require "lua/camera" local wd = wd or nil local pw = pw or nil local rw = rw or nil local sg = sg or nil local camera = camera or nil local physics_debug = physics_debug or false local graphics_debug = graphics_debug or false local fpscamera = fpscamera or nil local move = false function init() Device.enable_resource_autoload(true) -- Create World wd = Device.create_world() pw = World.physics_world(wd) rw = World.render_world(wd) sg = World.scene_graph(wd) -- Spawn camera camera_unit = World.spawn_unit(wd, "core/units/camera") local camera_tr = SceneGraph.transform_instances(sg, camera_unit) SceneGraph.set_local_position(sg, camera_tr, Vector3(0, 6.5, -30)) -- Load test level World.load_level(wd, "test", Vector3(0, 0.1, 0)) -- Debug stuff PhysicsWorld.enable_debug_drawing(pw, physics_debug) RenderWorld.enable_debug_drawing(rw, graphics_debug) -- Spawn FPS camera fpscamera = FPSCamera(wd, camera_unit) end function update(dt) -- Update wd World.update(wd, dt) -- Stop the engine when the 'ESC' key is released if Keyboard.released(Keyboard.button_id("escape")) then Device.quit() end if Keyboard.released(Keyboard.button_id("z")) then physics_debug = not physics_debug PhysicsWorld.enable_debug_drawing(pw, physics_debug) end if Keyboard.released(Keyboard.button_id("x")) then graphics_debug = not graphics_debug RenderWorld.enable_debug_drawing(rw, graphics_debug) end -- Spawn a sphere when left mouse button is pressed if Mouse.pressed(Mouse.button_id("left")) then local camera_transform = SceneGraph.transform_instances(sg, camera_unit) local pos = SceneGraph.local_position(sg, camera_transform) local dir = Matrix4x4.z(SceneGraph.local_pose(sg, camera_transform)) local u1 = World.spawn_unit(wd, "sphere", pos) Vector3.normalize(dir) local a1 = PhysicsWorld.actor_instances(pw, u1) PhysicsWorld.actor_add_impulse(pw, a1, dir * 500.0) end -- Perform a raycast when middle mouse button is pressed if Mouse.pressed(Mouse.button_id("middle")) then local camera_transform = SceneGraph.transform_instances(sg, camera_unit) local pos = SceneGraph.local_position(sg, camera_transform) local dir = Matrix4x4.z(SceneGraph.local_pose(sg, camera_transform)) local hits = PhysicsWorld.raycast(pw, pos, dir, 100, "closest") if #hits > 0 then PhysicsWorld.actor_add_impulse(pw, hits[1], dir * 400.0) end end -- Update camera local delta = Vector3.zero() if Mouse.pressed(Mouse.button_id("right")) then move = true end if Mouse.released(Mouse.button_id("right")) then move = false end if move then delta = Mouse.axis(Mouse.axis_id("cursor_delta")) end fpscamera:update(-delta.x, -delta.y) end function render(dt) Device.render(wd, fpscamera:camera()) end function shutdown() Device.destroy_world(wd) end