Files
lace/4-high/gel/source/forge/gel-forge.adb
2025-09-21 11:39:31 +10:00

730 lines
40 KiB
Ada

with
openGL.Model.text .lit_colored,
openGL.Model.circle .colored,
openGL.Model.circle .lit_textured,
openGL.Model.sphere .lit_colored_textured,
openGL.Model.sphere .lit_colored,
openGL.Model.sphere .textured,
openGL.Model.sphere .colored,
openGL.Model.polygon .lit_colored,
openGL.Model.polygon .lit_textured,
openGL.Model.box .colored,
openGL.Model.box .textured,
openGL.Model.billboard.textured,
openGL.Model.billboard.colored_textured,
openGL.Model.arrow .colored,
openGL.Model.line .colored,
openGL.Model.segment_line,
physics.Model,
gel.Window;
package body gel.Forge
is
-----------
--- Applets
--
function new_gui_Applet (Named : in String;
window_Width : in Positive := 500;
window_Height : in Positive := 500;
space_Kind : in physics.space_Kind := physics.Bullet) return gel.Applet.gui_world.view
is
the_Window : constant gel.Window.view
:= gel.Window.Forge.new_Window (Named,
window_Width,
window_Height);
the_Applet : constant gel.Applet.gui_world.view
:= gel.Applet.gui_World.forge.new_Applet ("Applet." & Named,
the_Window,
space_Kind);
begin
return the_Applet;
end new_gui_Applet;
function new_gui_and_sim_Applet (Named : in String;
window_Width : in Positive := 500;
window_Height : in Positive := 500;
space_Kind : in physics.space_Kind := physics.Bullet) return gel.Applet.gui_and_sim_World.view
is
pragma Unreferenced (space_Kind);
the_Window : constant gel.Window.view
:= gel.Window.Forge.new_Window ("Window." & Named,
window_Width,
window_Height);
the_Applet : constant gel.Applet.gui_and_sim_World.view
:= gel.Applet.gui_and_sim_World.forge.new_Applet ("Applet." & Named,
the_Window);
begin
return the_Applet;
end new_gui_and_sim_Applet;
function new_server_Applet (Named : in String;
window_Width : in Positive := 500;
window_Height : in Positive := 500;
space_Kind : in physics.space_Kind := physics.Bullet) return gel.Applet.server_world.view
is
the_Window : constant gel.Window.view
:= gel.Window.Forge.new_Window (Named,
window_Width,
window_Height);
the_Applet : constant gel.Applet.server_world.view
:= gel.Applet.server_World.forge.new_Applet ("Applet." & Named,
the_Window,
space_Kind);
begin
return the_Applet;
end new_server_Applet;
function new_client_Applet (Named : in String;
window_Width : in Positive := 500;
window_Height : in Positive := 500;
space_Kind : in physics.space_Kind := physics.Bullet) return gel.Applet.client_world.view
is
the_Window : constant gel.Window.view
:= gel.Window.Forge.new_Window (Named,
window_Width,
window_Height);
the_Applet : constant gel.Applet.client_world.view
:= gel.Applet.client_World.forge.new_Applet ("Applet." & Named,
the_Window,
space_Kind);
begin
return the_Applet;
end new_client_Applet;
-----------
--- Sprites
--
-----
-- 2D
--
function new_circle_Sprite (in_World : in gel.World.view;
Name : in String;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Friction : in math.Real := 0.5;
Bounce : in math.Real := 0.5;
is_Tangible : in Boolean := True;
Radius : in math.Real := 0.5;
Color : in openGL.lucid_Color := (opengl.Palette.White, openGL.Opaque);
Sides : in Positive := 24;
Fill : in Boolean := True;
Texture : in openGL.asset_Name := openGL.null_Asset;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use openGL;
the_graphics_Model : openGL.Model.view;
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.Circle, Radius),
Mass => Mass,
Friction => Friction,
Restitution => Bounce,
is_Tangible => is_Tangible);
begin
if Texture = openGL.null_Asset
then
if Fill
then
the_graphics_Model := openGL.Model.sphere.lit_colored_textured.new_Sphere (Radius,
Color => Color,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
Image => Texture).all'Access;
else
the_graphics_Model := openGL.Model.circle.colored.new_circle (Radius,
Color => Color,
