Files
SDL3CPlusPlus/scripts/cube_logic.lua

760 lines
22 KiB
Lua

local cube_mesh_info = {
path = "models/cube.stl",
loaded = false,
vertex_count = 0,
index_count = 0,
error = "load_mesh_from_file() not registered",
}
local cube_vertices = {}
local cube_indices = {}
local function load_cube_mesh()
if type(load_mesh_from_file) ~= "function" then
cube_mesh_info.error = "load_mesh_from_file() is unavailable"
return
end
local mesh, err = load_mesh_from_file(cube_mesh_info.path)
if not mesh then
cube_mesh_info.error = err or "load_mesh_from_file() failed"
return
end
if type(mesh.vertices) ~= "table" or type(mesh.indices) ~= "table" then
cube_mesh_info.error = "loader returned unexpected structure"
return
end
cube_vertices = mesh.vertices
cube_indices = mesh.indices
cube_mesh_info.loaded = true
cube_mesh_info.vertex_count = #mesh.vertices
cube_mesh_info.index_count = #mesh.indices
cube_mesh_info.error = nil
end
load_cube_mesh()
if not cube_mesh_info.loaded then
error("Unable to load cube mesh: " .. (cube_mesh_info.error or "unknown"))
end
local music_state = {
playing = false,
togglePressed = false,
}
local function start_music()
if type(audio_play_background) == "function" then
audio_play_background("modmusic.ogg", true)
music_state.playing = true
end
end
local function stop_music()
if type(audio_stop_background) == "function" then
audio_stop_background()
end
music_state.playing = false
end
local function toggle_music()
if music_state.playing then
stop_music()
else
start_music()
end
end
start_music()
local math3d = require("math3d")
local Gui = require("gui")
local string_format = string.format
local InputState = {}
InputState.__index = InputState
function InputState:new()
local sharedKeys = {}
local instance = {
mouseX = 0.0,
mouseY = 0.0,
mouseDeltaX = 0.0,
mouseDeltaY = 0.0,
mouseDown = false,
mouseDownPrevious = false,
wheel = 0.0,
textInput = "",
keyStates = sharedKeys,
keys = sharedKeys,
lastMouseX = nil,
lastMouseY = nil,
gamepad = {
connected = false,
leftX = 0.0,
leftY = 0.0,
rightX = 0.0,
rightY = 0.0,
togglePressed = false,
},
}
return setmetatable(instance, InputState)
end
function InputState:resetTransient()
self.textInput = ""
self.wheel = 0.0
self.mouseDeltaX = 0.0
self.mouseDeltaY = 0.0
end
function InputState:setMouse(x, y, isDown, deltaX, deltaY)
self.mouseDownPrevious = self.mouseDown
if type(deltaX) == "number" and type(deltaY) == "number" then
self.mouseDeltaX = deltaX
self.mouseDeltaY = deltaY
elseif self.lastMouseX ~= nil and self.lastMouseY ~= nil then
self.mouseDeltaX = x - self.lastMouseX
self.mouseDeltaY = y - self.lastMouseY
end
self.lastMouseX = x
self.lastMouseY = y
self.mouseX = x
self.mouseY = y
self.mouseDown = isDown
end
function InputState:setWheel(deltaY)
self.wheel = deltaY
end
function InputState:setKey(keyName, isDown)
self.keyStates[keyName] = isDown
end
function InputState:mouseJustPressed()
return self.mouseDown and not self.mouseDownPrevious
end
function InputState:mouseJustReleased()
return not self.mouseDown and self.mouseDownPrevious
end
function InputState:isKeyDown(keyName)
return self.keyStates[keyName]
end
function InputState:addTextInput(text)
if text then
self.textInput = self.textInput .. text
end
end
function InputState:setGamepad(connected, leftX, leftY, rightX, rightY, togglePressed)
local pad = self.gamepad
pad.connected = connected and true or false
pad.leftX = leftX or 0.0
pad.leftY = leftY or 0.0
pad.rightX = rightX or 0.0
pad.rightY = rightY or 0.0
pad.togglePressed = togglePressed and true or false
end
gui_input = InputState:new()
local gui_context = Gui.newContext()
local ui_layout = {
width = 1024,
height = 768,
margin = 16,
}
local compass_layout = {
size = 120,
label_height = 18,
padding = 10,
}
local flight_layout = {
width = 120,
height = 28,
spacing = 8,
}
local ui_state = {
flyUpActive = false,
flyDownActive = false,
flyUpPulse = false,
flyDownPulse = false,
}
local function log_debug(fmt, ...)
