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PureBasic Discussion :

Bibliothèque physique pour PureBasic, basée sur LiquidFun et Box2D


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PureBasic

  1. #1
    Responsable Purebasic

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    Par défaut Bibliothèque physique pour PureBasic, basée sur LiquidFun et Box2D
    Voir le lien en bas de ce message pour plus de détails, je ne copie pas tout ici , mais pour info il s'agit d'une bibliothèque basée sur les moteurs physiques Box2D et LiquidFun.

    Une vidéo de la démo fournie avec la bibliothèque.

    https://youtu.be/zdUW69nzy8w

    Vous pouvez télécharger la biblio à cette adresse

    https://github.com/seanhaydongriffin/PB-LiquidFun-C


    Source de l'information
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

  2. #2
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    Par défaut
    Pour avoir un aperçu, voici le code source de la démo (voir la vidéo mentionnée ci-dessus)

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    XIncludeFile "LiquidFun-C.pbi"
    XIncludeFile "LiquidFun-C-Ex.pbi"
     
    ; #GLOBALS# ===================================================================================================================
     
    Global num_frames.i = 0
    Global fps.i = 0
    Global animation_speed.f = 1.0
    Global is_convex_and_clockwise.i
    Global curr_particle_system_name.s = "water"
    Global player_main_body_name.s = "boat"
    Global player_spinning_body_name.s = "boat prop"
    Global player_tracking.i = 0
    Global player_tracking_angle.d = 0
    Global fixture_outlining.i = 0
    Global frame_limit.i = 1
     
    ; Box2D Bodies
    Global body_mass.d
    Global body_user_applied_linear_force.d = 100
    Global body_user_applied_angular_force.d = 10
     
    ; Box2D Fixtures
    Global Dim tmp_fixture_vector.b2Vec2(50)
    Global Dim tmp_quad.b2Vec2(2)
    Global tmp_fixture_vector_num = -1
    Global tmp_fixture_vector_size = -1
    Global Dim tmp_fixture_angle.f(50)
     
    ; ===============================================================================================================================
     
    ; #VARIABLES# ===================================================================================================================
    ; ===============================================================================================================================
     
    ; #FUNCTIONS# ===================================================================================================================
    Declare text_window_handler(*Value)
    ; ===============================================================================================================================
     
     
    ; =======================
    ; Setup Box2D / LiquidFun
    ; =======================
     
    ; Setup the Box2D World (gravity_x, gravity_y, and load textures, bodies And fixtures from JSON files)
    b2World_CreateEx(0.0, -10.0)
    ;b2World_CreateEx(0.0, 0.0)
     
    ; Create the Box2D Bodies, Fixtures and the LiquidFun Particle System
    b2World_CreateAll()
     
    ; ============
    ; Setup OpenGL
    ; ============
     
    ; Setup the OpenGL Windows
    glWindow_Setup(0, 0, 800, 600, "LiquidFun Demo for PureBasic", 0, 0, 800, 600, 400, 500, $006600, #Black)
     
    ; Setup the OpenGL World
    ;glWorld_Setup(30.0, 200/200, 1.0, 1000.0, 0, 0, -190.0)
    glWorld_Setup(30.0, 800/600, 1.0, 1000.0, 0, -10, -190.0)
     
    ; Create the OpenGL Textures
    glWorld_CreateTextures()
     
    ; ========================
    ; Setup Threads and Timers
    ; ========================
     
    frame_timer = ElapsedMilliseconds()
    fps_timer = -9999
     
    Repeat
     
      ; Every 1 / 60th of a second, or 16 milliseconds (or 60 frames per second)
      If (ElapsedMilliseconds() - frame_timer) > 16 Or frame_limit = 0
     
        frame_timer = ElapsedMilliseconds()
     
        key_event.i = -1
        mouse_event.i = -1
        Eventxx = WindowEvent()
     
        Select EventType()
     
          Case #PB_EventType_KeyUp
     
            key_event = GetGadgetAttribute(0,#PB_OpenGL_Key)
     
          Case #PB_EventType_MouseMove, #PB_EventType_LeftButtonDown, #PB_EventType_LeftButtonUp, #PB_EventType_RightButtonUp, #PB_EventType_MouseWheel
     
            mouse_event = EventType()
        EndSelect
     
        ; =================
        ; Keyboard handling
        ; =================
     
        ; For all menus
     
        If key_event > -1
     
          Select key_event
     
              ; if Escape is pressed then toggle menus or quit demo
            Case #PB_Shortcut_Escape
     
              end_game = 1
     
              ; if 1 is pressed then display the main menu
            Case #PB_Shortcut_1
     
              menu_type = #main_menu
     
              ; if 2 is pressed then display the player menu
            Case #PB_Shortcut_2
     
              menu_type = #player_menu
     
              ; if 3 is pressed then display the particle menu
            Case #PB_Shortcut_3
     
              menu_type = #particle_menu
     
              ; if 4 is pressed then display the editing menu
            Case #PB_Shortcut_4
     
              menu_type = #edit_menu
     
              ; if R is pressed then reset the Box2D World
            Case #PB_Shortcut_R
     
              player_tracking = 0
     
              ; destroy the recreate the scene
              b2World_DestroyAll()
              b2World_CreateAll()            
          EndSelect   
        EndIf
     
