CharacterDemo.cpp 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369
  1. //
  2. // Copyright (c) 2008-2014 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 "AnimatedModel.h"
  23. #include "AnimationController.h"
  24. #include "Camera.h"
  25. #include "Character.h"
  26. #include "CollisionShape.h"
  27. #include "Controls.h"
  28. #include "CoreEvents.h"
  29. #include "Engine.h"
  30. #include "FileSystem.h"
  31. #include "Font.h"
  32. #include "Input.h"
  33. #include "Light.h"
  34. #include "Material.h"
  35. #include "Model.h"
  36. #include "Octree.h"
  37. #include "PhysicsWorld.h"
  38. #include "ProcessUtils.h"
  39. #include "Renderer.h"
  40. #include "RigidBody.h"
  41. #include "ResourceCache.h"
  42. #include "Scene.h"
  43. #include "StaticModel.h"
  44. #include "Text.h"
  45. #include "Touch.h"
  46. #include "UI.h"
  47. #include "Zone.h"
  48. #include "CharacterDemo.h"
  49. #include "DebugNew.h"
  50. DEFINE_APPLICATION_MAIN(CharacterDemo)
  51. CharacterDemo::CharacterDemo(Context* context) :
  52. Sample(context),
  53. touch_(new Touch(context))
  54. {
  55. // Register factory and attributes for the Character component so it can be created via CreateComponent, and loaded / saved
  56. Character::RegisterObject(context);
  57. }
  58. CharacterDemo::~CharacterDemo()
  59. {
  60. }
  61. void CharacterDemo::Start()
  62. {
  63. // Execute base class startup
  64. Sample::Start();
  65. // Create static scene content
  66. CreateScene();
  67. // Create the controllable character
  68. CreateCharacter();
  69. // Create the UI content
  70. CreateInstructions();
  71. // Subscribe to necessary events
  72. SubscribeToEvents();
  73. // Initialize touch input on Android & iOS
  74. if (GetPlatform() == "Android" || GetPlatform() == "iOS")
  75. {
  76. SetLogoVisible(false);
  77. touch_->InitTouchInput();
  78. }
  79. }
  80. void CharacterDemo::CreateScene()
  81. {
  82. ResourceCache* cache = GetSubsystem<ResourceCache>();
  83. scene_ = new Scene(context_);
  84. // Create scene subsystem components
  85. scene_->CreateComponent<Octree>();
  86. scene_->CreateComponent<PhysicsWorld>();
  87. // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
  88. // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
  89. cameraNode_ = new Node(context_);
  90. Camera* camera = cameraNode_->CreateComponent<Camera>();
  91. camera->SetFarClip(300.0f);
  92. GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
  93. // Create static scene content. First create a zone for ambient lighting and fog control
  94. Node* zoneNode = scene_->CreateChild("Zone");
  95. Zone* zone = zoneNode->CreateComponent<Zone>();
  96. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  97. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  98. zone->SetFogStart(100.0f);
  99. zone->SetFogEnd(300.0f);
  100. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  101. // Create a directional light with cascaded shadow mapping
  102. Node* lightNode = scene_->CreateChild("DirectionalLight");
  103. lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
  104. Light* light = lightNode->CreateComponent<Light>();
  105. light->SetLightType(LIGHT_DIRECTIONAL);
  106. light->SetCastShadows(true);
  107. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  108. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  109. light->SetSpecularIntensity(0.5f);
  110. // Create the floor object
  111. Node* floorNode = scene_->CreateChild("Floor");
  112. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  113. floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
  114. StaticModel* object = floorNode->CreateComponent<StaticModel>();
  115. object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  116. object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  117. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  118. // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
  119. // inside geometry
  120. body->SetCollisionLayer(2);
  121. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  122. shape->SetBox(Vector3::ONE);
  123. // Create mushrooms of varying sizes
  124. const unsigned NUM_MUSHROOMS = 60;
  125. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  126. {
  127. Node* objectNode = scene_->CreateChild("Mushroom");
  128. objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
  129. objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  130. objectNode->SetScale(2.0f + Random(5.0f));
