Main.cpp 11 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <cstdio>
  6. #include <Samples/Common/Framework.h>
  7. using namespace anki;
  8. static Error createDestructionEvent(SceneNode* node)
  9. {
  10. CString script = R"(
  11. function update(event, prevTime, crntTime)
  12. -- Do nothing
  13. return 1
  14. end
  15. function onKilled(event, prevTime, crntTime)
  16. logi(string.format("Will kill %s", event:getAssociatedSceneNodes():getAt(0):getName()))
  17. event:getAssociatedSceneNodes():getAt(0):setMarkedForDeletion()
  18. return 1
  19. end
  20. )";
  21. ScriptEvent* event;
  22. ANKI_CHECK(node->getSceneGraph().getEventManager().newEvent(event, -1, 10.0, script));
  23. event->addAssociatedSceneNode(node);
  24. return Error::NONE;
  25. }
  26. static Error createFogVolumeFadeEvent(SceneNode* node)
  27. {
  28. CString script = R"(
  29. density = 15
  30. radius = 3.5
  31. function update(event, prevTime, crntTime)
  32. node = event:getAssociatedSceneNodes():getAt(0)
  33. -- logi(string.format("Will fade fog for %s", node:getName()))
  34. fogComponent = node:getFogDensityComponent()
  35. dt = crntTime - prevTime
  36. density = density - 4.0 * dt
  37. radius = radius + 0.5 * dt
  38. pos = node:getMoveComponent():getLocalOrigin()
  39. pos:setY(pos:getY() - 1.1 * dt)
  40. node:getMoveComponent():setLocalOrigin(pos)
  41. if density <= 0.0 or radius <= 0.0 then
  42. event:getAssociatedSceneNodes():getAt(0):setMarkedForDeletion()
  43. else
  44. fogComponent:setSphereVolumeRadius(radius)
  45. fogComponent:setDensity(density)
  46. end
  47. return 1
  48. end
  49. function onKilled(event, prevTime, crntTime)
  50. return 1
  51. end
  52. )";
  53. ScriptEvent* event;
  54. ANKI_CHECK(node->getSceneGraph().getEventManager().newEvent(event, -1, 10.0, script));
  55. event->addAssociatedSceneNode(node);
  56. return Error::NONE;
  57. }
  58. class RayCast : public PhysicsWorldRayCastCallback
  59. {
  60. public:
  61. Vec3 m_hitPosition = Vec3(MAX_F32);
  62. Vec3 m_hitNormal;
  63. Bool m_hit = false;
  64. RayCast(Vec3 from, Vec3 to, PhysicsMaterialBit mtl)
  65. : PhysicsWorldRayCastCallback(from, to, mtl)
  66. {
  67. }
  68. void processResult(PhysicsFilteredObject& obj, const Vec3& worldNormal, const Vec3& worldPosition)
  69. {
  70. if((m_from - m_to).dot(worldNormal) < 0.0f)
  71. {
  72. return;
  73. }
  74. if((worldPosition - m_from).getLengthSquared() > (m_hitPosition - m_from).getLengthSquared())
  75. {
  76. return;
  77. }
  78. m_hitPosition = worldPosition;
  79. m_hitNormal = worldNormal;
  80. m_hit = true;
  81. }
  82. };
  83. class MyApp : public SampleApp
  84. {
  85. public:
  86. Error sampleExtraInit() override;
  87. Error userMainLoop(Bool& quit, Second elapsedTime) override;
  88. };
  89. Error MyApp::sampleExtraInit()
  90. {
  91. ScriptResourcePtr script;
  92. ANKI_CHECK(getResourceManager().loadResource("Assets/Scene.lua", script));
  93. ANKI_CHECK(getScriptManager().evalString(script->getSource()));
  94. // Create the player
  95. if(1)
  96. {
  97. SceneNode& cam = getSceneGraph().getActiveCameraNode();
