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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 PhysicsStressTestSample : Sample
- {
- Scene scene;
- 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<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);
- SimpleMoveCamera3D(timeStep);
- var input = GetSubsystem<Input>();
- // "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>();
- renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
- }
- void SpawnObject()
- {
- var cache = GetSubsystem<ResourceCache>();
- // 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<StaticModel>();
- boxObject.Model = (cache.Get<Model>("Models/Box.mdl"));
- boxObject.SetMaterial(cache.Get<Material>("Materials/StoneSmall.xml"));
- boxObject.CastShadows = true;
- // Create physics components, use a smaller mass also
- RigidBody body = boxNode.CreateComponent<RigidBody>();
- body.Mass = 0.25f;
- body.Friction = 0.75f;
- CollisionShape shape = boxNode.CreateComponent<CollisionShape>();
- 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<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(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>();
- 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<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
- /*RigidBody* body = */
- floorNode.CreateComponent<RigidBody>();
- CollisionShape shape = floorNode.CreateComponent<CollisionShape>();
- 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<StaticModel>();
- mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
- mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
- mushroomObject.CastShadows = true;
- mushroomNode.CreateComponent<RigidBody>();
- CollisionShape shape = mushroomNode.CreateComponent<CollisionShape>();
- // 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<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Box.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/StoneSmall.xml"));
- boxObject.CastShadows = true;
- // Give the RigidBody mass to make it movable and also adjust friction
- RigidBody body = boxNode.CreateComponent<RigidBody>();
- 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<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 = 300.0f;
- // Set an initial position for the camera scene node above the floor
- CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f);
- }
- }
- }
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