Sides => Sides).all'Access;
end if;
else
the_graphics_Model := openGL.Model.circle.lit_textured.new_Circle (Radius,
texture_Details => (Fades => [1 => 0.0, others => <>],
texture_Applies => [1 => True, others => <>],
Textures => [1 => Texture, others => <>],
texture_Count => 1,
texture_Tiling => (S => 1.0, T => 1.0),
Animation => null)).all'Access;
end if;
return gel.Sprite.Forge.new_Sprite (Name,
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model,
the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_Kinematic => False,
user_Data => user_Data);
end new_circle_Sprite;
function new_polygon_Sprite (in_World : in gel.World.view;
Name : in String;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Friction : in math.Real := 0.5;
Bounce : in math.Real := 0.5;
is_Tangible : in Boolean := True;
Vertices : in Geometry_2d.Sites;
Color : in openGL.Color := opengl.Palette.White;
Texture : in openGL.asset_Name := openGL.null_Asset;
texture_Tiling : in openGL.texture_Set.Tiling := (S => 1.0, T => 1.0);
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use type Geometry_2d.Sites,
openGL.asset_Name;
the_graphics_Model : openGL.Model.view;
Padding : constant Geometry_2d.Sites (1 .. 8 - Vertices'Length) := (others => <>);
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.Polygon,
vertex_Count => Vertices'Length,
Vertices => Vertices & Padding),
Mass => Mass,
Friction => Friction,
Restitution => Bounce,
is_Tangible => is_Tangible);
begin
if Texture = openGL.null_Asset
then
the_graphics_Model := openGL.Model.polygon.lit_colored.new_Polygon (openGL.Vector_2_array (Vertices),
(Color, openGL.Opaque)).all'Access;
else
the_graphics_Model := openGL.Model.polygon.lit_textured.new_Polygon (vertex_Sites => openGL.Vector_2_array (Vertices),
texture_Details => (Fades => [1 => 0.0, others => <>],
Textures => [1 => Texture, others => <>],
texture_Count => 1,
texture_Tiling => texture_Tiling,
texture_Applies => [others => True],
Animation => null)).all'Access;
end if;
return gel.Sprite.Forge.new_Sprite (Name,
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model,
the_physics_Model,
owns_graphics => True,
owns_physics => True,
is_Kinematic => False,
user_Data => user_Data);
end new_polygon_Sprite;
function new_rectangle_Sprite (in_World : in gel.World.view;
Name : in String;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Friction : in math.Real := 0.5;
Bounce : in math.Real := 0.5;
is_Tangible : in Boolean := True;
Width,
Height : in math.Real;
Color : in openGL.Color := opengl.Palette.White;
Texture : in openGL.asset_Name := openGL.null_Asset;
texture_Tiling : in openGL.texture_Set.Tiling := (S => 1.0, T => 1.0);
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use Math;
half_Width : constant Real := Width / 2.0;
half_Height : constant Real := Height / 2.0;
the_Vertices : constant Geometry_2d.Sites (1 .. 4) := [[-half_Width, -half_Height],
[ half_Width, -half_Height],
[ half_Width, half_Height],
[-half_Width, half_Height]];
begin
return new_polygon_Sprite (in_World,
Name,
Site,
Spin,
Mass,
Friction,
Bounce,
is_Tangible,
the_Vertices,
Color,
Texture,
texture_Tiling,
user_Data);
end new_rectangle_Sprite;
-----
-- 3D
--
function new_ball_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Radius : in math.Real := 0.5;
lat_Count : in Positive := openGL.Model.sphere.default_latitude_Count;
long_Count : in Positive := openGL.Model.sphere.default_longitude_Count;
is_Lit : in Boolean := True;
Color : in openGL.lucid_Color := opengl.no_lucid_Color;
Texture : in openGL.asset_Name := openGL.null_Asset;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use type openGL.lucid_Color,
openGL.asset_Name;
the_graphics_Model : openGL.Model.sphere.view;
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.a_Sphere, Radius),
Mass => Mass);
begin
if is_Lit -- TODO: Remaining combinations.
