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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 System.Collections.Generic;
- using AtomicEngine;
- namespace FeatureExamples
- {
- public class RagdollSample : Sample
- {
- Scene scene; // perspective (3d) scene, you know, where the ragdolls are.
- Camera camera; // the regular camera
- bool drawDebug; // bool to turn on/off debug hud.
- // the 2nd scene for the hud "overlay"
- Scene hudScene; // the hud scene
- Camera hudCamera; // ortho cam for the (pixel perfect) hud
- Vector <Sprite2D> filler; // for bargraph display
- // more fun features...
- List <float> bulletMass; // how heavy the bullet is
- List <float> bulletSpeed; // how fast the bullet is
- List <float> bulletSize; // how big the bullet is
- int massCount, speedCount, sizeCount; // counters
- float bulletArc; // shooting inclination
- public RagdollSample() : base() { }
- public override void Start()
- {
- massCount = 2;
- speedCount = 2;
- sizeCount = 2;
- bulletMass = new List<float>();
- bulletSpeed = new List<float>();
- bulletSize = new List<float>();
- filler = new Vector <Sprite2D>();
- bulletMass.Add(1.0f);
- bulletMass.Add(10.0f);
- bulletMass.Add(50.0f);
- bulletMass.Add(100.0f);
- bulletMass.Add(300.0f);
- bulletMass.Add(666.0f);
- bulletMass.Add(1000.0f);
- bulletSpeed.Add(10.0f);
- bulletSpeed.Add(22.0f);
- bulletSpeed.Add(41.0f);
- bulletSpeed.Add(72.0f);
- bulletSpeed.Add(116.0f);
- bulletSpeed.Add(200.0f);
- bulletSpeed.Add(450.0f);
- bulletSize.Add(0.25f);
- bulletSize.Add(0.5f);
- bulletSize.Add(1.25f);
- bulletSize.Add(3.25f);
- bulletSize.Add(5.25f);
- bulletSize.Add(7.25f);
- bulletSize.Add(11.25f);
- bulletSize.Add(16.25f);
- bulletArc = 0.25f;
- base.Start();
- CreateScene();
- CreateHUD(); // add an overlay HUD that tells you settings
- SimpleCreateInstructionsWithWasd(
- "LMB to spawn physics objects\n" +
- "U=Mass, I=Speed, O=Size, R=Restart\n" +
- "Space to toggle physics debug geometry\n");
- SetupViewport();
- SubscribeToEvents();
- RestartJacks ();
- UpdateSpeedHud (speedCount);
- UpdateMassHud (massCount);
- UpdateSizeHud (sizeCount);
- GetSubsystem<Input>().SetMouseVisible (false);
- }
- 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>();
- 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_U)) {
- massCount++;
- if ( massCount > 5 )
- massCount = 0;
- UpdateMassHud (massCount);
- }
- if (input.GetKeyPress (Constants.KEY_I)) {
- speedCount++;
- if ( speedCount> 5 )
- speedCount = 0;
- UpdateSpeedHud (speedCount);
- }
- if (input.GetKeyPress (Constants.KEY_O)) {
- sizeCount++;
- if ( sizeCount > 5 )
- sizeCount = 0;
- UpdateSizeHud (sizeCount);
- }
- if (input.GetKeyPress (Constants.KEY_P)) {
- if ( bulletArc == 0.0 )
- bulletArc = 0.25f;
- else if ( bulletArc > 0.0 )
- bulletArc = 0.0f;
- }
- if (input.GetKeyPress (Constants.KEY_R)) {
- RestartJacks ();
- }
- if (input.GetKeyPress(Constants.KEY_SPACE))
- drawDebug = !drawDebug;
- UpdateFps ();
- CleanUpSome ();
- }
- void UpdateFps ()
- {
- var eng = GetSubsystem<Engine>();
- string mystr = "FPS: " + eng.GetFps ().ToString ();
- mystr += "\nUse WASD keys and mouse/touch to move\n"
- + "LMB to spawn physics objects\n"
- + "U=Mass, I=Speed, O=Size, R=Restart\n"
- + "Space to toggle physics debug geometry";
- SetInstructions ( mystr );
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- var cache = GetSubsystem<ResourceCache>();
- renderer.SetNumViewports(2); // use 2 viewports, 1 for 3d and 1 for the 2d hud
- var viewport2_ = new Viewport(hudScene, hudCamera ); // hud orthographic viewport, scene and camera
- var overlayRenderPath = new RenderPath();
- overlayRenderPath.Load(cache.GetResource<XMLFile>("PostProcess/FrontPath.xml")); //special renderpath that does not clear
- viewport2_.SetRenderPath(overlayRenderPath); // apply to hud viewport, so the background is transparent
- renderer.SetViewport(0, new Viewport(scene, camera)); // perspective viewport, scene and camera
- renderer.SetViewport(1, viewport2_); // and add in the HUD viewport
- }
- 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>();
- // 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<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 the camera. Limit far clip distance to match the fog
- CameraNode = new Node();
- CameraNode.SetName("Camera");
- camera = CameraNode.CreateComponent<Camera>();
- 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 RestartJacks()
- {
- var ll = new Vector <Node>(); //get rid of some old objects
- scene.GetChildrenWithName ( ll, "Sphere", true);
- for ( int ii=0; ii<ll.Size; ii++ ) {
- ll[ii].Remove ();
- }
- var nn = new Vector <Node>();
- scene.GetChildrenWithName ( nn, "Stuffing", true);
- for ( int ii=0; ii<nn.Size; ii++ ) {
- nn[ii].Remove ();
- }
- var mm = new Vector <Node>();
- scene.GetChildrenWithName ( mm, "Jack", true);
- for ( int ii=0; ii<mm.Size; ii++ ) {
- mm[ii].Remove ();
- }
- // Create animated models, you dont know ... jack
- var cache = GetSubsystem<ResourceCache>();
- 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<AnimatedModel>();
- modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
- modelObject.SetMaterial(cache.Get<Material>("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<RigidBody>();
- // 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<CollisionShape>();
- // 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());
- }
- }
- }
- void CreateHUD()
- {
- float hscal = 0.4f;
- //
- // create a 2nd viewport and scene for a hud with sprites.
