Main.cpp 11 KB

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  1. // Copyright (C) 2009-2022, 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/SampleApp.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. getInput().lockCursor(true);
  167. getInput().hideCursor(true);
  168. getInput().moveCursor(Vec2(0.0f));
  169. return Error::NONE;
  170. }
  171. Error MyApp::userMainLoop(Bool& quit, Second elapsedTime)
  172. {
  173. // ANKI_CHECK(SampleApp::userMainLoop(quit));
  174. Renderer& renderer = getMainRenderer().getOffscreenRenderer();
  175. if(getInput().getKey(KeyCode::ESCAPE))
  176. {
  177. quit = true;
  178. }
  179. if(getInput().getKey(KeyCode::H) == 1)
  180. {
  181. renderer.setCurrentDebugRenderTarget((renderer.getCurrentDebugRenderTarget() == "RtShadows") ? ""
  182. : "RtShadows");
  183. }
  184. if(getInput().getKey(KeyCode::U) == 1)
  185. {
  186. renderer.setCurrentDebugRenderTarget((renderer.getCurrentDebugRenderTarget() == "SSGI") ? "" : "SSGI");
  187. }
  188. if(getInput().getKey(KeyCode::F1) == 1)
  189. {
  190. static U mode = 0;
  191. mode = (mode + 1) % 3;
  192. if(mode == 0)
  193. {
  194. getConfig().setRDbgEnabled(false);
  195. }
  196. else if(mode == 1)
  197. {
  198. getConfig().setRDbgEnabled(true);
  199. getMainRenderer().getDbg().setDepthTestEnabled(true);
  200. getMainRenderer().getDbg().setDitheredDepthTestEnabled(false);
  201. }
  202. else
  203. {
  204. getConfig().setRDbgEnabled(true);
  205. getMainRenderer().getDbg().setDepthTestEnabled(false);
  206. getMainRenderer().getDbg().setDitheredDepthTestEnabled(true);
  207. }
  208. }
  209. if(getInput().getKey(KeyCode::R))
  210. {
  211. SceneNode& player = getSceneGraph().findSceneNode("player");
  212. player.getFirstComponentOfType<PlayerControllerComponent>().moveToPosition(Vec3(0.0f, 2.0f, 0.0f));
  213. }
  214. if(getInput().getMouseButton(MouseButton::LEFT) == 1)
  215. {
  216. ANKI_LOGI("Firing a monkey");
  217. static U instance = 0;
  218. Transform camTrf =
  219. getSceneGraph().getActiveCameraNode().getFirstComponentOfType<MoveComponent>().getWorldTransform();
  220. ModelNode* monkey;
  221. ANKI_CHECK(getSceneGraph().newSceneNode<ModelNode>(
  222. StringAuto(getAllocator()).sprintf("monkey%u", instance++).toCString(), monkey));
  223. ANKI_CHECK(
  224. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  225. // monkey->getFirstComponentOfType<MoveComponent>().setLocalTransform(camTrf);
  226. BodyNode* body;
  227. ANKI_CHECK(getSceneGraph().newSceneNode<BodyNode>(
  228. StringAuto(getAllocator()).sprintf("bmonkey%u", instance++).toCString(), body));
  229. ANKI_CHECK(body->getFirstComponentOfType<BodyComponent>().loadMeshResource("Assets/Suzanne.ankimesh"));
  230. body->getFirstComponentOfType<BodyComponent>().setWorldTransform(camTrf);
  231. body->getFirstComponentOfType<BodyComponent>().setMass(1.0f);
  232. PhysicsBodyPtr pbody = body->getFirstComponentOfType<BodyComponent>().getPhysicsBody();
  233. pbody->applyForce(camTrf.getRotation().getZAxis().xyz() * -1500.0f, Vec3(0.0f, 0.0f, 0.0f));
  234. body->addChild(monkey);
  235. // Create the destruction event
  236. createDestructionEvent(body);
  237. }
  238. if(getInput().getMouseButton(MouseButton::RIGHT) == 1)