then
if Texture /= openGL.null_Asset
then
the_graphics_Model := openGL.Model.sphere.lit_colored_textured.new_Sphere (Radius,
lat_Count => lat_Count,
long_Count => long_Count,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
Image => Texture).all'Access;
else
the_graphics_Model := openGL.Model.sphere.lit_colored.new_Sphere (Radius,
lat_Count => lat_Count,
long_Count => long_Count,
Color => Color).all'Access;
end if;
else
if Color /= openGL.no_lucid_Color
then
the_graphics_Model := openGL.Model.sphere.colored.new_Sphere (Radius,
lat_Count => lat_Count,
long_Count => long_Count,
Color => Color).all'Access;
else
the_graphics_Model := openGL.Model.sphere.textured.new_Sphere (Radius,
lat_Count => lat_Count,
long_Count => long_Count,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
Image => Texture).all'Access;
end if;
end if;
return gel.Sprite.Forge.new_Sprite ("ball_Sprite",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
end new_ball_Sprite;
function new_skysphere_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Radius : in math.Real := 1_000_000.0;
Texture : in openGL.asset_Name;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
the_graphics_Model : openGL.Model.sphere.view;
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (physics.Model.a_Sphere, Radius),
Mass => 0.0);
begin
the_graphics_Model := openGL.Model.sphere.textured.new_Sphere (Radius,
lat_Count => 180,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
Image => Texture,
is_Skysphere => True).all'Access;
return gel.Sprite.Forge.new_Sprite ("skysphere_Sprite",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
end new_skysphere_Sprite;
function new_box_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Colors : in box_Colors := [others => opengl.Palette.random_Color];
is_Kinematic : in Boolean := False;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use openGL.Model.box,
openGL,
Math;
the_box_Model : constant openGL.Model.box.colored.view
:= openGL.Model.box.colored.new_Box (Size => Size,
Faces => [Front => (Colors => [others => (Colors (1), Opaque)]),
Rear => (Colors => [others => (Colors (2), Opaque)]),
Upper => (Colors => [others => (Colors (3), Opaque)]),
Lower => (Colors => [others => (Colors (4), Opaque)]),
Left => (Colors => [others => (Colors (5), Opaque)]),
Right => (Colors => [others => (Colors (6), Opaque)])]);
the_box_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Box : constant gel.Sprite.view
:= gel.Sprite.Forge.new_Sprite ("demo.Box",
sprite.World_view (in_World),
Site,
Spin,
the_box_Model.all'Access,
the_box_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => is_Kinematic,
user_Data => user_Data);
begin
return the_Box;
end new_box_Sprite;
function new_box_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use openGL.Model.box,
Math;
the_box_Model : constant openGL.Model.box.textured.view
:= openGL.Model.box.textured.new_Box (Size => Size,
Faces => [Front => (texture_Name => Texture),
Rear => (texture_Name => Texture),
Upper => (texture_Name => Texture),
Lower => (texture_Name => Texture),
Left => (texture_Name => Texture),
Right => (texture_Name => Texture)],
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
the_box_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Box : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("demo.Box",
sprite.World_view (in_World),
Site,
Spin,
the_box_Model.all'Access,
the_box_physics_Model,
owns_graphics => True,
owns_physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Box;
end new_box_Sprite;
function new_billboard_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 1.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name := openGL.null_Asset;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use Math;
the_billboard_Model : constant openGL.Model.billboard.textured.view
:= openGL.Model.billboard.textured.forge.new_Billboard (Size => (Width => Size (1),
Height => Size (2)),
Plane => openGL.Model.Billboard.xy,
Texture => Texture,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
the_billboard_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Billboard : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("Billboard",
sprite.World_view (in_World),
Site,
Spin,
the_billboard_Model.all'Access,
the_billboard_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Billboard;
end new_billboard_Sprite;
function new_billboard_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Color : in openGL.lucid_Color;
Mass : in math.Real := 1.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name := openGL.null_Asset;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use Math;
the_billboard_Model : constant openGL.Model.billboard.colored_textured.view
:= openGL.Model.billboard.colored_textured.new_Billboard (Size => (Width => Size (1),
Height => Size (2)),
Plane => openGL.Model.Billboard.xy,
Texture => Texture,
Color => Color,
texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