        Select menu_type
     
            ; main menu (keyboard)
          Case #main_menu
     
            If key_event > -1
     
              Select key_event
     
                Case #PB_Shortcut_B
     
                  If body("bucket")\active = 0
     
                    b2World_CreateBodyAndFixtures("bucket")
                    b2World_CreateBodyAndFixtures("bucket ball")
                  Else
     
                    b2World_DestroyBodyEx("bucket")
                    b2World_DestroyBodyEx("bucket ball")
                  EndIf
     
                Case #PB_Shortcut_O
     
                  If fixture_outlining = 0
     
                    fixture_outlining = 1
                    b2World_SetFixturesDrawType(#gl_texture2_and_line_loop2)
                  Else
     
                    fixture_outlining = 0
                    b2World_SetFixturesDrawType(-1)
                  EndIf
     
                Case #PB_Shortcut_F
     
                  If frame_limit = 0
     
                    frame_limit = 1
                  Else
     
                    frame_limit = 0
                  EndIf
     
              EndSelect
            EndIf
     
            If GetAsyncKeyState_(#VK_Q)
     
              b2Body_AddAngularVelocity(body("ground")\ptr, Radian(1))
            EndIf
     
            If GetAsyncKeyState_(#VK_E)
     
              b2Body_AddAngularVelocity(body("ground")\ptr, Radian(-1))
            EndIf
     
            ; player menu (keyboard)
          Case #player_menu
     
            If key_event > -1
     
              Select key_event
     
                Case #PB_Shortcut_T
     
                  If player_tracking = 0
     
                    player_tracking = 1
                    b2World_FollowBody(player_main_body_name, 1)
                  Else
     
                    player_tracking = 0
                  EndIf
     
                Case #PB_Shortcut_X
     
                  b2Body_GetPositionEx(player_main_body_name)
                  b2Body_GetAngleEx(player_main_body_name)
                  b2Body_GetLinearVelocityEx(player_main_body_name)
                  b2Body_GetAngularVelocityEx(player_main_body_name)
     
                  Select player_main_body_name
     
                    Case "boat"
     
                      b2World_DestroyBodyAndJoints("boat prop")
                      b2World_DestroyBodyAndJoints("boat")
     
                      body("car")\currentPositionX = body("boat")\currentPositionX
                      body("car")\currentPositionY = body("boat")\currentPositionY + 3
                      body("car")\currentAngle = body("boat")\currentAngle
                      body("car")\currentLinearVelocityX = body("boat")\currentLinearVelocityX
                      body("car")\currentLinearVelocityY = body("boat")\currentLinearVelocityY
                      body("car")\currentAngularVelocity = body("boat")\currentAngularVelocity
                      body("wheel1")\currentPositionX = body("car")\currentPositionX - 2
                      body("wheel1")\currentPositionY = body("car")\currentPositionY - 3
                      body("wheel2")\currentPositionX = body("car")\currentPositionX + 2
                      body("wheel2")\currentPositionY = body("car")\currentPositionY - 3
     
                      b2World_CreateBodyAndFixtures("car")
                      b2World_CreateBodyAndFixturesAndJoints("wheel1")
                      b2World_CreateBodyAndFixturesAndJoints("wheel2")
     
                      player_main_body_name = "car"
                      player_spinning_body_name = "wheel1"
     
                    Case "car"
     
                      b2World_DestroyBodyAndJoints("wheel1")
                      b2World_DestroyBodyAndJoints("wheel2")
                      b2World_DestroyBodyAndJoints("car")
     
                      body("boat")\currentPositionX = body("car")\currentPositionX ;tmp_pos(0)
                      body("boat")\currentPositionY = body("car")\currentPositionY ;tmp_pos(1)
                      body("boat")\currentAngle = body("car")\currentAngle
                      body("boat")\currentLinearVelocityX = body("car")\currentLinearVelocityX ;tmp_vel(0)
                      body("boat")\currentLinearVelocityY = body("car")\currentLinearVelocityY ;tmp_vel(1)
                      body("boat")\currentAngularVelocity = body("car")\currentAngularVelocity ;tmp_torque
                      body("boat prop")\currentPositionX = body("boat")\currentPositionX
                      body("boat prop")\currentPositionY = body("boat")\currentPositionY
     
                      b2World_CreateBodyAndFixtures("boat")
                      b2World_CreateBodyAndFixturesAndJoints("boat prop")
     
                      player_main_body_name = "boat"
                      player_spinning_body_name = "boat prop"
                  EndSelect
              EndSelect
            EndIf
     
