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- //
- // Copyright (c) 2008-2015 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 <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/AnimatedModel.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/DebugRenderer.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/IO/File.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/Physics/CollisionShape.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "CreateRagdoll.h"
- #include "Ragdolls.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(Ragdolls)
- Ragdolls::Ragdolls(Context* context) :
- Sample(context),
- drawDebug_(false)
- {
- // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
- context->RegisterFactory<CreateRagdoll>();
- }
- void Ragdolls::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 Ragdolls::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("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00025f, 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 a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
- Node* floorNode = scene_->CreateChild("Floor");
- floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
- floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
- 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
- RigidBody* 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->SetRollingFriction(0.15f);
- 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 animated models
- for (int z = -1; z <= 1; ++z)
- {
- for (int x = -4; x <= 4; ++x)
- {
- Node* modelNode = scene_->CreateChild("Jack");
- modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
- modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
- AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
- modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
- modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
- modelObject->SetCastShadows(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->SetUpdateInvisible(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
- RigidBody* body = modelNode->CreateComponent<RigidBody>();
- // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
- // colliding objects
- body->SetTrigger(true);
- CollisionShape* 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(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
- // Create a custom component that reacts to collisions and creates the ragdoll
- modelNode->CreateComponent<CreateRagdoll>();
- }
- }
- // 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, 3.0f, -20.0f));
- }
- void Ragdolls::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/touch 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->SetTextAlignment(HA_CENTER);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void Ragdolls::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 Ragdolls::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_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- // "Shoot" a physics object with left mousebutton
- if (input->GetMouseButtonPress(MOUSEB_LEFT))
- SpawnObject();
- // Check for loading / saving the scene
- if (input->GetKeyPress(KEY_F5))
- {
- File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
- scene_->SaveXML(saveFile);
- }
- if (input->GetKeyPress(KEY_F7))
- {
- File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
- scene_->LoadXML(loadFile);
- }
- // Toggle physics debug geometry with space
- if (input->GetKeyPress(KEY_SPACE))
- drawDebug_ = !drawDebug_;
- }
- void Ragdolls::SpawnObject()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Node* boxNode = scene_->CreateChild("Sphere");
- boxNode->SetPosition(cameraNode_->GetPosition());
- boxNode->SetRotation(cameraNode_->GetRotation());
- boxNode->SetScale(0.25f);
- StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
- boxObject->SetCastShadows(true);
- RigidBody* body = boxNode->CreateComponent<RigidBody>();
- body->SetMass(1.0f);
- body->SetRollingFriction(0.15f);
- CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
- shape->SetSphere(1.0f);
- 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 Ragdolls::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Ragdolls, HandleUpdate));
- // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- // debug geometry
- SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Ragdolls, HandlePostRenderUpdate));
- }
- void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- 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);
- }
- void Ragdolls::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);
- }
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