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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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+//
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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 PhysicsSample : 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 PhysicsSample() : 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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+ // Subscribe HandlePostRenderUpdate() function for
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+ // processing the post-render update event, sent after
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+ // Renderer subsystem is done with defining the draw
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+ // calls for the viewports (but before actually
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+ // executing them.) We will request debug geometry
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+ // rendering during that event
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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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+ var input = GetSubsystem<Input>();
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+ var fileSystem = GetSubsystem<FileSystem>();
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+
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+ SimpleMoveCamera3D(timeStep);
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+
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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/Physics.xml");
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+
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+ if (input.GetKeyPress(Constants.KEY_F7))
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+ scene.LoadXml(fileSystem.UserDocumentsDir + "/Scenes/Physics.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 CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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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(1.0f, 1.0f, 1.0f);
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+ zone.FogStart = 300.0f;
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+ zone.FogEnd = 500.0f;
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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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+ // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
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+ // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
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+ // generate the necessary 3D texture coordinates for cube mapping
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+ Node skyNode = scene.CreateChild("Sky");
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+ skyNode.SetScale(500.0f); // The scale actually does not matter
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+ Skybox skybox = skyNode.CreateComponent<Skybox>();
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+ skybox.Model = cache.Get<Model>("Models/Box.mdl");
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+ skybox.SetMaterial(cache.Get<Material>("Materials/Skybox.xml"));
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+
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+ {
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+ // Create a floor object, 1000 x 1000 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(1000.0f, 1.0f, 1000.0f);
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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. The RigidBody's default
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+ // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
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+ // in the physics simulation
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+
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+ floorNode.CreateComponent<RigidBody>();
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+ CollisionShape shape = floorNode.CreateComponent<CollisionShape>();
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+ // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
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+ // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
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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 a pyramid of movable physics objects
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+ for (int y = 0; y < 8; ++y)
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+ {
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+ for (int x = -y; x <= y; ++x)
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+ {
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+ Node boxNode = scene.CreateChild("Box");
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+ boxNode.Position = new Vector3((float)x, -(float)y + 8.0f, 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/StoneEnvMapSmall.xml"));
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+ boxObject.CastShadows = true;
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+
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+ // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
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+ // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
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+ // objects are significant
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+ RigidBody body = boxNode.CreateComponent<RigidBody>();
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+ body.Mass = 1.0f;
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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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+ }
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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 = 500.0f;
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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, 5.0f, -20.0f));
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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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+ var 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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+
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+ StaticModel boxModel = boxNode.CreateComponent<StaticModel>();
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+ boxModel.Model = cache.Get<Model>("Models/Box.mdl");
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+ boxModel.SetMaterial(cache.Get<Material>("Materials/StoneEnvMapSmall.xml"));
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+ boxModel.CastShadows = true;
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+
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+ var body = boxNode.CreateComponent<RigidBody>();
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+ body.Mass = 0.25f;
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+ body.Friction = 0.75f;
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+ var 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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+ body.SetLinearVelocity(CameraNode.Rotation * new Vector3(0f, 0.25f, 1f) * objectVelocity);
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+ }
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+
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+ }
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+}
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