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+-- Physics stress test example.
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+-- This sample demonstrates:
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+-- - Physics and rendering performance with a high (1000) moving object count;
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+-- - Using triangle meshes for collision;
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+-- - Optimizing physics simulation by leaving out collision event signaling;
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+
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+require "LuaScripts/Utilities/Sample"
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+
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+local scene_ = nil
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+local cameraNode
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+local yaw = 0.0
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+local pitch = 0.0
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+local drawDebug = false
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+
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+local context = GetContext()
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+
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+local cache = GetCache()
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+local fileSystem = GetFileSystem()
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+local input = GetInput()
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+local renderer = GetRenderer()
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+local ui = GetUI()
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+
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+function Start()
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+ -- Execute the common startup for samples
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+ SampleStart()
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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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+end
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+
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+function Stop()
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+end
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+
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+function CreateScene()
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+ scene_ = 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 60ps. 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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+ local zoneNode = scene_:CreateChild("Zone")
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+ local zone = zoneNode:CreateComponent("Zone")
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+ zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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+ zone.ambientColor = Color(0.15, 0.15, 0.15)
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+ zone.fogColor = Color(0.5, 0.5, 0.7)
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+ zone.fogStart = 100.0
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+ zone.fogEnd = 300.0
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+
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+ -- Create a directional light to the world. Enable cascaded shadows on it
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+ local lightNode = scene_:CreateChild("DirectionalLight")
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+ lightNode.direction = Vector3(0.6, -1.0, 0.8)
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+ local light = lightNode:CreateComponent("Light")
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+ light.lightType = LIGHT_DIRECTIONAL
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+ light.castShadows = true
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+ light.shadowBias = BiasParameters(0.0001, 0.5)
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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.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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+
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+
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+ if true then
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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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+ local floorNode = scene_:CreateChild("Floor")
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+ floorNode.position = Vector3(0.0, -0.5, 0.0)
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+ floorNode.scale = Vector3(500.0, 1.0, 500.0)
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+ local floorObject = floorNode:CreateComponent("StaticModel")
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+ floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
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+ floorObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
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+
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+ -- Make the floor physical by adding RigidBody and CollisionShape components
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+ local body = floorNode:CreateComponent("RigidBody")
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+ local 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(1.0, 1.0, 1.0))
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+ end
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+
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+ -- Create static mushrooms with triangle mesh collision
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+ local NUM_MUSHROOMS = 50
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+ for i = 1, NUM_MUSHROOMS do
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+ local mushroomNode = scene_:CreateChild("Mushroom")
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+ mushroomNode.position = Vector3(Random(400.0) - 200.0, 0.0, Random(400.0) - 200.0)
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+ mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
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+ mushroomNode:SetScale(5.0 + Random(5.0))
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+ local mushroomObject = mushroomNode:CreateComponent("StaticModel")
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+ mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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+ mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
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+ mushroomObject.castShadows = true
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+
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+ local body = mushroomNode:CreateComponent("RigidBody")
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+ local shape = mushroomNode:CreateComponent("CollisionShape")
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+ -- By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
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+ shape:SetTriangleMesh(mushroomObject.model)
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+ end
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+
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+ -- Create a large amount of falling physics objects
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+ local NUM_OBJECTS = 1000
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+ for i = 1, NUM_OBJECTS do
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+ local boxNode = scene_:CreateChild("Box")
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+ boxNode.position = Vector3(0.0, i * 2.0 + 100.0, 0.0)
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+ local boxObject = boxNode:CreateComponent("StaticModel")
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+ boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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+ boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
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+ boxObject.castShadows = true
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+
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+ -- Give the RigidBody mass to make it movable and also adjust friction
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+ local body = boxNode:CreateComponent("RigidBody")
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+ body.mass = 1.0
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+ body.friction = 1.0
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+ -- Disable collision event signaling to reduce CPU load of the physics simulation
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+ body.collisionEventMode = COLLISION_NEVER
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+ local shape = boxNode:CreateComponent("CollisionShape")
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+ shape:SetBox(Vector3(1.0, 1.0, 1.0))
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+ end
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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 = Node(context)
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+ local camera = cameraNode:CreateComponent("Camera")
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+ camera.farClip = 300.0
