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1.3/MagicElementalsSpriteSheet.png differ diff --git a/assets/textures/characters/HAS/SpecialThanks!.txt b/assets/textures/characters/HAS/SpecialThanks!.txt new file mode 100644 index 0000000..36ed86e --- /dev/null +++ b/assets/textures/characters/HAS/SpecialThanks!.txt @@ -0,0 +1,63 @@ +Special thanks to my patrons! + +https://www.patreon.com/iknowkingrabbit + +I have no words to express my gratitude! +Thank you for supporting. It's important to me especially at such a difficult time. + +Dan Tomicic +Peter Reggiannini +bunnypaw +GamedevKlingon +Mohn Jadden +Trezy +Andrea Magnelli +C W +Jorshua Hurry +Ethan Denny +Zpace +nmorgan350z +B Hauer +PaulGO +Quagsir +ArtemBatutin +Vadim Krasnobelmov +Thomas Maniero +Brendon Moncada +Kara Alexandra +Marty McFly +Ryan Orlando +Tomas Lindquist +RainZone +Juan Carlos Ruiz Carrión +Mijo Gračanin +Brett Briggs +Jesse Monegain +Andrew Maizels +Wendell Simões +Sven +Shishir Tandale +ThatOneGuy +Jeffrey Berube +noel +Atli Jorund +Peter d Mooney +David York +Raimonds Iodzevics +Shaun McFall +Aaron Murray +Vicente +Shura +abdelhakim deneche +fmoo +Phantasie +Darryl Holmes +Éric A +Zerp +Jujubee84 +LiChengming +LVGames +Neurisko +ced b + +<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3 diff --git a/assets/textures/characters/HAS/license.txt b/assets/textures/characters/HAS/license.txt new file mode 100644 index 0000000..cb74671 --- /dev/null +++ b/assets/textures/characters/HAS/license.txt @@ -0,0 +1,34 @@ +Hello game developer! + +THANK YOU for downloading this creature pack! + +------------------------------ + +The license for the material in this zip file is as follows. +Here's the important bits: + +1. You may not host the contents of this zip file in whole or in part + on any publicly avaliable server, unless as part of a game or + similar product. + +2. If you use this material in a game or other product, please give + attribution to Aleksandr Makarov in the credits. + +3. You are granted the right to modify the artwork to suit your Product. + Remix, transform, and build upon the material for any purpose, even commercially. + +4. That's it! Use in any for profit / not for profit product, and give + me a shoutout at @IknowKingRabbit or Aleksandr Makarov if you can. + + Thanks! + + +------------------------------- + +If you have any questions, get in touch with me! +-Aleksandr + +Consider supporting me if you haven't already, and get access to ALL the tilesets! +Patreon: www.patreon.com/iknowkingrabbit + +Twitter: @IKnowKingRabbit diff --git a/assets/textures/characters/_sive/idle1.png b/assets/textures/characters/_sive/idle1.png new file mode 100644 index 0000000..b0bea98 Binary files /dev/null and b/assets/textures/characters/_sive/idle1.png differ diff --git a/assets/textures/characters/_sive/idle10.png b/assets/textures/characters/_sive/idle10.png new file mode 100644 index 0000000..4b395c9 Binary files /dev/null and b/assets/textures/characters/_sive/idle10.png differ diff --git a/assets/textures/characters/_sive/idle11.png b/assets/textures/characters/_sive/idle11.png new file mode 100644 index 0000000..ee63fbf Binary 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b/default_font.png new file mode 100644 index 0000000..c57cce5 Binary files /dev/null and b/default_font.png differ diff --git a/g3d/camera.lua b/g3d/camera.lua new file mode 100644 index 0000000..9aeb2b3 --- /dev/null +++ b/g3d/camera.lua @@ -0,0 +1,168 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +local shader = require(G3D_PATH .. "/shader") +local newMatrix = require(G3D_PATH .. "/matrices") + +---------------------------------------------------------------------------------------------------- +-- define the camera singleton +---------------------------------------------------------------------------------------------------- + +local camera = { + fov = math.pi/2, + nearClip = 0.01, + farClip = 1000, + aspectRatio = love.graphics.getWidth()/love.graphics.getHeight(), + position = {0,0,0}, + target = {0,0,1}, + down = {0,-1,0}, + + viewMatrix = newMatrix(), + projectionMatrix = newMatrix(), +} + +-- private variables used only for the first person camera functions +local fpsController = { + direction = 0, + pitch = 0 +} + +-- read-only variables, can't be set by the end user +function camera.getDirectionPitch() + return fpsController.direction, fpsController.pitch +end + +-- convenient function to return the camera's normalized look vector +function camera:getLookVector() + local vx = camera.target[1] - camera.position[1] + local vy = camera.target[2] - camera.position[2] + local vz = camera.target[3] - camera.position[3] + local length = math.sqrt(vx^2 + vy^2 + vz^2) + + -- make sure not to divide by 0 + if length > 0 then + return vx/length, vy/length, vz/length + end + return vx,vy,vz +end + +-- give the camera a point to look from and a point to look towards +function camera.lookAt(x,y,z, xAt,yAt,zAt) + camera.position[1] = x + camera.position[2] = y + camera.position[3] = z + camera.target[1] = xAt + camera.target[2] = yAt + camera.target[3] = zAt + + -- update the fpsController's direction and pitch based on lookAt + -- thanks 4v0v! + local dx,dy,dz = camera:getLookVector() + fpsController.direction = math.pi/2 - math.atan2(dz, dx) + fpsController.pitch = -math.atan2(dy, math.sqrt(dx^2 + dz^2)) + + -- update the camera in the shader + camera.updateViewMatrix() +end + +-- move and rotate the camera, given a point and a direction and a pitch (vertical direction) +function camera.lookInDirection(x,y,z, directionTowards,pitchTowards) + camera.position[1] = x or camera.position[1] + camera.position[2] = y or camera.position[2] + camera.position[3] = z or camera.position[3] + + fpsController.direction = directionTowards or fpsController.direction + fpsController.pitch = pitchTowards or fpsController.pitch + + -- convert the direction and pitch into a target point + + -- turn the cos of the pitch into a sign value, either 1, -1, or 0 + local sign = math.cos(fpsController.pitch) + sign = (sign > 0 and 1) or (sign < 0 and -1) or 0 + + -- don't let cosPitch ever hit 0, because weird camera glitches will happen + local cosPitch = sign*math.max(math.abs(math.cos(fpsController.pitch)), 0.00001) + + camera.target[1] = camera.position[1]+math.sin(fpsController.direction)*cosPitch + camera.target[2] = camera.position[2]-math.sin(fpsController.pitch) + camera.target[3] = camera.position[3]+math.cos(fpsController.direction)*cosPitch + + -- update the camera in the shader + camera.updateViewMatrix() +end + +-- recreate the camera's view matrix from its current values +-- and send the matrix to the shader specified, or the default shader +function camera.updateViewMatrix(shaderGiven) + camera.viewMatrix:setViewMatrix(camera.position, camera.target, camera.down); + (shaderGiven or shader):send("viewMatrix", camera.viewMatrix) +end + +-- recreate the