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Adding 11_Physics to feature examples

Josh Engebretson 9 years ago
parent
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5b5e3680c1

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FeatureExamples/Resources/Scripts/11_Physics.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+    public class PhysicsSample : Sample
+    {
+        Scene scene;
+        bool drawDebug;
+
+        public PhysicsSample() : base() { }
+
+        public override void Start()
+        {
+            base.Start();
+            CreateScene();
+            SimpleCreateInstructionsWithWasd(
+                "\nLMB to spawn physics objects\n" +
+                "F5 to save scene, F7 to load\n" +
+                "Space to toggle physics debug geometry");
+            SetupViewport();
+            SubscribeToEvents();
+        }
+
+        void SubscribeToEvents()
+        {
+            // Subscribe HandlePostRenderUpdate() function for
+            // processing the post-render update event, sent after
+            // Renderer subsystem is done with defining the draw
+            // calls for the viewports (but before actually
+            // executing them.) We will request debug geometry
+            // rendering during that event
+
+            SubscribeToEvent<PostRenderUpdateEvent>(e =>
+            {
+                // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
+                // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
+                // bones properly
+                if (drawDebug)
+                {
+                    GetSubsystem<Renderer>().DrawDebugGeometry(false);
+                }
+            });
+        }
+
+        protected override void Update(float timeStep)
+        {
+            base.Update(timeStep);
+
+            var input = GetSubsystem<Input>();
+            var fileSystem = GetSubsystem<FileSystem>();
+
+            SimpleMoveCamera3D(timeStep);
+
+            if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT))
+                SpawnObject();
+
+            /* TODO: Scene.SaveXML/Scene.LoadXML
+
+            if (input.GetKeyPress(Constants.KEY_F5))
+                scene.SaveXml(fileSystem.UserDocumentsDir + "/Scenes/Physics.xml");
+
+            if (input.GetKeyPress(Constants.KEY_F7))
+                scene.LoadXml(fileSystem.UserDocumentsDir + "/Scenes/Physics.xml");
+
+            */
+
+            if (input.GetKeyPress(Constants.KEY_SPACE))
+                drawDebug = !drawDebug;
+        }
+
+        void SetupViewport()
+        {
+            var renderer = GetSubsystem<Renderer>();
+            renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
+        }
+
+        void CreateScene()
+        {
+            var cache = GetSubsystem<ResourceCache>();
+            scene = new Scene();
+
+            // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
+            // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
+            // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
+            // Finally, create a DebugRenderer component so that we can draw physics debug geometry
+            scene.CreateComponent<Octree>();
+            scene.CreateComponent<PhysicsWorld>();
+            scene.CreateComponent<DebugRenderer>();
+
+            // Create a Zone component for ambient lighting & fog control
+            Node zoneNode = scene.CreateChild("Zone");
+            Zone zone = zoneNode.CreateComponent<Zone>();
+            zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
+            zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
+            zone.FogColor = new Color(1.0f, 1.0f, 1.0f);
+            zone.FogStart = 300.0f;
+            zone.FogEnd = 500.0f;
+
+            // Create a directional light to the world. Enable cascaded shadows on it
+            Node lightNode = scene.CreateChild("DirectionalLight");
+            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
+            Light light = lightNode.CreateComponent<Light>();
+            light.LightType = LightType.LIGHT_DIRECTIONAL;
+            light.CastShadows = true;
+            light.ShadowBias = new BiasParameters(0.00025f, 0.5f);
+            // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+            light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
+
+            // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
+            // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
+            // generate the necessary 3D texture coordinates for cube mapping
+            Node skyNode = scene.CreateChild("Sky");
+            skyNode.SetScale(500.0f); // The scale actually does not matter
+            Skybox skybox = skyNode.CreateComponent<Skybox>();
+            skybox.Model = cache.Get<Model>("Models/Box.mdl");
+            skybox.SetMaterial(cache.Get<Material>("Materials/Skybox.xml"));
+
+            {
+                // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
+                Node floorNode = scene.CreateChild("Floor");
+                floorNode.Position = new Vector3(0.0f, -0.5f, 0.0f);
+                floorNode.Scale = new Vector3(1000.0f, 1.0f, 1000.0f);
+                StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
+                floorObject.Model = cache.Get<Model>("Models/Box.mdl");
+                floorObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
+
+                // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
+                // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
+                // in the physics simulation
+
+                floorNode.CreateComponent<RigidBody>();
+                CollisionShape shape = floorNode.CreateComponent<CollisionShape>();
+                // 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
+                // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
+                shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
+            }
+
+            {
+                // Create a pyramid of movable physics objects
+                for (int y = 0; y < 8; ++y)
+                {
+                    for (int x = -y; x <= y; ++x)
+                    {
+                        Node boxNode = scene.CreateChild("Box");
+                        boxNode.Position = new Vector3((float)x, -(float)y + 8.0f, 0.0f);
+                        StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
+                        boxObject.Model = cache.Get<Model>("Models/Box.mdl");
+                        boxObject.SetMaterial(cache.Get<Material>("Materials/StoneEnvMapSmall.xml"));
+                        boxObject.CastShadows = true;
+
+                        // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
+                        // and also adjust friction. The actual mass is not important; only the mass ratios between colliding 
+                        // objects are significant
+                        RigidBody body = boxNode.CreateComponent<RigidBody>();
+                        body.Mass = 1.0f;
+                        body.Friction = 0.75f;
+                        CollisionShape shape = boxNode.CreateComponent<CollisionShape>();
+                        shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
+                    }
+                }
+            }
+
+            // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
+            // the scene, because we want it to be unaffected by scene load / save
+            CameraNode = new Node();
+            Camera camera = CameraNode.CreateComponent<Camera>();
+            camera.FarClip = 500.0f;
+
+            // Set an initial position for the camera scene node above the floor
+            CameraNode.Position = (new Vector3(0.0f, 5.0f, -20.0f));
+        }
+
+        void SpawnObject()
+        {
+            var cache = GetSubsystem<ResourceCache>();
+
+            var boxNode = scene.CreateChild("SmallBox");
+            boxNode.Position = CameraNode.Position;
+            boxNode.Rotation = CameraNode.Rotation;
+            boxNode.SetScale(0.25f);
+
+            StaticModel boxModel = boxNode.CreateComponent<StaticModel>();
+            boxModel.Model = cache.Get<Model>("Models/Box.mdl");
+            boxModel.SetMaterial(cache.Get<Material>("Materials/StoneEnvMapSmall.xml"));
+            boxModel.CastShadows = true;
+
+            var body = boxNode.CreateComponent<RigidBody>();
+            body.Mass = 0.25f;
+            body.Friction = 0.75f;
+            var shape = boxNode.CreateComponent<CollisionShape>();
+            shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity);
+
+            const float objectVelocity = 10.0f;
+
+            body.SetLinearVelocity(CameraNode.Rotation * new Vector3(0f, 0.25f, 1f) * objectVelocity);
+        }
+
+    }
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/11_Physics.cs.asset

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+{
+	"version": 1,
+	"guid": "4225dc99ec5bdbdfa2c49a7fdf8c48c1",
+	"CSharpImporter": null
+}