  131. StaticModel* object = objectNode->CreateComponent<StaticModel>();
  132. object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  133. object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  134. object->SetCastShadows(true);
  135. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  136. body->SetCollisionLayer(2);
  137. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  138. shape->SetTriangleMesh(object->GetModel(), 0);
  139. }
  140. // Create movable boxes. Let them fall from the sky at first
  141. const unsigned NUM_BOXES = 100;
  142. for (unsigned i = 0; i < NUM_BOXES; ++i)
  143. {
  144. float scale = Random(2.0f) + 0.5f;
  145. Node* objectNode = scene_->CreateChild("Box");
  146. objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
  147. objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  148. objectNode->SetScale(scale);
  149. StaticModel* object = objectNode->CreateComponent<StaticModel>();
  150. object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  151. object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  152. object->SetCastShadows(true);
  153. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  154. body->SetCollisionLayer(2);
  155. // Bigger boxes will be heavier and harder to move
  156. body->SetMass(scale * 2.0f);
  157. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  158. shape->SetBox(Vector3::ONE);
  159. }
  160. // Pass knowledge of the scene & camera node to the Touch helper object
  161. touch_->scene_ = scene_;
  162. touch_->cameraNode_ = cameraNode_;
  163. }
  164. void CharacterDemo::CreateCharacter()
  165. {
  166. ResourceCache* cache = GetSubsystem<ResourceCache>();
  167. Node* objectNode = scene_->CreateChild("Jack");
  168. objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f));
  169. // Create the rendering component + animation controller
  170. AnimatedModel* object = objectNode->CreateComponent<AnimatedModel>();
  171. object->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  172. object->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  173. object->SetCastShadows(true);
  174. objectNode->CreateComponent<AnimationController>();
  175. // Set the head bone for manual control
  176. object->GetSkeleton().GetBone("Bip01_Head")->animated_ = false;
  177. // Create rigidbody, and set non-zero mass so that the body becomes dynamic
  178. RigidBody* body = objectNode->CreateComponent<RigidBody>();
  179. body->SetCollisionLayer(1);
  180. body->SetMass(1.0f);
  181. // Set zero angular factor so that physics doesn't turn the character on its own.
  182. // Instead we will control the character yaw manually
  183. body->SetAngularFactor(Vector3::ZERO);
  184. // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
  185. body->SetCollisionEventMode(COLLISION_ALWAYS);
  186. // Set a capsule shape for collision
  187. CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
  188. shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));
  189. // Create the character logic component, which takes care of steering the rigidbody
  190. // Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it
  191. // and keeps it alive as long as it's not removed from the hierarchy
  192. character_ = objectNode->CreateComponent<Character>();
  193. }
  194. void CharacterDemo::CreateInstructions()
  195. {
  196. ResourceCache* cache = GetSubsystem<ResourceCache>();
  197. UI* ui = GetSubsystem<UI>();
  198. // Construct new Text object, set string to display and font to use
  199. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  200. instructionText->SetText(
  201. "Use WASD keys and mouse to move\n"
  202. "Space to jump, F to toggle 1st/3rd person\n"
  203. "F5 to save scene, F7 to load"
  204. );
  205. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  206. // The text has multiple rows. Center them in relation to each other
  207. instructionText->SetTextAlignment(HA_CENTER);
  208. // Position the text relative to the screen center
  209. instructionText->SetHorizontalAlignment(HA_CENTER);
  210. instructionText->SetVerticalAlignment(VA_CENTER);
  211. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  212. }
  213. void CharacterDemo::SubscribeToEvents()
  214. {
  215. // Subscribe to Update event for setting the character controls before physics simulation
  216. SubscribeToEvent(E_UPDATE, HANDLER(CharacterDemo, HandleUpdate));
  217. // Subscribe to PostUpdate event for updating the camera position after physics simulation
