Ragdolls.cpp 12 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Core/CoreEvents.h>
  24. #include <Atomic/Engine/Engine.h>
  25. #include <Atomic/Graphics/AnimatedModel.h>
  26. #include <Atomic/Graphics/Camera.h>
  27. #include <Atomic/Graphics/DebugRenderer.h>
  28. #include <Atomic/Graphics/Graphics.h>
  29. #include <Atomic/Graphics/Light.h>
  30. #include <Atomic/Graphics/Material.h>
  31. #include <Atomic/Graphics/Octree.h>
  32. #include <Atomic/Graphics/Renderer.h>
  33. #include <Atomic/Graphics/Zone.h>
  34. #include <Atomic/Input/Input.h>
  35. #include <Atomic/IO/File.h>
  36. #include <Atomic/IO/FileSystem.h>
  37. #include <Atomic/Physics/CollisionShape.h>
  38. #include <Atomic/Physics/PhysicsWorld.h>
  39. #include <Atomic/Physics/RigidBody.h>
  40. #include <Atomic/Resource/ResourceCache.h>
  41. #include <Atomic/Scene/Scene.h>
  42. #include <Atomic/UI/UI.h>
  43. #include "CreateRagdoll.h"
  44. #include "Ragdolls.h"
  45. #include <Atomic/DebugNew.h>
  46. Ragdolls::Ragdolls(Context* context) :
  47. Sample(context),
  48. drawDebug_(false)
  49. {
  50. // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
  51. context->RegisterFactory<CreateRagdoll>();
  52. }
  53. void Ragdolls::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateInstructions();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update and render post-update events
  64. SubscribeToEvents();
  65. // Set the mouse mode to use in the sample
  66. Sample::InitMouseMode(MM_ABSOLUTE);
  67. }
  68. void Ragdolls::CreateScene()
  69. {
  70. ResourceCache* cache = GetSubsystem<ResourceCache>();
  71. scene_ = new Scene(context_);
  72. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  74. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  75. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  76. scene_->CreateComponent<Octree>();
  77. scene_->CreateComponent<PhysicsWorld>();
  78. scene_->CreateComponent<DebugRenderer>();
  79. // Create a Zone component for ambient lighting & fog control
  80. Node* zoneNode = scene_->CreateChild("Zone");
  81. Zone* zone = zoneNode->CreateComponent<Zone>();
  82. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  83. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  84. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  85. zone->SetFogStart(100.0f);
  86. zone->SetFogEnd(300.0f);
  87. // Create a directional light to the world. Enable cascaded shadows on it
  88. Node* lightNode = scene_->CreateChild("DirectionalLight");
  89. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  90. Light* light = lightNode->CreateComponent<Light>();
  91. light->SetLightType(LIGHT_DIRECTIONAL);
  92. light->SetCastShadows(true);
  93. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  94. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  95. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  96. {
  97. // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
  98. Node* floorNode = scene_->CreateChild("Floor");
  99. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  100. floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
  101. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  102. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  103. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  104. // Make the floor physical by adding RigidBody and CollisionShape components
  105. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  106. // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
  107. // the spheres will eventually come to rest
  108. body->SetRollingFriction(0.15f);
  109. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  110. // 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
  111. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  112. shape->SetBox(Vector3::ONE);
  113. }
  114. // Create animated models
  115. for (int z = -1; z <= 1; ++z)
  116. {
  117. for (int x = -4; x <= 4; ++x)
  118. {
  119. Node* modelNode = scene_->CreateChild("Jack");
  120. modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
  121. modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
  122. AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
  123. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  124. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  125. modelObject->SetCastShadows(true);
  126. // Set the model to also update when invisible to avoid staying invisible when the model should come into
  127. // view, but does not as the bounding box is not updated
  128. modelObject->SetUpdateInvisible(true);
  129. // Create a rigid body and a collision shape. These will act as a trigger for transforming the
  130. // model into a ragdoll when hit by a moving object
  131. RigidBody* body = modelNode->CreateComponent<RigidBody>();
  132. // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
  133. // colliding objects
  134. body->SetTrigger(true);
  135. CollisionShape* shape = modelNode->CreateComponent<CollisionShape>();