camera's projection matrix from its current values +-- and send the matrix to the shader specified, or the default shader +function camera.updateProjectionMatrix(shaderGiven) + camera.projectionMatrix:setProjectionMatrix(camera.fov, camera.nearClip, camera.farClip, camera.aspectRatio); + (shaderGiven or shader):send("projectionMatrix", camera.projectionMatrix) +end + +-- recreate the camera's orthographic projection matrix from its current values +-- and send the matrix to the shader specified, or the default shader +function camera.updateOrthographicMatrix(size, shaderGiven) + camera.projectionMatrix:setOrthographicMatrix(camera.fov, size or 5, camera.nearClip, camera.farClip, camera.aspectRatio); + (shaderGiven or shader):send("projectionMatrix", camera.projectionMatrix) +end + +-- simple first person camera movement with WASD +-- put this local function in your love.update to use, passing in dt +function camera.firstPersonMovement(dt,speed) + -- collect inputs + local moveX,moveY = 0,0 + local cameraMoved = false + local speed = speed + if love.keyboard.isDown("w") then moveY = moveY - 1 end + if love.keyboard.isDown("a") then moveX = moveX - 1 end + if love.keyboard.isDown("s") then moveY = moveY + 1 end + if love.keyboard.isDown("d") then moveX = moveX + 1 end + + + if love.keyboard.isDown("space") then + camera.position[2] = camera.position[2] - speed*dt + cameraMoved = true + end + if love.keyboard.isDown("lshift") then + camera.position[2] = camera.position[2] + speed*dt + cameraMoved = true + end--[[ +]]-- + -- do some trigonometry on the inputs to make movement relative to camera's direction + -- also to make the player not move faster in diagonal directions + if moveX ~= 0 or moveY ~= 0 then + local angle = math.atan2(moveY,moveX) + local directionX,directionZ = math.cos(fpsController.direction + angle)*speed*dt, math.sin(fpsController.direction + angle + math.pi)*speed*dt + + camera.position[1] = camera.position[1] + directionX + camera.position[3] = camera.position[3] + directionZ + cameraMoved = true + end + + -- update the camera's in the shader + -- only if the camera moved, for a slight performance benefit + if cameraMoved then + camera.lookInDirection() + end +end + +-- use this in your love.mousemoved function, passing in the movements +function camera.firstPersonLook(dx,dy) + -- capture the mouse + love.mouse.setRelativeMode(true) + + local sensitivity = 1/300 + fpsController.direction = fpsController.direction + dx*sensitivity + fpsController.pitch = math.max(math.min(fpsController.pitch - dy*sensitivity, math.pi*0.5), math.pi*-0.5) + + camera.lookInDirection(camera.position[1],camera.position[2],camera.position[3], fpsController.direction,fpsController.pitch) +end + +return camera diff --git a/g3d/collisions.lua b/g3d/collisions.lua new file mode 100644 index 0000000..af6865a --- /dev/null +++ b/g3d/collisions.lua @@ -0,0 +1,560 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +local vectors = require(G3D_PATH .. "/vectors") +local fastSubtract = vectors.subtract +local vectorAdd = vectors.add +local vectorCrossProduct = vectors.crossProduct +local vectorDotProduct = vectors.dotProduct +local vectorNormalize = vectors.normalize +local vectorMagnitude = vectors.magnitude + +---------------------------------------------------------------------------------------------------- +-- collision detection functions +---------------------------------------------------------------------------------------------------- +-- +-- none of these functions are required for developing 3D games +-- however these collision functions are very frequently used in 3D games +-- +-- be warned! a lot of this code is butt-ugly +-- using a table per vector would create a bazillion tables and lots of used memory +-- so instead all vectors are all represented using three number variables each +-- this approach ends up making the code look terrible, but collision functions need to be efficient + +local collisions = {} + +-- finds the closest point to the source point on the given line segment +local function closestPointOnLineSegment( + a_x,a_y,a_z, -- point one of line segment + b_x,b_y,b_z, -- point two of line segment + x,y,z -- source point + ) + local ab_x, ab_y, ab_z = b_x - a_x, b_y - a_y, b_z - a_z + local t = vectorDotProduct(x - a_x, y - a_y, z - a_z, ab_x, ab_y, ab_z) / (ab_x^2 + ab_y^2 + ab_z^2) + t = math.min(1, math.max(0, t)) + return a_x + t*ab_x, a_y + t*ab_y, a_z + t*ab_z +end + +-- model - ray intersection +-- based off of triangle - ray collision from excessive's CPML library +-- does a triangle - ray collision for every face in the model to find the shortest collision +-- +-- sources: +-- https://github.com/excessive/cpml/blob/master/modules/intersect.lua +-- http://www.lighthouse3d.com/tutorials/maths/ray-triangle-intersection/ +local tiny = 2.2204460492503131e-16 -- the smallest possible value for a double, "double epsilon" +local function triangleRay( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + src_x, src_y, src_z, + dir_x, dir_y, dir_z + ) + + -- cache these variables for efficiency + local e11,e12,e13 = fastSubtract(tri_1_x,tri_1_y,tri_1_z, tri_0_x,tri_0_y,tri_0_z) + local e21,e22,e23 = fastSubtract(tri_2_x,tri_2_y,tri_2_z, tri_0_x,tri_0_y,tri_0_z) + local h1,h2,h3 = vectorCrossProduct(dir_x,dir_y,dir_z, e21,e22,e23) + local a = vectorDotProduct(h1,h2,h3, e11,e12,e13) + + -- if a is too close to 0, ray does not intersect triangle + if math.abs(a) <= tiny then + return + end + + local s1,s2,s3 = fastSubtract(src_x,src_y,src_z, tri_0_x,tri_0_y,tri_0_z) + local u = vectorDotProduct(s1,s2,s3, h1,h2,h3) / a + + -- ray does not intersect triangle + if u < 0 or u > 1 then + return + end + + local q1,q2,q3 = vectorCrossProduct(s1,s2,s3, e11,e12,e13) + local v = vectorDotProduct(dir_x,dir_y,dir_z, q1,q2,q3) / a + + -- ray does not intersect triangle + if v < 0 or u + v > 1 then + return + end + + -- at this stage we can compute t to find out where + -- the intersection point is on the line + local thisLength = vectorDotProduct(q1,q2,q3, e21,e22,e23) / a + + -- if hit this triangle and it's closer than any other hit triangle + if thisLength >= tiny and (not finalLength or thisLength < finalLength) then + --local norm_x, norm_y, norm_z = vectorCrossProduct(e11,e12,e13, e21,e22,e23) + + return thisLength, src_x + dir_x*thisLength, src_y + dir_y*thisLength, src_z + dir_z*thisLength, n_x,n_y,n_z + end +end + +-- detects a collision between a triangle and a sphere +-- +-- sources: +-- https://wickedengine.net/2020/04/26/capsule-collision-detection/ +local function triangleSphere( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + tri_n_x, tri_n_y, tri_n_z, + src_x, src_y, src_z, radius + ) + + -- recalculate surface normal of this triangle + local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z + local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z + local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z)) + + -- distance from src to a vertex on the triangle + local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z) + + -- collision not possible, just return + if dist < -radius or dist > radius then + return + end + + -- itx stands for intersection + local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist + + -- determine whether itx is inside the triangle + -- project it onto the triangle and return if this is the case + local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z) + local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z) + local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z) + if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0 + and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0 + and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then + n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z + + -- the sphere is inside the triangle, so the normal is zero + -- instead, just return the triangle's normal + if n_x == 0 and n_y == 0 and n_z == 0 then + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z + end + + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z + end + + -- itx is outside triangle + -- find points on all three line segments that are closest to itx + -- if distance between itx and one of these three closest points is in range, there is an intersection + local radiussq = radius * radius + local smallestDist + + local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z) + local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2 + if dist <= radiussq then + smallestDist = dist + itx_x, itx_y, itx_z = line1_x, line1_y, line1_z + end + + local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z) + local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2 + if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then + smallestDist = dist + itx_x, itx_y, itx_z = line2_x, line2_y, line2_z + end + + local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z) + local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2 + if (smallestDist and dist < smallestDist or not smallestDist) and dist <= radiussq then + smallestDist = dist + itx_x, itx_y, itx_z = line3_x, line3_y, line3_z + end + + if smallestDist then + n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z + + -- the sphere is inside the triangle, so the normal is zero + -- instead, just return the triangle's normal + if n_x == 0 and n_y == 0 and n_z == 0 then + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z + end + + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z + end +end + +-- finds the closest point on the triangle from the source point given +-- +-- sources: +-- https://wickedengine.net/2020/04/26/capsule-collision-detection/ +local function trianglePoint( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + tri_n_x, tri_n_y, tri_n_z, + src_x, src_y, src_z + ) + + -- recalculate surface normal of this triangle + local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z + local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z + local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z)) + + -- distance from src to a vertex on the triangle + local dist = vectorDotProduct(src_x - tri_0_x, src_y - tri_0_y, src_z - tri_0_z, n_x, n_y, n_z) + + -- itx stands for intersection + local itx_x, itx_y, itx_z = src_x - n_x * dist, src_y - n_y * dist, src_z - n_z * dist + + -- determine whether itx is inside the triangle + -- project it onto the triangle and return if this is the case + local c0_x, c0_y, c0_z = vectorCrossProduct(itx_x - tri_0_x, itx_y - tri_0_y, itx_z - tri_0_z, tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z) + local c1_x, c1_y, c1_z = vectorCrossProduct(itx_x - tri_1_x, itx_y - tri_1_y, itx_z - tri_1_z, tri_2_x - tri_1_x, tri_2_y - tri_1_y, tri_2_z - tri_1_z) + local c2_x, c2_y, c2_z = vectorCrossProduct(itx_x - tri_2_x, itx_y - tri_2_y, itx_z - tri_2_z, tri_0_x - tri_2_x, tri_0_y - tri_2_y, tri_0_z - tri_2_z) + if vectorDotProduct(c0_x, c0_y, c0_z, n_x, n_y, n_z) <= 0 + and vectorDotProduct(c1_x, c1_y, c1_z, n_x, n_y, n_z) <= 0 + and vectorDotProduct(c2_x, c2_y, c2_z, n_x, n_y, n_z) <= 0 then + n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z + + -- the sphere is inside the triangle, so the normal is zero + -- instead, just return the triangle's normal + if n_x == 0 and n_y == 0 and n_z == 0 then + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z + end + + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z + end + + -- itx is outside triangle + -- find points on all three line segments that are closest to itx + -- if distance between itx and one of these three closest points is in range, there is an intersection + local line1_x, line1_y, line1_z = closestPointOnLineSegment(tri_0_x, tri_0_y, tri_0_z, tri_1_x, tri_1_y, tri_1_z, src_x, src_y, src_z) + local dist = (src_x - line1_x)^2 + (src_y - line1_y)^2 + (src_z - line1_z)^2 + local smallestDist = dist + itx_x, itx_y, itx_z = line1_x, line1_y, line1_z + + local line2_x, line2_y, line2_z = closestPointOnLineSegment(tri_1_x, tri_1_y, tri_1_z, tri_2_x, tri_2_y, tri_2_z, src_x, src_y, src_z) + local dist = (src_x - line2_x)^2 + (src_y - line2_y)^2 + (src_z - line2_z)^2 + if smallestDist and dist < smallestDist then + smallestDist = dist + itx_x, itx_y, itx_z = line2_x, line2_y, line2_z + end + + local line3_x, line3_y, line3_z = closestPointOnLineSegment(tri_2_x, tri_2_y, tri_2_z, tri_0_x, tri_0_y, tri_0_z, src_x, src_y, src_z) + local dist = (src_x - line3_x)^2 + (src_y - line3_y)^2 + (src_z - line3_z)^2 + if smallestDist and dist < smallestDist then + smallestDist = dist + itx_x, itx_y, itx_z = line3_x, line3_y, line3_z + end + + if smallestDist then + n_x, n_y, n_z = src_x - itx_x, src_y - itx_y, src_z - itx_z + + -- the sphere is inside the triangle, so the normal is zero + -- instead, just return the triangle's normal + if n_x == 0 and n_y == 0 and n_z == 0 then + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, tri_n_x, tri_n_y, tri_n_z + end + + return vectorMagnitude(n_x, n_y, n_z), itx_x, itx_y, itx_z, n_x, n_y, n_z + end +end + +-- finds the collision point between a triangle and a capsule +-- capsules are defined with two points and a radius +-- +-- sources: +-- https://wickedengine.net/2020/04/26/capsule-collision-detection/ +local function triangleCapsule( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + tip_x, tip_y, tip_z, + base_x, base_y, base_z, + a_x, a_y, a_z, + b_x, b_y, b_z, + capn_x, capn_y, capn_z, + radius + ) + + -- find the normal of this triangle + -- tbd if necessary, this sometimes fixes weird edgecases + local side1_x, side1_y, side1_z = tri_1_x - tri_0_x, tri_1_y - tri_0_y, tri_1_z - tri_0_z + local side2_x, side2_y, side2_z = tri_2_x - tri_0_x, tri_2_y - tri_0_y, tri_2_z - tri_0_z + local n_x, n_y, n_z = vectorNormalize(vectorCrossProduct(side1_x, side1_y, side1_z, side2_x, side2_y, side2_z)) + + local