXPORT void* createModule_main(interface::Server *server){
return (void*)(new Module(server));
}
}
}
// vim: set noet ts=4 sw=4: