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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "AnimatedModel.h"
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+#include "Camera.h"
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+#include "CollisionShape.h"
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+#include "CoreEvents.h"
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+#include "CreateRagdoll.h"
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+#include "DebugRenderer.h"
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+#include "Engine.h"
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+#include "File.h"
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+#include "FileSystem.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Light.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Octree.h"
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+#include "PhysicsWorld.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "RigidBody.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "Zone.h"
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+
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+#include "Ragdolls.h"
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+
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+#include "DebugNew.h"
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(Ragdolls)
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+
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+Ragdolls::Ragdolls(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(0.0f),
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+ drawDebug_(false)
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+{
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+ // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
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+ context->RegisterFactory<CreateRagdoll>();
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+}
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+
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+void Ragdolls::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update and render post-update events
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+ SubscribeToEvents();
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+}
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+
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+void Ragdolls::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
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+ // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
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+ // Finally, create a DebugRenderer component so that we can draw physics debug geometry
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+ scene_->CreateComponent<Octree>();
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+ scene_->CreateComponent<PhysicsWorld>();
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+ scene_->CreateComponent<DebugRenderer>();
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node* zoneNode = scene_->CreateChild("Zone");
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+ Zone* zone = zoneNode->CreateComponent<Zone>();
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+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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+ zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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+ zone->SetFogStart(100.0f);
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+ zone->SetFogEnd(300.0f);
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node* lightNode = scene_->CreateChild("DirectionalLight");
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+ lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+ light->SetCastShadows(true);
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+ light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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+
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+ {
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+ // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
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+ Node* floorNode = scene_->CreateChild("Floor");
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+ floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
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+ floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
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+ StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
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+ floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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+
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+ // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
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+ // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
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+ // in the physics simulation
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+ RigidBody* body = floorNode->CreateComponent<RigidBody>();
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+ CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
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+ // 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
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+ // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
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+ shape->SetBox(Vector3::ONE);
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+ }
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+
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+ // Create animated models
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+ for (int z = -1; z <= 1; ++z)
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+ {
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+ for (int x = -4; x <= 4; ++x)
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+ {
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+ Node* modelNode = scene_->CreateChild("Jack");
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+ modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
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+ modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
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+ AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
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+ modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
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+ modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
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+ modelObject->SetCastShadows(true);
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+
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+ // Create a rigid body and a collision shape. These will act as a trigger for transforming the
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+ // model into a ragdoll when hit by a moving object
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+ RigidBody* body = modelNode->CreateComponent<RigidBody>();
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+ // The phantom mode makes the rigid body only detect collisions, but impart no forces on the
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+ // colliding objects
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+ body->SetPhantom(true);
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+ CollisionShape* shape = modelNode->CreateComponent<CollisionShape>();
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+ // Create the capsule shape with an offset so that it is correctly aligned with the model, which
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+ // has its origin at the feet
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+ shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
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+
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+ // Create a custom component that reacts to collisions and creates the ragdoll
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+ modelNode->CreateComponent<CreateRagdoll>();
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+ }
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
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+ // the scene, because we want it to be unaffected by scene load/save
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+ cameraNode_ = new Node(context_);
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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(300.0f);
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+
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+ // Set an initial position for the camera scene node above the floor
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+ cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
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+}
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+
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+void Ragdolls::CreateInstructions()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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+ instructionText->SetText(
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+ "Use WASD keys and mouse to move\n"
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+ "LMB to spawn physics objects\n"
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+ "F5 to save scene, F7 to load\n"
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+ "Space to toggle physics debug geometry"
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+ );
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+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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+ // The text has multiple rows. Center them in relation to each other
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+ instructionText->SetTextAlignment(HA_CENTER);
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+
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+ // Position the text relative to the screen center
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+ instructionText->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void Ragdolls::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void Ragdolls::MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (GetSubsystem<UI>()->GetFocusElement())
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+ return;
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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input->GetKeyDown('W'))
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+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+
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+ // "Shoot" a physics object with left mousebutton
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+ if (input->GetMouseButtonPress(MOUSEB_LEFT))
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+ SpawnObject();
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+
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+ // Toggle physics debug geometry with space
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+ if (input->GetKeyPress(KEY_SPACE))
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+ drawDebug_ = !drawDebug_;
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+}
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+
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+void Ragdolls::SpawnObject()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ Node* boxNode = scene_->CreateChild("SmallBox");
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+ boxNode->SetPosition(cameraNode_->GetPosition());
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+ boxNode->SetRotation(cameraNode_->GetRotation());
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+ boxNode->SetScale(0.25f);
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+ StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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+ boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
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+ boxObject->SetCastShadows(true);
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+
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+ RigidBody* body = boxNode->CreateComponent<RigidBody>();
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+ body->SetMass(1.0f);
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+ body->SetFriction(0.75f);
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+ CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
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+ shape->SetBox(Vector3::ONE);
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+
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+ const float OBJECT_VELOCITY = 10.0f;
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+
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+ // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
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+ // to overcome gravity better
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+ body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
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+}
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+
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+void Ragdolls::SubscribeToEvents()
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+{
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+ // Subscribes HandleUpdate() method for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(Ragdolls, HandleUpdate));
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+
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+ // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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+ // debug geometry
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+ SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Ragdolls, HandlePostRenderUpdate));
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+}
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+
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+void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Event parameters are always defined inside a namespace corresponding to the event's name
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+
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+ // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
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+ // directory
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+ Input* input = GetSubsystem<Input>();
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+ if (input->GetKeyPress(KEY_F5))
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+ {
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+ File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
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+ scene_->SaveXML(saveFile);
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+ }
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+ if (input->GetKeyPress(KEY_F7))
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+ {
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+ File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
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+ scene_->LoadXML(loadFile);
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+ }
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+}
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+
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+void Ragdolls::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
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+ if (drawDebug_)
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+ scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
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+}
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