  98. cam.getFirstComponentOfType<MoveComponent>().setLocalTransform(
  99. Transform(Vec4(0.0, 0.0, 5.0, 0.0), Mat3x4::getIdentity(), 1.0));
  100. PlayerNode* player;
  101. ANKI_CHECK(getSceneGraph().newSceneNode("player", player));
  102. PlayerControllerComponent& pcomp = player->getFirstComponentOfType<PlayerControllerComponent>();
  103. pcomp.moveToPosition(Vec3(0.0f, 2.5f, 0.0f));
  104. pcomp.getPhysicsPlayerController()->setMaterialMask(PhysicsMaterialBit::STATIC_GEOMETRY);
  105. player->addChild(&cam);
  106. }
  107. // Create a body component with joint
  108. {
  109. ModelNode* monkey;
  110. ANKI_CHECK(getSceneGraph().newSceneNode<ModelNode>("monkey_p2p", monkey));
  111. ANKI_CHECK(
  112. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  113. BodyNode* body;
  114. ANKI_CHECK(getSceneGraph().newSceneNode<BodyNode>("bmonkey_p2p", body));
  115. ANKI_CHECK(body->getFirstComponentOfType<BodyComponent>().loadMeshResource("Assets/Suzanne.ankimesh"));
  116. body->getFirstComponentOfType<BodyComponent>().setWorldTransform(
  117. Transform(Vec4(-0.0f, 4.0f, -3.0f, 0.0f), Mat3x4::getIdentity(), 1.0f));
  118. body->getFirstComponentOfType<BodyComponent>().setMass(2.0f);
  119. body->addChild(monkey);
  120. body->getFirstComponentOfType<JointComponent>().newHingeJoint(Vec3(0.2f, 1.0f, 0.0f), Vec3(1, 0, 0));
  121. }
  122. // Create a chain
  123. {
  124. const U LINKS = 5;
  125. BodyNode* prevBody = nullptr;
  126. for(U i = 0; i < LINKS; ++i)
  127. {
  128. ModelNode* monkey;
  129. ANKI_CHECK(getSceneGraph().newSceneNode<ModelNode>(
  130. StringAuto(getAllocator()).sprintf("monkey_chain%u", i).toCString(), monkey));
  131. ANKI_CHECK(
  132. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  133. Transform trf(Vec4(-4.3f, 12.0f, -3.0f, 0.0f), Mat3x4::getIdentity(), 1.0f);
  134. trf.getOrigin().y() -= F32(i) * 1.25f;
  135. // trf.getOrigin().x() -= i * 0.25f;
  136. // monkey->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  137. BodyNode* body;
  138. ANKI_CHECK(getSceneGraph().newSceneNode<BodyNode>(
  139. StringAuto(getAllocator()).sprintf("bmonkey_chain%u", i).toCString(), body));
  140. ANKI_CHECK(body->getFirstComponentOfType<BodyComponent>().loadMeshResource("Assets/Suzanne.ankimesh"));
  141. body->getFirstComponentOfType<BodyComponent>().setWorldTransform(trf);
  142. body->getFirstComponentOfType<BodyComponent>().setMass(1.0f);
  143. // Create joint
  144. JointComponent& jointc = body->getFirstComponentOfType<JointComponent>();
  145. if(prevBody == nullptr)
  146. {
  147. jointc.newPoint2PointJoint(Vec3(0, 1, 0));
  148. }
  149. else
  150. {
  151. prevBody->addChild(body);
  152. jointc.newPoint2PointJoint2(Vec3(0, 1.0, 0), Vec3(0, -1.0, 0));
  153. }
  154. body->addChild(monkey);
  155. prevBody = body;
  156. }
  157. }
  158. // Trigger
  159. {
  160. TriggerNode* node;
  161. ANKI_CHECK(getSceneGraph().newSceneNode("trigger", node));
  162. node->getFirstComponentOfType<TriggerComponent>().setSphereVolumeRadius(1.8f);
  163. node->getFirstComponentOfType<TriggerComponent>().setWorldTransform(