            If GetAsyncKeyState_(#VK_A)
     
              b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
              b2Body_ApplyForce(body(player_main_body_name)\ptr, body_mass * -body_user_applied_linear_force, 0, tmp_pos(0), tmp_pos(1), 1)
            EndIf
     
            If GetAsyncKeyState_(#VK_D)
     
              b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
              b2Body_ApplyForce(body(player_main_body_name)\ptr, body_mass * body_user_applied_linear_force, 0, tmp_pos(0), tmp_pos(1), 1)
            EndIf
     
            If GetAsyncKeyState_(#VK_W)
     
              b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
              b2Body_ApplyForce(body(player_main_body_name)\ptr, 0, body_mass * body_user_applied_linear_force, tmp_pos(0), tmp_pos(1), 1)
            EndIf
     
            If GetAsyncKeyState_(#VK_S)
     
              b2Body_GetPosition(body(player_main_body_name)\ptr, tmp_pos())
              b2Body_ApplyForce(body(player_main_body_name)\ptr, 0, body_mass * -body_user_applied_linear_force, tmp_pos(0), tmp_pos(1), 1)
            EndIf
     
            If GetAsyncKeyState_(#VK_Q)
     
              If player_main_body_name = "car"
     
                player_spinning_body_name = "wheel1"
              EndIf
     
              tmp_velocity.d = b2Body_GetAngularVelocity(body(player_spinning_body_name)\ptr)
     
              If tmp_velocity < 30
     
                tmp_velocity = tmp_velocity + Radian(300)
              EndIf
     
              b2Body_SetAngularVelocity(body(player_spinning_body_name)\ptr, tmp_velocity)
            EndIf
     
            If GetAsyncKeyState_(#VK_E)
     
              If player_main_body_name = "car"
     
                player_spinning_body_name = "wheel2"
              EndIf
     
              tmp_velocity.d = b2Body_GetAngularVelocity(body(player_spinning_body_name)\ptr)
     
              If tmp_velocity > -30
     
                tmp_velocity = tmp_velocity - Radian(300)
              EndIf
     
              b2Body_SetAngularVelocity(body(player_spinning_body_name)\ptr, tmp_velocity)
            EndIf
     
            If GetAsyncKeyState_(#VK_F)
     
              b2Body_SetMassData(body(player_main_body_name)\ptr, body_mass - 1.0, 0, 0, 0)
            EndIf
     
            If GetAsyncKeyState_(#VK_G)
     
              b2Body_SetMassData(body(player_main_body_name)\ptr, body_mass + 1.0, 0, 0, 0)
            EndIf
     
            ; particle menu (keyboard)
          Case #particle_menu
     
            If key_event > -1
     
              Select key_event
     
                Case #PB_Shortcut_K
     
                  b2World_DestroyParticleGroups()
                  b2World_DestroyParticleSystems()
     
                  ; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step.  So Step below...
                  ;              b2World_Step(world\ptr, (1 / 60.0), 6, 2)
     
                  b2World_CreateParticleSystems()
                  b2World_CreateParticleGroups()
     
     
                Case #PB_Shortcut_Q
     
                  particle_group(curr_particle_system_name)\radius = particle_group(curr_particle_system_name)\radius - 0.5
     
                  ; Destroy the Particle Groups
                  b2World_DestroyParticleGroups()
     
                  ; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step.  So Step below...
                  b2World_Step(world\ptr, (1 / 60.0), 6, 2)
     
                  ; Create the Particle Groups
                  b2World_CreateParticleGroups()
     
                Case #PB_Shortcut_E
     
                  particle_group(curr_particle_system_name)\radius = particle_group(curr_particle_system_name)\radius + 0.5
     
                  ; Destroy the Particle Groups
                  b2World_DestroyParticleGroups()
     
                  ; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step.  So Step below...
                  b2World_Step(world\ptr, (1 / 60.0), 6, 2)
     
                  ; Create the Particle Groups
                  b2World_CreateParticleGroups()
     
                Case #PB_Shortcut_Y
     
                  If particle_system(curr_particle_system_name)\particle_blending = 0
     
                    particle_system(curr_particle_system_name)\particle_blending = 1
                  Else
     
                    particle_system(curr_particle_system_name)\particle_blending = 0
                  EndIf
     
                Case #PB_Shortcut_U
     
                  particle_system(curr_particle_system_name)\particle_size = particle_system(curr_particle_system_name)\particle_size - 0.05
     
                  If particle_system(curr_particle_system_name)\particle_size < 0.05
     
                    particle_system(curr_particle_system_name)\particle_size = 0.05
                  EndIf
     
