;
; ------------------------------------------------------------
;
;   PureBasic - EntityBoneX/Y/Z
;
;    (c) Fantaisie Software
;
; ------------------------------------------------------------
;
;Use keys Q,S,D,Z (Robot shoot)

IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"

Structure Bullet
  Bullet.i
  timer.f
  Speed.f
  Life.l
EndStructure

Define.f KeyX, KeyY, MouseX, MouseY, Speed = 0.1
Define.i RobotMove,Time
Global NewList Bullets.Bullet()

#CameraSpeed = 2

Macro GetBonePosition(Position, Entity, Bone, x1, y1, z1)
  Position\x = EntityBoneX(Entity, Bone, x1, y1, z1)
  Position\y = EntityBoneY(Entity, Bone, x1, y1, z1)
  Position\z = EntityBoneZ(Entity, Bone, x1, y1, z1)
EndMacro

Macro SubVector3(V, V1, V2)
  V\x = V1\x - V2\x
  V\y = V1\y - V2\y
  V\z = V1\z - V2\z
EndMacro

;-Declare
Declare Normalize(*V.Vector3)
Declare AddShoot()
Declare Shootbullet()

If InitEngine3D()
  
  
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Models", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Packs/desert.zip", #PB_3DArchive_Zip)
  Parse3DScripts()
  
  InitSprite()
  InitKeyboard()
  InitMouse()
  
  If Screen3DRequester()
    
    KeyboardMode(#PB_Keyboard_International)
    
    WorldShadows(#PB_Shadow_Modulative, 3000, RGB(175, 175, 175))
    
    GetScriptMaterial(1, "Color/Red")
    GetScriptMaterial(2, "Color/Green")
    
    ;Ground
    ;
    CreateMaterial(0, LoadTexture(0, "Dirt.jpg"))
    CreatePlane(0, 1500, 1500, 40, 40, 15, 15)
    CreateEntity(0,MeshID(0),MaterialID(0))
    EntityRenderMode(0, 0)
    
    ;Mesh
    ;
    LoadMesh(1, "robot.mesh")
    CreateSphere(2, 1)
    
    ; Entity
    ;
    CreateEntity(1, MeshID(1), #PB_Material_None)
    
    ; SkyBox
    ;
    SkyBox("desert07.jpg")
    
    ; Camera
    ;
    CreateCamera(0, 0, 0, 100, 100)
    MoveCamera(0, 50, 100, 180, #PB_Absolute)
    CameraLookAt(0, EntityX(1), EntityY(1) + 40, EntityZ(1))
    
    
    CreateLight(0, RGB(255, 255, 255), -40, 100, 80)
    AmbientColor(RGB(80, 80, 80))
    
    Repeat
      Screen3DEvents()
      
      If ExamineMouse()
        MouseX = -MouseDeltaX()/10
        MouseY = -MouseDeltaY()/10
      EndIf
      
      RobotMove = #False
      If ExamineKeyboard()
        
        
        If KeyboardPushed(#PB_Key_Q)
          RotateEntity(1, 0, 180, 0)
          RobotMove = #True
        EndIf
        
        If KeyboardPushed(#PB_Key_D)
          RotateEntity(1, 0, 0, 0)
          RobotMove = #True
        EndIf
        
        If KeyboardPushed(#PB_Key_Z)
          RotateEntity(1, 0, 90, 0)
          RobotMove = #True
        EndIf
        
        If KeyboardPushed(#PB_Key_S)
          RotateEntity(1, 0, -90, 0)
          RobotMove = #True
        EndIf
        
        If KeyboardPushed(#PB_Key_Left)
          KeyX = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Right)
          KeyX = #CameraSpeed
        Else
          KeyX = 0
        EndIf
        
        If KeyboardPushed(#PB_Key_Up)
          KeyY = -#CameraSpeed
        ElseIf KeyboardPushed(#PB_Key_Down)
          KeyY = #CameraSpeed
        Else
          KeyY = 0
        EndIf
        