- //
- hudScene = new Scene();
- hudScene.CreateComponent<Octree>();
- // Create camera node
- var hudCam = hudScene.CreateChild("HudCamera");
- // Set camera's position
- hudCam.SetPosition(new Vector3(0.0f, 0.0f, -10.0f));
- hudCamera = hudCam.CreateComponent<Camera>();
- hudCamera.SetOrthographic(true);
- var graphics = GetSubsystem<Graphics>();
- hudCamera.SetOrthoSize ((float)graphics.GetHeight () * PixelSize ); //PIXEL_SIZE
- var cache = GetSubsystem<ResourceCache>();
- // add a crosshair in the center of the screen
- var sprite = cache.GetResource<Sprite2D>("Textures/NinjaSnowWar/Sight.png");
- var targetSprite_ = hudScene.CreateChild("targetSprite");
- targetSprite_.SetPosition2D(new Vector2(0,0));
- targetSprite_.SetScale2D( new Vector2(0.75f, 0.75f));
- var staticSprite = targetSprite_.CreateComponent<StaticSprite2D>();
- staticSprite.SetSprite(sprite); // Set sprite
- staticSprite.SetBlendMode( AtomicEngine.BlendMode.BLEND_ALPHA ); // Set blend mode
- staticSprite.SetAlpha(0.3f);
- // borrow the spinning coin from the 2DSprite example to show what the possibilities are
- float halfWidth = graphics.Width * 0.5f * PixelSize;
- float halfHeight = graphics.Height * 0.5f * PixelSize;
- // Get animation set
- AnimationSet2D animationSet = cache.Get<AnimationSet2D>("Urho2D/GoldIcon.scml");
- if (animationSet == null) return;
- var spriteNode2 = hudScene.CreateChild("AnimatedSprite2D");
- AnimatedSprite2D animatedSprite = spriteNode2.CreateComponent<AnimatedSprite2D>();
- animatedSprite.AnimationSet = animationSet; // Set animation
- animatedSprite.SetAnimation("idle", LoopMode2D.LM_DEFAULT);
- spriteNode2.SetPosition2D(new Vector2(halfWidth - 0.4f, halfHeight - 0.4f));
- // (bullet) mass, speed size feature huds
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill1.png") );
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill2.png") );
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill3.png") );
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill4.png") );
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill5.png") );
- filler.Push ( cache.GetResource<Sprite2D>("Textures/hudfill6.png") );
- Sprite2D spritem = cache.GetResource<Sprite2D>("Textures/hudmass.png");
- Node hudm = hudScene.CreateChild("hudMass");
- hudm.SetScale2D(new Vector2(hscal,hscal));
- hudm.SetPosition2D( new Vector2( 0f - (halfWidth/3.0f), halfHeight - 0.4f));
- StaticSprite2D hudSpritem = hudm.CreateComponent<StaticSprite2D>();
- hudSpritem.SetSprite(spritem);
- hudSpritem.SetAlpha(0.9f);
- hudSpritem.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSpritem.SetOrderInLayer(3);
- Node hudfm = hudm.CreateChild("hudMassFill");
- hudfm.SetScale2D(new Vector2(1f,1f));
- hudfm.SetPosition2D( new Vector2( 0f, 0f));
- StaticSprite2D hudSpritefm = hudfm.CreateComponent<StaticSprite2D>();
- hudSpritefm.SetSprite(filler[0]);
- hudSpritefm.SetAlpha(0.9f);
- hudSpritefm.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSpritefm.SetOrderInLayer(-3);
- Sprite2D sprites = cache.GetResource<Sprite2D>("Textures/hudspeed.png");
- Node huds = hudScene.CreateChild("hudSpeed");
- huds.SetScale2D(new Vector2(hscal,hscal));
- huds.SetPosition2D( new Vector2( 0f, halfHeight - 0.4f));
- StaticSprite2D hudSprites = huds.CreateComponent<StaticSprite2D>();
- hudSprites.SetSprite(sprites);
- hudSprites.SetAlpha(0.9f);
- hudSprites.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSprites.SetOrderInLayer(3);
