Browse Source

Added Physics sample.

Lasse Öörni 12 years ago
parent
commit
497bd8c101

+ 1 - 0
Bin/CoreData/Techniques/NoTextureAlpha.xml

@@ -1,4 +1,5 @@
 <technique>
     <pass name="alpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="alpha" />
     <pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
 </technique>

+ 1 - 0
Bin/CoreData/Techniques/NoTextureEnvCubeAlpha.xml

@@ -1,4 +1,5 @@
 <technique>
     <pass name="alpha" vs="LitSolid_EnvCube" ps="LitSolid_EnvCube" depthwrite="false" blend="alpha" />
     <pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
+    <pass name="shadow" vs="Shadow" ps="Shadow" />
 </technique>

+ 1 - 1
Source/Engine/Resource/XMLFile.cpp

@@ -82,7 +82,7 @@ bool XMLFile::Load(Deserializer& source)
     PROFILE(LoadXMLFile);
     
     unsigned dataSize = source.GetSize();
-    if (!dataSize)
+    if (!dataSize && !source.GetName().Empty())
     {
         LOGERROR("Zero sized XML data in " + source.GetName());
         return false;

+ 2 - 1
Source/Samples/06_SkeletalAnimation/SkeletalAnimation.cpp

@@ -223,7 +223,8 @@ void SkeletalAnimation::SubscribeToEvents()
     SubscribeToEvent(E_UPDATE, HANDLER(SkeletalAnimation, HandleUpdate));
     
     // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
-    // done with defining the draw calls for the viewports (but before actually executing them)
+    // done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
+    // rendering during that event
     SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
 }
 

+ 2 - 2
Source/Samples/07_Billboards/Billboards.cpp

@@ -308,8 +308,8 @@ void Billboards::SubscribeToEvents()
     // Subscribes HandleUpdate() method for processing update events
     SubscribeToEvent(E_UPDATE, HANDLER(Billboards, HandleUpdate));
     
-    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
-    // done with defining the draw calls for the viewports (but before actually executing them)
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
     SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Billboards, HandlePostRenderUpdate));
 }
 

+ 2 - 2
Source/Samples/08_Decals/Decals.cpp

@@ -287,8 +287,8 @@ void Decals::SubscribeToEvents()
     // Subscribes HandleUpdate() method for processing update events
     SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
     
-    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
-    // done with defining the draw calls for the viewports (but before actually executing them)
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
     SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
 }
 

+ 2 - 2
Source/Samples/09_MultipleViewports/MultipleViewports.cpp

@@ -261,8 +261,8 @@ void MultipleViewports::SubscribeToEvents()
     // Subscribes HandleUpdate() method for processing update events
     SubscribeToEvent(E_UPDATE, HANDLER(MultipleViewports, HandleUpdate));
     
-    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
-    // done with defining the draw calls for the viewports (but before actually executing them)
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
     SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(MultipleViewports, HandlePostRenderUpdate));
 }
 

+ 32 - 0
Source/Samples/11_Physics/CMakeLists.txt

@@ -0,0 +1,32 @@
+#
+# Copyright (c) 2008-2013 the Urho3D project.
+#
+# 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.
+#
+
+# Define target name
+set (TARGET_NAME 11_Physics)
+
+# Define source files
+file (GLOB CPP_FILES *.cpp)
+file (GLOB H_FILES *.h)
+set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()