                Case #PB_Shortcut_I
     
                  particle_system(curr_particle_system_name)\particle_size = particle_system(curr_particle_system_name)\particle_size + 0.05
     
                Case #PB_Shortcut_X
     
                  b2ParticleGroup_DestroyParticles(particle_group(curr_particle_system_name)\particle_group_ptr, 0)
                  b2World_DestroyParticleSystem(world\ptr, particle_system(curr_particle_system_name)\particle_system_ptr)
     
                  ; I read in the LiquidFun docs that the particle groups aren't destroyed until the next Step.  So Step below...
                  b2World_Step(world\ptr, (1 / 60.0), 6, 2)
     
                  particle_group(curr_particle_system_name)\active = 0
                  particle_system(curr_particle_system_name)\active = 0
     
                  Select curr_particle_system_name
     
                    Case "water"
     
                      curr_particle_system_name = "elastic"
     
                    Case "elastic"
     
                      curr_particle_system_name = "spring"
     
                    Case "spring"
     
                      curr_particle_system_name = "viscous"
     
                    Case "viscous"
     
                      curr_particle_system_name = "powder"
     
                    Case "powder"
     
                      curr_particle_system_name = "tensile"
     
                    Case "tensile"
     
                      curr_particle_system_name = "barrier"
     
                    Case "barrier"
     
                      curr_particle_system_name = "blank"
     
                    Case "blank"
     
                      curr_particle_system_name = "water"
                  EndSelect
     
                  particle_system(curr_particle_system_name)\active = 1
                  particle_group(curr_particle_system_name)\active = 1
                  b2World_CreateParticleSystemEx(curr_particle_system_name)
                  b2World_CreateParticleGroupEx(curr_particle_system_name)
              EndSelect
            EndIf        
     
            ; editing menu
          Case #edit_menu
     
            If key_event > -1
     
              Select key_event
     
                Case #PB_Shortcut_T
     
                  If texture_drawing_mode = 0
     
                    texture_drawing_mode = 1
                    ;        tmp_quad(0)\x = (world\mouseCurrentPositionX - 400) * 0.171
                    ;        tmp_quad(0)\y = (300 - world\mouseCurrentPositionY) * 0.171
     
                    tmp_quad(0)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
                    tmp_quad(0)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
     
                  EndIf
     
                  If texture_drawing_mode = 3
     
                    texture_drawing_mode = 0
                  EndIf
     
                  If texture_drawing_mode = 2
     
                    texture_drawing_mode = 3
                  EndIf
     
                Case #PB_Shortcut_6
     
                  If fixture_drawing_mode = 0
     
                    fixture_drawing_mode = 1
                    tmp_fixture_vector_num = 0
     
                    tmp_fixture_vector(tmp_fixture_vector_num)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
                    tmp_fixture_vector(tmp_fixture_vector_num)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
                  EndIf
     
                  tmp_fixture_vector_num = tmp_fixture_vector_num + 1
              EndSelect    
            EndIf
     
     
        EndSelect
     
     
        ; ==============
        ; Mouse handling
        ; ==============
     
        If mouse_event > -1
     
          Select mouse_event
     
            Case #PB_EventType_MouseMove
     
     
              previous_mouse_position_x.d = world\mouseCurrentPositionX
              previous_mouse_position_y.d = world\mouseCurrentPositionY
              world\mouseCurrentPositionX = GetGadgetAttribute(0, #PB_OpenGL_MouseX)
              world\mouseCurrentPositionY = GetGadgetAttribute(0, #PB_OpenGL_MouseY)
              world\mouseDisplacementPositionX = previous_mouse_position_x - world\mouseCurrentPositionX
              world\mouseDisplacementPositionY = previous_mouse_position_y - world\mouseCurrentPositionY
     
              If texture_drawing_mode = 1
     
                texture_drawing_mode = 2
              EndIf
     
              If texture_drawing_mode = 2
     
                tmp_quad(1)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
                tmp_quad(1)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
              EndIf
     
              If fixture_drawing_mode = 1
     
                tmp_fixture_vector(tmp_fixture_vector_num)\x = ((world\mouseCurrentPositionX - 400) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionX
                tmp_fixture_vector(tmp_fixture_vector_num)\y = ((300 - world\mouseCurrentPositionY) * (0.17 - (world\mainCameraPositionZ / 1250))) - world\mainCameraPositionY
     
                ; note below is radians
                ;      tmp_fixture_angle(tmp_fixture_vector_num) = ATan2(tmp_fixture_vector(tmp_fixture_vector_num - 1)\y - tmp_fixture_vector(tmp_fixture_vector_num)\y, tmp_fixture_vector(tmp_fixture_vector_num - 1)\x - tmp_fixture_vector(tmp_fixture_vector_num)\x)
              EndIf
     
            Case #PB_EventType_LeftButtonDown
     
              world\mouseLeftButtonPressed = 1
     
            Case #PB_EventType_LeftButtonUp
     
              world\mouseLeftButtonPressed = 0
     
            Case #PB_EventType_RightButtonUp
     
     
              ;     texture_drawing_mode = 0
              fixture_drawing_mode = 0
              tmp_fixture_vector_size = tmp_fixture_vector_num + 1
     
              ; move the fixture / shape to the centroid (center of rotation) of 0,0
              centroid.b2Vec2
              b2PolygonShape_MoveToZeroCentroid(@tmp_fixture_vector(0)\x, tmp_fixture_vector_size, @centroid\x)
     
              clipboard_str.s = "\" + Chr(34) + "["
     
              For tmp_fixture_vector_num = 0 To (tmp_fixture_vector_size - 1)
     
                If tmp_fixture_vector_num > 0
     
                  clipboard_str = clipboard_str + ", "
                EndIf
     
                clipboard_str = clipboard_str + StrF(tmp_fixture_vector(tmp_fixture_vector_num)\x, 2) + ", " + StrF(tmp_fixture_vector(tmp_fixture_vector_num)\y, 2)
              Next
     
              clipboard_str = clipboard_str + "]\" +  Chr(34) + ", " + StrF(tmp_quad(1)\x - tmp_quad(0)\x, 2)
     
              ;     b2PolygonShape_ComputeCentroid(@tmp_fixture_vector(0)\x, tmp_fixture_vector_size, @centroid\x)
              ;    clipboard_str = clipboard_str + " --- " + StrF(centroid\x, 2) + ", " + StrF(centroid\y, 2)
     
              ;    is_convex_and_clockwise = b2Vec2Array_IsConvexAndClockwise(@tmp_fixture_vector(0)\x, tmp_fixture_vector_num + 1)
     
              SetClipboardText(clipboard_str)
     
              ;   draw_world_end_position\x = 999999
              ;   draw_world_end_position\y = 999999
              tmp_fixture_vector_num = -1
     
            Case #PB_EventType_MouseWheel
     
              world\mouseWheelPosition = GetGadgetAttribute(0, #PB_OpenGL_WheelDelta)
     
          EndSelect
        EndIf
     
        ; =======================
        ; Animate the main camera
        ; =======================
     
        If world\mouseWheelPosition > 0  
     
          world\mouseWheelPosition = 0
     
          If world\mainCameraPositionZ >= (1 + 10)
     
            world\mainCameraDisplacementPositionZ = world\mainCameraDisplacementPositionZ + 10
            world\mainCameraPositionZ = world\mainCameraPositionZ - 10
          EndIf
        EndIf
     
        If world\mouseWheelPosition < 0  
     
          world\mouseWheelPosition = 0
     
          If world\mainCameraPositionZ <= (1000 - 10)
     
            world\mainCameraDisplacementPositionZ = world\mainCameraDisplacementPositionZ - 10
            world\mainCameraPositionZ = world\mainCameraPositionZ + 10
          EndIf
        EndIf
     
        If player_tracking = 0
     
          If world\mouseLeftButtonPressed = 1
     
            If world\mousePreviousPositionX = -99999
     
              world\mousePreviousPositionX = world\mouseCurrentPositionX
            EndIf
     
            If world\mousePreviousPositionY = -99999
     
              world\mousePreviousPositionY = world\mouseCurrentPositionY
            EndIf
     
            world\mainCameraDisplacementPositionX = world\mainCameraDisplacementPositionX + ((world\mouseCurrentPositionX - world\mousePreviousPositionX) * (world\mainCameraPositionZ / 1125))
            world\mainCameraDisplacementPositionY = world\mainCameraDisplacementPositionY - ((world\mouseCurrentPositionY - world\mousePreviousPositionY) * (world\mainCameraPositionZ / 1125))
            world\mousePreviousPositionX = world\mouseCurrentPositionX
            world\mousePreviousPositionY = world\mouseCurrentPositionY
          Else
     
            world\mousePreviousPositionX = -99999
            world\mousePreviousPositionY = -99999
          EndIf
        EndIf
     
     
        ; Apply Camera Movement
     
        If player_tracking = 0
     
          glTranslatef_(world\mainCameraDisplacementPositionX, world\mainCameraDisplacementPositionY, world\mainCameraDisplacementPositionZ)
        Else
     
          ; unrotate world first
          ;      glRotatef_(Degree(player_tracking_angle), 0, 0, 1)
     
          ; move the camera a vector that's equivalent to the velocity step of the player
          ; so the player always appears in the center of the window
          b2World_FollowBody(player_main_body_name)
     
          ; rotate the world back to where it was
          ;      glRotatef_(-Degree(player_tracking_angle), 0, 0, 1)
     