  218. SubscribeToEvent(E_POSTUPDATE, HANDLER(CharacterDemo, HandlePostUpdate));
  219. }
  220. void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
  221. {
  222. using namespace Update;
  223. float timeStep = eventData[P_TIMESTEP].GetFloat();
  224. Input* input = GetSubsystem<Input>();
  225. if (character_)
  226. {
  227. // Clear previous controls
  228. character_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);
  229. if (touch_->touchEnabled_)
  230. {
  231. // Update controls using touch (mobile)
  232. touch_->UpdateTouches(character_->controls_);
  233. }
  234. else
  235. {
  236. // Update controls using keys (desktop)
  237. UI* ui = GetSubsystem<UI>();
  238. if (!ui->GetFocusElement())
  239. {
  240. character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
  241. character_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
  242. character_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
  243. character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));
  244. character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
  245. // Add character yaw & pitch from the mouse motion
  246. character_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
  247. character_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
  248. // Limit pitch
  249. character_->controls_.pitch_ = Clamp(character_->controls_.pitch_, -80.0f, 80.0f);
  250. // Switch between 1st and 3rd person
  251. if (input->GetKeyPress('F'))
  252. touch_->firstPerson_ = touch_->newFirstPerson_ = !touch_->firstPerson_;
  253. // Check for loading / saving the scene
  254. if (input->GetKeyPress(KEY_F5))
  255. {
  256. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml",
  257. FILE_WRITE);
  258. scene_->SaveXML(saveFile);
  259. }
  260. if (input->GetKeyPress(KEY_F7))
  261. {
  262. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_READ);
  263. scene_->LoadXML(loadFile);
  264. // After loading we have to reacquire the weak pointer to the Character component, as it has been recreated
  265. // Simply find the character's scene node by name as there's only one of them
  266. Node* characterNode = scene_->GetChild("Jack", true);
  267. if (characterNode)
  268. character_ = characterNode->GetComponent<Character>();
  269. }
  270. }
  271. }
  272. // Set rotation already here so that it's updated every rendering frame instead of every physics frame
  273. character_->GetNode()->SetRotation(Quaternion(character_->controls_.yaw_, Vector3::UP));
  274. }
  275. }
  276. void CharacterDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  277. {
  278. if (!character_)
  279. return;
  280. Node* characterNode = character_->GetNode();
  281. // Get camera lookat dir from character yaw + pitch
  282. Quaternion rot = characterNode->GetRotation();
  283. Quaternion dir = rot * Quaternion(character_->controls_.pitch_, Vector3::RIGHT);
  284. // Turn head to camera pitch, but limit to avoid unnatural animation
  285. Node* headNode = characterNode->GetChild("Bip01_Head", true);
  286. float limitPitch = Clamp(character_->controls_.pitch_, -45.0f, 45.0f);
  287. Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
  288. // This could be expanded to look at an arbitrary target, now just look at a point in front
  289. Vector3 headWorldTarget = headNode->GetWorldPosition() + headDir * Vector3(0.0f, 0.0f, 1.0f);
  290. headNode->LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
  291. // Correct head orientation because LookAt assumes Z = forward, but the bone has been authored differently (Y = forward)
  292. headNode->Rotate(Quaternion(0.0f, 90.0f, 90.0f));
  293. if (touch_->firstPerson_)
  294. {
  295. cameraNode_->SetPosition(headNode->GetWorldPosition() + rot * Vector3(0.0f, 0.15f, 0.2f));
  296. cameraNode_->SetRotation(dir);
  297. }
  298. else
  299. {
  300. // Third person camera: position behind the character
  301. Vector3 aimPoint = characterNode->GetPosition() + rot * Vector3(0.0f, 1.7f, 0.0f);
  302. // Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
  303. Vector3 rayDir = dir * Vector3::BACK;
  304. float rayDistance = touch_->cameraDistance_;
  305. PhysicsRaycastResult result;
  306. scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray(aimPoint, rayDir), rayDistance, 2);
  307. if (result.body_)
  308. rayDistance = Min(rayDistance, result.distance_);
  309. rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
  310. cameraNode_->SetPosition(aimPoint + rayDir * rayDistance);
  311. cameraNode_->SetRotation(dir);
  312. }
  313. }