if not lua_debug or not fmt then
return
end
print(string_format(fmt, ...))
end
if cube_mesh_info.loaded then
log_debug("Loaded cube mesh from %s (%d vertices, %d indices)",
cube_mesh_info.path, cube_mesh_info.vertex_count, cube_mesh_info.index_count)
end
local shader_variants = {
default = {
vertex = "shaders/cube.vert.spv",
fragment = "shaders/cube.frag.spv",
},
solid = {
vertex = "shaders/solid.vert.spv",
fragment = "shaders/solid.frag.spv",
},
}
local camera = {
position = {0.0, 0.0, 5.0},
yaw = math.pi, -- Face toward -Z (center of room)
pitch = 0.0,
fov = 0.78,
near = 0.1,
far = 50.0,
}
local controls = {
move_speed = 4.0,
fly_speed = 3.0,
jump_speed = 5.5,
gravity = -12.0,
max_fall_speed = -20.0,
mouse_sensitivity = 0.0025,
gamepad_look_speed = 2.5,
stick_deadzone = 0.2,
max_pitch = math.rad(85.0),
move_forward_uses_pitch = true,
}
local last_frame_time = nil
local movement_log_cooldown = 0.0
local world_up = {0.0, 1.0, 0.0}
local room = {
half_size = 15.0,
wall_thickness = 0.5,
wall_height = 4.0,
floor_half_thickness = 0.3,
floor_top = 0.0,
}
local player_state = {
eye_height = 1.6,
radius = 0.4,
vertical_velocity = 0.0,
grounded = true,
jump_pressed = false,
noclip = false,
noclip_toggle_pressed = false,
}
camera.position[1] = 0.0
camera.position[2] = room.floor_top + player_state.eye_height
camera.position[3] = 10.0
local function clamp(value, minValue, maxValue)
if value < minValue then
return minValue
end
if value > maxValue then
return maxValue
end
return value
end
local function scale_matrix(x, y, z)
return {
x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
0.0, 0.0, 0.0, 1.0,
}
end
local function normalize(vec)
local x, y, z = vec[1], vec[2], vec[3]
local len = math.sqrt(x * x + y * y + z * z)
if len == 0.0 then
return {x, y, z}
end
return {x / len, y / len, z / len}
end
local function cross(a, b)
return {
a[2] * b[3] - a[3] * b[2],
a[3] * b[1] - a[1] * b[3],
a[1] * b[2] - a[2] * b[1],
}
end
local function apply_deadzone(value, deadzone)
local magnitude = math.abs(value)
if magnitude < deadzone then
return 0.0
end
local scaled = (magnitude - deadzone) / (1.0 - deadzone)
if value < 0.0 then
return -scaled
end
return scaled
end
local function forward_from_angles(yaw, pitch)
local cos_pitch = math.cos(pitch)
return {
math.cos(yaw) * cos_pitch,
math.sin(pitch),
math.sin(yaw) * cos_pitch,
}
end
local atan2_available = type(math.atan2) == "function"
if not atan2_available then
log_debug("math.atan2 unavailable; using fallback for compass heading")
end
local function atan2(y, x)
if atan2_available then
return math.atan2(y, x)
end
if x == 0.0 then
if y > 0.0 then
return math.pi / 2.0
elseif y < 0.0 then
return -math.pi / 2.0
end
return 0.0
end
local angle = math.atan(y / x)
if x < 0.0 then
if y >= 0.0 then
angle = angle + math.pi
else
angle = angle - math.pi
end
end
return angle
end
local function update_camera(dt)
if not gui_input then
return
end
local look_delta_x = gui_input.mouseDeltaX * controls.mouse_sensitivity
local look_delta_y = -gui_input.mouseDeltaY * controls.mouse_sensitivity
local pad = gui_input.gamepad
if pad and pad.connected then
local stick_x = apply_deadzone(pad.rightX, controls.stick_deadzone)
local stick_y = apply_deadzone(pad.rightY, controls.stick_deadzone)
look_delta_x = look_delta_x + stick_x * controls.gamepad_look_speed * dt
look_delta_y = look_delta_y - stick_y * controls.gamepad_look_speed * dt
end
camera.yaw = camera.yaw + look_delta_x
camera.pitch = clamp(camera.pitch + look_delta_y, -controls.max_pitch, controls.max_pitch)
local forward = forward_from_angles(camera.yaw, camera.pitch)
local forward_flat = normalize({forward[1], 0.0, forward[3]})
local right = normalize(cross(forward_flat, world_up))
local move_x = 0.0
local move_z = 0.0
local move_y = 0.0
if gui_input.keyStates["move_forward"] then