  164. Transform(Vec4(1.0f, 0.5f, 0.0f, 0.0f), Mat3x4::getIdentity(), 1.0f));
  165. }
  166. return Error::NONE;
  167. }
  168. Error MyApp::userMainLoop(Bool& quit, Second elapsedTime)
  169. {
  170. // ANKI_CHECK(SampleApp::userMainLoop(quit));
  171. Renderer& renderer = getMainRenderer().getOffscreenRenderer();
  172. if(getInput().getKey(KeyCode::ESCAPE))
  173. {
  174. quit = true;
  175. }
  176. if(getInput().getKey(KeyCode::H) == 1)
  177. {
  178. renderer.setCurrentDebugRenderTarget((renderer.getCurrentDebugRenderTarget() == "RtShadows") ? ""
  179. : "RtShadows");
  180. }
  181. if(getInput().getKey(KeyCode::U) == 1)
  182. {
  183. renderer.setCurrentDebugRenderTarget((renderer.getCurrentDebugRenderTarget() == "SSGI") ? "" : "SSGI");
  184. }
  185. if(getInput().getKey(KeyCode::F1) == 1)
  186. {
  187. static U mode = 0;
  188. mode = (mode + 1) % 3;
  189. if(mode == 0)
  190. {
  191. getMainRenderer().getDbg().setEnabled(false);
  192. }
  193. else if(mode == 1)
  194. {
  195. getMainRenderer().getDbg().setEnabled(true);
  196. getMainRenderer().getDbg().setDepthTestEnabled(true);
  197. getMainRenderer().getDbg().setDitheredDepthTestEnabled(false);
  198. }
  199. else
  200. {
  201. getMainRenderer().getDbg().setEnabled(true);
  202. getMainRenderer().getDbg().setDepthTestEnabled(false);
  203. getMainRenderer().getDbg().setDitheredDepthTestEnabled(true);
  204. }
  205. }
  206. if(getInput().getKey(KeyCode::R))
  207. {
  208. SceneNode& player = getSceneGraph().findSceneNode("player");
  209. player.getFirstComponentOfType<PlayerControllerComponent>().moveToPosition(Vec3(0.0f, 2.0f, 0.0f));
  210. }
  211. if(getInput().getMouseButton(MouseButton::LEFT) == 1)
  212. {
  213. ANKI_LOGI("Firing a monkey");
  214. static U instance = 0;
  215. Transform camTrf =
  216. getSceneGraph().getActiveCameraNode().getFirstComponentOfType<MoveComponent>().getWorldTransform();
  217. ModelNode* monkey;
  218. ANKI_CHECK(getSceneGraph().newSceneNode<ModelNode>(
  219. StringAuto(getAllocator()).sprintf("monkey%u", instance++).toCString(), monkey));
  220. ANKI_CHECK(
  221. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  222. // monkey->getFirstComponentOfType<MoveComponent>().setLocalTransform(camTrf);
  223. BodyNode* body;
  224. ANKI_CHECK(getSceneGraph().newSceneNode<BodyNode>(
  225. StringAuto(getAllocator()).sprintf("bmonkey%u", instance++).toCString(), body));
  226. ANKI_CHECK(body->getFirstComponentOfType<BodyComponent>().loadMeshResource("Assets/Suzanne.ankimesh"));
  227. body->getFirstComponentOfType<BodyComponent>().setWorldTransform(camTrf);
  228. body->getFirstComponentOfType<BodyComponent>().setMass(1.0f);
  229. PhysicsBodyPtr pbody = body->getFirstComponentOfType<BodyComponent>().getPhysicsBody();
  230. pbody->applyForce(camTrf.getRotation().getZAxis().xyz() * -1500.0f, Vec3(0.0f, 0.0f, 0.0f));
  231. body->addChild(monkey);
  232. // Create the destruction event
  233. createDestructionEvent(body);
  234. }
  235. if(getInput().getMouseButton(MouseButton::RIGHT) == 1)
  236. {
  237. Transform camTrf =