          ; rotate the camera
          ;      tmp_body_angle_offset.d = b2Body_GetAngularVelocity(body(player_main_body_name)\ptr)
          ;      tmp_body_angle_offset = tmp_body_angle_offset * 0.0167
          ;      glRotatef_(-Degree(tmp_body_angle_offset), 0, 0, 1)
          ;      player_tracking_angle = player_tracking_angle - tmp_body_angle_offset
        EndIf
     
        world\mainCameraPositionX = world\mainCameraPositionX - world\mainCameraDisplacementPositionX
        world\mainCameraPositionY = world\mainCameraPositionY - world\mainCameraDisplacementPositionY
        world\mainCameraDisplacementPositionX=0
        world\mainCameraDisplacementPositionY=0
        world\mainCameraDisplacementPositionZ=0
     
     
     
     
        ; =================
        ; Animate the World
        ; =================
     
        ; Step the Box2D World
        b2World_Step(world\ptr, (animation_speed / 60.0), 6, 2)
     
        ; Clear the OpenGLGadget
        glColor3f_(1.0, 1.0, 1.0)
        ;    glClearColor_(1, 1, 1, 1)
        glClearColor_(0.7, 0.7, 0.7, 1)
        glClear_ (#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
     
        ; Draw the LiquidFun Particles (texture, particle_quad_size)
        glDraw_Particles()
     
        ; Draw the Box2D Bodies (body, fixture, texture)
        glDraw_Fixtures()
     
     
     
     
        ; Draw the drawing line
        If texture_drawing_mode = 2 Or texture_drawing_mode = 3
     
          ;   Debug(@tmp_fixture_vector(0)\x)
     
          ;    is_convex_and_clockwise = b2Vec2Array_IsConvexAndClockwise(@tmp_fixture_vector(0)\x, tmp_fixture_vector_num + 1)
     
          ;    If is_convex_and_clockwise <> 1
     
          ;     Debug("aaa")
          ;  EndIf
          ;    Debug(Str(is_convex_and_clockwise) + " " + Str(__clockwise))
     
          drawing_red.f = 1.0
          drawing_green.f = 0.0
          drawing_blue.f = 0.0
     
          ;   If is_convex_and_clockwise = 1
     
          ;     drawing_red = 0.0
          ;     drawing_green = 1.0
          ;   EndIf
     
          glEnable_(#GL_TEXTURE_2D)
     
          glTexImage2D_(#GL_TEXTURE_2D, 0, #GL_RGBA, ImageWidth(texture("speed boat")\image_number), ImageHeight(texture("speed boat")\image_number), 0, #GL_BGRA_EXT, #GL_UNSIGNED_BYTE, texture("speed boat")\image_bitmap\bmBits)
     
          ;50, 10, -50, 10, -50, -10, 50, -10
          Dim tmp_quad_vertice.Vec3f(4)
          Dim tmp_texture_vertice.b2Vec2(4)
     
          tmp_texture_vertice(0)\x = 0.0
          tmp_texture_vertice(0)\y = 1.0
          tmp_quad_vertice(0)\x = tmp_quad(0)\x
          tmp_quad_vertice(0)\y = tmp_quad(0)\y
          tmp_quad_vertice(0)\z = 0.5
     
          tmp_texture_vertice(1)\x = 0.0
          tmp_texture_vertice(1)\y = 0.0
          tmp_quad_vertice(1)\x = tmp_quad(0)\x
          tmp_quad_vertice(1)\y = tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x)
          tmp_quad_vertice(1)\z = 0.5
     
          tmp_texture_vertice(2)\x = 1.0
          tmp_texture_vertice(2)\y = 0.0
          tmp_quad_vertice(2)\x = tmp_quad(1)\x
          tmp_quad_vertice(2)\y = tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x)
          tmp_quad_vertice(2)\z = 0.5
     
          tmp_texture_vertice(3)\x = 1.0
          tmp_texture_vertice(3)\y = 1.0
          tmp_quad_vertice(3)\x = tmp_quad(1)\x
          tmp_quad_vertice(3)\y = tmp_quad(0)\y
          tmp_quad_vertice(3)\z = 0.5
     
          glEnableClientState_(#GL_VERTEX_ARRAY )
          glEnableClientState_ (#GL_TEXTURE_COORD_ARRAY_EXT); 
          glVertexPointer_( 3, #GL_FLOAT, SizeOf(Vec3f), @tmp_quad_vertice(0)\x )
          glTexCoordPointer_(2, #GL_FLOAT, SizeOf(b2Vec2), @tmp_texture_vertice(0)\x)
          glDrawArrays_( #GL_QUADS, 0, ArraySize(tmp_quad_vertice()) )
          glDisableClientState_( #GL_TEXTURE_COORD_ARRAY_EXT )
          glDisableClientState_( #GL_VERTEX_ARRAY )
     
          ; disable texture mapping
          glBindTexture_(#GL_TEXTURE_2D, 0)
          glDisable_( #GL_TEXTURE_2D );
        EndIf
     
