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;;;; flight-sim.lisp

(in-package #:flight-sim)

;;; "flight-sim" goes here. Hacks and glory await!


;(defmethod time-step ((object powered-object) time)
; (loop for engine in (loop for engine-sym in (getf (engines object) :active) collecting (getf (engines engines) engine-sym)) do
; (time-step engine object time)))
; ; (motion-step (motion *self*) time))



(defparameter *world* nil)

(defparameter *self* nil)

(defparameter *velocity* 2) ; 1 unit / second
(defparameter *acceleration* 2) ; 1 unit /second
(defparameter *controls-active* '())



(defparameter *start-time* (wall-time))

(defparameter *last-time* nil)
(defparameter *num-frames* 0)


(defun draw-world (start-time)
  ;; clear the buffer
  (gl:clear :color-buffer-bit :depth-buffer-bit)
  ;; move to eye position
  ;;draw (make-instance 'powered-object :motion (make-instance 'motion :coords (vector 0 0 -3)) :model *ship-model* :engine (engine *self*)))
  (let ((orig-coords (coords (body *self*))))
    (setf (coords (body *self*)) (vector 0 0 -3))
    (draw *self* start-time)
    (setf (coords (body *self*)) orig-coords))
  
  (gl:translate (- (aref (coords (body *self*)) 0)) (- (aref (coords (body *self*)) 1)) (- (aref (coords (body *self*)) 2))) ;; eye
  
  (loop for entity across *world* do
       ; only draw if its infront of me
       (if (< (aref (coords (body entity)) 2) (+ 10 (aref (coords (body *self*)) 2)))
(draw entity start-time)))
  
  (gl:matrix-mode :modelview)
  (gl:load-identity)
  
  (glu:look-at 0 6 10 ;; 0 6 10 pos
0 0 0 ;; center
0 1 0 ;; up in y pos
)
      
    ;; finish the frame
   (gl:flush)
   (sdl:update-display))

;(defun phys-step (time)
; (time-step *self* time))


(defun thruster-on (key)
  (case key
    ((:sdl-key-w) ; + z
     (activate-attachment *self* :thruster (wall-time)))
   ; (progn
       ;(setf (aref (acceleration (motion *self*)) 2) (- *acceleration*))
       ;(engine-start (engine *self*) (wall-time))))
 ; (activate-engine *self* :thrust)))
     
    ((:sdl-key-s) ; - z
     (setf (aref (acceleration (motion *self*)) 2) *acceleration*))
    ((:sdl-key-q) ; + x
     (setf (aref (acceleration (motion *self*)) 0) *acceleration*))
    ((:sdl-key-a) ; - x
     (setf (aref (acceleration (motion *self*)) 0) (- *acceleration*)))
    ((:sdl-key-e) ; + y
     (setf (aref (acceleration (motion *self*)) 1) *acceleration*))
    ((:sdl-key-d) ; - y
     (setf (aref (acceleration (motion *self*)) 1) (- *acceleration*)))
    (otherwise (format t "~a~%" key))))

(defun thruster-off (key)
  (case key
    ((:sdl-key-w) ; + z
     (deactivate-attachment *self* :thruster))
    ; (progn
    ; (setf (aref (acceleration (motion *self*)) 2) 0)
    ; (engine-stop (engine *self*))))
     
    ((:sdl-key-s) ; - z
     (setf (aref (acceleration (motion *self*)) 2) 0))
    ((:sdl-key-q) ; + q
     (setf (aref (acceleration (motion *self*)) 0) 0))
    ((:sdl-key-a) ; - a
     (setf (aref (acceleration (motion *self*)) 0) 0))
    ((:sdl-key-e) ; + e
     (setf (aref (acceleration (motion *self*)) 1) 0))
    ((:sdl-key-d) ; - d
     (setf (aref (acceleration (motion *self*)) 1) 0))
    (otherwise (format t "~a~%" key))))

(defun phys-step (time)
  (let ((accel (vector 0 0 0)))
    (loop for sym in (active-attachments *self*) do
(setf accel (vector+ accel (get-accel (getf (attachments *self*) sym) *self*))))
    (apply-accel *self* accel time)))


(defun sim-step ()
  "draw a frame"
  (let* ((start-time (wall-time))
(time (- start-time *last-time*)))


      (phys-step time)
      (draw-world start-time)
      

