-- Buildat: digger/client_lua/init.lua -- http://www.apache.org/licenses/LICENSE-2.0 -- Copyright 2014 Perttu Ahola -- Copyright 2014 Břetislav Štec local log = buildat.Logger("digger") local dump = buildat.dump local cereal = require("buildat/extension/cereal") local magic = require("buildat/extension/urho3d") local replicate = require("buildat/extension/replicate") local voxelworld = require("buildat/module/voxelworld") local RENDER_DISTANCE = 160 local PLAYER_HEIGHT = 1.7 local PLAYER_WIDTH = 0.9 local MOVE_SPEED = 10 local JUMP_SPEED = 7 -- Barely 2 voxels local scene = replicate.main_scene magic.input:SetMouseVisible(false) local zone_node = scene:CreateChild("Zone") local zone = zone_node:CreateComponent("Zone") zone.boundingBox = magic.BoundingBox(-1000, 1000) zone.ambientColor = magic.Color(0.1, 0.1, 0.1) zone.fogColor = magic.Color(0.6, 0.7, 0.8) zone.fogStart = 10 zone.fogEnd = RENDER_DISTANCE -- Add a node that the player can use to walk around with local player_node = scene:CreateChild("Player") --player_node.position = magic.Vector3(0, 30, 0) player_node.position = magic.Vector3(55, 30, 40) player_node.direction = magic.Vector3(-1, 0, 0.4) ---[[ local body = player_node:CreateComponent("RigidBody") --body.mass = 70.0 body.friction = 0 --body.linearVelocity = magic.Vector3(0, -10, 0) body.angularFactor = magic.Vector3(0, 0, 0) body.gravityOverride = magic.Vector3(0, -15.0, 0) -- A bit more than normally local shape = player_node:CreateComponent("CollisionShape") --shape:SetBox(magic.Vector3(1, 1.7*PLAYER_SCALE, 1)) shape:SetCapsule(PLAYER_WIDTH, PLAYER_HEIGHT) --]] local player_touches_ground = false -- Add a camera so we can look at the scene local camera_node = player_node:CreateChild("Camera") camera_node.position = magic.Vector3(0, 0.411*PLAYER_HEIGHT, 0) local camera = camera_node:CreateComponent("Camera") camera.nearClip = 0.3 camera.farClip = RENDER_DISTANCE camera.fov = 75 -- And this thing so the camera is shown on the screen local viewport = magic.Viewport:new(scene, camera_node:GetComponent("Camera")) magic.renderer:SetViewport(0, viewport) voxelworld.set_camera(camera_node) -- Add some text local title_text = magic.ui.root:CreateChild("Text") title_text:SetText("digger/init.lua") title_text:SetFont(magic.cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15) title_text.horizontalAlignment = magic.HA_CENTER title_text.verticalAlignment = magic.VA_CENTER title_text:SetPosition(0, -magic.ui.root.height/2 + 20) local misc_text = magic.ui.root:CreateChild("Text") misc_text:SetText("") misc_text:SetFont(magic.cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15) misc_text.horizontalAlignment = magic.HA_CENTER misc_text.verticalAlignment = magic.VA_CENTER misc_text:SetPosition(0, -magic.ui.root.height/2 + 40) magic.ui:SetFocusElement(nil) magic.SubscribeToEvent("KeyDown", function(event_type, event_data) local key = event_data:GetInt("Key") if key == magic.KEY_ESC then log:info("KEY_ESC pressed") buildat.disconnect() end end) magic.SubscribeToEvent("Update", function(event_type, event_data) --log:info("Update") if player_node then local dmouse = magic.input:GetMouseMove() --log:info("dmouse: ("..dmouse.x..", "..dmouse.y..")") camera_node:Pitch(dmouse.y * 0.1) player_node:Yaw(dmouse.x * 0.1) local body = player_node:GetComponent("RigidBody") local wanted_v = magic.Vector3(0, 0, 0) if magic.input:GetKeyDown(magic.KEY_W) then wanted_v.x = wanted_v.x + 1 end if magic.input:GetKeyDown(magic.KEY_S) then wanted_v.x = wanted_v.x - 1 end if magic.input:GetKeyDown(magic.KEY_D) then wanted_v.z = wanted_v.z - 1 end if magic.input:GetKeyDown(magic.KEY_A) then wanted_v.z = wanted_v.z + 1 end wanted_v = wanted_v:Normalized() * MOVE_SPEED if magic.input:GetKeyDown(magic.KEY_SPACE) or magic.input:GetKeyPress(magic.KEY_SPACE) then if player_touches_ground and math.abs(body.linearVelocity.y) < JUMP_SPEED then wanted_v.y = wanted_v.y + JUMP_SPEED end end if magic.input:GetKeyDown(magic.KEY_SHIFT) then wanted_v.y = wanted_v.y - MOVE_SPEED -- Delay setting this to here so that it's possible to wait for the -- world to load first if body.mass == 0 then body.mass = 70.0 end end local u = player_node.direction local v = u:CrossProduct(magic.Vector3(0, 1, 0)) local bv = body.linearVelocity bv.x = 0 bv.z = 0 if wanted_v.y ~= 0 then bv.y = 0 end bv = bv + u * wanted_v.x bv = bv + v * wanted_v.z bv = bv + magic.Vector3(0, 1, 0) * wanted_v.y body.linearVelocity = bv local p = player_node:GetWorldPosition() misc_text:SetText("("..math.floor(p.x + 0.5)..", ".. math.floor(p.y + 0.5)..", "..math.floor(p.z + 0.5)..")") end player_touches_ground = false end) magic.SubscribeToEvent("PhysicsCollision", function(event_type, event_data) --log:info("PhysicsCollision") local node_a = event_data:GetPtr("Node", "NodeA") local node_b = event_data:GetPtr("Node", "NodeB") local contacts = event_data:GetBuffer("Contacts") if node_a:GetID() == player_node:GetID() or node_b:GetID() == player_node:GetID() then while not contacts.eof do local position = contacts:ReadVector3() local normal = contacts:ReadVector3() local distance = contacts:ReadFloat() local impulse = contacts:ReadFloat() --log:info("normal: ("..normal.x..", "..normal.y..", "..normal.z..")") if normal.y < 0.5 then player_touches_ground = true end end end end) function setup_simple_voxel_data(node) local data = node:GetVar("simple_voxel_data"):GetBuffer() local w = node:GetVar("simple_voxel_w"):GetInt() local h = node:GetVar("simple_voxel_h"):GetInt() local d = node:GetVar("simple_voxel_d"):GetInt() log:info(dump(node:GetName()).." voxel data size: "..data:GetSize()) buildat.set_8bit_voxel_geometry(node, w, h, d, data) node:SetScale(magic.Vector3(1, 1, 1)) end replicate.sub_sync_node_added({}, function(node) if not node:GetVar("simple_voxel_data"):IsEmpty() then setup_simple_voxel_data(node) end local name = node:GetName() end) -- vim: set noet ts=4 sw=4: