Physics.cpp 13 KB

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  1. //
  2. // Copyright (c) 2008-2020 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/DebugRenderer.h>
  26. #include <Urho3D/Graphics/Graphics.h>
  27. #include <Urho3D/Graphics/Light.h>
  28. #include <Urho3D/Graphics/Material.h>
  29. #include <Urho3D/Graphics/Model.h>
  30. #include <Urho3D/Graphics/Octree.h>
  31. #include <Urho3D/Graphics/Renderer.h>
  32. #include <Urho3D/Graphics/Skybox.h>
  33. #include <Urho3D/Graphics/Zone.h>
  34. #include <Urho3D/Input/Input.h>
  35. #include <Urho3D/IO/File.h>
  36. #include <Urho3D/IO/FileSystem.h>
  37. #include <Urho3D/Physics/CollisionShape.h>
  38. #include <Urho3D/Physics/PhysicsWorld.h>
  39. #include <Urho3D/Physics/RigidBody.h>
  40. #include <Urho3D/Resource/ResourceCache.h>
  41. #include <Urho3D/Scene/Scene.h>
  42. #include <Urho3D/UI/Font.h>
  43. #include <Urho3D/UI/Text.h>
  44. #include <Urho3D/UI/UI.h>
  45. #include "Physics.h"
  46. #include <Urho3D/DebugNew.h>
  47. URHO3D_DEFINE_APPLICATION_MAIN(Physics)
  48. Physics::Physics(Context* context) :
  49. Sample(context),
  50. drawDebug_(false)
  51. {
  52. }
  53. void Physics::Start()
  54. {
  55. // Execute base class startup
  56. Sample::Start();
  57. // Create the scene content
  58. CreateScene();
  59. // Create the UI content
  60. CreateInstructions();
  61. // Setup the viewport for displaying the scene
  62. SetupViewport();
  63. // Hook up to the frame update and render post-update events
  64. SubscribeToEvents();
  65. // Set the mouse mode to use in the sample
  66. Sample::InitMouseMode(MM_RELATIVE);
  67. }
  68. void Physics::CreateScene()
  69. {
  70. auto* cache = GetSubsystem<ResourceCache>();
  71. scene_ = new Scene(context_);
  72. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  73. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  74. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  75. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  76. scene_->CreateComponent<Octree>();
  77. scene_->CreateComponent<PhysicsWorld>();
  78. scene_->CreateComponent<DebugRenderer>();
  79. // Create a Zone component for ambient lighting & fog control
  80. Node* zoneNode = scene_->CreateChild("Zone");
  81. auto* zone = zoneNode->CreateComponent<Zone>();
  82. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  83. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  84. zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
  85. zone->SetFogStart(300.0f);
  86. zone->SetFogEnd(500.0f);
  87. // Create a directional light to the world. Enable cascaded shadows on it
  88. Node* lightNode = scene_->CreateChild("DirectionalLight");
  89. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  90. auto* light = lightNode->CreateComponent<Light>();
  91. light->SetLightType(LIGHT_DIRECTIONAL);
  92. light->SetCastShadows(true);
  93. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  94. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  95. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  96. // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
  97. // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
  98. // generate the necessary 3D texture coordinates for cube mapping
  99. Node* skyNode = scene_->CreateChild("Sky");
  100. skyNode->SetScale(500.0f); // The scale actually does not matter
  101. auto* skybox = skyNode->CreateComponent<Skybox>();
  102. skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  103. skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
  104. {
  105. // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
  106. Node* floorNode = scene_->CreateChild("Floor");
  107. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  108. floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
  109. auto* floorObject = floorNode->CreateComponent<StaticModel>();
  110. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  111. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  112. // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
  113. // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
  114. // in the physics simulation
  115. /*RigidBody* body = */floorNode->CreateComponent<RigidBody>();
  116. auto* shape = floorNode->CreateComponent<CollisionShape>();
  117. // 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
  118. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  119. shape->SetBox(Vector3::ONE);
  120. }
  121. {
  122. // Create a pyramid of movable physics objects
  123. for (int y = 0; y < 8; ++y)
  124. {
  125. for (int x = -y; x <= y; ++x)
  126. {
  127. Node* boxNode = scene_->CreateChild("Box");
  128. boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f));
  129. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  130. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  131. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
  132. boxObject->SetCastShadows(true);
  133. // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
  134. // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
  135. // objects are significant
  136. auto* body = boxNode->CreateComponent<RigidBody>();
  137. body->SetMass(1.0f);
  138. body->SetFriction(0.75f);
  139. auto* shape = boxNode->CreateComponent<CollisionShape>();
  140. shape->SetBox(Vector3::ONE);
  141. }
  142. }
  143. }
  144. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
  145. // we want it to be unaffected by scene load / save
  146. cameraNode_ = new Node(context_);
  147. auto* camera = cameraNode_->CreateComponent<Camera>();
  148. camera->SetFarClip(500.0f);
  149. // Set an initial position for the camera scene node above the floor
  150. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
  151. }
  152. void Physics::CreateInstructions()
  153. {
  154. auto* cache = GetSubsystem<ResourceCache>();
  155. auto* ui = GetSubsystem<UI>();
  156. // Construct new Text object, set string to display and font to use
  157. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  158. instructionText->SetText(
  159. "Use WASD keys and mouse/touch to move\n"
  160. "LMB to spawn physics objects\n"
  161. "F5 to save scene, F7 to load\n"
  162. "Space to toggle physics debug geometry"
  163. );
  164. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  165. // The text has multiple rows. Center them in relation to each other
  166. instructionText->SetTextAlignment(HA_CENTER);
  167. // Position the text relative to the screen center
  168. instructionText->SetHorizontalAlignment(HA_CENTER);
  169. instructionText->SetVerticalAlignment(VA_CENTER);
  170. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  171. }
  172. void Physics::SetupViewport()
  173. {
  174. auto* renderer = GetSubsystem<Renderer>();
  175. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  176. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  177. renderer->SetViewport(0, viewport);
  178. }
  179. void Physics::SubscribeToEvents()
  180. {
  181. // Subscribe HandleUpdate() function for processing update events
  182. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Physics, HandleUpdate));
  183. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  184. // debug geometry
  185. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Physics, HandlePostRenderUpdate));
  186. }
  187. void Physics::MoveCamera(float timeStep)
  188. {
  189. // Do not move if the UI has a focused element (the console)
  190. if (GetSubsystem<UI>()->GetFocusElement())
  191. return;
  192. auto* input = GetSubsystem<Input>();
  193. // Movement speed as world units per second
  194. const float MOVE_SPEED = 20.0f;
  195. // Mouse sensitivity as degrees per pixel
  196. const float MOUSE_SENSITIVITY = 0.1f;
  197. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  198. IntVector2 mouseMove = input->GetMouseMove();
  199. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  200. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  201. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  202. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  203. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  204. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  205. if (input->GetKeyDown(KEY_W))
  206. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  207. if (input->GetKeyDown(KEY_S))
  208. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  209. if (input->GetKeyDown(KEY_A))
  210. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  211. if (input->GetKeyDown(KEY_D))
  212. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  213. // "Shoot" a physics object with left mousebutton
  214. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  215. SpawnObject();
  216. // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
  217. // directory
  218. if (input->GetKeyPress(KEY_F5))
  219. {
  220. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_WRITE);
  221. scene_->SaveXML(saveFile);
  222. }
  223. if (input->GetKeyPress(KEY_F7))
  224. {
  225. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_READ);
  226. scene_->LoadXML(loadFile);
  227. }
  228. // Toggle physics debug geometry with space
  229. if (input->GetKeyPress(KEY_SPACE))
  230. drawDebug_ = !drawDebug_;
  231. }
  232. void Physics::SpawnObject()
  233. {
  234. auto* cache = GetSubsystem<ResourceCache>();
  235. // Create a smaller box at camera position
  236. Node* boxNode = scene_->CreateChild("SmallBox");
  237. boxNode->SetPosition(cameraNode_->GetPosition());
  238. boxNode->SetRotation(cameraNode_->GetRotation());
  239. boxNode->SetScale(0.25f);
  240. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  241. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  242. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
  243. boxObject->SetCastShadows(true);
  244. // Create physics components, use a smaller mass also
  245. auto* body = boxNode->CreateComponent<RigidBody>();
  246. body->SetMass(0.25f);
  247. body->SetFriction(0.75f);
  248. auto* shape = boxNode->CreateComponent<CollisionShape>();
  249. shape->SetBox(Vector3::ONE);
  250. const float OBJECT_VELOCITY = 10.0f;
  251. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  252. // to overcome gravity better
  253. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  254. }
  255. void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
  256. {
  257. using namespace Update;
  258. // Take the frame time step, which is stored as a float
  259. float timeStep = eventData[P_TIMESTEP].GetFloat();
  260. // Move the camera, scale movement with time step
  261. MoveCamera(timeStep);
  262. }
  263. void Physics::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  264. {
  265. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  266. if (drawDebug_)
  267. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  268. }