-- Ragdoll example. -- This sample demonstrates: -- - Detecting physics collisions -- - Moving an AnimatedModel's bones with physics and connecting them with constraints -- - Using rolling friction to stop rolling objects from moving infinitely require "LuaScripts/Utilities/Sample" function Start() -- Execute the common startup for samples SampleStart() -- 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() end function CreateScene() scene_ = Scene() -- 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 local zoneNode = scene_:CreateChild("Zone") local zone = zoneNode:CreateComponent("Zone") zone.boundingBox = BoundingBox(-1000.0, 1000.0) zone.ambientColor = Color(0.15, 0.15, 0.15) zone.fogColor = Color(0.5, 0.5, 0.7) zone.fogStart = 100.0 zone.fogEnd = 300.0 -- Create a directional light to the world. Enable cascaded shadows on it local lightNode = scene_:CreateChild("DirectionalLight") lightNode.direction = Vector3(0.6, -1.0, 0.8) local light = lightNode:CreateComponent("Light") light.lightType = LIGHT_DIRECTIONAL light.castShadows = true light.shadowBias = BiasParameters(0.00025, 0.5) -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8) -- Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y local floorNode = scene_:CreateChild("Floor") floorNode.position = Vector3(0.0, -0.5, 0.0) floorNode.scale = Vector3(500.0, 1.0, 500.0) local floorObject = floorNode:CreateComponent("StaticModel") floorObject.model = cache:GetResource("Model", "Models/Box.mdl") floorObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml") -- Make the floor physical by adding RigidBody and CollisionShape components local body = floorNode:CreateComponent("RigidBody") -- We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that -- the spheres will eventually come to rest body.rollingFriction = 0.15 local 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(1.0, 1.0, 1.0)) -- Create animated models for z = -1, 1 do for x = -4, 4 do local modelNode = scene_:CreateChild("Jack") modelNode.position = Vector3(x * 5.0, 0.0, z * 5.0) modelNode.rotation = Quaternion(0.0, 180.0, 0.0) local modelObject = modelNode:CreateComponent("AnimatedModel") modelObject.model = cache:GetResource("Model", "Models/Jack.mdl") modelObject.material = cache:GetResource("Material", "Materials/Jack.xml") modelObject.castShadows = true -- Set the model to also update when invisible to avoid staying invisible when the model should come into -- view, but does not as the bounding box is not updated modelObject.updateInvisible = true -- Create a rigid body and a collision shape. These will act as a trigger for transforming the -- model into a ragdoll when hit by a moving object local body = modelNode:CreateComponent("RigidBody") -- The trigger mode makes the rigid body only detect collisions, but impart no forces on the -- colliding objects body.trigger = true local shape = modelNode:CreateComponent("CollisionShape") -- Create the capsule shape with an offset so that it is correctly aligned with the model, which -- has its origin at the feet shape:SetCapsule(0.7, 2.0, Vector3(0.0, 1.0, 0.0)) -- Create a custom script object that reacts to collisions and creates the ragdoll modelNode:CreateScriptObject("CreateRagdoll") end end -- 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 = Node() local camera = cameraNode:CreateComponent("Camera") camera.farClip = 300.0 -- Set an initial position for the camera scene node above the floor cameraNode.position = Vector3(0.0, 5.0, -20.0) end function CreateInstructions() -- Construct new Text object, set string to display and font to use local instructionText = ui.root: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) -- The text has multiple rows. Center them in relation to each other instructionText.textAlignment = HA_CENTER -- Position the text relative to the screen center instructionText.horizontalAlignment = HA_CENTER instructionText.verticalAlignment = VA_CENTER instructionText:SetPosition(0, ui.root.height / 4) end function SetupViewport() -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera")) renderer:SetViewport(0, viewport) end function SubscribeToEvents() -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate") -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request -- debug geometry SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate") end function MoveCamera(timeStep) -- Do not move if the UI has a focused element (the console) if ui.focusElement ~= nil then return end -- Movement speed as world units per second local MOVE_SPEED = 20.0 -- Mouse sensitivity as degrees per pixel local MOUSE_SENSITIVITY = 0.1 -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees local mouseMove = input.mouseMove yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x pitch = pitch +MOUSE_SENSITIVITY * mouseMove.y pitch = Clamp(pitch, -90.0, 90.0) -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero cameraNode.rotation = Quaternion(pitch, yaw, 0.0) -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if input:GetKeyDown(KEY_W) then cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_S) then cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_A) then cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_D) then cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end -- "Shoot" a physics object with left mousebutton if input:GetMouseButtonPress(MOUSEB_LEFT) then SpawnObject() end -- Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable -- directory if input:GetKeyPress(KEY_F5) then scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml") end if input:GetKeyPress(KEY_F7) then scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml") end -- Toggle debug geometry with space if input:GetKeyPress(KEY_SPACE) then drawDebug = not drawDebug end end function SpawnObject() local