     
     
     
     
        If fixture_drawing_mode = 1
     
     
          glLineWidth_(2.5)
          glColor3f_(1.0, 0.0, 0.0)
     
     
          If tmp_fixture_vector_num > 1
     
            glBegin_(#GL_POLYGON)
          Else
     
            glBegin_(#GL_LINE_STRIP)
          EndIf
     
          ; glBegin_(#GL_QUADS)
     
          For i = 0 To tmp_fixture_vector_num
            ;  Debug(i)
     
            glVertex3f_(tmp_fixture_vector(i)\x, tmp_fixture_vector(i)\y, 0.0)
            ;        glVertex3f_(tmp_quad(0)\x, tmp_quad(0)\y, 0.0)
            ;        glVertex3f_(tmp_quad(0)\x, tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x), 0.0)
            ;        glVertex3f_(tmp_quad(1)\x, tmp_quad(0)\y - (tmp_quad(1)\x - tmp_quad(0)\x), 0.0)
            ;        glVertex3f_(tmp_quad(1)\x, tmp_quad(0)\y, 0.0)
          Next
     
          glEnd_()
        EndIf    
     
     
     
     
     
     
     
        ; Update the display
        SetGadgetAttribute(Gadget, #PB_OpenGL_FlipBuffers, #True)
     
        b2Body_SetAngularVelocityPercent(body("ground")\ptr, 99)
     
        body_mass.d = b2Body_GetMass(body(player_main_body_name)\ptr)
        b2Body_GetLinearVelocityEx(player_main_body_name)
     
        num_frames = num_frames + 1
      EndIf
     
      ; =======================================
      ; Update the info window (every 1 second)
      ; =======================================
     
      If (ElapsedMilliseconds() - fps_timer) > 1000
     
        fps_timer = ElapsedMilliseconds()
        CreateThread(@text_window_handler(), 1000)
      EndIf  
     
     
    Until Eventxx = #PB_Event_CloseWindow Or end_game = 1
     
     
     
     
    ; #FUNCTION# ====================================================================================================================
    ; Name...........: text_window_handler
    ; Description ...: Handles keyboard and mouse events
    ; Syntax.........: text_window_handler()
    ; Parameters ....:
    ; Return values .: None
    ; Author ........: Sean Griffin
    ; Modified.......:
    ; Remarks .......:
    ; Related .......: 
    ; Link ..........:
    ; Example .......:
    ; ===============================================================================================================================
    Procedure text_window_handler(*Value)
     
      fps = num_frames + 1
      num_frames = 0
     
      opengl_info.s = "OpenGL: Ver=" + sgGlVersion
      camera_info.s = "Camera: Pos=" + StrF(world\mainCameraPositionX, 2) + " m x " + StrF(world\mainCameraPositionY, 2) + " m x " + StrF(world\mainCameraPositionZ, 2) + " m"
      mouse_info.s = "Mouse: Gadget Pos=" + StrF(world\mouseCurrentPositionX, 2) + " p x " + StrF(world\mouseCurrentPositionY, 2) + " p; World Pos=" + StrF(world\mainCameraPositionX + ((400 - world\mouseCurrentPositionX) * (world\mainCameraPositionZ / 1125)), 2) + " m x " + StrF(world\mainCameraPositionY + 1.1 + ((300 - world\mouseCurrentPositionY) * (world\mainCameraPositionZ / 1125)), 2) + " m"
      animation_info.s = "Animation: Rate=" + Str(fps) + " fps"
     
     
      Select menu_type
     
        Case #main_menu
     
          msg.s = "Main Menu" + Chr(10) +
                  "------------------" + Chr(10) +
                  "Keys & Mouse" + Chr(10) +
                  "-----------------------" + Chr(10) +
                  "Esc: Quits this demo" + Chr(10) +
                  "2: Player menu" + Chr(10) +
                  "3: Particle menu" + Chr(10) +
                  "4: Editing menu" + Chr(10) +
                  "R: Restarts the scene" + Chr(10) +
                  "Left Mouse Button & Drag: Pans the camera" + Chr(10) +
                  "Mouse Wheel: Zooms the camera in & out" + Chr(10) +
                  "Q, E: Adds torque to the platform" + Chr(10) +
                  "B: Toggles the Bucket" + Chr(10) +
                  "O: Toggles the outlining of all Box2D bodies" + Chr(10) +
                  "F: Toggles the 60 frames per second limit" + Chr(10) +
                  "-------" + Chr(10) +
                  "Info" + Chr(10) +
                  "-------" + Chr(10) +
                  opengl_info + Chr(10) + 
                  camera_info + Chr(10) + 
                  mouse_info + Chr(10) +
                  animation_info
     
