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- local function grid(size, subdivisions)
- local vertices = {}
- local indices = {}
- local step = size / (subdivisions - 1)
- for z = -size / 2, size / 2, step do
- for x = -size / 2, size / 2, step do
- table.insert(vertices, {x, 0, z})
- table.insert(vertices, {x, 0, z + step})
- table.insert(vertices, {x + step, 0, z})
- table.insert(vertices, {x, 0, z + step})
- table.insert(vertices, {x + step, 0, z + step})
- table.insert(vertices, {x + step, 0, z})
- end
- end
- return vertices
- end
- local function terrain_fn(x, z)
- return 4 * (lovr.math.noise(x * 0.05, z * 0.05) - 0.5)
- end
- function lovr.load()
- size = 50
- world = lovr.physics.newWorld(0, -9.81, 0, false)
- lovr.graphics.setBackgroundColor(0.208, 0.208, 0.275)
- local vertices, indices = grid(size, 100)
- for vi = 1, #vertices do
- local x,y,z = unpack(vertices[vi])
- vertices[vi][2] = terrain_fn(x, z) -- elevate grid to terrain height
- end
- mesh = lovr.graphics.newMesh(vertices)
- world:newTerrainCollider(size, terrain_fn) -- use callback to define elevations
- box_colliders = {}
- end
- function lovr.update(dt)
- if lovr.timer.getTime() % 1 < dt then -- spawn new box each second
- local collider = world:newBoxCollider(
- lovr.math.randomNormal(size / 10, 0),
- lovr.math.randomNormal(1, 20),
- lovr.math.randomNormal(size / 10, 0),
- 1)
- table.insert(box_colliders, collider)
- end
- world:update(dt)
- end
- function lovr.draw(pass)
- pass:setColor(0.925, 0.745, 0.137)
- for _, collider in ipairs(box_colliders) do
- pass:box(mat4(collider:getPose()))
- end
- pass:setColor(0.565, 0.404, 0.463)
- pass:draw(mesh)
- pass:setWireframe(true)
- pass:setColor(0.388, 0.302, 0.412, 0.1)
- pass:draw(mesh)
- end
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