  136. // Create the capsule shape with an offset so that it is correctly aligned with the model, which
  137. // has its origin at the feet
  138. shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
  139. // Create a custom component that reacts to collisions and creates the ragdoll
  140. modelNode->CreateComponent<CreateRagdoll>();
  141. }
  142. }
  143. // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
  144. // the scene, because we want it to be unaffected by scene load / save
  145. cameraNode_ = new Node(context_);
  146. Camera* camera = cameraNode_->CreateComponent<Camera>();
  147. camera->SetFarClip(300.0f);
  148. // Set an initial position for the camera scene node above the floor
  149. cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
  150. }
  151. void Ragdolls::CreateInstructions()
  152. {
  153. SimpleCreateInstructions (
  154. "Use WASD keys and mouse/touch to move\n"
  155. "LMB to spawn physics objects\n"
  156. "F5 to save scene, F7 to load\n"
  157. "Space to toggle physics debug geometry"
  158. );
  159. }
  160. void Ragdolls::SetupViewport()
  161. {
  162. Renderer* renderer = GetSubsystem<Renderer>();
  163. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  164. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  165. renderer->SetViewport(0, viewport);
  166. }
  167. void Ragdolls::MoveCamera(float timeStep)
  168. {
  169. Input* input = GetSubsystem<Input>();
  170. // Movement speed as world units per second
  171. const float MOVE_SPEED = 20.0f;
  172. // Mouse sensitivity as degrees per pixel
  173. const float MOUSE_SENSITIVITY = 0.1f;
  174. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  175. IntVector2 mouseMove = input->GetMouseMove();
  176. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  177. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  178. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  179. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  180. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  181. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  182. if (input->GetKeyDown(KEY_W))
  183. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  184. if (input->GetKeyDown(KEY_S))
  185. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  186. if (input->GetKeyDown(KEY_A))
  187. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  188. if (input->GetKeyDown(KEY_D))
  189. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  190. // "Shoot" a physics object with left mousebutton
  191. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  192. SpawnObject();
  193. // Check for loading / saving the scene
  194. if (input->GetKeyPress(KEY_F5))
  195. {
  196. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
  197. scene_->SaveXML(saveFile);
  198. }
  199. if (input->GetKeyPress(KEY_F7))
  200. {
  201. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
  202. scene_->LoadXML(loadFile);
  203. }
  204. // Toggle physics debug geometry with space
  205. if (input->GetKeyPress(KEY_SPACE))
  206. drawDebug_ = !drawDebug_;
  207. }
  208. void Ragdolls::SpawnObject()
  209. {
  210. ResourceCache* cache = GetSubsystem<ResourceCache>();
  211. Node* boxNode = scene_->CreateChild("Sphere");
  212. boxNode->SetPosition(cameraNode_->GetPosition());
  213. boxNode->SetRotation(cameraNode_->GetRotation());
  214. boxNode->SetScale(0.25f);
  215. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  216. boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  217. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  218. boxObject->SetCastShadows(true);
  219. RigidBody* body = boxNode->CreateComponent<RigidBody>();
  220. body->SetMass(1.0f);
  221. body->SetRollingFriction(0.15f);
  222. CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
  223. shape->SetSphere(1.0f);
  224. const float OBJECT_VELOCITY = 10.0f;
  225. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  226. // to overcome gravity better
  227. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  228. }
  229. void Ragdolls::SubscribeToEvents()
  230. {
  231. // Subscribe HandleUpdate() function for processing update events
  232. SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(Ragdolls, HandleUpdate));
  233. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  234. // debug geometry
  235. SubscribeToEvent(E_POSTRENDERUPDATE, ATOMIC_HANDLER(Ragdolls, HandlePostRenderUpdate));
  236. }
  237. void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
  238. {
  239. using namespace Update;
  240. // Take the frame time step, which is stored as a float
  241. float timeStep = eventData[P_TIMESTEP].GetFloat();
  242. // Move the camera, scale movement with time step
  243. MoveCamera(timeStep);
  244. }
  245. void Ragdolls::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  246. {
  247. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  248. if (drawDebug_)
  249. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  250. }