CharacterDemo.cpp 16 KB

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  1. //
  2. // Copyright (c) 2008-2015 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/Urho3D.h>
  23. #include <Urho3D/Core/CoreEvents.h>
  24. #include <Urho3D/Core/ProcessUtils.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/Graphics/AnimatedModel.h>
  27. #include <Urho3D/Graphics/AnimationController.h>
  28. #include <Urho3D/Graphics/Camera.h>
  29. #include <Urho3D/Graphics/Light.h>
  30. #include <Urho3D/Graphics/Material.h>
  31. #include <Urho3D/Graphics/Model.h>
  32. #include <Urho3D/Graphics/Octree.h>
  33. #include <Urho3D/Graphics/Renderer.h>
  34. #include <Urho3D/Graphics/StaticModel.h>
  35. #include <Urho3D/Graphics/Zone.h>
  36. #include <Urho3D/Input/Controls.h>
  37. #include <Urho3D/Input/Input.h>
  38. #include <Urho3D/IO/FileSystem.h>
  39. #include <Urho3D/Physics/CollisionShape.h>
  40. #include <Urho3D/Physics/PhysicsWorld.h>
  41. #include <Urho3D/Physics/RigidBody.h>
  42. #include <Urho3D/Resource/ResourceCache.h>
  43. #include <Urho3D/Scene/Scene.h>
  44. #include <Urho3D/UI/Font.h>
  45. #include <Urho3D/UI/Text.h>
  46. #include <Urho3D/UI/UI.h>
  47. #include "Character.h"
  48. #include "CharacterDemo.h"
  49. #include "Touch.h"
  50. #include <Urho3D/DebugNew.h>
  51. DEFINE_APPLICATION_MAIN(CharacterDemo)
  52. CharacterDemo::CharacterDemo(Context* context) :
  53. Sample(context),
  54. firstPerson_(false)
  55. {
  56. // Register factory and attributes for the Character component so it can be created via CreateComponent, and loaded / saved
  57. Character::RegisterObject(context);
  58. }
  59. CharacterDemo::~CharacterDemo()
  60. {
  61. }
  62. void CharacterDemo::Start()
  63. {
  64. // Execute base class startup
  65. Sample::Start();
  66. if (touchEnabled_)
  67. touch_ = new Touch(context_, TOUCH_SENSITIVITY);
  68. // Create static scene content
  69. CreateScene();
  70. // Create the controllable character
  71. CreateCharacter();
  72. // Create the UI content
  73. CreateInstructions();
  74. // Subscribe to necessary events
  75. SubscribeToEvents();
  76. }
  77. void CharacterDemo::CreateScene()
  78. {
  79. ResourceCache* cache = GetSubsystem<ResourceCache>();
  80. scene_ = new Scene(context_);
  81. // Create scene subsystem components
  82. scene_->CreateComponent<Octree>();
  83. scene_->CreateComponent<PhysicsWorld>();
  84. // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
  85. // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
  86. cameraNode_ = new Node(context_);
  87. Camera* camera = cameraNode_->CreateComponent<Camera>();
  88. camera->SetFarClip(300.0f);
  89. GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
  90. // Create static scene content. First create a zone for ambient lighting and fog control
  91. Node* zoneNode = scene_->CreateChild("Zone");
  92. Zone* zone = zoneNode->CreateComponent<Zone>();
  93. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  94. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  95. zone->SetFogStart(100.0f);
  96. zone->SetFogEnd(300.0f);
  97. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  98. // Create a directional light with cascaded shadow mapping
  99. Node* lightNode = scene_->CreateChild("DirectionalLight");
  100. lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
  101. Light* light = lightNode->CreateComponent<Light>();
  102. light->SetLightType(LIGHT_DIRECTIONAL);
  103. light->SetCastShadows(true);
  104. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  105. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  106. light->SetSpecularIntensity(0.5f);
  107. // Create the floor object
  108. Node* floorNode = scene_->CreateChild("Floor");
  109. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  110. floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
  111. StaticModel* object = floorNode->CreateComponent<StaticModel>();
  112. object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  113. object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  114. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  115. // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
  116. // inside geometry
  117. body->SetCollisionLayer(2);
  118. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  119. shape->SetBox(Vector3::ONE);
  120. // Create mushrooms of varying sizes
  121. const unsigned NUM_MUSHROOMS = 60;
  122. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  123. {
  124. Node* objectNode = scene_->CreateChild("Mushroom");
  125. objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
  126. objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  127. objectNode->SetScale(2.0f + Random(5.0f));
  128. StaticModel* object = objectNode->CreateComponent<StaticModel>();
  129. object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  130. object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  131. object->SetCastShadows(true);
  132. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  133. body->SetCollisionLayer(2);
  134. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  135. shape->SetTriangleMesh(object->GetModel(), 0);
  136. }
  137. // Create movable boxes. Let them fall from the sky at first
  138. const unsigned NUM_BOXES = 100;
  139. for (unsigned i = 0; i < NUM_BOXES; ++i)
  140. {
  141. float scale = Random(2.0f) + 0.5f;
  142. Node* objectNode = scene_->CreateChild("Box");
  143. objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
  144. objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  145. objectNode->SetScale(scale);
  146. StaticModel* object = objectNode->CreateComponent<StaticModel>();
  147. object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  148. object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  149. object->SetCastShadows(true);
  150. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  151. body->SetCollisionLayer(2);
  152. // Bigger boxes will be heavier and harder to move
  153. body->SetMass(scale * 2.0f);
  154. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  155. shape->SetBox(Vector3::ONE);
  156. }
  157. }
  158. void CharacterDemo::CreateCharacter()
  159. {
  160. ResourceCache* cache = GetSubsystem<ResourceCache>();
  161. Node* objectNode = scene_->CreateChild("Jack");
  162. objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f));
  163. // Create the rendering component + animation controller
  164. AnimatedModel* object = objectNode->CreateComponent<AnimatedModel>();
  165. object->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  166. object->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  167. object->SetCastShadows(true);
  168. objectNode->CreateComponent<AnimationController>();
  169. // Set the head bone for manual control
  170. object->GetSkeleton().GetBone("Bip01_Head")->animated_ = false;
  171. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  172. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  173. body->SetCollisionLayer(1);
  174. body->SetMass(1.0f);
  175. // Set zero angular factor so that physics doesn't turn the character on its own.
  176. // Instead we will control the character yaw manually
  177. body->SetAngularFactor(Vector3::ZERO);
  178. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  179. body->SetCollisionEventMode(COLLISION_ALWAYS);
  180. // Set a capsule shape for collision
  181. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  182. shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));
  183. // Create the character logic component, which takes care of steering the rigidbody
  184. // Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it
  185. // and keeps it alive as long as it's not removed from the hierarchy
  186. character_ = objectNode->CreateComponent<Character>();
  187. }
  188. void CharacterDemo::CreateInstructions()
  189. {
  190. ResourceCache* cache = GetSubsystem<ResourceCache>();
  191. UI* ui = GetSubsystem<UI>();
  192. // Construct new Text object, set string to display and font to use
  193. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  194. instructionText->SetText(
  195. "Use WASD keys and mouse/touch to move\n"
  196. "Space to jump, F to toggle 1st/3rd person\n"
  197. "F5 to save scene, F7 to load"
  198. );
  199. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  200. // The text has multiple rows. Center them in relation to each other
  201. instructionText->SetTextAlignment(HA_CENTER);
  202. // Position the text relative to the screen center
  203. instructionText->SetHorizontalAlignment(HA_CENTER);
  204. instructionText->SetVerticalAlignment(VA_CENTER);
  205. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  206. }
  207. void CharacterDemo::SubscribeToEvents()
  208. {
  209. // Subscribe to Update event for setting the character controls before physics simulation
  210. SubscribeToEvent(E_UPDATE, HANDLER(CharacterDemo, HandleUpdate));
  211. // Subscribe to PostUpdate event for updating the camera position after physics simulation
  212. SubscribeToEvent(E_POSTUPDATE, HANDLER(CharacterDemo, HandlePostUpdate));
  213. // Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
  214. UnsubscribeFromEvent(E_SCENEUPDATE);
  215. }
  216. void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
  217. {
  218. using namespace Update;
  219. Input* input = GetSubsystem<Input>();
  220. if (character_)
  221. {
  222. // Clear previous controls
  223. character_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);
  224. // Update controls using touch utility class
