// // Copyright (c) 2008-2015 the Urho3D project. // Copyright (c) 2015 Xamarin Inc // Copyright (c) 2016 THUNDERBEAST GAMES LLC // // 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 RagdollSample : Sample { bool drawDebug; Camera camera; public RagdollSample() : 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() { SubscribeToEvent(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().DrawDebugGeometry(false); }); } protected override void Update(float timeStep) { base.Update(timeStep); SimpleMoveCamera3D(timeStep); var input = GetSubsystem(); 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.SetViewport(0, new Viewport(scene, CameraNode.GetComponent())); } void CreateScene() { var cache = GetSubsystem(); 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(); scene.CreateComponent(); scene.CreateComponent(); // Create a Zone component for ambient lighting & fog control Node zoneNode = scene.CreateChild("Zone"); Zone zone = zoneNode.CreateComponent(); zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = (new Color(0.15f, 0.15f, 0.15f)); zone.FogColor = new Color(0.5f, 0.5f, 0.7f); zone.FogStart = 100.0f; zone.FogEnd = 300.0f; // 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.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 a floor object, 500 x 500 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(500.0f, 1.0f, 500.0f); StaticModel floorObject = floorNode.CreateComponent(); floorObject.Model = cache.Get("Models/Box.mdl"); floorObject.SetMaterial(cache.Get("Materials/StoneTiled.xml")); // Make the floor physical by adding RigidBody and CollisionShape components RigidBody body = floorNode.CreateComponent(); // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that // the spheres will eventually come to rest body.RollingFriction = 0.15f; CollisionShape shape = floorNode.CreateComponent(); // 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 animated models for (int z = -1; z <= 1; ++z) { for (int x = -4; x <= 4; ++x) { Node modelNode = scene.CreateChild("Jack"); modelNode.Position = new Vector3(x * 5.0f, 0.0f, z * 5.0f); modelNode.Rotation = new Quaternion(0.0f, 180.0f, 0.0f); AnimatedModel modelObject = modelNode.CreateComponent(); modelObject.Model = cache.Get("Models/Jack.mdl"); modelObject.SetMaterial(cache.Get("Materials/Jack.xml")); modelObject.CastShadows = true; // Set the model to also update when invisible to avoid staying invisible when the model should come into // view, but does not as the bounding box is not updated modelObject.UpdateInvisible = true; // Create a rigid body and a collision shape. These will act as a trigger for transforming the // model into a ragdoll when hit by a moving object RigidBody body = modelNode.CreateComponent(); // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the // colliding objects body.Trigger = true; CollisionShape shape = modelNode.CreateComponent(); // Create the capsule shape with an offset so that it is correctly aligned with the model, which // has its origin at the feet shape.SetCapsule(0.7f, 2.0f, new Vector3(0.0f, 1.0f, 0.0f), Quaternion.Identity); // Create a custom component that reacts to collisions and creates the ragdoll modelNode.AddComponent(new Ragdoll()); } } // Create the camera. Limit far clip distance to match the fog CameraNode = new Node(); camera = CameraNode.CreateComponent(); camera.FarClip = 300.0f; // Set an initial position for the camera scene node above the plane CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f); } void SpawnObject() { var cache = GetSubsystem(); Node boxNode = scene.CreateChild("Sphere"); boxNode.Position = CameraNode.Position; boxNode.Rotation = CameraNode.Rotation; boxNode.SetScale(0.25f); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Sphere.mdl"); boxObject.SetMaterial(cache.Get("Materials/StoneSmall.xml")); boxObject.CastShadows = true; RigidBody body = boxNode.CreateComponent(); body.Mass = 1.0f; body.RollingFriction = 0.15f; CollisionShape shape = boxNode.CreateComponent(); shape.SetSphere(1.0f, Vector3.Zero, Quaternion.Identity); const float objectVelocity = 10.0f; // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component // to overcome gravity better body.SetLinearVelocity(CameraNode.Rotation * new Vector3(0.0f, 0.25f, 1.0f) * objectVelocity); } } }