feat: add debug rendering for other types of colliders / split game into more logical functions / files
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#include <scenes/MainScene.h>
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#include <destrum/Assets/AssetManager.h>
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#include <destrum/Components/Animator.h>
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#include <destrum/Components/LightComponent.h>
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#include <destrum/Components/MeshRendererComponent.h>
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#include <destrum/Components/Physics/BoxCollider.h>
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#include <destrum/Components/Physics/CapsuleCollider.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include <destrum/FS/AssetFS.h>
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#include <destrum/Graphics/RenderResources.h>
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#include <destrum/Graphics/Resources/PrimitiveMeshes.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/Scene/ModelSpawner.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Util/ModelDocUtils.h>
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#include <components/FirstPersonController.h>
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#include <components/TriggerLoggerComponent.h>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <spdlog/spdlog.h>
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#include <memory>
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#include <string>
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namespace {
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// The visible ground plane is at y = -1
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constexpr float GroundHeight = -1.0f;
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ModelDoc::LoadOptions StaticModelOptions()
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{
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ModelDoc::LoadOptions options{};
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options.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
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options.loadMaterials = true;
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options.loadSkeleton = false;
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options.loadAnimations = false;
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return options;
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}
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void CreateSun(Scene& scene)
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{
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// Directional lights shine down their local -Z: tilt it 50 degrees down, then turn it around the up axis
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GameObject* sunObj = scene.CreateGameObject("Sun");
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sunObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 10.f, 0.f));
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sunObj->GetTransform().SetWorldRotation(
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glm::angleAxis(glm::radians(35.f), glm::vec3{0.f, 1.f, 0.f}) *
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glm::angleAxis(glm::radians(-50.f), glm::vec3{1.f, 0.f, 0.f}));
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auto* sun = sunObj->AddComponent<LightComponent>(LightType::Directional);
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sun->SetColor(glm::vec3{1.0f, 0.95f, 0.85f});
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sun->SetIntensity(3.0f);
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sun->SetCastShadows(true);
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}
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void CreateGround(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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const auto planeModel = AssetManager::GetInstance().LoadModel("game://plane.glb", StaticModelOptions());
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ModelDocUtils::LogModelDocSummary(planeModel, "plane.glb");
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const auto& planePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(planeModel, "game://plane.glb");
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const auto planeTexturePath = ModelDocUtils::PickTexturePath(
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planeModel,
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planePrimitive,
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AssetFS::GetInstance().GetCookedPathForFile("engine://grass.jpg"));
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const MaterialID planeMaterialID = resources.materials().addMaterial({
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.baseColor = ModelDocUtils::GetImportedBaseColor(planeModel, planePrimitive),
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.textureFilteringMode = TextureFilteringMode::Nearest,
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.diffuseTexture = resources.loadImageFromFile(gfxDevice, planeTexturePath),
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.name = ModelDocUtils::GetImportedMaterialName(planeModel, planePrimitive, "GroundPlaneMaterial"),
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});
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GameObject* planeObj = scene.CreateGameObject("GroundPlane");
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auto* planeMeshComp = planeObj->AddComponent<MeshRendererComponent>();
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planeMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, planePrimitive.mesh));
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planeMeshComp->SetMaterialID(planeMaterialID);
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planeObj->GetTransform().SetWorldPosition(glm::vec3(0.f, GroundHeight, 0.f));
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planeObj->GetTransform().SetWorldScale(glm::vec3(10.f, 1.f, 10.f));
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// The plane mesh is flat, so the floor collider sits right below it
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GameObject* groundObj = scene.CreateGameObject("GroundCollider");
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groundObj->GetTransform().SetWorldPosition(glm::vec3(0.f, GroundHeight - 0.5f, 0.f));
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groundObj->AddComponent<BoxCollider>(glm::vec3{10.0f, 0.5f, 10.0f});
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groundObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
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scene.GetPhysics().RegisterGameObject(*groundObj);
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}
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// Kenney prototype textures, texture_01 is a 1 x 1 meter grid
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MaterialID AddPrototypeMaterial(GfxDevice& gfxDevice, RenderResources& resources,
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const std::string& color, float roughness)
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{
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Material material = Material::SimpleColor(glm::vec3{1.0f}, "Prototype" + color);
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material.roughnessFactor = roughness;
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material.textureFilteringMode = TextureFilteringMode::Anisotropic;
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material.diffuseTexture = resources.loadImageFromFile(
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gfxDevice, AssetFS::GetInstance().GetFullPath("engine://kenny/" + color + "/texture_01.png"));