move_z = move_z + 1.0
end
if gui_input.keyStates["move_back"] then
move_z = move_z - 1.0
end
if gui_input.keyStates["move_right"] then
move_x = move_x + 1.0
end
if gui_input.keyStates["move_left"] then
move_x = move_x - 1.0
end
if player_state.noclip then
if gui_input.keyStates["fly_up"] or ui_state.flyUpActive or ui_state.flyUpPulse then
move_y = move_y + 1.0
end
if gui_input.keyStates["fly_down"] or ui_state.flyDownActive or ui_state.flyDownPulse then
move_y = move_y - 1.0
end
end
ui_state.flyUpPulse = false
ui_state.flyDownPulse = false
if pad and pad.connected then
move_x = move_x + apply_deadzone(pad.leftX, controls.stick_deadzone)
move_z = move_z - apply_deadzone(pad.leftY, controls.stick_deadzone)
end
local length = math.sqrt(move_x * move_x + move_z * move_z)
if length > 1.0 then
move_x = move_x / length
move_z = move_z / length
end
local toggle_pressed = gui_input.keyStates["noclip_toggle"]
if toggle_pressed and not player_state.noclip_toggle_pressed then
player_state.noclip = not player_state.noclip
player_state.vertical_velocity = 0.0
player_state.grounded = false
log_debug("Noclip %s", player_state.noclip and "enabled" or "disabled")
end
player_state.noclip_toggle_pressed = toggle_pressed and true or false
if player_state.noclip then
local move_forward = forward_flat
if controls.move_forward_uses_pitch then
move_forward = forward
end
if length > 0.0 then
local speed = controls.move_speed * dt
if lua_debug and controls.move_forward_uses_pitch and math.abs(camera.pitch) > 0.001 then
movement_log_cooldown = movement_log_cooldown - dt
if movement_log_cooldown <= 0.0 then
log_debug("Move forward uses pitch: pitch=%.3f forward=(%.2f, %.2f, %.2f)",
camera.pitch, move_forward[1], move_forward[2], move_forward[3])
movement_log_cooldown = 0.5
end
end
camera.position[1] = camera.position[1] + (right[1] * move_x + move_forward[1] * move_z) * speed
camera.position[2] = camera.position[2] + (right[2] * move_x + move_forward[2] * move_z) * speed
camera.position[3] = camera.position[3] + (right[3] * move_x + move_forward[3] * move_z) * speed
end
if move_y ~= 0.0 then
camera.position[2] = camera.position[2] + move_y * controls.fly_speed * dt
end
return
end
if length > 0.0 then
local speed = controls.move_speed * dt
camera.position[1] = camera.position[1] + (right[1] * move_x + forward_flat[1] * move_z) * speed
camera.position[3] = camera.position[3] + (right[3] * move_x + forward_flat[3] * move_z) * speed
end
local jump_pressed = gui_input.keyStates["jump"]
if jump_pressed and not player_state.jump_pressed and player_state.grounded then
player_state.vertical_velocity = controls.jump_speed
player_state.grounded = false
end
player_state.jump_pressed = jump_pressed and true or false
player_state.vertical_velocity = player_state.vertical_velocity + controls.gravity * dt
if player_state.vertical_velocity < controls.max_fall_speed then
player_state.vertical_velocity = controls.max_fall_speed
end
camera.position[2] = camera.position[2] + player_state.vertical_velocity * dt
local floor_height = room.floor_top + player_state.eye_height
if camera.position[2] <= floor_height then
camera.position[2] = floor_height
player_state.vertical_velocity = 0.0
player_state.grounded = true
else
player_state.grounded = false
end
local room_limit = room.half_size - player_state.radius
camera.position[1] = clamp(camera.position[1], -room_limit, room_limit)
camera.position[3] = clamp(camera.position[3], -room_limit, room_limit)
end
local function update_audio_controls()
if not gui_input then
return
end
local pad = gui_input.gamepad
local toggle_pressed = gui_input.keyStates["music_toggle"]
if pad and pad.connected and pad.togglePressed then
toggle_pressed = true
end
if toggle_pressed and not music_state.togglePressed then
toggle_music()
end
music_state.togglePressed = toggle_pressed and true or false