        If KeyboardPushed(#PB_Key_PageUp) And Speed < 1.0
          Speed + 0.05
        ElseIf KeyboardPushed(#PB_Key_PageDown) And Speed > 0.1
          Speed - 0.05
        EndIf
        
      EndIf
      
      If RobotMove
        If EntityAnimationStatus(1, "Shoot") = #PB_EntityAnimation_Stopped ; Loop
          StartEntityAnimation(1, "Shoot", #PB_EntityAnimation_Manual) ; Start the animation from the beginning
        EndIf
      Else
        StopEntityAnimation(1, "Shoot")
        SetEntityAnimationTime(1, "Shoot", 0)
      EndIf
      
      AddEntityAnimationTime(1, "Shoot", TimeSinceLastFrame)
      
      ;Add Shoot
      If GetEntityAnimationTime(1, "Shoot") > 280 And GetEntityAnimationTime(1, "Shoot") < 310 And ElapsedMilliseconds()-Time>500
        Time = ElapsedMilliseconds()
        AddShoot()
      EndIf
      
      Shootbullet()
      
      RotateCamera(0, MouseY, MouseX, 0, #PB_Relative)
      MoveCamera  (0, KeyX, 0, KeyY)
      
      TimeSinceLastFrame = RenderWorld() * Speed
      
      FlipBuffers()
    Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
  EndIf
  
Else
  MessageRequester("Error", "The 3D Engine can't be initialized",0)
EndIf

End

Procedure Normalize(*V.Vector3)
  Define.f magSq, oneOverMag
  
  magSq = *V\x * *V\x + *V\y * *V\y + *V\z * *V\z
  If magsq > 0
    oneOverMag = 1.0 / Sqr(magSq)
    *V\x * oneOverMag
    *V\y * oneOverMag
    *V\z * oneOverMag
  EndIf
  
EndProcedure


Procedure AddShoot()
  Protected.i Bullet
  Protected.Vector3 Bone1, Bone2, Direction
  Protected.f Angle
  
  GetBonePosition(Bone1, 1, "Joint17", 0, 0, 0)
  GetBonePosition(Bone2, 1, "Joint18", 0, 0, -5)
  SubVector3(Direction, Bone2, Bone1)
  Normalize(@Direction)
  
  For i=0 To 315 Step 45
    AddElement(Bullets())
    
    With Bullets()
      \Speed = 180
      \Life = ElapsedMilliseconds()
      ;\Bullet = CreateEntity(#PB_Any, MeshID(2), MaterialID(1), Bone2\x-2, Bone2\y+0.5, Bone2\z)
      If Int(EntityYaw(1))=90 Or Int(EntityYaw(1))=-90
        \Bullet = CreateEntity(#PB_Any, MeshID(2), MaterialID(1), 2.4*Cos(Radian(Angle))+Bone2\x+1.2, 2.4*Sin(Radian(Angle))+Bone2\y+0.7, Bone2\z)
      Else
        \Bullet = CreateEntity(#PB_Any, MeshID(2), MaterialID(1), Bone2\x, 2.4*Sin(Radian(Angle))+Bone2\y+0.7, 2.4*Cos(Radian(Angle))+Bone2\z+1.2)
      EndIf
      Angle + 45
      CreateEntityBody(\Bullet, #PB_Entity_SphereBody, 1)
      ApplyEntityImpulse(\Bullet, Direction\x * \Speed, Direction\y * \Speed, Direction\z * \Speed)
    EndWith
  Next
EndProcedure

Procedure Shootbullet()
  ForEach Bullets()
    With Bullets()
      
      If ElapsedMilliseconds()-Bullets()\Life>3000
        If IsEntity(\Bullet)
          FreeEntity(\Bullet)
        EndIf
        DeleteElement(Bullets(), 1)
      EndIf
    EndWith
  Next
EndProcedure