  238. getSceneGraph().getActiveCameraNode().getFirstComponentOfType<MoveComponent>().getWorldTransform();
  239. Vec3 from = camTrf.getOrigin().xyz();
  240. Vec3 to = from + -camTrf.getRotation().getZAxis() * 100.0f;
  241. RayCast ray(from, to, PhysicsMaterialBit::ALL & (~PhysicsMaterialBit::PARTICLE));
  242. ray.m_firstHit = true;
  243. getPhysicsWorld().rayCast(ray);
  244. if(ray.m_hit)
  245. {
  246. // Create rotation
  247. const Vec3& zAxis = ray.m_hitNormal;
  248. Vec3 yAxis = Vec3(0, 1, 0.5);
  249. Vec3 xAxis = yAxis.cross(zAxis).getNormalized();
  250. yAxis = zAxis.cross(xAxis);
  251. Mat3x4 rot = Mat3x4::getIdentity();
  252. rot.setXAxis(xAxis);
  253. rot.setYAxis(yAxis);
  254. rot.setZAxis(zAxis);
  255. Transform trf(ray.m_hitPosition.xyz0(), rot, 1.0f);
  256. // Create an obj
  257. static U id = 0;
  258. ModelNode* monkey;
  259. ANKI_CHECK(getSceneGraph().newSceneNode(
  260. StringAuto(getSceneGraph().getFrameAllocator()).sprintf("decal%u", id++).toCString(), monkey));
  261. ANKI_CHECK(
  262. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  263. monkey->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  264. createDestructionEvent(monkey);
  265. #if 1
  266. // Create some particles
  267. ParticleEmitterNode* particles;
  268. ANKI_CHECK(getSceneGraph().newSceneNode(
  269. StringAuto(getSceneGraph().getFrameAllocator()).sprintf("parts%u", id++).toCString(), particles));
  270. ANKI_CHECK(particles->getFirstComponentOfType<ParticleEmitterComponent>().loadParticleEmitterResource(
  271. "Assets/Smoke.ankipart"));
  272. particles->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  273. createDestructionEvent(particles);
  274. #endif
  275. // Create some fog volumes
  276. for(U i = 0; i < 1; ++i)
  277. {
  278. static int id = 0;
  279. StringAuto name(getSceneGraph().getFrameAllocator());
  280. name.sprintf("fog%u", id++);
  281. FogDensityNode* fogNode;
  282. ANKI_CHECK(getSceneGraph().newSceneNode(name.toCString(), fogNode));
  283. FogDensityComponent& fogComp = fogNode->getFirstComponentOfType<FogDensityComponent>();
  284. fogComp.setSphereVolumeRadius(2.1f);
  285. fogComp.setDensity(15.0f);
  286. fogNode->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  287. createDestructionEvent(fogNode);
  288. createFogVolumeFadeEvent(fogNode);
  289. }
  290. }
  291. }
  292. if(0)
  293. {
  294. SceneNode& node = getSceneGraph().findSceneNode("trigger");
  295. TriggerComponent& comp = node.getFirstComponentOfType<TriggerComponent>();
  296. for(U32 i = 0; i < comp.getBodyComponentsEnter().getSize(); ++i)
  297. {
  298. // ANKI_LOGI("Touching %s", comp.getContactSceneNodes()[i]->getName().cstr());
  299. }
  300. }
  301. return Error::NONE;
  302. }
  303. int main(int argc, char* argv[])
  304. {
  305. Error err = Error::NONE;
  306. MyApp* app = new MyApp;
  307. err = app->init(argc, argv, "PhysicsPlayground");
  308. if(!err)
  309. {
  310. err = app->mainLoop();
  311. }
  312. if(err)
  313. {
  314. ANKI_LOGE("Error reported. Bye!");
  315. }
  316. else
  317. {
  318. delete app;
  319. ANKI_LOGI("Bye!!");
  320. }
  321. return 0;
  322. }