  239. {
  240. Transform camTrf =
  241. getSceneGraph().getActiveCameraNode().getFirstComponentOfType<MoveComponent>().getWorldTransform();
  242. Vec3 from = camTrf.getOrigin().xyz();
  243. Vec3 to = from + -camTrf.getRotation().getZAxis() * 100.0f;
  244. RayCast ray(from, to, PhysicsMaterialBit::ALL & (~PhysicsMaterialBit::PARTICLE));
  245. ray.m_firstHit = true;
  246. getPhysicsWorld().rayCast(ray);
  247. if(ray.m_hit)
  248. {
  249. // Create rotation
  250. const Vec3& zAxis = ray.m_hitNormal;
  251. Vec3 yAxis = Vec3(0, 1, 0.5);
  252. Vec3 xAxis = yAxis.cross(zAxis).getNormalized();
  253. yAxis = zAxis.cross(xAxis);
  254. Mat3x4 rot = Mat3x4::getIdentity();
  255. rot.setXAxis(xAxis);
  256. rot.setYAxis(yAxis);
  257. rot.setZAxis(zAxis);
  258. Transform trf(ray.m_hitPosition.xyz0(), rot, 1.0f);
  259. // Create an obj
  260. static U id = 0;
  261. ModelNode* monkey;
  262. ANKI_CHECK(getSceneGraph().newSceneNode(
  263. StringAuto(getSceneGraph().getFrameAllocator()).sprintf("decal%u", id++).toCString(), monkey));
  264. ANKI_CHECK(
  265. monkey->getFirstComponentOfType<ModelComponent>().loadModelResource("Assets/Suzanne_dynamic.ankimdl"));
  266. monkey->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  267. createDestructionEvent(monkey);
  268. #if 1
  269. // Create some particles
  270. ParticleEmitterNode* particles;
  271. ANKI_CHECK(getSceneGraph().newSceneNode(
  272. StringAuto(getSceneGraph().getFrameAllocator()).sprintf("parts%u", id++).toCString(), particles));
  273. ANKI_CHECK(particles->getFirstComponentOfType<ParticleEmitterComponent>().loadParticleEmitterResource(
  274. "Assets/Smoke.ankipart"));
  275. particles->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  276. createDestructionEvent(particles);
  277. #endif
  278. // Create some fog volumes
  279. for(U i = 0; i < 1; ++i)
  280. {
  281. static int id = 0;
  282. StringAuto name(getSceneGraph().getFrameAllocator());
  283. name.sprintf("fog%u", id++);
  284. FogDensityNode* fogNode;
  285. ANKI_CHECK(getSceneGraph().newSceneNode(name.toCString(), fogNode));
  286. FogDensityComponent& fogComp = fogNode->getFirstComponentOfType<FogDensityComponent>();
  287. fogComp.setSphereVolumeRadius(2.1f);
  288. fogComp.setDensity(15.0f);
  289. fogNode->getFirstComponentOfType<MoveComponent>().setLocalTransform(trf);
  290. createDestructionEvent(fogNode);
  291. createFogVolumeFadeEvent(fogNode);
  292. }
  293. }
  294. }
  295. if(0)
  296. {
  297. SceneNode& node = getSceneGraph().findSceneNode("trigger");
  298. TriggerComponent& comp = node.getFirstComponentOfType<TriggerComponent>();
  299. for(U32 i = 0; i < comp.getBodyComponentsEnter().getSize(); ++i)
  300. {
  301. // ANKI_LOGI("Touching %s", comp.getContactSceneNodes()[i]->getName().cstr());
  302. }
  303. }
  304. return Error::NONE;
  305. }
  306. int main(int argc, char* argv[])
  307. {
  308. Error err = Error::NONE;
  309. MyApp* app = new MyApp;
  310. err = app->init(argc, argv, "PhysicsPlayground");
  311. if(!err)
  312. {
  313. err = app->mainLoop();
  314. }
  315. if(err)
  316. {
  317. ANKI_LOGE("Error reported. Bye!");
  318. }
  319. else
  320. {
  321. delete app;
  322. ANKI_LOGI("Bye!!");
  323. }
  324. return 0;
  325. }