        Case #player_menu
     
          msg.s = "Player Menu" + Chr(10) +
                  "------------------" + Chr(10) +
                  "Keys & Mouse" + Chr(10) +
                  "-----------------------" + Chr(10) +
                  "Esc: Quits this demo" + Chr(10) +
                  "1: Main menu" + Chr(10) +
                  "3: Particle menu" + Chr(10) +
                  "4: Editing menu" + Chr(10) +
                  "R: Restarts the scene" + Chr(10) +
                  "Left Mouse Button & Drag: Pans the camera" + Chr(10) +
                  "Mouse Wheel: Zooms the camera in & out" + Chr(10) +
                  "Q, E: Adds torque to the motor of the player" + Chr(10) +
                  "A, D, S, W: Adds Linear Force to the player" + Chr(10) +
                  "F, G: Changes the Mass of the player" + Chr(10) +
                  "T: Toggles the Tracking of the player" + Chr(10) +
                  "X: Changes the Vehicle of the player" + Chr(10) +
                  "-------" + Chr(10) +
                  "Info" + Chr(10) +
                  "-------" + Chr(10) +
                  opengl_info + Chr(10) + 
                  camera_info + Chr(10) + 
                  mouse_info + Chr(10) +
                  "Player: Mass=" + StrF(body_mass, 2) + " kg; Linear Velocity=" + StrF(b2Vec2_LinearVelocity(body(player_main_body_name)\currentLinearVelocityX, body(player_main_body_name)\currentLinearVelocityY), 2) + " m/s; Angular Velocity=" +StrF(b2Body_GetAngularVelocity(body(player_main_body_name)\ptr), 2) + " m/s" + Chr(10) + 
                  animation_info
     
        Case #particle_menu
     
          msg.s = "Particle Menu" + Chr(10) +
                  "------------------" + Chr(10) +
                  "Keys & Mouse" + Chr(10) +
                  "-----------------------" + Chr(10) +
                  "Esc: Quits this demo" + Chr(10) +
                  "1: Main menu" + Chr(10) +
                  "2: Player menu" + Chr(10) +
                  "4: Editing menu" + Chr(10) +
                  "R: Restarts the scene" + Chr(10) +
                  "Left Mouse Button & Drag: Pans the camera" + Chr(10) +
                  "Mouse Wheel: Zooms the camera in & out" + Chr(10) +
                  "Q, E: Changes the starting radius of the water group" + Chr(10) +
                  "Y: Toggles water particle texture blending" + Chr(10) +
                  "U, I: Changes the water particle size" + Chr(10) +
                  "X: Changes the particle system name / type" + Chr(10) +
                  "K: Restarts the water group" + Chr(10) +
                  "-------" + Chr(10) +
                  "Info" + Chr(10) +
                  "-------" + Chr(10) +
                  opengl_info + Chr(10) + 
                  camera_info + Chr(10) + 
                  mouse_info + Chr(10) +
                  "Particle System: Name=" + curr_particle_system_name + "; Number of Particles=" + Str(particle_system(curr_particle_system_name)\particle_count) + Chr(10) + 
                  "Particle Group: Starting Pos=" + Str(water_position_x) + "," + Str(water_position_y) + "; Strength=" + Str(water_strength) + "; Stride=" + Str(water_stride) + "; Radius=" + StrF(particle_group(curr_particle_system_name)\radius, 2) + Chr(10) + 
                  "Particle: Size=" + StrF(particle_system(curr_particle_system_name)\particle_size, 2) + "; Blending=" + Str(particle_system(curr_particle_system_name)\particle_blending) + Chr(10) + 
                  animation_info
     
        Case #edit_menu
     
          msg.s = "Editing Menu" + Chr(10) +
                  "------------------" + Chr(10) +
                  "Keys & Mouse" + Chr(10) +
                  "-----------------------" + Chr(10) +
                  "Esc: Quits this demo" + Chr(10) +
                  "1: Main menu" + Chr(10) +
                  "2: Player menu" + Chr(10) +
                  "3: Particle menu" + Chr(10) +
                  "R: Restarts the scene" + Chr(10) +
                  "Left Mouse Button & Drag: Pans the camera" + Chr(10) +
                  "Mouse Wheel: Zooms the camera in & out" + Chr(10) +
                  "T: Toggles sprite image drawing (experimental)" + Chr(10) +
                  "6: Toggles CCW convex polygon shape drawing (experimental)" + Chr(10) +
                  "-------" + Chr(10) +
                  "Info" + Chr(10) +
                  "-------" + Chr(10) +
                  opengl_info + Chr(10) + 
                  camera_info + Chr(10) + 
                  mouse_info + Chr(10) +
                  animation_info
     
      EndSelect
     
      SetGadgetText(5, msg)
     
    EndProcedure
    Vous souhaitez participer à la rubrique PureBasic (tutoriels, FAQ, sources) ? Contactez-moi par MP.

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