dotOfNormals = math.abs(vectorDotProduct(n_x, n_y, n_z, capn_x, capn_y, capn_z)) + + -- default reference point to an arbitrary point on the triangle + -- for when dotOfNormals is 0, because then the capsule is parallel to the triangle + local ref_x, ref_y, ref_z = tri_0_x, tri_0_y, tri_0_z + + if dotOfNormals > 0 then + -- capsule is not parallel to the triangle's plane + -- find where the capsule's normal vector intersects the triangle's plane + local t = vectorDotProduct(n_x, n_y, n_z, (tri_0_x - base_x) / dotOfNormals, (tri_0_y - base_y) / dotOfNormals, (tri_0_z - base_z) / dotOfNormals) + local plane_itx_x, plane_itx_y, plane_itx_z = base_x + capn_x*t, base_y + capn_y*t, base_z + capn_z*t + local _ + + -- then clamp that plane intersect point onto the triangle itself + -- this is the new reference point + _, ref_x, ref_y, ref_z = trianglePoint( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + plane_itx_x, plane_itx_y, plane_itx_z + ) + end + + -- find the closest point on the capsule line to the reference point + local c_x, c_y, c_z = closestPointOnLineSegment(a_x, a_y, a_z, b_x, b_y, b_z, ref_x, ref_y, ref_z) + + -- do a sphere cast from that closest point to the triangle and return the result + return triangleSphere( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + c_x, c_y, c_z, radius + ) +end + +-- finds whether or not a triangle is inside an AABB +local function triangleAABB( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + min_x, min_y, min_z, + max_x, max_y, max_z + ) + + -- get the closest point from the centerpoint on the triangle + local len,x,y,z,nx,ny,nz = trianglePoint( + tri_0_x, tri_0_y, tri_0_z, + tri_1_x, tri_1_y, tri_1_z, + tri_2_x, tri_2_y, tri_2_z, + n_x, n_y, n_z, + (min_x+max_x)*0.5, (min_y+max_y)*0.5, (min_z+max_z)*0.5 + ) + + -- if the point is not inside the AABB, return nothing + if not (x >= min_x and x <= max_x) then return end + if not (y >= min_y and y <= max_y) then return end + if not (z >= min_z and z <= max_z) then return end + + -- the point is inside the AABB, return the collision data + return len, x,y,z, nx,ny,nz +end + +-- runs a given intersection function on all of the triangles made up of a given vert table +local function findClosest(self, verts, func, ...) + -- declare the variables that will be returned by the function + local finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z + + -- cache references to this model's properties for efficiency + local translation_x = self.translation[1] + local translation_y = self.translation[2] + local translation_z = self.translation[3] + local scale_x = self.scale[1] + local scale_y = self.scale[2] + local scale_z = self.scale[3] + + for v=1, #verts, 3 do + -- apply the function given with the arguments given + -- also supply the points of the current triangle + local n_x, n_y, n_z = vectorNormalize( + verts[v][6]*scale_x, + verts[v][7]*scale_x, + verts[v][8]*scale_x + ) + + local length, wx,wy,wz, nx,ny,nz = func( + verts[v][1]*scale_x + translation_x, + verts[v][2]*scale_y + translation_y, + verts[v][3]*scale_z + translation_z, + verts[v+1][1]*scale_x + translation_x, + verts[v+1][2]*scale_y + translation_y, + verts[v+1][3]*scale_z + translation_z, + verts[v+2][1]*scale_x + translation_x, + verts[v+2][2]*scale_y + translation_y, + verts[v+2][3]*scale_z + translation_z, + n_x, + n_y, + n_z, + ... + ) + + -- if something was hit + -- and either the finalLength is not yet defined or the new length is closer + -- then update the collision information + if length and (not finalLength or length < finalLength) then + finalLength = length + where_x = wx + where_y = wy + where_z = wz + norm_x = nx + norm_y = ny + norm_z = nz + end + end + + -- normalize the normal vector before it is returned + if finalLength then + norm_x, norm_y, norm_z = vectorNormalize(norm_x, norm_y, norm_z) + end + + -- return all the information in a standardized way + return finalLength, where_x, where_y, where_z, norm_x, norm_y, norm_z +end + +function collisions:rayIntersection(src_x, src_y, src_z, dir_x, dir_y, dir_z) + return findClosest(self, self.verts, triangleRay, src_x, src_y, src_z, dir_x, dir_y, dir_z) +end + +function collisions:sphereIntersection(src_x, src_y, src_z, radius) + return findClosest(self, self.verts, triangleSphere, src_x, src_y, src_z, radius) +end + +function collisions:closestPoint(src_x, src_y, src_z) + return findClosest(self, self.verts, trianglePoint, src_x, src_y, src_z) +end + +function collisions:capsuleIntersection(tip_x, tip_y, tip_z, base_x, base_y, base_z, radius) + -- the normal vector coming out the tip of the capsule + local norm_x, norm_y, norm_z = vectorNormalize(tip_x - base_x, tip_y - base_y, tip_z - base_z) + + -- the base and tip, inset by the radius + -- these two coordinates are the actual extent of the capsule sphere line + local a_x, a_y, a_z = base_x + norm_x*radius, base_y + norm_y*radius, base_z + norm_z*radius + local b_x, b_y, b_z = tip_x - norm_x*radius, tip_y - norm_y*radius, tip_z - norm_z*radius + + return findClosest( + self, + self.verts, + triangleCapsule, + tip_x, tip_y, tip_z, + base_x, base_y, base_z, + a_x, a_y, a_z, + b_x, b_y, b_z, + norm_x, norm_y, norm_z, + radius + ) +end + +---------------------------------------------------------------------------------------------------- +-- AABB functions +---------------------------------------------------------------------------------------------------- +-- generate an axis-aligned bounding box +-- very useful for less precise collisions, like hitboxes +-- +-- translation, and scale are not included here because they are computed on the fly instead +-- rotation is never included because AABBs are axis-aligned +function collisions:generateAABB() + local aabb = { + min = { + math.huge, + math.huge, + math.huge, + }, + max = { + -1*math.huge, + -1*math.huge, + -1*math.huge + } + } + + for _,vert in ipairs(self.verts) do + aabb.min[1] = math.min(aabb.min[1], vert[1]) + aabb.min[2] = math.min(aabb.min[2], vert[2]) + aabb.min[3] = math.min(aabb.min[3], vert[3]) + aabb.max[1] = math.max(aabb.max[1], vert[1]) + aabb.max[2] = math.max(aabb.max[2], vert[2]) + aabb.max[3] = math.max(aabb.max[3], vert[3]) + end + + self.aabb = aabb + return aabb +end + +-- check if two models have intersecting AABBs +-- other argument is another model +-- +-- sources: +-- https://developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection +function collisions:isIntersectionAABB(other) + -- cache these references + local a_min = self.aabb.min + local a_max = self.aabb.max + local b_min = other.aabb.min + local b_max = other.aabb.max + + -- make shorter variable names for translation + local a_1 = self.translation[1] + local a_2 = self.translation[2] + local a_3 = self.translation[3] + local b_1 = other.translation[1] + local b_2 = other.translation[2] + local b_3 = other.translation[3] + + -- do the calculation + local x = a_min[1]*self.scale[1] + a_1 <= b_max[1]*other.scale[1] + b_1 and a_max[1]*self.scale[1] + a_1 >= b_min[1]*other.scale[1] + b_1 + local y = a_min[2]*self.scale[2] + a_2 <= b_max[2]*other.scale[2] + b_2 and a_max[2]*self.scale[2] + a_2 >= b_min[2]*other.scale[2] + b_2 + local z = a_min[3]*self.scale[3] + a_3 <= b_max[3]*other.scale[3] + b_3 and a_max[3]*self.scale[3] + a_3 >= b_min[3]*other.scale[3] + b_3 + return x and y and z +end + +-- check if a given point is inside the model's AABB +function collisions:isPointInsideAABB(x,y,z) + local min = self.aabb.min + local max = self.aabb.max + + local in_x = x >= min[1]*self.scale[1] + self.translation[1] and x <= max[1]*self.scale[1] + self.translation[1] + local in_y = y >= min[2]*self.scale[2] + self.translation[2] and y <= max[2]*self.scale[2] + self.translation[2] + local in_z = z >= min[3]*self.scale[3] + self.translation[3] and z <= max[3]*self.scale[3] + self.translation[3] + + return in_x and in_y and in_z +end + +-- returns the distance from the point given to the origin of the model +function collisions:getDistanceFrom(x,y,z) + return math.sqrt((x - self.translation[1])^2 + (y - self.translation[2])^2 + (z - self.translation[3])^2) +end + +-- AABB - ray intersection +-- based off of ray - AABB intersection from excessive's CPML library +-- +-- sources: +-- https://github.com/excessive/cpml/blob/master/modules/intersect.lua +-- http://gamedev.stackexchange.com/a/18459 +function collisions:rayIntersectionAABB(src_1, src_2, src_3, dir_1, dir_2, dir_3) + local dir_1, dir_2, dir_3 = vectorNormalize(dir_1, dir_2, dir_3) + + local t1 = (self.aabb.min[1]*self.scale[1] + self.translation[1] - src_1) / dir_1 + local t2 = (self.aabb.max[1]*self.scale[1] + self.translation[1] - src_1) / dir_1 + local t3 = (self.aabb.min[2]*self.scale[2] + self.translation[2] - src_2) / dir_2 + local t4 = (self.aabb.max[2]*self.scale[2] + self.translation[2] - src_2) / dir_2 + local t5 = (self.aabb.min[3]*self.scale[3] + self.translation[3] - src_3) / dir_3 + local t6 = (self.aabb.max[3]*self.scale[3] + self.translation[3] - src_3) / dir_3 + + local min = math.min + local max = math.max + local tmin = max(max(min(t1, t2), min(t3, t4)), min(t5, t6)) + local tmax = min(min(max(t1, t2), max(t3, t4)), max(t5, t6)) + + -- ray is intersecting AABB, but whole AABB is behind us + if tmax < 0 then + return false + end + + -- ray does not intersect AABB + if tmin > tmax then + return false + end + + -- return distance and the collision coordinates + local where_1 = src_1 + dir_1 * tmin + local where_2 = src_2 + dir_2 * tmin + local where_3 = src_3 + dir_3 * tmin + return tmin, where_1, where_2, where_3 +end + +return collisions diff --git a/g3d/init.lua b/g3d/init.lua new file mode 100644 index 0000000..9a1aa3b --- /dev/null +++ b/g3d/init.lua @@ -0,0 +1,62 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +--[[ + __ __ + /'__`\ /\ \ + __ /\_\L\ \ \_\ \ + /'_ `\/_/_\_<_ /'_` \ +/\ \L\ \/\ \L\ \/\ \L\ \ +\ \____ \ \____/\ \___,_\ + \/___L\ \/___/ \/__,_ / + /\____/ + \_/__/ +--]] + +-- add the path to g3d to the global namespace +-- so submodules can know how to load their dependencies +G3D_PATH = ... + +local g3d = { + _VERSION = "g3d 1.3", + _DESCRIPTION = "Simple and easy 3D engine for LÖVE.", + _URL = "https://github.com/groverburger/g3d", + _LICENSE = [[ + MIT License + + Copyright (c) 2021 groverburger + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in all + copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + SOFTWARE. + ]], +} + +g3d.newModel = require(G3D_PATH .. "/model") +g3d.camera = require(G3D_PATH .. "/camera") +g3d.camera.updateProjectionMatrix() +g3d.camera.updateViewMatrix() + +-- so that far polygons don't overlap near polygons +love.graphics.setDepthMode("lequal", true) + +-- get rid of G3D_PATH from the global namespace +-- so the end user doesn't have to worry about any globals +G3D_PATH = nil + +return g3d diff --git a/g3d/matrices.lua b/g3d/matrices.lua new file mode 100644 index 0000000..f709837 --- /dev/null +++ b/g3d/matrices.lua @@ -0,0 +1,183 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +local vectors = require(G3D_PATH .. "/vectors") +local vectorCrossProduct = vectors.crossProduct +local vectorDotProduct = vectors.dotProduct +local vectorNormalize = vectors.normalize + +---------------------------------------------------------------------------------------------------- +-- matrix class +---------------------------------------------------------------------------------------------------- +-- matrices are 16 numbers in table, representing a 4x4 matrix + +local matrix = {} +matrix.__index = matrix + +local function newMatrix() + local self = setmetatable({}, matrix) + self:identity() + return self +end + +function matrix:identity() + self[1], self[2], self[3], self[4] = 1, 0, 0, 0 + self[5], self[6], self[7], self[8] = 0, 1, 0, 0 + self[9], self[10], self[11], self[12] = 0, 0, 1, 0 + self[13], self[14], self[15], self[16] = 0, 0, 0, 1 +end + +function matrix:getValueAt(x,y) + return self[x + (y-1)*4] +end + +-- multiply this matrix and another matrix together +-- this matrix becomes the result of the multiplication operation +local orig = newMatrix() +function matrix:multiply(other) + -- hold the values of the original matrix + -- because the matrix is changing while it is used + for i=1, 16 do + orig[i] = self[i] + end + + local i = 1 + for y=1, 4 do + for x=1, 4 do + self[i] = orig:getValueAt(1,y)*other:getValueAt(x,1) + self[i] = self[i] + orig:getValueAt(2,y)*other:getValueAt(x,2) + self[i] = self[i] + orig:getValueAt(3,y)*other:getValueAt(x,3) + self[i] = self[i] + orig:getValueAt(4,y)*other:getValueAt(x,4) + i = i + 1 + end + end +end + +function matrix:__tostring() + local str = "" + + for i=1, 16 do + str = str .. self[i] + + if i%4 == 0 and i > 1 then + str = str .. "\n" + else + str = str .. ", " + end + end + + return str +end + +---------------------------------------------------------------------------------------------------- +-- transformation, projection, and rotation matrices +---------------------------------------------------------------------------------------------------- +-- the three most important matrices for 3d graphics +-- these three matrices are all you need to write a simple 3d shader + +-- returns a transformation matrix +-- translation and rotation are 3d vectors +local temp = newMatrix() +function matrix:setTransformationMatrix(translation, rotation, scale) + self:identity() + + -- translations + self[4] = translation[1] + self[8] = translation[2] + self[12] = translation[3] + + -- rotations + if #rotation == 3 then + -- use 3D rotation vector as euler angles + -- x + temp:identity() + temp[6] = math.cos(rotation[1]) + temp[7] = -1*math.sin(rotation[1]) + temp[10] = math.sin(rotation[1]) + temp[11] = math.cos(rotation[1]) + self:multiply(temp) + + -- y + temp:identity() + temp[1] = math.cos(rotation[2]) + temp[3] = math.sin(rotation[2]) + temp[9] = -1*math.sin(rotation[2]) + temp[11] = math.cos(rotation[2]) + self:multiply(temp) + + -- z + temp:identity() + temp[1] = math.cos(rotation[3]) + temp[2] = -1*math.sin(rotation[3]) + temp[5] = math.sin(rotation[3]) + temp[6] = math.cos(rotation[3]) + self:multiply(temp) + else + -- use 4D rotation vector as quaternion + temp:identity() + + local qx,qy,qz,qw = rotation[1], rotation[2], rotation[3], rotation[4] + temp[1], temp[2], temp[3] = 1 - 2*qy^2 - 2*qz^2, 2*qx*qy - 2*qz*qw, 2*qx*qz + 2*qy*qw + temp[5], temp[6], temp[7] = 2*qx*qy + 2*qz*qw, 1 - 2*qx^2 - 2*qz^2, 2*qy*qz - 2*qx*qw + temp[9], temp[10], temp[11] = 2*qx*qz - 2*qy*qw, 2*qy*qz + 2*qx*qw, 1 - 2*qx^2 - 2*qy^2 + + self:multiply(temp) + end + + -- scale + temp:identity() + temp[1] = scale[1] + temp[6] = scale[2] + temp[11] = scale[3] + self:multiply(temp) + + return self +end + +-- returns a perspective projection matrix +-- (things farther away appear smaller) +-- all arguments are scalars aka normal numbers +-- aspectRatio is defined as window width divided by window height +function matrix:setProjectionMatrix(fov, near, far, aspectRatio) + local top = near * math.tan(fov/2) + local bottom = -1*top + local right = top * aspectRatio + local left = -1*right + + self[1], self[2], self[3], self[4] = 2*near/(right-left), 0, (right+left)/(right-left), 0 + self[5], self[6], self[7], self[8] = 0, 2*near/(top-bottom), (top+bottom)/(top-bottom), 0 + self[9], self[10], self[11], self[12] = 0, 0, -1*(far+near)/(far-near), -2*far*near/(far-near) + self[13], self[14], self[15], self[16] = 0, 0, -1, 0 +end + +-- returns an orthographic projection matrix +-- (things farther away are the same size as things closer) +-- all arguments are scalars aka normal numbers +-- aspectRatio is defined as window width divided by window height +function matrix:setOrthographicMatrix(fov, size, near, far, aspectRatio) + local top = size * math.tan(fov/2) + local bottom = -1*top + local right = top * aspectRatio + local left = -1*right + + self[1], self[2], self[3], self[4] = 2/(right-left), 0, 0, -1*(right+left)/(right-left) + self[5], self[6], self[7], self[8] = 0, 2/(top-bottom), 0, -1*(top+bottom)/(top-bottom) + self[9], self[10], self[11], self[12] = 0, 0, -2/(far-near), -(far+near)/(far-near) + self[13], self[14], self[15], self[16] = 0, 0, 0, 1 +end + +-- returns a view matrix +-- eye, target, and down are all 3d vectors +function matrix:setViewMatrix(eye, target, down) + local z_1, z_2, z_3 = vectorNormalize(eye[1] - target[1], eye[2] - target[2], eye[3] - target[3]) + local x_1, x_2, x_3 = vectorNormalize(vectorCrossProduct(down[1], down[2], down[3], z_1, z_2, z_3)) + local y_1, y_2, y_3 = vectorCrossProduct(z_1, z_2, z_3, x_1, x_2, x_3) + + self[1], self[2], self[3], self[4] = x_1, x_2, x_3, -1*vectorDotProduct(x_1, x_2, x_3, eye[1], eye[2], eye[3]) + self[5], self[6], self[7], self[8] = y_1, y_2, y_3, -1*vectorDotProduct(y_1, y_2, y_3, eye[1], eye[2], eye[3]) + self[9], self[10], self[11], self[12] = z_1, z_2, z_3, -1*vectorDotProduct(z_1, z_2, z_3, eye[1], eye[2], eye[3]) + self[13], self[14], self[15], self[16] = 0, 0, 0, 1 +end + +return newMatrix diff --git a/g3d/model.lua b/g3d/model.lua new file mode 100644 index 0000000..293b453 --- /dev/null +++ b/g3d/model.lua @@ -0,0 +1,155 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +local newMatrix = require(G3D_PATH .. "/matrices") +local loadObjFile = require(G3D_PATH .. "/objloader") +local collisions = require(G3D_PATH .. "/collisions") +local vectors = require(G3D_PATH .. "/vectors") +local vectorCrossProduct = vectors.crossProduct +local vectorNormalize = vectors.normalize + +---------------------------------------------------------------------------------------------------- +-- define a model class +---------------------------------------------------------------------------------------------------- + +local model = {} +model.__index = model + +-- define some default properties that every model should inherit +-- that being the standard vertexFormat and basic 3D shader +model.vertexFormat = { + {"VertexPosition", "float", 3}, + {"VertexTexCoord", "float", 2}, + {"VertexNormal", "float", 3}, + {"VertexColor", "byte", 4}, +} +model.shader = require(G3D_PATH .. "/shader") + +-- model class imports functions from the collisions library +for key,value in pairs(collisions) do + model[key] = value +end + +-- this returns a new instance of the model class +-- a model must be given a .obj file or equivalent lua table, and a texture +-- translation, rotation, and scale are all 3d vectors and are all optional +local function newModel(verts, texture, translation, rotation, scale) + local self = setmetatable({}, model) + + -- if verts is a string, use it as a path to a .obj file + -- otherwise verts is a table, use it as a model defintion + if type(verts) == "string" then + verts = loadObjFile(verts) + end + assert(verts and type(verts) == "table", "Invalid vertices given to newModel") + + -- if texture is a string, use it as a path to an image file + -- otherwise texture is already an image, so don't bother + if type(texture) == "string" then + texture = love.graphics.newImage(texture) + end + + -- initialize my variables + self.verts = verts + self.texture = texture + self.mesh = love.graphics.newMesh(self.vertexFormat, self.verts, "triangles") + self.mesh:setTexture(self.texture) + self.matrix = newMatrix() + self:setTransform(translation or {0,0,0}, rotation or {0,0,0}, scale or {1,1,1}) + self:generateAABB() + + return self +end + +-- populate model's normals in model's mesh automatically +-- if true is passed in, then the normals are all flipped +function model:makeNormals(isFlipped) + for i=1, #self.verts, 3 do + local vp = self.verts[i] + local v = self.verts[i+1] + local vn = self.verts[i+2] + + local n_1, n_2, n_3 = vectorNormalize(vectorCrossProduct(v[1]-vp[1], v[2]-vp[2], v[3]-vp[3], vn[1]-v[1], vn[2]-v[2], vn[3]-v[3])) + local flippage = isFlipped and -1 or 1 + n_1 = n_1 * flippage + n_2 = n_2 * flippage + n_3 = n_3 * flippage + + vp[6], v[6], vn[6] = n_1, n_1, n_1 + vp[7], v[7], vn[7] = n_2, n_2, n_2 + vp[8], v[8], vn[8] = n_3, n_3, n_3 + end +end + +-- move and rotate given two 3d vectors +function model:setTransform(translation, rotation, scale) + self.translation = translation or self.translation + self.rotation = rotation or self.rotation + self.scale = scale or self.scale + self:updateMatrix() +end + +-- move given one 3d vector +function model:setTranslation(tx,ty,tz) + self.translation[1] = tx + self.translation[2] = ty + self.translation[3] = tz + self:updateMatrix() +end + +-- rotate given one 3d vector +-- using euler angles +function model:setRotation(rx,ry,rz) + self.rotation[1] = rx + self.rotation[2] = ry + self.rotation[3] = rz + self.rotation[4] = nil + self:updateMatrix() +end + +-- create a quaternion from an axis and an angle +function model:setAxisAngleRotation(x,y,z,angle) + x,y,z = vectorNormalize(x,y,z) + angle = angle / 2 + + self.rotation[1] = x * math.sin(angle) + self.rotation[2] = y * math.sin(angle) + self.rotation[3] = z * math.sin(angle) + self.rotation[4] = math.cos(angle) + + self:updateMatrix() +end + +-- rotate given one quaternion +function model:setQuaternionRotation(x,y,z,w) + self.rotation[1] = x + self.rotation[2] = y + self.rotation[3] = z + self.rotation[4] = w + self:updateMatrix() +end + +-- resize model's matrix based on a given 3d vector +function model:setScale(sx,sy,sz) + self.scale[1] = sx + self.scale[2] = sy or sx + self.scale[3] = sz or sx + self:updateMatrix() +end + +-- update the model's transformation matrix +function model:updateMatrix() + self.matrix:setTransformationMatrix(self.translation, self.rotation, self.scale) +end + +-- draw the model +function model:draw(shader) + local shader = shader or self.shader + love.graphics.setShader(shader) + shader:send("modelMatrix", self.matrix) + love.graphics.draw(self.mesh) + love.graphics.setShader() +end + +return newModel diff --git a/g3d/objloader.lua b/g3d/objloader.lua new file mode 100644 index 0000000..d3672d9 --- /dev/null +++ b/g3d/objloader.lua @@ -0,0 +1,125 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +---------------------------------------------------------------------------------------------------- +-- simple obj loader +---------------------------------------------------------------------------------------------------- + +-- stitch two tables together and return the result +local function concatTables(t1,t2,t3) + local ret = {} + + for i,v in ipairs(t1) do + ret[#ret +1] = v + end + for i,v in ipairs(t2) do + ret[#ret +1] = v + end + for i,v in ipairs(t3) do + ret[#ret +1] = v + end + + return ret +end + +-- give path of file +-- returns a lua table representation +local function objLoader(path) + local verts = {} + local faces = {} + local uvs = {} + local normals = {} + + -- go line by line through the file + for line in love.filesystem.lines(path) do + local words = {} + + -- split the line into words + for word in line:gmatch("([^".."%s".."]+)") do + table.insert(words, word) + end + + -- if the first word in this line is a "v", then this defines a vertex + if words[1] == "v" then + verts[#verts+1] = {tonumber(words[2]), tonumber(words[3]), tonumber(words[4])} + end + + -- if the first word in this line is a "vt", then this defines a texture coordinate + if words[1] == "vt" then + uvs[#uvs+1] = {tonumber(words[2]), tonumber(words[3])} + end + + -- if the first word in this line is a "vn", then this defines a vertex normal + if words[1] == "vn" then + normals[#normals+1] = {tonumber(words[2]), tonumber(words[3]), tonumber(words[4])} + end + + -- if the first word in this line is a "f", then this is a face + -- a face takes three arguments which refer to points, each of those points take three arguments + -- the arguments a point takes is v,vt,vn + if words[1] == "f" then + local store = {} + + assert(#words == 4, "Faces in "..path.." must be triangulated before they can be used in g3d!") + + for i=2, #words do + local num = "" + local word = words[i] + local ii = 1 + local char = word:sub(ii,ii) + + while true do + char = word:sub(ii,ii) + if char ~= "/" then + num = num .. char + else + break + end + ii = ii + 1 + end + store[#store+1] = tonumber(num) + + local num = "" + ii = ii + 1 + while true do + char = word:sub(ii,ii) + if ii <= #word and char ~= "/" then + num = num .. char + else + break + end + ii = ii + 1 + end + store[#store+1] = tonumber(num) + + local num = "" + ii = ii + 1 + while true do + char = word:sub(ii,ii) + if ii <= #word and char ~= "/" then + num = num .. char + else + break + end + ii = ii + 1 + end + store[#store+1] = tonumber(num) + end + + faces[#faces+1] = store + end + end + + -- put it all together in the right order + local compiled = {} + for i,face in pairs(faces) do + compiled[#compiled +1] = concatTables(verts[face[1]], uvs[face[2]], normals[face[3]]) + compiled[#compiled +1] = concatTables(verts[face[4]], uvs[face[5]], normals[face[6]]) + compiled[#compiled +1] = concatTables(verts[face[7]], uvs[face[8]], normals[face[9]]) + end + + return compiled +end + +return objLoader diff --git a/g3d/shader.lua b/g3d/shader.lua new file mode 100644 index 0000000..8468940 --- /dev/null +++ b/g3d/shader.lua @@ -0,0 +1,35 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +---------------------------------------------------------------------------------------------------- +-- define the 3d shader +---------------------------------------------------------------------------------------------------- +-- this is what projects 3d objects onto the 2d screen + +local shader = love.graphics.newShader [[ + uniform mat4 projectionMatrix; + uniform mat4 modelMatrix; + uniform mat4 viewMatrix; + + varying vec4 vertexColor; + + #ifdef VERTEX + vec4 position(mat4 transform_projection, vec4 vertex_position) + { + vertexColor = VertexColor; + return projectionMatrix * viewMatrix * modelMatrix * vertex_position; + } + #endif + + #ifdef PIXEL + vec4 effect(vec4 color, Image tex, vec2 texcoord, vec2 pixcoord) + { + vec4 texcolor = Texel(tex, texcoord); + if (texcolor.a == 0.0) { discard; } + return vec4(texcolor)*color*vertexColor; + } + #endif +]] + +return shader diff --git a/g3d/vectors.lua b/g3d/vectors.lua new file mode 100644 index 0000000..5dd4b65 --- /dev/null +++ b/g3d/vectors.lua @@ -0,0 +1,42 @@ +-- written by groverbuger for g3d +-- february 2021 +-- MIT license + +---------------------------------------------------------------------------------------------------- +-- vector functions +---------------------------------------------------------------------------------------------------- +-- some basic vector functions that don't use tables +-- because these functions will happen often, this is done to avoid frequent memory allocation + +local vectors = {} + +function vectors.subtract(v1,v2,v3, v4,v5,v6) + return v1-v4, v2-v5, v3-v6 +end + +function vectors.add(v1,v2,v3, v4,v5,v6) + return v1+v4, v2+v5, v3+v6 +end + +function vectors.scalarMultiply(scalar, v1,v2,v3) + return v1*scalar, v2*scalar, v3*scalar +end + +function vectors.crossProduct(a1,a2,a3, b1,b2,b3) + return a2*b3 - a3*b2, a3*b1 - a1*b3, a1*b2 - a2*b1 +end + +function vectors.dotProduct(a1,a2,a3, b1,b2,b3) + return a1*b1 + a2*b2 + a3*b3 +end + +function vectors.normalize(x,y,z) + local mag = math.sqrt(x^2 + y^2 + z^2) + return x/mag, y/mag, z/mag +end + +function vectors.magnitude(x,y,z) + return math.sqrt(x^2 + y^2 + z^2) +end + +return vectors diff --git a/levels.lua b/levels.lua new file mode 100644 index 0000000..d89ae04 --- /dev/null +++ b/levels.lua @@ -0,0 +1,60 @@ +levels = {} + +levels.main_menu = { + obj_list = { } +} + +local obj_list = levels.main_menu.obj_list + +-- campfire +obj_list.campfire = { + model = g3d.newModel("assets/objects/campfire.obj","assets/textures/campfire.png", {0,0,0}, {0,0,0}, {1,1,1}), + is_animated = false, + animated_texture = nil +} + +-- grass ground +local radius = math.random(5,5) +for r1 = 0, radius, 1 do for r2= 0, radius, 1 do + local tex = math.random(1,10) + local ori = math.random(0,3) + if tex >= 9 then + tex = math.random(1,7)+1 + table.insert(obj_list,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass"..tex..".png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) + else + table.insert(obj_list,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass1.png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) + end +end end + +--walls +--[[ +for r1 = 0, radius, 1 do for h = 0, 2, 1 do + table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {r1-radius/2, -h, 1/2+radius/2},{0,0,0},{16,16,16})) + table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {r1-radius/2, -h,-1/2-radius/2},{0,math.rad(180),0},{16,16,16})) +end end +for r2 = 0, radius, 1 do for h = 0, 2, 1 do + table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {1/2+radius/2, -h, r2-radius/2},{0,math.rad(90),0},{16,16,16,0})) + table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {-1/2-radius/2, -h,r2-radius/2},{0,math.rad(270),0},{16,16,16})) +end end +]]-- + +-- handsome yale +local rx = math.random(1,2) +local rz = math.random(1,2) + +--obj_list.yale = Object:new2DAnimated("yale","assets/textures/characters/_sive/idle5.png",rx,0,rz,32,32) +--load_animation(obj_list.yale,"assets/textures/characters/_sive/idle",32,5) + + +imp = Object:new2DAnimated("imp","assets/textures/characters/imp2/idle1.png",0.5,0,0.5,16,16) +load_animation(imp,"assets/textures/characters/imp2/idle",4,8) +table.insert(obj_list,imp) +imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",0.5,0,-0.5,16,16) +load_animation(imp,"assets/textures/characters/imp1/idle",4,8) +table.insert(obj_list,imp) +imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",-0.5,0,0.5,16,16) +load_animation(imp,"assets/textures/characters/imp1/idle",4,8) +table.insert(obj_list,imp) +imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",-0.5,0,-0.5,16,16) +load_animation(imp,"assets/textures/characters/imp1/idle",4,8) +table.insert(obj_list,imp) \ No newline at end of file diff --git a/levels/generation.lua b/levels/generation.lua new file mode 100644 index 0000000..e69de29 diff --git a/main.lua b/main.lua new file mode 100644 index 0000000..22078fe --- /dev/null +++ b/main.lua @@ -0,0 +1,132 @@ +g3d = require "g3d" + + + +function love.load() + -- GRAPHICS + -- GOOD PIXEL + love.graphics.setDefaultFilter("nearest") + -- FONTS + DefaultFont = love.graphics.newImageFont("default_font.png", + " abcdefghijklmnopqrstuvwxyz" .. + "ABCDEFGHIJKLMNOPQRSTUVWXYZ0" .. + "123456789.,!?-+/():;%&`'*#=[]\"") + love.graphics.setFont(DefaultFont) + + g3d.camera.position = { (math.random(-1.5,-0.5)-1)*2 , -1, (math.random(-1.5,-0.5)-1)*2 } + + speed = 0 + require "objects" + require "levels" + current_level = levels.main_menu + +end + +function love.mousemoved(x,y, dx,dy) + + if not game_pause then + g3d.camera.firstPersonLook(dx,dy) + end + +end + +function love.update(dt) + -- run, walk, slow? + if love.keyboard.isDown("lshift") then + speed = 2 + elseif love.keyboard.isDown("lctrl") then + speed = 6 + else + speed = 4 + end + + if not game_pause then + g3d.camera.firstPersonMovement(dt,speed) + end + +end + +function love.keypressed(key) + -- pause the game and free the mouse + if key == "escape" then + if game_pause then + game_pause = false + love.mouse.setRelativeMode(true) + else + game_pause = true + love.mouse.setRelativeMode(false) + love.mouse.setPosition(game_width/2,game_height/2) + end + end + +end + +function love.draw() + -- get drawing globals + game_width = love.graphics.getWidth() + game_height = love.graphics.getHeight() + + -- draw everything + local obj_count = 0 + for _, obj in pairs(current_level.obj_list) do + obj_count = obj_count + 1 + if obj.model ~= nil then + + -- do animated models + if obj.is_animated == true and obj.anim_path ~= nil then + -- try to animate + obj.anim_subframe = obj.anim_subframe + 1 + if obj.anim_subframe >= obj.anim_speed then + obj.anim_frame = obj.anim_frame + 1 + obj.anim_subframe = obj.anim_subframe - obj.anim_speed + end + -- cycle + if obj.anim_frame >= obj.anim_frames+1 then obj.anim_frame = obj.anim_frame - obj.anim_frames end + -- change + obj.model.mesh:setTexture(obj.anim_imgs[obj.anim_frame]) + end + + -- do rotating models + if obj.rotate_mode ~= nil and obj.rotate_mode ~= "none" then + local rm = obj.rotate_mode + + if rm == "cam_xz" then + + local sin = g3d.camera.position[1]-obj.model.translation[1] + local cos = g3d.camera.position[3]-obj.model.translation[3] + + local angle = math.atan2(sin,cos)-math.rad(180) + + obj.model:setRotation(0,angle,0) + end + end + + obj.model:draw() + else + obj:draw() + end + end + -- print coords + + if game_pause then + draw_pause_menu(30,30) + else + love.graphics.print("x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y) + end + + for _, obj in pairs(current_level.obj_list) do + if obj.model ~= nil then + if obj.is_animated then + love.graphics.print("["..obj.name.."] frame: "..obj.anim_frame.."/"..obj.anim_frames..", rm: \""..obj.rotate_mode.."\"",20,20) + love.graphics.print("["..obj.name.."] animation: "..obj.anim_path,20,40) + end + end + end +end + +function draw_pause_menu(x,y) + love.graphics.setColor(1,1,1,0.3) + love.graphics.rectangle("fill", x, y, game_width-2*x, game_height-2*y) + love.graphics.setColor(1,1,1,1) +end + diff --git a/objects.lua b/objects.lua new file mode 100644 index 0000000..ab8a420 --- /dev/null +++ b/objects.lua @@ -0,0 +1,56 @@ +Object = {class = "Object"} + + +function Object:new2d(name,texture,x,y,z,scalex,scaley) + o = { + -- basic model data + name = name or "", + model = g3d.newModel("assets/objects/vertical_plane.obj",texture, {x,y,z} or {0,0,0}, {0,0,0}, {scalex,scaley,0} or {16,16,0}), + + -- 2D + rotate_mode = "cam_xz", + + -- animation + is_animated = false + } + + o.model:makeNormals() + setmetatable(o, self) + self.__index = self + return o +end + +function Object:new2DAnimated(name,texture,x,y,z,scalex,scaley,apath,frames,speed) + o = { + -- basic model data + name = name or "", + model = g3d.newModel("assets/objects/vertical_plane.obj",texture, {x,y,z} or {0,0,0}, {0,0,0}, {scalex,scaley,0} or {16,16,0}), + + -- 2D + rotate_mode = "cam_xz", + + -- animation + is_animated = true, + anim_path = nil, + anim_frames = 1, + anim_frame = 1, + anim_subframe = 1, + anim_speed = 1, + anim_imgs = {} + } + + o.model:makeNormals() + setmetatable(o, self) + self.__index = self + return o +end + +function load_animation(o,path,frames,speed) + o.anim_path = path or nil + o.anim_frames = frames or 4 + o.anim_speed = speed or frames + + if o.anim_path ~= nil then for i = 1, o.anim_frames, 1 do + table.insert(o.anim_imgs,love.graphics.newImage(o.anim_path..tostring(i)..".png")) + end end +end \ No newline at end of file