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{
Copyright 2017-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Implements the game logic. }
unit Game;
interface
implementation
uses SysUtils, Classes, Generics.Collections,
CastleWindow, CastleScene, CastleControls, CastleLog, X3DNodes, CastleTransform,
CastleFilesUtils, CastleSceneCore, CastleKeysMouse, CastleColors,
CastleCameras, CastleVectors, CastleRenderer, CastleBoxes, CastleSceneManager,
CastleUIControls, CastleApplicationProperties;
var
Window: TCastleWindow;
SceneManager: TCastleSceneManager; //< Shortcut for Window.SceneManager
Level: TCastleScene;
BoxTemplate, SphereTemplate: TCastleScene;
procedure LoadLevel(const URL: string; const MeshCollider: boolean);
function CreatePlaneCollider(const ParentBody: TRigidBody): TPlaneCollider;
begin
Result := TPlaneCollider.Create(ParentBody);
Result.Normal := Vector3(0, 1, 0);
Result.Distance := 0;
Result.Restitution := 0.3;
end;
function CreateMeshCollider(const ParentBody: TRigidBody): TMeshCollider;
begin
Result := TMeshCollider.Create(ParentBody);
Result.Scene := Level;
Result.Restitution := 0.3;
end;
var
LevelBody: TRigidBody;
MoveLimit: TBox3D;
begin
{ free previous level, which also frees all related rigid bodies }
FreeAndNil(Level);
// SceneManager.Items.Clear; // not needed, we already freed everything
SceneManager.ClearCameras; // recreate new camera for new level
Level := TCastleScene.Create(Application);
Level.Load(URL);
Level.Spatial := [ssRendering, ssDynamicCollisions];
Level.ProcessEvents := true;
Level.Attributes.PhongShading := true; // nicer lighting
LevelBody := TRigidBody.Create(Level);
LevelBody.Dynamic := false;
if MeshCollider then
CreateMeshCollider(LevelBody)
else
CreatePlaneCollider(LevelBody);
{ assign this only once LevelBody and LevelCollider
are fully configured, this initializes physics engine }
Level.RigidBody := LevelBody;
SceneManager.Items.Add(Level);
SceneManager.MainScene := Level;
// make gravity work even if your position is over the world bbox
MoveLimit := SceneManager.Items.BoundingBox;
MoveLimit.Max := MoveLimit.Max + Vector3(0, 1000, 0);
SceneManager.MoveLimit := MoveLimit;
end;
type
TEventHandler = class
class procedure LoadLevelSimple(Sender: TObject);
class procedure LoadLevelComplex(Sender: TObject);
end;
class procedure TEventHandler.LoadLevelSimple(Sender: TObject);
begin
LoadLevel(ApplicationData('level_simple.x3dv'), false);
end;
class procedure TEventHandler.LoadLevelComplex(Sender: TObject);
begin
LoadLevel(ApplicationData('level_complex.x3dv'), true);
end;
{ One-time initialization of resources. }
procedure ApplicationInitialize;
var
ButtonLevelSimple, ButtonLevelComplex: TCastleButton;
begin
SceneManager := Window.SceneManager;
LoadLevel(ApplicationData('level_simple.x3dv'), false);
SceneManager.NavigationType := ntWalk;
// rotating by dragging would cause trouble when clicking to spawn boxes/spheres
SceneManager.WalkCamera.Input :=
SceneManager.WalkCamera.Input - [ciMouseDragging];
// easy way to make the simulation feel more dynamic
SceneManager.TimeScale := 2;
BoxTemplate := TCastleScene.Create(Application);
BoxTemplate.Load(ApplicationData('box.x3d'));
SphereTemplate := TCastleScene.Create(Application);
SphereTemplate.Load(ApplicationData('sphere.x3d'));
Window.Container.UIReferenceWidth := 1024;
Window.Container.UIReferenceHeight := 768;
Window.Container.UIScaling := usEncloseReferenceSize;
ButtonLevelSimple := TCastleButton.Create(Application);
ButtonLevelSimple.Caption := 'Simple Level (Plane Collider)';
ButtonLevelSimple.OnClick := @TEventHandler(nil).LoadLevelSimple;
ButtonLevelSimple.Anchor(hpLeft, 10);
ButtonLevelSimple.Anchor(vpTop, -10);
Window.Controls.InsertFront(ButtonLevelSimple);
ButtonLevelComplex := TCastleButton.Create(Application);
ButtonLevelComplex.Caption := 'Complex Level (Mesh Collider)';
ButtonLevelComplex.OnClick := @TEventHandler(nil).LoadLevelComplex;
ButtonLevelComplex.Anchor(hpLeft, 10);
ButtonLevelComplex.Anchor(vpTop, -10 - ButtonLevelSimple.CalculatedHeight - 10);
Window.Controls.InsertFront(ButtonLevelComplex);
end;
procedure WindowRender(Container: TUIContainer);
begin
UIFont.PrintStrings(10, 10, Yellow, [
Format('FPS: %s', [Container.Fps.ToString]),
'Left mouse button - spawn box',
'Right mouse button - spawn sphere',
'AWSD, arrows - move, rotate',
'F4 - toggle mouse look'
], false, 0);
end;
procedure WindowPress(Container: TUIContainer; const Event: TInputPressRelease);
procedure Spawn(const Template: TCastleScene; const Collider: TCollider;
const RigidBody: TRigidBody);
var
Scene: TCastleScene;
CameraPos, CameraDir, CameraUp: TVector3;
begin
Scene := Template.Clone(Level);
SceneManager.Camera.GetView(CameraPos, CameraDir, CameraUp);
Scene.Translation := CameraPos + CameraDir * 2.0;
Scene.Direction := CameraDir;
SceneManager.Items.Add(Scene);
RigidBody.InitialLinearVelocity := CameraDir * 4.0;
Scene.RigidBody := RigidBody;
end;
var
C: TWalkCamera;
RigidBody: TRigidBody;
BoxCollider: TBoxCollider;
SphereCollider: TSphereCollider;
begin
if Event.IsKey(K_F4) then
begin
C := SceneManager.WalkCamera;
C.MouseLook := not C.MouseLook;
end;
if Event.IsMouseButton(mbLeft) then
begin
RigidBody := TRigidBody.Create(BoxTemplate);
BoxCollider := TBoxCollider.Create(RigidBody);
BoxCollider.Size := BoxTemplate.BoundingBox.Size;
BoxCollider.Restitution := 0.3;
BoxCollider.Density := 100.0;
Spawn(BoxTemplate, BoxCollider, RigidBody);
end;
if Event.IsMouseButton(mbRight) then
begin
RigidBody := TRigidBody.Create(SphereTemplate);
SphereCollider := TSphereCollider.Create(RigidBody);
SphereCollider.Radius := SphereTemplate.BoundingBox.Size.X / 2;
SphereCollider.Friction := 0.4;
SphereCollider.Restitution := 0.2;
SphereCollider.Density := 20.0;
Spawn(SphereTemplate, SphereCollider, RigidBody);
end;
end;
initialization
{ Set ApplicationName early, as our log uses it. }
ApplicationProperties.ApplicationName := 'physics_3d_demo';
InitializeLog;
{ initialize Application callbacks }
Application.OnInitialize := @ApplicationInitialize;
{ create Window and initialize Window callbacks }
Window := TCastleWindow.Create(Application);
Application.MainWindow := Window;
Window.OnRender := @WindowRender;
Window.OnPress := @WindowPress;
end.
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