the_billboard_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Billboard : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("Billboard",
sprite.World_view (in_World),
Site,
Spin,
the_billboard_Model.all'Access,
the_billboard_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Billboard;
end new_billboard_Sprite;
function new_arrow_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 0.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name := openGL.null_Asset;
Color : in openGL.lucid_Color := (openGL.Palette.Black, openGL.Opaque);
line_Width : in openGL.Real := openGL.Primitive.unused_line_Width;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
pragma Unreferenced (Texture);
use Math;
the_graphics_Model : constant openGL.Model.arrow.colored.view
:= openGL.Model.arrow.colored.new_Arrow (Color => Color.primary,
line_Width => line_Width);
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Arrow : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("Arrow",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model.all'Access,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Arrow;
end new_arrow_Sprite;
function new_line_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 0.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name := openGL.null_Asset;
Color : in openGL.lucid_Color := (openGL.Palette.Black, openGL.Opaque);
line_Width : in openGL.Real := openGL.Primitive.unused_line_Width;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
pragma Unreferenced (Texture, line_Width);
use Math;
the_graphics_Model : constant openGL.Model.line.colored.view
:= openGL.Model.line.colored.new_line_Model (Color => Color.primary);
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Line : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("Line",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model.all'Access,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Line;
end new_line_Sprite;
function new_segment_line_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Mass : in math.Real := 0.0;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Texture : in openGL.asset_Name := openGL.null_Asset;
Color : in openGL.lucid_Color := (openGL.Palette.Black, openGL.Opaque);
line_Width : in openGL.Real := openGL.Primitive.unused_line_Width;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
pragma Unreferenced (Texture, line_Width);
use Math;
the_graphics_Model : constant openGL.Model.segment_line.view
:= openGL.Model.segment_line.new_segment_line_Model (Color => Color.primary);
the_physics_Model : constant physics.Model.view
:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0),
Mass => Mass);
the_Line : constant gel.Sprite.view
:= gel.Sprite.forge.new_Sprite ("Line",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model.all'Access,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
begin
return the_Line;
end new_segment_line_Sprite;
-- Text
--
function new_text_Sprite (in_World : in gel.World.view;
Site : in math.Vector_3 := math.Origin_3D;
Spin : in math.Matrix_3x3 := math.Identity_3x3;
Text : in String;
Font : in openGL.Font.font_Id;
Color : in openGL.Color := opengl.Palette.Black;
Size : in math.Vector_3 := [1.0, 1.0, 1.0];
Centered : in Boolean := True;
user_Data : in any_user_Data_view := null) return gel.Sprite.view
is
use Math;
use type Physics.space_Kind;
the_Texture : constant openGL.asset_Name := openGL.to_Asset ("assets/opengl/texture/Face1.bmp");
-- the_graphics_Model : constant openGL.Model.text.lit_colored.view
-- := openGL.Model.text.lit_colored.new_Text (Text => Text,
-- Font => Font,
-- Color => (Color, openGL.Opaque),
-- texture_Details => openGL.texture_Set.to_Details ([1 => openGL.null_Asset]),
-- Centered => Centered);
the_graphics_Model : constant openGL.Model.Text.lit_colored.view
:= openGL.Model.Text.lit_colored.new_Text (Text => Text,
Font => Font,
Color => (Color, openGL.Opaque),
texture_Details => openGL.texture_Set.to_Details ([1 => the_Texture]),
Centered => True);
the_physics_Model : physics.Model.view;
begin
if in_World.space_Kind = Physics.Box2d
then
declare
half_Width : constant Real := Size (1) / 2.0;
half_Height : constant Real := Size (2) / 2.0;
the_Vertices : constant Geometry_2d.Sites (1 .. 8) := [[-half_Width, -half_Height],
[ half_Width, -half_Height],
[ half_Width, half_Height],
[-half_Width, half_Height],
others => [0.0, 0.0]];
begin
the_physics_Model := physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Polygon,
Vertices => the_Vertices,
vertex_Count => 4));
end;
else
the_physics_Model := physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
half_Extents => Size / 2.0));
end if;
return gel.Sprite.Forge.new_Sprite ("text_Sprite",
sprite.World_view (in_World),
Site,
Spin,
the_graphics_Model,
the_physics_Model,
owns_Graphics => True,
owns_Physics => True,
is_Kinematic => False,
user_Data => user_Data);
end new_text_Sprite;
end gel.Forge;