flight-sim/flight-sim.lisp

315 lines
11 KiB
Common Lisp

;;;; 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)))))