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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.position = Vector3(0.0, 3.0, -20.0)
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+end
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+
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+function CreateInstructions()
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+ -- Construct new Text object, set string to display and font to use
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+ local instructionText = ui.root:CreateChild("Text")
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+ instructionText:SetText("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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+ 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.textAlignment = HA_CENTER
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+
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+ -- Position the text relative to the screen center
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+ instructionText.horizontalAlignment = HA_CENTER
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+ instructionText.verticalAlignment = VA_CENTER
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+ instructionText:SetPosition(0, ui.root.height / 4)
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+end
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+
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+function SetupViewport()
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+ -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
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+ renderer:SetViewport(0, viewport)
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+end
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+
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+function SubscribeToEvents()
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+ -- Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate")
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+
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+ -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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+ -- debug geometry
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+ SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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+end
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+
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+function MoveCamera(timeStep)
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+ -- Do not move if the UI has a focused element (the console)
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+ if ui.focusElement ~= nil then
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+ return
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+ end
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+
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+ -- Movement speed as world units per second
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+ local MOVE_SPEED = 20.0
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+ -- Mouse sensitivity as degrees per pixel
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+ local MOUSE_SENSITIVITY = 0.1
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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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+ local mouseMove = input.mouseMove
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+ yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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+ pitch = pitch +MOUSE_SENSITIVITY * mouseMove.y
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+ pitch = Clamp(pitch, -90.0, 90.0)
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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.rotation = Quaternion(pitch, yaw, 0.0)
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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(KEY_W) then
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+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_S) then
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+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_A) then
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+ cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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+ end
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+ if input:GetKeyDown(KEY_D) then
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+ cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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+ end
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+
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+ -- "Shoot" a physics object with left mousebutton
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+ if input:GetMouseButtonPress(MOUSEB_LEFT) then
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+ SpawnObject()
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+ end
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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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+ if input:GetKeyPress(KEY_F5) then
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+ -- local saveFile = File(context, fileSystem:GetProgramDir():CString().."Data/Scenes/PhysicsStressTest.xml", FILE_WRITE)
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+ -- scene_:SaveXML(saveFile)
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+ end
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+ if input:GetKeyPress(KEY_F7) then
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+ -- local loadFile = File(context, fileSystem:GetProgramDir():CString().."Data/Scenes/PhysicsStressTest.xml", FILE_READ)
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+ -- scene_:LoadXML(loadFile)
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+ end
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+
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+ -- Toggle debug geometry with space
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+ if input:GetKeyPress(KEY_SPACE) then
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+ drawDebug = not drawDebug
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+ end
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+end
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+
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+function SpawnObject()
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+ -- Create a smaller box at camera position
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+ local boxNode = scene_:CreateChild("SmallBox")
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+ boxNode.position = cameraNode.position
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+ boxNode.rotation = cameraNode.rotation
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+ boxNode:SetScale(0.25)
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+ local boxObject = boxNode:CreateComponent("StaticModel")
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+ boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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+ boxObject.material = cache:GetResource("Material", "Materials/StoneEnvMapSmall.xml")
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+ boxObject.castShadows = true
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+
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+ -- Create physics components, use a smaller mass also
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+ local body = boxNode:CreateComponent("RigidBody")
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+ body.mass = 0.25
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+ body.friction = 0.75
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+ local shape = boxNode:CreateComponent("CollisionShape")
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+ shape:SetBox(Vector3(1.0, 1.0, 1.0))
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+
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+ local OBJECT_VELOCITY = 10.0
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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.linearVelocity = cameraNode.rotation * Vector3(0.0, 0.25, 1.0) * OBJECT_VELOCITY
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+end
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+
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+function HandleUpdate(eventType, eventData)
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+ -- Take the frame time step, which is stored as a float
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+ local timeStep = eventData:GetFloat("TimeStep")
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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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+end
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+
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+function HandlePostRenderUpdate(eventType, eventData)
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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 then
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+ scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(scene_:GetComponent("DebugRenderer"), true)
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+ end
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+end
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