      (incf *num-frames*)
 ; (if (not (eql (floor *last-time*) (floor time)))
; (let* ((short-interval time)
; (long-interval (- start-time *start-time*) )
; (short-fps (floor (if (zerop short-interval) 0 (/ 1 short-interval))))
; (long-fps (floor (if (zerop long-interval) 0 (/ *num-frames* long-interval)))))

; (format t "FPS since last:~a since start:~a (~a frames in ~a seconds)~%" short-fps long-fps *num-frames* long-interval)))
  
      (setf *last-time* start-time)))


(defun reshape ()
  (gl:shade-model :smooth)
  (gl:clear-color 0 0 0 0)
  (gl:clear-depth 1)
  (gl:enable :depth-test)
  (gl:depth-func :lequal)
  (gl:enable :cull-face)
  (gl:hint :perspective-correction-hint :nicest)

  (gl:matrix-mode :projection)
  (gl:load-identity)
  (glu:perspective 50; 45 ;; FOV
1.0 ;; aspect ratio(/ width (max height 1))
1/10 ;; z near
1000 ;; z far
)

  (gl:matrix-mode :modelview)
)

(defun populate-world ()
  (setf *world*
(make-array 201 :initial-contents
(loop for i from 0 to 200 collecting
(let ((e (make-instance 'game-object
:model (make-instance 'model
:vertices (vertices *diamond-model*)
:faces (faces *diamond-model*))

:body (make-instance 'body
:coords (vector (- (random 75) 37) (- (random 75) 37) (- (random 400) ))
:angles (vector (random 360) (random 360) (random 360))))))
(setf (colors (model e)) (make-2d-array 3 3 `((,(random 255) ,(random 255) ,(random 255)) (,(random 255) ,(random 255) ,(random 255)) (,(random 255) ,(random 255) ,(random 255)))))
(setf (face-colors (model e)) (make-2d-array 8 3 '((0 1 1) (0 1 1) (0 1 1) (0 1 1) (1 2 1) (1 2 1) (1 2 1) (1 2 1))))
e)))))

(defun init ()
  (setf *start-time* (wall-time))
  (setf *num-frames* 0)
  (setf *last-time* *start-time*)
  (setf *controls-active* '())
  (setf *self*
(make-instance
'game-object
:body (make-instance 'body :coords (vector 0 0 11) :mass 1000)
:model *ship-model*
:attachments
(list :thruster
(make-instance 'engine-object
:activation-time 2
:model (make-instance 'engine-model
:template-vertices *thruster-vertices*
:template-colors *thruster-colors*
:faces (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3)))
:face-colors (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3))))
:force (make-instance 'force :newtons 10000 :direction (vector 0 0 1))

:body (make-instance 'body
:coords (vector 0 0 1.5)))
; yaw (starboard (right) positive)
; :pos-yaw
; (make-instance 'engine-object
; :activation-time 2
; :model (make-instance 'engine-model
; :template-vertices *jet-vertices*
; :template-colors *thruster-colors*
; :faces (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3)))
; :face-colors (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3))))
; :body (make-instance 'body
; :coords (vector
)))
;:engines (list :engines (list :thrust
; (make-instance 'engine-object
; :motion (make-instance 'motion :coords (vector 0 0.5 3.0))
; :forces (list (make-instance 'force :newtons 10 :direction '(0 0 1))))))))

  (populate-world))

(defun main-loop ()
  (init)
  (sdl:with-init ()
    (sdl:window 640 480 :flags sdl:sdl-opengl)
    ;; cl-opengl needs platform specific support to be able to load GL
    ;; extensions, so we need to tell it how to do so in lispbuilder-sdl
    (reshape)
    (setf cl-opengl-bindings:*gl-get-proc-address* #'sdl-cffi::sdl-gl-get-proc-address)
    (sdl:with-events ()
      (:quit-event () t)
      (:key-down-event (:key key) (thruster-on key)) ;(push key *controls-active*))
      (:key-up-event (:key key) (thruster-off key)) ;(setf *controls-active* (remove key *controls-active*)))

      (:idle ()
;; this lets slime keep working while the main loop is running
             ;; in sbcl using the :fd-handler swank:*communication-style*
             ;; (something similar might help in some other lisps, not sure which though)
#+(and sbcl (not sb-thread)) (restartable
                                           (sb-sys:serve-all-events 0))
             (restartable (sim-step))))))
;(draw)))))
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