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return resources.materials().addMaterial(std::move(material));
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}
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GameObject* CreateBox(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources,
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const std::string& name, const glm::vec3& position, const glm::vec3& size,
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MaterialID materialID, RigidbodyType type)
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{
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GameObject* box = scene.CreateGameObject(name);
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box->GetTransform().SetWorldPosition(position);
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auto* boxMeshComp = box->AddComponent<MeshRendererComponent>();
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boxMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, PrimitiveMeshes::MakeBox(size)));
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boxMeshComp->SetMaterialID(materialID);
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box->AddComponent<BoxCollider>(size * 0.5f);
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auto* boxRb = box->AddComponent<Rigidbody>();
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boxRb->SetType(type);
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boxRb->SetMass(10.0f);
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scene.GetPhysics().RegisterGameObject(*box);
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return box;
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}
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// Every platform is reachable with a jump from the previous one
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void CreateParkourCourse(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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const MaterialID platformMaterial = AddPrototypeMaterial(gfxDevice, resources, "Orange", 0.6f);
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const MaterialID goalMaterial = AddPrototypeMaterial(gfxDevice, resources, "Green", 0.6f);
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const MaterialID wallMaterial = AddPrototypeMaterial(gfxDevice, resources, "Dark", 0.9f);
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const MaterialID crateMaterial = AddPrototypeMaterial(gfxDevice, resources, "Purple", 0.35f);
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// Platforms stand on the ground and are given by their top height
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const auto createPlatform = [&](const std::string& name, const glm::vec2& center, float top,
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const glm::vec2& footprint, MaterialID materialID)
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{
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const float height = top - GroundHeight;
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CreateBox(scene, gfxDevice, resources, name,
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glm::vec3{center.x, top - height * 0.5f, center.y},
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glm::vec3{footprint.x, height, footprint.y},
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materialID, RigidbodyType::Static);
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};
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createPlatform("Parkour_Step", {0.0f, 4.0f}, -0.5f, {2.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Block", {0.0f, 7.0f}, 0.4f, {2.0f, 2.0f}, platformMaterial);
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createPlatform("Parkour_Pillar1", {3.5f, 8.5f}, 1.2f, {1.5f, 1.5f}, platformMaterial);
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createPlatform("Parkour_Pillar2", {6.5f, 7.5f}, 2.0f, {1.2f, 1.2f}, platformMaterial);
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CreateBox(scene, gfxDevice, resources, "Parkour_Beam", {6.5f, 1.85f, 4.0f}, {0.6f, 0.3f, 5.0f},
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platformMaterial, RigidbodyType::Static);
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createPlatform("Parkour_Goal", {6.5f, -0.5f}, 2.8f, {2.5f, 2.5f}, goalMaterial);
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CreateBox(scene, gfxDevice, resources, "Wall", {-5.0f, 0.5f, 0.0f}, {0.5f, 3.0f, 8.0f},
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wallMaterial, RigidbodyType::Static);
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CreateBox(scene, gfxDevice, resources, "LowWall", {-2.5f, -0.6f, -4.0f}, {4.0f, 0.8f, 0.4f},
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wallMaterial, RigidbodyType::Static);
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for (int i = 0; i < 4; ++i)
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{
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CreateBox(scene, gfxDevice, resources, "Crate" + std::to_string(i),
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{-2.5f, -0.6f + 0.81f * static_cast<float>(i), 2.0f},
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glm::vec3{0.8f}, crateMaterial, RigidbodyType::Dynamic);
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}
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}
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void CreateFlightHelmet(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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GameObject* helmetObj = ModelSpawner::SpawnStaticModel(
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scene, gfxDevice, resources,
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"engine://flight-helmet/FlightHelmet.gltf",
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StaticModelOptions(),
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"FlightHelmet");
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helmetObj->GetTransform().SetWorldPosition(glm::vec3(2.f, GroundHeight, 0.f));
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helmetObj->GetTransform().SetWorldScale(glm::vec3(2.f));
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}
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void CreateTree(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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constexpr float scale = 3.0f;
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GameObject* treeObj = ModelSpawner::SpawnStaticModel(
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scene, gfxDevice, resources,
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"engine://tree/base.obj",
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StaticModelOptions(),
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"Tree");
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treeObj->GetTransform().SetWorldPosition(glm::vec3(-7.f, GroundHeight + scale, 7.f));
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treeObj->GetTransform().SetWorldScale(glm::vec3(scale));
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// The trunk is about 0.14 units thick and runs up through the foliage, colliders are in world units
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treeObj->AddComponent<CapsuleCollider>(0.15f * scale, 2.0f * scale);
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treeObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
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scene.GetPhysics().RegisterGameObject(*treeObj);
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}
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void CreateCapybara(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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constexpr auto modelReference = "engine://cotw-capybara-male/source/capybara.fbx";
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ModelDoc::LoadOptions options{};
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options.meshImportMode = ModelDoc::MeshImportMode::MergedPerNode;
