// // 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 PhysicsStressTestSample : Sample { bool drawDebug; public PhysicsStressTestSample() : 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(); // "Shoot" a physics object with left mousebutton if (input.GetMouseButtonPress(Constants.MOUSEB_LEFT)) SpawnObject(); /* TODO: Scene.SaveXML/Scene.LoadXML if (input.GetKeyPress(Constants.KEY_F5)) scene.SaveXml(fileSystem.UserDocumentsDir + "/Scenes/PhysicsStressTest.xml"); if (input.GetKeyPress(Constants.KEY_F7)) scene.LoadXml(fileSystem.UserDocumentsDir + "/Scenes/PhysicsStressTest.xml"); */ if (input.GetKeyPress(Constants.KEY_SPACE)) drawDebug = !drawDebug; } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent())); } void SpawnObject() { var cache = GetSubsystem(); // Create a smaller box at camera position Node boxNode = scene.CreateChild("SmallBox"); boxNode.Position = CameraNode.Position; boxNode.Rotation = CameraNode.Rotation; boxNode.SetScale(0.25f); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = (cache.Get("Models/Box.mdl")); boxObject.SetMaterial(cache.Get("Materials/StoneSmall.xml")); boxObject.CastShadows = true; // Create physics components, use a smaller mass also RigidBody body = boxNode.CreateComponent(); body.Mass = 0.25f; body.Friction = 0.75f; CollisionShape shape = boxNode.CreateComponent(); shape.SetBox(Vector3.One, 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); } 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(); CollisionShape shape = floorNode.CreateComponent(); shape.SetBox(Vector3.One, Vector3.Zero, Quaternion.Identity); } { // Create static mushrooms with triangle mesh collision const uint numMushrooms = 50; for (uint i = 0; i < numMushrooms; ++i) { Node mushroomNode = scene.CreateChild("Mushroom"); mushroomNode.Position = new Vector3(NextRandom(400.0f) - 200.0f, 0.0f, NextRandom(400.0f) - 200.0f); mushroomNode.Rotation = new Quaternion(0.0f, NextRandom(360.0f), 0.0f); mushroomNode.SetScale(5.0f + NextRandom(5.0f)); StaticModel mushroomObject = mushroomNode.CreateComponent(); mushroomObject.Model = (cache.Get("Models/Mushroom.mdl")); mushroomObject.SetMaterial(cache.Get("Materials/Mushroom.xml")); mushroomObject.CastShadows = true; mushroomNode.CreateComponent(); CollisionShape shape = mushroomNode.CreateComponent(); // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter shape.SetTriangleMesh(mushroomObject.Model, 0, Vector3.One, Vector3.Zero, Quaternion.Identity); } } { // Create a large amount of falling physics objects const uint numObjects = 1000; for (uint i = 0; i < numObjects; ++i) { Node boxNode = scene.CreateChild("Box"); boxNode.Position = new Vector3(0.0f, i * 2.0f + 100.0f, 0.0f); StaticModel boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Box.mdl"); boxObject.SetMaterial(cache.Get("Materials/StoneSmall.xml")); boxObject.CastShadows = true; // Give the RigidBody mass to make it movable and also adjust friction RigidBody body = boxNode.CreateComponent(); body.Mass = 1.0f; body.Friction = 1.0f; // Disable collision event signaling to reduce CPU load of the physics simulation body.CollisionEventMode = CollisionEventMode.COLLISION_NEVER; CollisionShape shape = boxNode.CreateComponent(); 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.FarClip = 300.0f; // Set an initial position for the camera scene node above the floor CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f); } } }