end
local rotation_speed = 0.9
local function create_spinning_cube()
local function compute_model_matrix(time)
local rotation = math3d.rotation_y(time * rotation_speed)
local scale = scale_matrix(1.5, 1.5, 1.5) -- Make cube 3x3x3 units
local position = math3d.translation(0.0, 3.0, 0.0)
return math3d.multiply(position, math3d.multiply(rotation, scale))
end
return {
vertices = cube_vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = "default", -- Rainbow shader for spinning cube
}
end
local function build_static_model_matrix(position, scale)
local translation = math3d.translation(position[1], position[2], position[3])
local scaling = scale_matrix(scale[1], scale[2], scale[3])
return math3d.multiply(translation, scaling)
end
local function apply_color_to_vertices(color)
local colored_vertices = {}
for i = 1, #cube_vertices do
local v = cube_vertices[i]
colored_vertices[i] = {
position = v.position,
color = color,
}
end
return colored_vertices
end
local function create_static_cube(position, scale, color)
local model = build_static_model_matrix(position, scale)
local function compute_model_matrix()
return model
end
local vertices = color and apply_color_to_vertices(color) or cube_vertices
return {
vertices = vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = "solid", -- Use solid color shader for room objects
}
end
local function create_lantern(x, z)
local lantern_height = 4.5
local lantern_size = 0.2
return create_static_cube({x, lantern_height, z},
{lantern_size, lantern_size, lantern_size}, {1.0, 0.9, 0.6})
end
local function create_room_objects()
local floor_center_y = room.floor_top - room.floor_half_thickness
local wall_center_y = room.floor_top + room.wall_height
local ceiling_y = room.floor_top + room.wall_height * 2 + room.floor_half_thickness
local wall_offset = room.half_size - room.wall_thickness / 2
local blue_floor = {0.2, 0.3, 0.8}
local green_wall = {0.2, 0.7, 0.3}
local light_gray = {0.7, 0.7, 0.7}
local objects = {
create_static_cube({0.0, floor_center_y, 0.0},
{room.half_size, room.floor_half_thickness, room.half_size}, blue_floor),
create_static_cube({0.0, ceiling_y, 0.0},
{room.half_size, room.floor_half_thickness, room.half_size}, light_gray),
create_static_cube({0.0, wall_center_y, -wall_offset},
{room.half_size, room.wall_height, room.wall_thickness}, green_wall),
create_static_cube({0.0, wall_center_y, wall_offset},
{room.half_size, room.wall_height, room.wall_thickness}, green_wall),
create_static_cube({-wall_offset, wall_center_y, 0.0},
{room.wall_thickness, room.wall_height, room.half_size}, green_wall),
create_static_cube({wall_offset, wall_center_y, 0.0},
{room.wall_thickness, room.wall_height, room.half_size}, green_wall),
}
-- Add lanterns in the four corners (adjusted for bigger room)
local lantern_offset = room.half_size - 2.0 -- 2 units from wall
objects[#objects + 1] = create_lantern(lantern_offset, lantern_offset)
objects[#objects + 1] = create_lantern(-lantern_offset, lantern_offset)
objects[#objects + 1] = create_lantern(lantern_offset, -lantern_offset)
objects[#objects + 1] = create_lantern(-lantern_offset, -lantern_offset)
-- Add lanterns on the walls (midpoints)
objects[#objects + 1] = create_lantern(0.0, lantern_offset)
objects[#objects + 1] = create_lantern(0.0, -lantern_offset)
objects[#objects + 1] = create_lantern(lantern_offset, 0.0)
objects[#objects + 1] = create_lantern(-lantern_offset, 0.0)
return objects
end
local room_objects = create_room_objects()
local function heading_from_yaw(yaw)
local forward = forward_from_angles(yaw, 0.0)
local heading = math.deg(atan2(forward[1], -forward[3])) % 360
return heading
end
local function heading_to_cardinal(degrees)
local directions = {"N", "NE", "E", "SE", "S", "SW", "W", "NW"}
local index = math.floor((degrees + 22.5) / 45.0) % 8 + 1
