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- //
- // 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 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);
- }
- }
- }
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