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options.loadMaterials = true;
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options.loadSkeleton = true;
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options.loadAnimations = true;
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auto charModel = AssetManager::GetInstance().LoadModel(modelReference, options);
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ModelDocUtils::LogModelDocSummary(charModel, "capybara.fbx");
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const auto& charPrimitive = ModelDocUtils::GetFirstSkinnedPrimitiveOrFirstOrThrow(charModel, modelReference);
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// The model stores an absolute texture path from another machine, so fall back to the shipped texture
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const auto charTexturePath = ModelDocUtils::PickTexturePath(
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charModel,
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charPrimitive,
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AssetFS::GetInstance().GetFullPath(
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"engine://cotw-capybara-male/textures/capybara_male_light_brown_dif.ddsc.DECA.RE.pngballs"));
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const MaterialID charMaterialID = resources.materials().addMaterial({
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.baseColor = ModelDocUtils::GetImportedBaseColor(charModel, charPrimitive),
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.diffuseTexture = resources.loadImageFromFile(gfxDevice, charTexturePath),
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.name = ModelDocUtils::GetImportedMaterialName(charModel, charPrimitive, "CharacterMaterial"),
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});
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GameObject* charObj = scene.CreateGameObject("Character");
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auto* charMeshComp = charObj->AddComponent<MeshRendererComponent>();
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charMeshComp->SetMeshID(resources.meshes().addMesh(gfxDevice, charPrimitive.mesh));
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charMeshComp->SetMaterialID(charMaterialID);
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auto* animator = charObj->AddComponent<Animator>();
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animator->setSkeleton(std::move(charModel.skeleton));
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for (auto& clip : charModel.animations)
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{
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spdlog::info("Loaded animation: '{}' ({:.2f}s)", clip.name, clip.duration);
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animator->addClip(std::make_shared<SkeletalAnimation>(std::move(clip)));
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}
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animator->play("capybara_canter_fwd_01|capybara_canter_fwd_01|run");
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charObj->GetTransform().SetWorldPosition(glm::vec3(0.f, 0.f, 0.f));
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charObj->GetTransform().SetWorldScale(0.01f, 0.01f, 0.01f);
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}
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// Logs everything that enters or leaves it, spheres from the "Spawn ball" button fall through it
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void CreateTriggerZone(Scene& scene)
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{
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GameObject* triggerObj = scene.CreateGameObject("TriggerBox");
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triggerObj->AddComponent<BoxCollider>(glm::vec3{3.0f, 3.0f, 3.0f})->SetTrigger(true);
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triggerObj->AddComponent<Rigidbody>()->SetType(RigidbodyType::Static);
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triggerObj->AddComponent<TriggerLoggerComponent>();
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triggerObj->GetTransform().SetWorldPosition({0.0f, 0.0f, 0.0f});
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}
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void CreatePlayer(Scene& scene, MainSceneObjects& objects)
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{
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GameObject* playerObj = scene.CreateGameObject("Player");
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playerObj->GetTransform().SetWorldPosition(glm::vec3(0.0f, 0.0f, -6.0f));
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playerObj->AddComponent<CapsuleCollider>(0.4f, 1.8f);
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playerObj->AddComponent<Rigidbody>();
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// Facing the parkour course
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auto* controller = playerObj->AddComponent<FirstPersonController>();
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controller->SetYaw(glm::half_pi<float>());
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scene.GetPhysics().RegisterGameObject(*playerObj);
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objects.player = playerObj;
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objects.playerController = controller;
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}
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void LoadSpawnBallResources(GfxDevice& gfxDevice, RenderResources& resources, MainSceneObjects& objects)
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{
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const auto sphereModel = AssetManager::GetInstance().LoadModel("engine://sphere.fbx", StaticModelOptions());
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ModelDocUtils::LogModelDocSummary(sphereModel, "sphere.fbx");
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const auto& spherePrimitive = ModelDocUtils::GetFirstPrimitiveOrThrow(sphereModel, "engine://sphere.fbx");
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objects.sphereMesh = resources.meshes().addMesh(gfxDevice, spherePrimitive.mesh);
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objects.sphereMaterial = resources.materials().addSimpleColorMaterial({0.5f, 0.3f, 0.8f}, "Blue");
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}
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}
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MainSceneObjects BuildMainScene(Scene& scene, GfxDevice& gfxDevice, RenderResources& resources)
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{
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MainSceneObjects objects{};
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scene.GetEnvironment().fogDensity = 0.01f;
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CreateSun(scene);
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CreateGround(scene, gfxDevice, resources);
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CreateParkourCourse(scene, gfxDevice, resources);
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CreateFlightHelmet(scene, gfxDevice, resources);
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CreateTree(scene, gfxDevice, resources);
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CreateCapybara(scene, gfxDevice, resources);
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CreateTriggerZone(scene);
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CreatePlayer(scene, objects);
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LoadSpawnBallResources(gfxDevice, resources, objects);
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return objects;
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}
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