place many objects in the world
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flight-sim.lisp
114
flight-sim.lisp
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@ -28,14 +28,19 @@
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arr))
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(defclass model ()
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((vertices :initarg :vertices :accessor vertices :initform (make-array 0))
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(faces :initarg :faces :accessor faces :initform (make-array 0))))
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((vertices :initarg :vertices :accessor vertices :initform (vector))
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(faces :initarg :faces :accessor faces :initform (vector))))
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(defclass motion ()
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((velocities :initarg :velocities :accessor velocities :initform (vector 0 0 0))
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(angles :initarg :angles :accessor angles :initform (vector 0 0 0))))
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(defclass game-object ()
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((model :initarg :model :accessor model :initform (make-instance 'model))
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(coords :initarg :coords :accessor coords :initform (make-array 3 :initial-contents '(0 0 0)))
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(angle :initarg :angle :accessor angle :initform 0)
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(r-vector :initarg :r-vector :accessor r-vector :initform (make-array 3 :initial-contents '(0 0 0)))))
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(motion :initarg :motion :accessor motion :initform (make-instance 'motion))
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(coords :initarg :coords :accessor coords :initform (vector 0 0 0))
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(angles :initarg :angles :accessor angles :initform (vector 0 0 0))))
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(defparameter *diamond-model*
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@ -44,18 +49,21 @@
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(-0.5 0 0.5) (-0.5 0 -0.5) (0.0 -1 0)))
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:faces (make-2d-array 8 3 '((0 3 1) (0 2 4) (0 1 2) (0 4 3)
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(3 5 1) (2 5 4) (1 5 2) (4 5 3)))))
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(defparameter *diamond*
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(make-instance 'game-object
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:model *diamond-model*
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:coords (make-array 3 :initial-contents
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'(0 0 -3))
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:angle 0
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:r-vector (make-array 3 :initial-contents '(0 1 0))))
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:coords (vector 0 0 -3)
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:angles (vector 0 0 0)))
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(defparameter *origin* (make-array 3 :initial-contents '(0 0 -7)))
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(defparameter *orientation* (make-array 3 :initial-contents '(0 1 0)))
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(defparameter *world* nil)
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(defparameter *velocity* 1) ; 1 unit / second
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(defparameter *origin* (vector 0 0 -7))
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(defparameter *orientation* (vector 0 1 0))
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(defparameter *velocity* 2) ; 1 unit / second
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(defparameter *controls-active* '())
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(let ((time-units (/ 1.0 internal-time-units-per-second)))
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@ -87,6 +95,7 @@
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(/ (+ (* (sin (+ (* 0.3 time) (* 4/3 PI))) 127) 128) 255)))
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;; returns a real lisp 2d array
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(defun make-rotation-matrix (xa ya za)
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(let ((sxa (sin xa))
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(cxa (cos xa))
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@ -160,39 +169,23 @@
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(let ((v (aref tri 2)))
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(gl:vertex (aref v 0) (aref v 1) (aref v 2)))))
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(defun draw ()
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"draw a frame"
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(let* ((start-time (wall-time))
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(time (- start-time *last-time*)))
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(gl:clear :color-buffer-bit)
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;(gl:load-identity)
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(loop for key in *controls-active* do
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(case key
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((:sdl-key-w) ; + z
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(incf (aref *origin* 2) (* time *velocity*)))
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((:sdl-key-s) ; - z
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(decf (aref *origin* 2) (* time *velocity*)))
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(otherwise (format t "~a~%" key))))
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(defun draw (time)
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;; clear the buffer
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(gl:clear :color-buffer-bit :depth-buffer-bit)
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;; move to eye position
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(gl:translate (aref *origin* 0) (aref *origin* 1) (aref *origin* 2)) ;; eye
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;(gl:translate 0 -2 -10)
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;(gl:rotate 22 1 0 0)
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;;; draw a triangle
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(setf (coords *diamond*) (rotate* (make-rotation-matrix 0 (- (wall-time) *last-time*) 0) (coords *diamond*)))
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(incf (angle *diamond*) (* 120 time))
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(loop for entity across *world* do
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;(let ((entity (aref *world* i)))
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(progn
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(gl:push-matrix)
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;(gl:load-identity)
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(gl:translate (aref (coords *diamond*) 0) (aref (coords *diamond*) 1) (aref (coords *diamond*) 2))
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(gl:rotate (angle *diamond*) (aref (r-vector *diamond*) 0) (aref (r-vector *diamond*) 1) (aref (r-vector *diamond*) 2))
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(loop for face across (faces (model *diamond*)) do
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(draw-triangle (get-vertecies face (vertices (model *diamond*))) time))
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(gl:translate (aref (coords entity) 0) (aref (coords entity) 1) (aref (coords entity) 2))
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(gl:rotate (aref (angles entity) 0) 1 0 0)
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(gl:rotate (aref (angles entity) 1) 0 1 0)
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(gl:rotate (aref (angles entity) 2) 0 0 1)
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(loop for face across (faces (model entity)) do
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(draw-triangle (get-vertecies face (vertices (model entity))) time))
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(gl:pop-matrix)
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))
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(gl:matrix-mode :modelview)
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(gl:load-identity)
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@ -206,7 +199,24 @@
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;; finish the frame
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(gl:flush)
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(sdl:update-display)
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(sdl:update-display))
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(defun sim-step ()
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"draw a frame"
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(let* ((start-time (wall-time))
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(time (- start-time *last-time*)))
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(loop for key in *controls-active* do
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(case key
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((:sdl-key-w) ; + z
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(incf (aref *origin* 2) (* time *velocity*)))
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((:sdl-key-s) ; - z
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(decf (aref *origin* 2) (* time *velocity*)))
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(otherwise (format t "~a~%" key))))
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(draw time)
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(incf *num-frames*)
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(if (not (eql (floor *last-time*) (floor time)))
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@ -219,12 +229,13 @@
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(setf *last-time* start-time)))
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(defun reshape ()
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(gl:shade-model :smooth)
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(gl:clear-color 0 0 0 0)
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(gl:clear-depth 1)
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; (gl:enable :depth-test)
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; (gl:depth-func :lequal)
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(gl:enable :depth-test)
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(gl:depth-func :lequal)
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(gl:enable :cull-face)
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(gl:hint :perspective-correction-hint :nicest)
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@ -245,12 +256,23 @@
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)
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(defun populate-world ()
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(setf *world*
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(make-array 10 :initial-contents
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(loop for i from 0 to 9 collecting
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(make-instance 'game-object
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:model *diamond-model*
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:coords (vector (- (random 10) 5) (- (random 10) 5) (- (random 10) 5))
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:angles (vector (random 360) (random 360) (random 360)))))))
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(defun init ()
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(setf *start-time* (wall-time))
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(setf *num-frames* 0)
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(setf *last-time* *start-time*)
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(setf *controls-active* '())
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; (reshape)
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(populate-world)
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)
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(defun main-loop ()
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@ -272,5 +294,5 @@
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;; (something similar might help in some other lisps, not sure which though)
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#+(and sbcl (not sb-thread)) (restartable
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(sb-sys:serve-all-events 0))
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(restartable (draw))))))
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(restartable (sim-step))))))
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;(draw)))))
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