class PhysicsTestBase extends MainLoopScripted { bodies=[] type_mesh_map={} type_shape_map={} cameratr=Transform() function body_changed_transform(p_transform, p_velocity, p_angular_velocity,p_sleeping, p_visual_instance) { VisualServer.instance_set_transform(p_visual_instance,p_transform); } function create_body(p_shape, p_body_mode, p_location, p_active=true) { local mesh_instance = VisualServer.instance_create( type_mesh_map[p_shape] ) local body = PhysicsServer.body_create(RID(),p_body_mode,!p_active) PhysicsServer.body_add_shape(body,type_shape_map[p_shape]) local query = PhysicsServer.query_create(this,"body_changed_transform",mesh_instance) PhysicsServer.query_body_state(query, body) PhysicsServer.body_set_state( body, PhysicsServer.BODY_STATE_TRANSFORM, p_location ) bodies.append( body ) return body } function create_static_plane(p_plane) { local plane_shape = PhysicsServer.shape_create(PhysicsServer.SHAPE_PLANE) PhysicsServer.shape_set_data( plane_shape, p_plane ); local b = PhysicsServer.body_create(RID(), PhysicsServer.BODY_MODE_STATIC ); PhysicsServer.body_add_shape(b, plane_shape); return b; } function configure_body( p_body, p_mass, p_friction, p_bounce) { PhysicsServer.body_set_param( p_body, PhysicsServer.BODY_PARAM_MASS, p_mass ); PhysicsServer.body_set_param( p_body, PhysicsServer.BODY_PARAM_FRICTION, p_friction ); PhysicsServer.body_set_param( p_body, PhysicsServer.BODY_PARAM_BOUNCE, p_bounce ); } function init_shapes() { /* SPHERE SHAPE */ local sphere_mesh = VisualServer.make_sphere_mesh(10,20,1.0); local sphere_material = VisualServer.fixed_material_create(); //VisualServer.material_set_flag( sphere_material, VisualServer.MATERIAL_FLAG_WIREFRAME, true ); VisualServer.fixed_material_set_parameter( sphere_material, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.7,0.8,3.0) ); VisualServer.mesh_surface_set_material( sphere_mesh, 0, sphere_material ); type_mesh_map[PhysicsServer.SHAPE_SPHERE] <- sphere_mesh; local sphere_shape=PhysicsServer.shape_create(PhysicsServer.SHAPE_SPHERE); PhysicsServer.shape_set_data( sphere_shape, 1.0 ); type_shape_map[PhysicsServer.SHAPE_SPHERE] <- sphere_shape; /* BOX SHAPE */ local box_planes = GeometryUtils.build_box_planes(Vector3(0.5,0.5,0.5)); local box_material = VisualServer.fixed_material_create(); VisualServer.fixed_material_set_parameter( box_material, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(1.0,0.2,0.2) ); local box_mesh = VisualServer.mesh_create(); VisualServer.mesh_add_surface_from_planes(box_mesh,box_planes); VisualServer.mesh_surface_set_material( box_mesh, 0, box_material ); type_mesh_map[PhysicsServer.SHAPE_BOX]<- box_mesh; local box_shape=PhysicsServer.shape_create(PhysicsServer.SHAPE_BOX); PhysicsServer.shape_set_data( box_shape, Vector3(0.5,0.5,0.5) ); type_shape_map[PhysicsServer.SHAPE_BOX]<- box_shape; /* CYLINDER SHAPE */ local cylinder_planes = GeometryUtils.build_cylinder_planes(0.5,1,12 ,Vector3.AXIS_Z); local cylinder_material = VisualServer.fixed_material_create(); VisualServer.fixed_material_set_parameter( cylinder_material, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.3,0.4,1.0) ); local cylinder_mesh = VisualServer.mesh_create(); VisualServer.mesh_add_surface_from_planes(cylinder_mesh,cylinder_planes); VisualServer.mesh_surface_set_material( cylinder_mesh, 0, cylinder_material ); type_mesh_map[PhysicsServer.SHAPE_CYLINDER]<- cylinder_mesh; local cylinder_shape=PhysicsServer.shape_create(PhysicsServer.SHAPE_CYLINDER); local cylinder_params={} cylinder_params["radius"]<- 0.5; cylinder_params["height"]<- 2; PhysicsServer.shape_set_data( cylinder_shape, cylinder_params ); type_shape_map[PhysicsServer.SHAPE_CYLINDER]<- cylinder_shape; /* CAPSULE SHAPE */ local capsule_planes = GeometryUtils.build_capsule_planes(0.5,0.7,12,Vector3.AXIS_Z); local capsule_material = VisualServer.fixed_material_create(); VisualServer.fixed_material_set_parameter( capsule_material, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.3,0.4,1.0) ); local capsule_mesh = VisualServer.mesh_create(); VisualServer.mesh_add_surface_from_planes(capsule_mesh,capsule_planes); VisualServer.mesh_surface_set_material( capsule_mesh, 0, capsule_material ); type_mesh_map[PhysicsServer.SHAPE_CAPSULE]<-capsule_mesh; local capsule_shape=PhysicsServer.shape_create(PhysicsServer.SHAPE_CAPSULE); local capsule_params={} capsule_params["radius"]<- 0.5; capsule_params["height"]<- 1.4; PhysicsServer.shape_set_data( capsule_shape, capsule_params ); type_shape_map[PhysicsServer.SHAPE_CAPSULE]<- capsule_shape; /* CONVEX SHAPE */ local convex_planes = GeometryUtils.build_cylinder_planes(0.5,0.7,5,Vector3.AXIS_Z); local convex_material = VisualServer.fixed_material_create(); VisualServer.fixed_material_set_parameter( convex_material, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(0.8,0.2,0.9)); local convex_mesh = VisualServer.mesh_create(); VisualServer.mesh_add_surface_from_planes(convex_mesh,convex_planes); VisualServer.mesh_surface_set_material( convex_mesh, 0, convex_material ); type_mesh_map[PhysicsServer.SHAPE_CONVEX_POLYGON]<- convex_mesh; local convex_shape=PhysicsServer.shape_create(PhysicsServer.SHAPE_CONVEX_POLYGON); PhysicsServer.shape_set_data( convex_shape, convex_planes ); type_shape_map[PhysicsServer.SHAPE_CONVEX_POLYGON]<- convex_shape; } function make_trimesh(p_faces,p_xform=Transform()) { local trimesh_shape = PhysicsServer.shape_create(PhysicsServer.SHAPE_CONCAVE_POLYGON); PhysicsServer.shape_set_data(trimesh_shape, p_faces); p_faces=PhysicsServer.shape_get_data(trimesh_shape); // optimized one normals=[] for (i=0;i<p_faces.length()/3;i++) { p=Plane( p_faces[i*3+0],p_faces[i*3+1], p_faces[i*3+2] ); normals.append(p.normal); normals.append(p.normal); normals.append(p.normal); } local trimesh_mesh = VisualServer.mesh_create(); VisualServer.mesh_add_surface(trimesh_mesh, VS::PRIMITIVE_TRIANGLES, VS::ARRAY_FORMAT_VERTEX|VS::ARRAY_FORMAT_NORMAL, p_faces.length() ); VisualServer.mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_VERTEX, p_faces ); VisualServer.mesh_surface_set_array(trimesh_mesh,0,VS::ARRAY_NORMAL, normals ); local trimesh_mat = VisualServer.fixed_material_create(); VisualServer.fixed_material_set_parameter( trimesh_mat, VisualServer.FIXED_MATERIAL_PARAM_DIFFUSE, Color(1.0,0.5,0.8)); //VisualServer.material_set_flag( trimesh_mat, VisualServer.MATERIAL_FLAG_UNSHADED,true); VisualServer.mesh_surface_set_material( trimesh_mesh, 0, trimesh_mat ); local triins = VisualServer.instance_create(trimesh_mesh); local tribody = PhysicsServer.body_create(RID(), PhysicsServer.BODY_MODE_STATIC); PhysicsServer.body_add_shape(tribody, trimesh_shape); tritrans = p_xform; PhysicsServer.body_set_state( tribody, PhysicsServer.BODY_STATE_TRANSFORM, tritrans ); VisualServer.instance_set_transform( triins, tritrans ); //RID trimesh_material = VisualServer.fixed_material_create(); //VisualServer.material_generate( trimesh_material, Color(0.2,0.4,0.6) ); //VisualServer.mesh_surface_set_material( trimesh_mesh, 0, trimesh_material ); } function make_grid(p_width,p_height,p_cellsize,p_cellheight,p_xform=Transform()) { local grid = [] for (local i =0;i<p_width;i++) { local row = [] for (local j=0;j<p_height;j++) { local val = 1.0+Math.random(-p_cellheight, p_cellheight ); row.append(val) } grid.append(row) } local faces=[] for (local i =1;i<p_width;i++) { for (local j=1;j<p_height;j++) { function MAKE_VERTEX(m_x,m_z) { local v= Vector3( (m_x-p_width/2)*p_cellsize, grid[m_x][m_z], (m_z-p_height/2)*p_cellsize ) faces.push_back(v) } MAKE_VERTEX(i,j-1) MAKE_VERTEX(i,j) MAKE_VERTEX(i-1,j) MAKE_VERTEX(i-1,j-1) MAKE_VERTEX(i,j-1) MAKE_VERTEX(i-1,j) } } make_trimesh(faces,p_xform); } quit=false transform = Transform() camera=RID() function init_internal() {} function iteration_internal(time) {} //public function input_event(p_event) { } function request_quit() { quit=true; } function init() { init_shapes(); /* LIGHT */ local lightaux = VisualServer.light_create( VisualServer.LIGHT_DIRECTIONAL ); //VisualServer.light_set_color( lightaux, VisualServer.LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) ); VisualServer.light_set_shadow(lightaux,true); local light = VisualServer.instance_create( lightaux ); local t=Transform() t.rotate(Vector3(1.0,0,0),0.6); VisualServer.instance_set_transform(light,t); /* CAMERA */ camera = VisualServer.camera_create(); local viewport = VisualServer.viewport_create(); VisualServer.viewport_attach_camera( viewport, camera ); VisualServer.viewport_set_parent(viewport, RID() ); VisualServer.camera_set_perspective(camera,60,0.1,20.0); cameratr=Transform( Matrix3(), Vector3(0,2,8)) VisualServer.camera_set_transform(camera,cameratr); quit=false; init_internal() } function iteration(p_time) { // VisualServer.camera_set_transform(camera,cameratr); iteration_internal(p_time) return quit; } function idle(p_time) { return quit; } function finish() { } constructor() { MainLoopScripted.constructor(); } } return PhysicsTestBase;