+ 303 - 0
Source/Samples/11_Physics/Physics.cpp

@@ -0,0 +1,303 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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.
+//
+
+#include "Camera.h"
+#include "CollisionShape.h"
+#include "CoreEvents.h"
+#include "DebugRenderer.h"
+#include "Engine.h"
+#include "File.h"
+#include "FileSystem.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Light.h"
+#include "Material.h"
+#include "Model.h"
+#include "Octree.h"
+#include "PhysicsWorld.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "RigidBody.h"
+#include "StaticModel.h"
+#include "Text.h"
+#include "UI.h"
+#include "Zone.h"
+
+#include "Physics.h"
+
+#include "DebugNew.h"
+
+// Expands to this example's entry-point
+DEFINE_APPLICATION_MAIN(Physics)
+
+Physics::Physics(Context* context) :
+    Sample(context),
+    yaw_(0.0f),
+    pitch_(0.0f),
+    drawDebug_(false)
+{
+}
+
+void Physics::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // Create the scene content
+    CreateScene();
+    
+    // Create the UI content
+    CreateInstructions();
+    
+    // Setup the viewport for displaying the scene
+    SetupViewport();
+
+    // Hook up to the frame update and render post-update events
+    SubscribeToEvents();
+}
+
+void Physics::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    scene_ = new Scene(context_);
+    
+    // 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(BoundingBox(-1000.0f, 1000.0f));
+    zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
+    zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
+    zone->SetFogStart(100.0f);
+    zone->SetFogEnd(300.0f);
+    
+    // Create a directional light to the world. Enable cascaded shadows on it
+    Node* lightNode = scene_->CreateChild("Directional light");
+    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
+    Light* light = lightNode->CreateComponent<Light>();
+    light->SetLightType(LIGHT_DIRECTIONAL);
+    light->SetCastShadows(true);
+    light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
+    // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
+    light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
+    
+    {
+        // Create the floor object at origin, 100 x 100 world units
+        Node* floorNode = scene_->CreateChild("Floor");
+        floorNode->SetScale(Vector3(100.0f, 0.5f, 100.0f));
+        StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
+        floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+        floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
+        
+        // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody will use
+        // default parameters, which makes it static. Note that a CollisionShape by itself will not participate
+        // in the physics simulation
+        RigidBody* body = floorNode->CreateComponent<RigidBody>();
+        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);
+    }
+    
+    {
+        // Create a pyramid of movable physics objects
+        for (int y = 0; y < 8; ++y)
+        {
+            for (int x = -y; x <= y; ++x)
+            {
+                Node* boxNode = scene_->CreateChild("Box");
+                boxNode->SetPosition(Vector3((float)x, -(float)y + 7.5f, 0.0f));
+                StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
+                boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+                boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
+                boxObject->SetCastShadows(true);
+                
+                // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable.
+                // The actual mass is not important; only the mass ratios between colliding objects are significant
+                RigidBody* body = boxNode->CreateComponent<RigidBody>();
+                body->SetMass(1.0f);
+                CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
+                shape->SetBox(Vector3::ONE);
+            }
+        }
+    }
+    
+    // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
+    // the scene, because we want it to be unaffected by scene load/save
+    cameraNode_ = new Node(context_);
+    Camera* camera = cameraNode_->CreateComponent<Camera>();
+    camera->SetFarClip(300.0f);
+    
+    // Set an initial position for the camera scene node above the floor
+    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
+}
+
+void Physics::CreateInstructions()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+    
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->CreateChild<Text>();
+    instructionText->SetText(
+        "Use WASD keys and mouse to move\n"
+        "LMB to spawn physics objects\n"
+        "F5 to save scene, F7 to load\n"
+        "Space to toggle physics debug geometry"
+    );
+    instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
+    
+    // Position the text relative to the screen center
+    instructionText->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void Physics::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+    
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void Physics::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (GetSubsystem<UI>()->GetFocusElement())
+        return;
+    
+    Input* input = GetSubsystem<Input>();
+    
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+    
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input->GetMouseMove();
+    yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+    pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+    pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+    
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+    
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input->GetKeyDown('W'))
+        cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
+    
+    // "Shoot" a physics object with left mousebutton
+    if (input->GetMouseButtonPress(MOUSEB_LEFT))
+        SpawnObject();
+    
+    // Toggle physics debug geometry with space
+    if (input->GetKeyPress(KEY_SPACE))
+        drawDebug_ = !drawDebug_;
+}
+
+void Physics::SpawnObject()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    // Create a smaller box at camera position
+    Node* boxNode = scene_->CreateChild("SmallBox");
+    boxNode->SetPosition(cameraNode_->GetPosition());
+    boxNode->SetRotation(cameraNode_->GetRotation());
+    boxNode->SetScale(0.25f);
+    StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
+    boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+    boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
+    boxObject->SetCastShadows(true);
+    
+    // Create physics components, use a smaller mass also and add some friction so that the object stops faster
+    RigidBody* body = boxNode->CreateComponent<RigidBody>();
+    body->SetMass(0.25f);
+    body->SetFriction(0.9f);
+    CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
+    shape->SetBox(Vector3::ONE);
+    
+    const float OBJECT_VELOCITY = 10.0f;
+    
+    // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
+    // to overcome gravity better
+    body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
+}
+
+void Physics::SubscribeToEvents()
+{
+    // Subscribes HandleUpdate() method for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(Physics, HandleUpdate));
+    
+    // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
+    // debug geometry
+    SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Physics, HandlePostRenderUpdate));
+}
+
+void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Event parameters are always defined inside a namespace corresponding to the event's name
+    using namespace Update;
+
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+    
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+    
+    // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
+    // directory
+    Input* input = GetSubsystem<Input>();
+    if (input->GetKeyPress(KEY_F5))
+    {
+        File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_WRITE);
+        scene_->SaveXML(saveFile);
+    }
+    if (input->GetKeyPress(KEY_F7))
+    {
+        File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_READ);
+        scene_->LoadXML(loadFile);
+    }
+}
+
+void Physics::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
+    if (drawDebug_)
+        scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
+}

+ 76 - 0
Source/Samples/11_Physics/Physics.h

@@ -0,0 +1,76 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// 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.
+//
+
+#pragma once
+
+#include "Sample.h"
+#include "Scene.h"
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Physics example.
+/// This sample demonstrates:
+///     - Creating both static and moving physics objects to a scene;
+///     - Displaying physics debug geometry;
+///     - Saving a scene to a file and loading it to restore a previous state;
+class Physics : public Sample
+{
+    // Mandatory when deriving from Object, enables type information
+    OBJECT(Physics)
+
+public:
+    /// Construct.
+    Physics(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Constructs the scene content.
+    void CreateScene();
+    /// Constructs an instruction text to the UI.
+    void CreateInstructions();
+    /// Sets up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Reads input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Spawns a physics object from the camera position.
+    void SpawnObject();
+    /// Subscribes to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Callback method invoked when a logic update event is dispatched.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+    /// Callback method invoked when the post-render update event is dispatched.
+    void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
+    
+    /// Scene.
+    SharedPtr<Scene> scene_;
+    /// Camera scene node.
+    SharedPtr<Node> cameraNode_;
+    /// Camera yaw angle.
+    float yaw_;
+    /// Camera pitch angle.
+    float pitch_;
+    /// Flag for drawing debug geometry.
+    bool drawDebug_;
+};

+ 4 - 1
Source/Samples/CMakeLists.txt

@@ -31,10 +31,11 @@ set (LIBS ../../Engine/Container
           ../../Engine/Input
           ../../Engine/IO
           ../../Engine/Math
+          ../../Engine/Physics
           ../../Engine/Resource
           ../../Engine/Scene
           ../../Engine/UI)
-set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR})
+set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR} ../../ThirdParty/Bullet/src)
 
 # Add samples
 add_subdirectory (01_HelloWorld)
@@ -47,4 +48,6 @@ add_subdirectory (07_Billboards)
 add_subdirectory (08_Decals)
 add_subdirectory (09_MultipleViewports)
 add_subdirectory (10_RenderToTexture)
+add_subdirectory (11_Physics)
+