  225. if (touch_)
  226. touch_->UpdateTouches(character_->controls_);
  227. // Update controls using keys
  228. UI* ui = GetSubsystem<UI>();
  229. if (!ui->GetFocusElement())
  230. {
  231. if (!touch_ || !touch_->useGyroscope_)
  232. {
  233. character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
  234. character_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
  235. character_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
  236. character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));
  237. }
  238. character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
  239. // Add character yaw & pitch from the mouse motion or touch input
  240. if (touchEnabled_)
  241. {
  242. for (unsigned i = 0; i < input->GetNumTouches(); ++i)
  243. {
  244. TouchState* state = input->GetTouch(i);
  245. if (!state->touchedElement_) // Touch on empty space
  246. {
  247. Camera* camera = cameraNode_->GetComponent<Camera>();
  248. if (!camera)
  249. return;
  250. Graphics* graphics = GetSubsystem<Graphics>();
  251. character_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
  252. character_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
  253. }
  254. }
  255. }
  256. else
  257. {
  258. character_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
  259. character_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
  260. }
  261. // Limit pitch
  262. character_->controls_.pitch_ = Clamp(character_->controls_.pitch_, -80.0f, 80.0f);
  263. // Switch between 1st and 3rd person
  264. if (input->GetKeyPress('F'))
  265. firstPerson_ = !firstPerson_;
  266. // Turn on/off gyroscope on mobile platform
  267. if (touch_ && input->GetKeyPress('G'))
  268. touch_->useGyroscope_ = !touch_->useGyroscope_;
  269. // Check for loading / saving the scene
  270. if (input->GetKeyPress(KEY_F5))
  271. {
  272. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_WRITE);
  273. scene_->SaveXML(saveFile);
  274. }
  275. if (input->GetKeyPress(KEY_F7))
  276. {
  277. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_READ);
  278. scene_->LoadXML(loadFile);
  279. // After loading we have to reacquire the weak pointer to the Character component, as it has been recreated
  280. // Simply find the character's scene node by name as there's only one of them
  281. Node* characterNode = scene_->GetChild("Jack", true);
  282. if (characterNode)
  283. character_ = characterNode->GetComponent<Character>();
  284. }
  285. }
  286. // Set rotation already here so that it's updated every rendering frame instead of every physics frame
  287. character_->GetNode()->SetRotation(Quaternion(character_->controls_.yaw_, Vector3::UP));
  288. }
  289. }
  290. void CharacterDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  291. {
  292. if (!character_)
  293. return;
  294. Node* characterNode = character_->GetNode();
  295. // Get camera lookat dir from character yaw + pitch
  296. Quaternion rot = characterNode->GetRotation();
  297. Quaternion dir = rot * Quaternion(character_->controls_.pitch_, Vector3::RIGHT);
  298. // Turn head to camera pitch, but limit to avoid unnatural animation
  299. Node* headNode = characterNode->GetChild("Bip01_Head", true);
  300. float limitPitch = Clamp(character_->controls_.pitch_, -45.0f, 45.0f);
  301. Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
  302. // This could be expanded to look at an arbitrary target, now just look at a point in front
  303. Vector3 headWorldTarget = headNode->GetWorldPosition() + headDir * Vector3(0.0f, 0.0f, 1.0f);
  304. headNode->LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
  305. // Correct head orientation because LookAt assumes Z = forward, but the bone has been authored differently (Y = forward)
  306. headNode->Rotate(Quaternion(0.0f, 90.0f, 90.0f));
  307. if (firstPerson_)
  308. {
  309. cameraNode_->SetPosition(headNode->GetWorldPosition() + rot * Vector3(0.0f, 0.15f, 0.2f));
  310. cameraNode_->SetRotation(dir);
  311. }
  312. else
  313. {
  314. // Third person camera: position behind the character
  315. Vector3 aimPoint = characterNode->GetPosition() + rot * Vector3(0.0f, 1.7f, 0.0f);
  316. // Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
  317. Vector3 rayDir = dir * Vector3::BACK;
  318. float rayDistance = touch_ ? touch_->cameraDistance_ : CAMERA_INITIAL_DIST;
  319. PhysicsRaycastResult result;
  320. scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray(aimPoint, rayDir), rayDistance, 2);
  321. if (result.body_)
  322. rayDistance = Min(rayDistance, result.distance_);
  323. rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
  324. cameraNode_->SetPosition(aimPoint + rayDir * rayDistance);
  325. cameraNode_->SetRotation(dir);
  326. }
  327. }