;;;; flight-sim.lisp (in-package #:flight-sim) ;;; "flight-sim" goes here. Hacks and glory await! (defclass game-object () ((model :initarg :model :accessor model :initform (make-instance 'model)) (body :initarg :body :accessor body :inotform (make-instance 'body)))) (defclass engine-object (game-object) ((active :initarg :active :reader active :initform nil) (start-time :initarg :start-time :reader start-time :initform nil) (forces :initarg :forces :accessor forces :initform '()))) (defgeneric activate-engine (object engine-sym)) (defmethod activate-engine ((object powered-object) engine-sym) (push :engine-sym (getf (engines object) :active)) (engine-start (getf (getf (engines object) :engines) engine-sym) (wall-time))) (defgeneric engine-start (engine time)) (defmethod engine-start ((engine engine-object) time) (setf (slot-value engine 'active) t) (setf (slot-value engine 'start-time) time)) (defgeneric engine-stop (engine)) (defmethod engine-stop ((engine engine-object)) (setf (slot-value engine 'active) nil)) ; take 2 seconds to fully fire (defmethod engine-genmodel ((engine engine-object)) (let ((time (- (wall-time) (start-time engine)))) (setf (model engine) (make-model-3pyramid (make-2d-array 4 3 `((0.0 0.5 0.0) (-2.0 -0.5 0.0) (2.0 -0.5 0.0) ; z goes from 0 to 1 in 2 seconds (0.0 0.0 ,(converge 0 1 2 time)))) :point-colors (make-2d-array 4 3 `( (,(converge 16 64 2 time) ,(converge 0 132 2 time) ,(converge 32 164 2 time)) (,(converge 16 64 2 time) ,(converge 0 132 2 time) ,(converge 32 164 2 time)) (,(converge 16 64 2 time) ,(converge 0 132 2 time) ,(converge 32 164 2 time)) (,(converge 0 255 2 time) ,(converge 0 255 2 time) ,(converge 64 255 2 time)))))))) (defclass powered-object (game-object) ;; plist :: ( :objects (plist models) :active (list symbols)) ((engines :initarg :engines :accessor engines :initform '(:engines () :active ())))) ; ((engine :initarg :engine :accessor engine :initform nil))) ;(attachments :initarg :attachments :accessor attachments :initform nil))) ;; time is time elapsed in seconds (with decimal for sub seconds) (defmethod time-step ((engine engine) object time) ; f = ma (let ((accel (/ (force engine) (mass object)))) ; x = x +v*t + 1/2 * a * t^2 (dotimes (i 3) (progn (incf (aref (coords motion) i) (+ (* (aref (velocity motion) i) time) (* .5 (aref (acceleration motion) i) (expt time 2)))) (incf (aref (velocity motion) i) (* time (aref (acceleration motion) i)))))) (defmethod time-step ((object powered-object) time) (loop for engine in (loop for engine-sym in (getf (engines object) :active) collecting (getf (engines engines) engine-sym)) do (time-step engine object time))) ; (motion-step (motion *self*) time)) ;(defclass engine () ; ( ; (make-instance 'model ; :vertices (make-2d-array 4 3 '((0 0 0) (0 1 3) (-2 0 3) (2 0 3))) ; :faces (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3))) ; :colors (make-2d-array 2 3 '((196 196 196) (32 32 32))) ; :face-colors (make-2d-array 4 3 '((0 0 0) (0 0 0) (0 0 0) (1 1 1))))) (defparameter *world* nil) (defparameter *self* nil) (defparameter *velocity* 2) ; 1 unit / second (defparameter *acceleration* 2) ; 1 unit /second (defparameter *controls-active* '()) (defparameter *start-time* (wall-time)) (defparameter *last-time* nil) (defparameter *num-frames* 0) (defun draw-triangle (tri colors) (declare (type shape-vector tri)) (declare (type shape-vector colors)) (gl:with-primitive :triangles (let ((c (aref colors 0))) (gl:color (aref c 0) (aref c 1) (aref c 2))) (let ((v (aref tri 0))) (gl:vertex (aref v 0) (aref v 1) (aref v 2))) (let ((c (aref colors 1))) (gl:color (aref c 0) (aref c 1) (aref c 2))) (let ((v (aref tri 1))) (gl:vertex (aref v 0) (aref v 1) (aref v 2))) (let ((c (aref colors 2))) (gl:color (aref c 0) (aref c 1) (aref c 2))) (let ((v (aref tri 2))) (gl:vertex (aref v 0) (aref v 1) (aref v 2))))) (defun draw-entity (entity) (gl:translate (aref (coords (motion entity)) 0) (aref (coords (motion entity)) 1) (aref (coords (motion entity)) 2)) (gl:rotate (aref (angles entity) 0) 1 0 0) (gl:rotate (aref (angles entity) 1) 0 1 0) (gl:rotate (aref (angles entity) 2) 0 0 1) (loop for i from 0 to (1- (length (faces (model entity)))) do (draw-triangle (get-vertecies (aref (faces (model entity)) i) (vertices (model entity))) (get-vertecies (aref (face-colors (model entity)) i) (colors (model entity)))))) (defgeneric object-draw (object)) (defmethod object-draw :before ((object game-object)) (gl:push-matrix)) (defmethod object-draw :after ((object game-object)) (gl:pop-matrix)) (defmethod object-draw ((object game-object)) (draw-entity object)) (defmethod object-draw ((object powered-object)) (draw-entity object) (if (eql (active (engine object)) t) (progn (setf (model (engine object)) (engine-genmodel (engine object))) (gl:translate 0 0 0) (object-draw (engine object))))) (defun draw () ;; clear the buffer (gl:clear :color-buffer-bit :depth-buffer-bit) ;; move to eye position (object-draw (make-instance 'powered-object :motion (make-instance 'motion :coords (vector 0 0 -3)) :model *ship-model* :engine (engine *self*))) (gl:translate (- (aref (coords (motion *self*)) 0)) (- (aref (coords (motion *self*)) 1)) (- (aref (coords (motion *self*)) 2))) ;; eye (loop for entity across *world* do ; only draw if its infront of me (if (< (aref (coords (motion entity)) 2) (+ 10 (aref (coords (motion *self*)) 2))) (object-draw entity))) (gl:matrix-mode :modelview) (gl:load-identity) (glu:look-at 0 6 10 ;; pos 0 0 0 ;; center 0 1 0 ;; up in y pos ) ;; finish the frame (gl:flush) (sdl:update-display)) (defun phys-step (time) (time-step *self* time)) (defun thruster-on (key) (case key ((:sdl-key-w) ; + z (progn ;(setf (aref (acceleration (motion *self*)) 2) (- *acceleration*)) ;(engine-start (engine *self*) (wall-time)))) (activate-engine *self* :thrust))) ((:sdl-key-s) ; - z (setf (aref (acceleration (motion *self*)) 2) *acceleration*)) ((:sdl-key-q) ; + x (setf (aref (acceleration (motion *self*)) 0) *acceleration*)) ((:sdl-key-a) ; - x (setf (aref (acceleration (motion *self*)) 0) (- *acceleration*))) ((:sdl-key-e) ; + y (setf (aref (acceleration (motion *self*)) 1) *acceleration*)) ((:sdl-key-d) ; - y (setf (aref (acceleration (motion *self*)) 1) (- *acceleration*))) (otherwise (format t "~a~%" key)))) (defun thruster-off (key) (case key ((:sdl-key-w) ; + z (progn (setf (aref (acceleration (motion *self*)) 2) 0) (engine-stop (engine *self*)))) ((:sdl-key-s) ; - z (setf (aref (acceleration (motion *self*)) 2) 0)) ((:sdl-key-q) ; + q (setf (aref (acceleration (motion *self*)) 0) 0)) ((:sdl-key-a) ; - a (setf (aref (acceleration (motion *self*)) 0) 0)) ((:sdl-key-e) ; + e (setf (aref (acceleration (motion *self*)) 1) 0)) ((:sdl-key-d) ; - d (setf (aref (acceleration (motion *self*)) 1) 0)) (otherwise (format t "~a~%" key)))) (defun sim-step () "draw a frame" (let* ((start-time (wall-time)) (time (- start-time *last-time*))) (phys-step time) (draw) (incf *num-frames*) (if (not (eql (floor *last-time*) (floor time))) (let* ((short-interval time) (long-interval (- start-time *start-time*) ) (short-fps (floor (if (zerop short-interval) 0 (/ 1 short-interval)))) (long-fps (floor (if (zerop long-interval) 0 (/ *num-frames* long-interval))))) (format t "FPS since last:~a since start:~a (~a frames in ~a seconds)~%" short-fps long-fps *num-frames* long-interval))) (setf *last-time* start-time))) (defun reshape () (gl:shade-model :smooth) (gl:clear-color 0 0 0 0) (gl:clear-depth 1) (gl:enable :depth-test) (gl:depth-func :lequal) (gl:enable :cull-face) (gl:hint :perspective-correction-hint :nicest) (gl:matrix-mode :projection) (gl:load-identity) (glu:perspective 50; 45 ;; FOV 1.0 ;; aspect ratio(/ width (max height 1)) 1/10 ;; z near 1000 ;; z far ) (gl:matrix-mode :modelview) ) (defun populate-world () (setf *world* (make-array 101 :initial-contents (loop for i from 0 to 100 collecting (let ((e (make-instance 'game-object :model (make-instance 'model :vertices (vertices *diamond-model*) :faces (faces *diamond-model*)) :angles (vector (random 360) (random 360) (random 360)) :motion (make-instance 'motion :coords (vector (- (random 75) 37) (- (random 75) 37) (- (random 200) )))))) (setf (colors (model e)) (make-2d-array 3 3 `((,(random 255) ,(random 255) ,(random 255)) (,(random 255) ,(random 255) ,(random 255)) (,(random 255) ,(random 255) ,(random 255))))) (setf (face-colors (model e)) (make-2d-array 8 3 '((0 1 1) (0 1 1) (0 1 1) (0 1 1) (1 2 1) (1 2 1) (1 2 1) (1 2 1)))) e))))) (defun init () (setf *start-time* (wall-time)) (setf *num-frames* 0) (setf *last-time* *start-time*) (setf *controls-active* '()) (setf *self* (make-instance 'powered-object :motion (make-instance 'motion :coords (vector 0 0 11)) :model *ship-model* :engines (list :engines (list :thrust (make-instance 'engine-object :motion (make-instance 'motion :coords (vector 0 0.5 3.0)) :forces (list (make-instance 'force :newtons 10 :direction '(0 0 1)))))))) (populate-world) ) (defun main-loop () (init) (sdl:with-init () (sdl:window 640 480 :flags sdl:sdl-opengl) ;; cl-opengl needs platform specific support to be able to load GL ;; extensions, so we need to tell it how to do so in lispbuilder-sdl (reshape) (setf cl-opengl-bindings:*gl-get-proc-address* #'sdl-cffi::sdl-gl-get-proc-address) (sdl:with-events () (:quit-event () t) (:key-down-event (:key key) (thruster-on key)) ;(push key *controls-active*)) (:key-up-event (:key key) (thruster-off key)) ;(setf *controls-active* (remove key *controls-active*))) (:idle () ;; this lets slime keep working while the main loop is running ;; in sbcl using the :fd-handler swank:*communication-style* ;; (something similar might help in some other lisps, not sure which though) #+(and sbcl (not sb-thread)) (restartable (sb-sys:serve-all-events 0)) (restartable (sim-step)))))) ;(draw)))))