return directions[index]
end
local function draw_compass_widget()
local size = compass_layout.size
local x = ui_layout.width - size - ui_layout.margin
local y = ui_layout.margin
local rect = {x = x, y = y, width = size, height = size}
gui_context:pushRect(rect, {
color = {0.06, 0.07, 0.09, 0.88},
borderColor = {0.35, 0.38, 0.42, 1.0},
})
Gui.text(gui_context, {
x = x,
y = y + 2,
width = size,
height = compass_layout.label_height,
}, "Compass", {
fontSize = 12,
alignX = "center",
color = {0.82, 0.88, 0.95, 1.0},
})
local ring_rect = {
x = x + compass_layout.padding,
y = y + compass_layout.label_height,
width = size - compass_layout.padding * 2,
height = size - compass_layout.label_height - compass_layout.padding,
}
local center_x = ring_rect.x + ring_rect.width / 2
local center_y = ring_rect.y + ring_rect.height / 2
local radius = math.min(ring_rect.width, ring_rect.height) / 2 - 6
Gui.text(gui_context, {x = center_x - 8, y = ring_rect.y - 2, width = 16, height = 14}, "N", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = ring_rect.x + ring_rect.width - 12, y = center_y - 7, width = 14, height = 14}, "E", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = center_x - 8, y = ring_rect.y + ring_rect.height - 12, width = 16, height = 14}, "S", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
Gui.text(gui_context, {x = ring_rect.x - 2, y = center_y - 7, width = 14, height = 14}, "W", {
fontSize = 12,
alignX = "center",
color = {0.78, 0.82, 0.88, 1.0},
})
local heading = heading_from_yaw(camera.yaw)
local heading_int = math.floor(heading + 0.5) % 360
local direction = heading_to_cardinal(heading)
local angle = math.rad(heading) - math.pi / 2.0
local needle_x = center_x + math.cos(angle) * radius
local needle_y = center_y + math.sin(angle) * radius
gui_context:pushRect({
x = needle_x - 3,
y = needle_y - 3,
width = 6,
height = 6,
}, {
color = {0.98, 0.78, 0.35, 1.0},
radius = 2,
})
Gui.text(gui_context, {
x = x,
y = y + size - 18,
width = size,
height = 16,
}, string_format("%03d deg %s", heading_int, direction), {
fontSize = 11,
alignX = "center",
color = {0.9, 0.92, 0.95, 1.0},
})
end
local function draw_flight_buttons()
local x = ui_layout.width - flight_layout.width - ui_layout.margin
local y = ui_layout.margin * 2 + compass_layout.size
local up_clicked = Gui.button(gui_context, "fly_up", {
x = x,
y = y,
width = flight_layout.width,
height = flight_layout.height,
}, "Fly Up")
local down_clicked = Gui.button(gui_context, "fly_down", {
x = x,
y = y + flight_layout.height + flight_layout.spacing,
width = flight_layout.width,
height = flight_layout.height,
}, "Fly Down")
ui_state.flyUpActive = gui_context.activeWidget == "fly_up"
ui_state.flyDownActive = gui_context.activeWidget == "fly_down"
ui_state.flyUpPulse = up_clicked
ui_state.flyDownPulse = down_clicked
end
function get_scene_objects()
local objects = {
create_spinning_cube(),
}
for i = 1, #room_objects do
objects[#objects + 1] = room_objects[i]
end
return objects
end
function get_shader_paths()
return shader_variants
end
function get_view_projection(aspect)
local now = os.clock()
local dt = 0.0
if last_frame_time then
dt = now - last_frame_time
end
last_frame_time = now
if dt < 0.0 then
dt = 0.0
elseif dt > 0.1 then
dt = 0.1
end
update_camera(dt)
update_audio_controls()
local forward = forward_from_angles(camera.yaw, camera.pitch)
local center = {
camera.position[1] + forward[1],
camera.position[2] + forward[2],
camera.position[3] + forward[3],
}
local view = math3d.look_at(camera.position, center, world_up)
local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)
return math3d.multiply(projection, view)
end
function get_gui_commands()
gui_context:beginFrame(gui_input)
draw_compass_widget()
draw_flight_buttons()
gui_context:endFrame()
return gui_context:getCommands()
end