local function grid(size, subdivisions)
local vertices = {}
local indices = {}
local step = size / (subdivisions - 1)
for z = -size / 2, size / 2, step do
for x = -size / 2, size / 2, step do
table.insert(vertices, {x, 0, z})
table.insert(vertices, {x, 0, z + step})
table.insert(vertices, {x + step, 0, z})
table.insert(vertices, {x, 0, z + step})
table.insert(vertices, {x + step, 0, z + step})
table.insert(vertices, {x + step, 0, z})
end
end
return vertices
end
local function terrain_fn(x, z)
return 4 * (lovr.math.noise(x * 0.05, z * 0.05) - 0.5)
end
function lovr.load()
size = 50
world = lovr.physics.newWorld(0, -9.81, 0, false)
lovr.graphics.setBackgroundColor(0.208, 0.208, 0.275)
local vertices, indices = grid(size, 100)
for vi = 1, #vertices do
local x,y,z = unpack(vertices[vi])
vertices[vi][2] = terrain_fn(x, z) -- elevate grid to terrain height
end
mesh = lovr.graphics.newMesh(vertices)
world:newTerrainCollider(size, terrain_fn) -- use callback to define elevations
box_colliders = {}
end
function lovr.update(dt)
if lovr.timer.getTime() % 1 < dt then -- spawn new box each second
local collider = world:newBoxCollider(
lovr.math.randomNormal(size / 10, 0),
lovr.math.randomNormal(1, 20),
lovr.math.randomNormal(size / 10, 0),
1)
table.insert(box_colliders, collider)
end
world:update(dt)
end
function lovr.draw(pass)
pass:setColor(0.925, 0.745, 0.137)
for _, collider in ipairs(box_colliders) do
pass:box(mat4(collider:getPose()))
end
pass:setColor(0.565, 0.404, 0.463)
pass:draw(mesh)
pass:setWireframe(true)
pass:setColor(0.388, 0.302, 0.412, 0.1)
pass:draw(mesh)
end