boxNode = scene_:CreateChild("Sphere") boxNode.position = cameraNode.position boxNode.rotation = cameraNode.rotation boxNode:SetScale(0.25) local boxObject = boxNode:CreateComponent("StaticModel") boxObject.model = cache:GetResource("Model", "Models/Sphere.mdl") boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml") boxObject.castShadows = true local body = boxNode:CreateComponent("RigidBody") body.mass = 1.0 body.rollingFriction = 0.15 local shape = boxNode:CreateComponent("CollisionShape") shape:SetSphere(1.0) local OBJECT_VELOCITY = 10.0 -- Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component -- to overcome gravity better body.linearVelocity = cameraNode.rotation * Vector3(0.0, 0.25, 1.0) * OBJECT_VELOCITY end function HandleUpdate(eventType, eventData) -- Take the frame time step, which is stored as a float local timeStep = eventData:GetFloat("TimeStep") -- Move the camera, scale movement with time step MoveCamera(timeStep) end function HandlePostRenderUpdate(eventType, eventData) -- If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret if drawDebug then scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(true) end end -- CreateRagdoll script object class CreateRagdoll = ScriptObject() function CreateRagdoll:Start() -- Subscribe physics collisions that concern this scene node self:SubscribeToEvent(self.node, "NodeCollision", "CreateRagdoll:HandleNodeCollision") end function CreateRagdoll:HandleNodeCollision(eventType, eventData) -- Get the other colliding body, make sure it is moving (has nonzero mass) local otherBody = eventData:GetPtr("RigidBody", "OtherBody") if otherBody.mass > 0.0 then -- We do not need the physics components in the AnimatedModel's root scene node anymore self.node:RemoveComponent("RigidBody") self.node:RemoveComponent("CollisionShape") -- Create RigidBody & CollisionShape components to bones self:CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3, 0.2, 0.25), Vector3(0.0, 0.0, 0.0), Quaternion(0.0, 0.0, 0.0)) self:CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35, 0.2, 0.3), Vector3(0.15, 0.0, 0.0), Quaternion(0.0, 0.0, 0.0)) self:CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2, 0.2, 0.2), Vector3(0.1, 0.0, 0.0), Quaternion(0.0, 0.0, 0.0)) self:CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) self:CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0), Quaternion(0.0, 0.0, 90.0)) -- Create Constraints between bones self:CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3(0.0, 0.0, 1.0), Vector3(0.0, 0.0, 1.0), Vector2(45.0, 0.0), Vector2(-10.0, 0.0), true) self:CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(-1.0, 0.0, 0.0), Vector3(-1.0, 0.0, 0.0), Vector2(0.0, 30.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0), Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false) self:CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0), Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false) self:CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true) self:CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0), Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true) -- Disable keyframe animation from all bones so that they will not interfere with the ragdoll local model = self.node:GetComponent("AnimatedModel") local skeleton = model.skeleton for i = 0, skeleton.numBones - 1 do skeleton:GetBone(i).animated = false end -- Finally remove self (the ScriptInstance which holds this script object) from the scene node. Note that this must -- be the last operation performed in the function self.instance:Remove() end end function CreateRagdoll:CreateRagdollBone(boneName, type, size, position, rotation) -- Find the correct child scene node recursively local boneNode = self.node:GetChild(boneName, true) if boneNode == nil then print("Could not find bone " .. boneName .. " for creating ragdoll physics components\n") return end local body = boneNode:CreateComponent("RigidBody") -- Set mass to make movable body.mass = 1.0 -- Set damping parameters to smooth out the motion body.linearDamping = 0.05 body.angularDamping = 0.85 -- Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly body.linearRestThreshold = 1.5 body.angularRestThreshold = 2.5 local shape = boneNode:CreateComponent("CollisionShape") -- We use either a box or a capsule shape for all of the bones if type == SHAPE_BOX then shape:SetBox(size, position, rotation) else shape:SetCapsule(size.x, size.y, position, rotation) end end function CreateRagdoll:CreateRagdollConstraint(boneName, parentName, type, axis, parentAxis, highLimit, lowLimit, disableCollision) local boneNode = self.node:GetChild(boneName, true) local parentNode = self.node:GetChild(parentName, true) if boneNode == nil then print("Could not find bone " .. boneName .. " for creating ragdoll constraint\n") return end if parentNode == nil then print("Could not find bone " .. parentName .. " for creating ragdoll constraint\n") return end local constraint = boneNode:CreateComponent("Constraint") constraint.constraintType = type -- Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other constraint.disableCollision = disableCollision -- The connected body must be specified before setting the world position constraint.otherBody = parentNode:GetComponent("RigidBody") -- Position the constraint at the child bone we are connecting constraint.worldPosition = boneNode.worldPosition -- Configure axes and limits constraint.axis = axis constraint.otherAxis = parentAxis constraint.highLimit = highLimit constraint.lowLimit = lowLimit end -- Create XML patch instructions for screen joystick layout specific to this sample app function GetScreenJoystickPatchString() return "" .. " " .. " Spawn" .. " " .. " " .. " " .. " " .. " " .. " " .. " " .. " Debug" .. " " .. " " .. " " .. " " .. " " .. " " .. "" end