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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class PhysicsStressTestSample : Sample
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+ {
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+ Scene scene;
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+ bool drawDebug;
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+
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+ public PhysicsStressTestSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ SimpleCreateInstructionsWithWasd(
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+ "\nLMB to spawn physics objects\n" +
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+ "F5 to save scene, F7 to load\n" +
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+ "Space to toggle physics debug geometry");
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+ SetupViewport();
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+ SubscribeToEvents();
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+ }
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+
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+ void SubscribeToEvents()
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+ {
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+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
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+ {
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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+ // bones properly
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+ if (drawDebug)
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+ {
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+ GetSubsystem<Renderer>().DrawDebugGeometry(false);
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+ }
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+ });
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ base.Update(timeStep);
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+
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+ SimpleMoveCamera3D(timeStep);
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+ var input = GetSubsystem<Input>();
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+
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+ // "Shoot" a physics object with left mousebutton
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+ if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT))
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+ SpawnObject();
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+
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+ /* TODO: Scene.SaveXML/Scene.LoadXML
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+
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+ if (input.GetKeyPress(Constants.KEY_F5))
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+ scene.SaveXml(fileSystem.UserDocumentsDir + "/Scenes/PhysicsStressTest.xml");
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+
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+ if (input.GetKeyPress(Constants.KEY_F7))
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+ scene.LoadXml(fileSystem.UserDocumentsDir + "/Scenes/PhysicsStressTest.xml");
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+
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+ */
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+
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+ if (input.GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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+ }
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+
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+ void SpawnObject()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ // Create a smaller box at camera position
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+ Node boxNode = scene.CreateChild("SmallBox");
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+ boxNode.Position = CameraNode.Position;
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+ boxNode.Rotation = CameraNode.Rotation;
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+ boxNode.SetScale(0.25f);
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+ StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
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+ boxObject.Model = (cache.Get<Model>("Models/Box.mdl"));
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+ boxObject.SetMaterial(cache.Get<Material>("Materials/StoneSmall.xml"));
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+ boxObject.CastShadows = true;
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+
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+ // Create physics components, use a smaller mass also
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+ RigidBody body = boxNode.CreateComponent<RigidBody>();
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+ body.Mass = 0.25f;
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+ body.Friction = 0.75f;
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+ CollisionShape shape = boxNode.CreateComponent<CollisionShape>();
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+ shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
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+
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+ const float objectVelocity = 10.0f;
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+
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+ // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
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+ // to overcome gravity better
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+ body.SetLinearVelocity(CameraNode.Rotation * new Vector3(0.0f, 0.25f, 1.0f) * objectVelocity);
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+ }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ scene = new Scene();
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
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+ // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
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+ // Finally, create a DebugRenderer component so that we can draw physics debug geometry
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+ scene.CreateComponent<Octree>();
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+ scene.CreateComponent<PhysicsWorld>();
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+ scene.CreateComponent<DebugRenderer>();
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node zoneNode = scene.CreateChild("Zone");
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+ Zone zone = zoneNode.CreateComponent<Zone>();
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
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+ zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
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+ zone.FogStart = 100.0f;
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+ zone.FogEnd = 300.0f;
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
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+ Light light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.CastShadows = true;
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+ light.ShadowBias = new BiasParameters(0.00025f, 0.5f);
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+
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+ {
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+ // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
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+ Node floorNode = scene.CreateChild("Floor");
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+ floorNode.Position = new Vector3(0.0f, -0.5f, 0.0f);
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+ floorNode.Scale = new Vector3(500.0f, 1.0f, 500.0f);
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+ StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
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+ floorObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ floorObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
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+
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+ // Make the floor physical by adding RigidBody and CollisionShape components
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+ /*RigidBody* body = */
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+ floorNode.CreateComponent<RigidBody>();
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+ CollisionShape shape = floorNode.CreateComponent<CollisionShape>();
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+ shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
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+ }
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+
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+ {
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+ // Create static mushrooms with triangle mesh collision
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+ const uint numMushrooms = 50;
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+ for (uint i = 0; i < numMushrooms; ++i)
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+ {
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+ Node mushroomNode = scene.CreateChild("Mushroom");
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+ mushroomNode.Position = new Vector3(NextRandom(400.0f) - 200.0f, 0.0f, NextRandom(400.0f) - 200.0f);
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+ mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
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+ mushroomNode.SetScale(5.0f + NextRandom(5.0f));
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+ StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
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+ mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
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+ mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
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+ mushroomObject.CastShadows = true;
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+
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+ mushroomNode.CreateComponent<RigidBody>();
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+ CollisionShape shape = mushroomNode.CreateComponent<CollisionShape>();
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+ // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
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+ shape.SetTriangleMesh(mushroomObject.Model, 0, Vector3.One, Vector3.Zero, Quaternion.Identity);
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+ }
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+ }
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+
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+ {
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+ // Create a large amount of falling physics objects
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+ const uint numObjects = 1000;
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+ for (uint i = 0; i < numObjects; ++i)
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+ {
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+ Node boxNode = scene.CreateChild("Box");
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+ boxNode.Position = new Vector3(0.0f, i * 2.0f + 100.0f, 0.0f);
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+ StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
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+ boxObject.Model = cache.Get<Model>("Models/Box.mdl");
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+ boxObject.SetMaterial(cache.Get<Material>("Materials/StoneSmall.xml"));
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+ boxObject.CastShadows = true;
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+
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+ // Give the RigidBody mass to make it movable and also adjust friction
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+ RigidBody body = boxNode.CreateComponent<RigidBody>();
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+ body.Mass = 1.0f;
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+ body.Friction = 1.0f;
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+ // Disable collision event signaling to reduce CPU load of the physics simulation
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+ body.CollisionEventMode = CollisionEventMode.COLLISION_NEVER;
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+ CollisionShape shape = boxNode.CreateComponent<CollisionShape>();
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+ shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
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+ }
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
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+ // the scene, because we want it to be unaffected by scene load / save
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+ CameraNode = new Node();
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+ Camera camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300.0f;
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+
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+ // Set an initial position for the camera scene node above the floor
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+ CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f);
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+
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+ }
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+
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+ }
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+}
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