- Node hudsm = huds.CreateChild("hudSpeedFill");
- hudsm.SetScale2D(new Vector2(1f,1f));
- hudsm.SetPosition2D( new Vector2( 0f, 0f));
- StaticSprite2D hudSpritesm = hudsm.CreateComponent<StaticSprite2D>();
- hudSpritesm.SetSprite(filler[0]);
- hudSpritesm.SetAlpha(0.9f);
- hudSpritesm.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSpritesm.SetOrderInLayer(-3);
- Sprite2D spritez = cache.GetResource<Sprite2D>("Textures/hudsize.png");
- Node hudz = hudScene.CreateChild("hudSize");
- hudz.SetScale2D(new Vector2(hscal,hscal));
- hudz.SetPosition2D( new Vector2( 0f + (halfWidth/3.0f), halfHeight - 0.4f));
- StaticSprite2D hudSpritez = hudz.CreateComponent<StaticSprite2D>();
- hudSpritez.SetSprite(spritez);
- hudSpritez.SetAlpha(0.9f);
- hudSpritez.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSpritez.SetOrderInLayer(3);
- Node hudzm = hudz.CreateChild("hudSizeFill");
- hudzm.SetScale2D(new Vector2(1f,1f));
- hudzm.SetPosition2D( new Vector2( 0f, 0f));
- StaticSprite2D hudSpritezm = hudzm.CreateComponent<StaticSprite2D>();
- hudSpritezm.SetSprite(filler[0]);
- hudSpritezm.SetAlpha(0.9f);
- hudSpritezm.SetBlendMode(AtomicEngine.BlendMode.BLEND_ALPHA);
- hudSpritezm.SetOrderInLayer(-3);
- }
- void UpdateMassHud ( int value )
- {
- Node xNode = hudScene.GetChild("hudMass", true);
- if (xNode != null) {
- Node fillx = xNode.GetChild("hudMassFill");
- if (fillx != null) {
- StaticSprite2D hudSprite = fillx.GetComponent<StaticSprite2D>();
- hudSprite.SetSprite(filler[value]);
- }
- }
- }
- void UpdateSpeedHud ( int value )
- {
- Node xNode = hudScene.GetChild("hudSpeed", true);
- if (xNode != null) {
- Node fillx = xNode.GetChild("hudSpeedFill");
- if (fillx != null) {
- StaticSprite2D hudSprite = fillx.GetComponent<StaticSprite2D>();
- hudSprite.SetSprite(filler[value]);
- }
- }
- }
- void UpdateSizeHud ( int value )
- {
- Node xNode = hudScene.GetChild("hudSize", true);
- if (xNode != null) {
- Node fillx = xNode.GetChild("hudSizeFill");
- if (fillx != null) {
- StaticSprite2D hudSprite = fillx.GetComponent<StaticSprite2D>();
- hudSprite.SetSprite(filler[value]);
- }
- }
- }
- void SpawnObject()
- {
- var cache = GetSubsystem<ResourceCache>();
- Node boxNode = scene.CreateChild("Sphere");
- boxNode.Position = CameraNode.Position;
- boxNode.Rotation = CameraNode.Rotation;
- boxNode.SetScale(bulletSize[sizeCount]);
- StaticModel boxObject = boxNode.CreateComponent<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Sphere.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/StoneSmall.xml"));
- boxObject.CastShadows = true;
- RigidBody body = boxNode.CreateComponent<RigidBody>();
- body.Mass = bulletMass[massCount];
- body.RollingFriction = 0.15f;
- CollisionShape shape = boxNode.CreateComponent<CollisionShape>();
- shape.SetSphere(1.0f, Vector3.Zero, Quaternion.Identity);
- float objectVelocity = bulletSpeed[speedCount];
- // 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, bulletArc, 1.0f) * objectVelocity);
- }
- void CleanUpSome() // destroy the bullets when they get far enough away
- {
- Node cam = CameraNode; // note - the camera isnt in the scene
- if ( cam == null )
- return;
- var mm = new Vector <Node>();
- scene.GetChildrenWithName ( mm, "Sphere", true);
- for ( int ii=0; ii<mm.Size; ii++ ) {
- float dist = ( mm[ii].GetWorldPosition() - cam.GetWorldPosition() ).Length;
- if (dist > 270.0f) {
- mm[ii].Remove ();
- }
- }
- }
- }
- }
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