PhysicsStressTest.cpp 13 KB

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  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 <Urho3D/Graphics/Camera.h>
  23. #include <Urho3D/Physics/CollisionShape.h>
  24. #include <Urho3D/Core/CoreEvents.h>
  25. #include <Urho3D/Graphics/DebugRenderer.h>
  26. #include <Urho3D/Engine/Engine.h>
  27. #include <Urho3D/IO/File.h>
  28. #include <Urho3D/IO/FileSystem.h>
  29. #include <Urho3D/UI/Font.h>
  30. #include <Urho3D/Graphics/Graphics.h>
  31. #include <Urho3D/Input/Input.h>
  32. #include <Urho3D/Graphics/Light.h>
  33. #include <Urho3D/Graphics/Material.h>
  34. #include <Urho3D/Graphics/Model.h>
  35. #include <Urho3D/Graphics/Octree.h>
  36. #include <Urho3D/Physics/PhysicsWorld.h>
  37. #include <Urho3D/Graphics/Renderer.h>
  38. #include <Urho3D/Resource/ResourceCache.h>
  39. #include <Urho3D/Physics/RigidBody.h>
  40. #include <Urho3D/Scene/Scene.h>
  41. #include <Urho3D/Graphics/StaticModel.h>
  42. #include <Urho3D/UI/Text.h>
  43. #include <Urho3D/UI/UI.h>
  44. #include <Urho3D/Graphics/Zone.h>
  45. #include "PhysicsStressTest.h"
  46. #include <Urho3D/Container/DebugNew.h>
  47. DEFINE_APPLICATION_MAIN(PhysicsStressTest)
  48. PhysicsStressTest::PhysicsStressTest(Context* context) :
  49. Sample(context),
  50. drawDebug_(false)
  51. {
  52. }
  53. void PhysicsStressTest::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. }
  66. void PhysicsStressTest::CreateScene()
  67. {
  68. ResourceCache* cache = GetSubsystem<ResourceCache>();
  69. scene_ = new Scene(context_);
  70. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  71. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  72. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  73. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  74. scene_->CreateComponent<Octree>();
  75. scene_->CreateComponent<PhysicsWorld>();
  76. scene_->CreateComponent<DebugRenderer>();
  77. // Create a Zone component for ambient lighting & fog control
  78. Node* zoneNode = scene_->CreateChild("Zone");
  79. Zone* zone = zoneNode->CreateComponent<Zone>();
  80. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  81. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  82. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  83. zone->SetFogStart(100.0f);
  84. zone->SetFogEnd(300.0f);
  85. // Create a directional light to the world. Enable cascaded shadows on it
  86. Node* lightNode = scene_->CreateChild("DirectionalLight");
  87. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  88. Light* light = lightNode->CreateComponent<Light>();
  89. light->SetLightType(LIGHT_DIRECTIONAL);
  90. light->SetCastShadows(true);
  91. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  92. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  93. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  94. {
  95. // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
  96. Node* floorNode = scene_->CreateChild("Floor");
  97. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  98. floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
  99. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  100. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  101. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  102. // Make the floor physical by adding RigidBody and CollisionShape components
  103. /*RigidBody* body = */floorNode->CreateComponent<RigidBody>();
  104. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  105. shape->SetBox(Vector3::ONE);
  106. }
  107. {
  108. // Create static mushrooms with triangle mesh collision
  109. const unsigned NUM_MUSHROOMS = 50;
  110. for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
  111. {
  112. Node* mushroomNode = scene_->CreateChild("Mushroom");
  113. mushroomNode->SetPosition(Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f));
  114. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  115. mushroomNode->SetScale(5.0f + Random(5.0f));
  116. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  117. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  118. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  119. mushroomObject->SetCastShadows(true);
  120. /*RigidBody* body = */mushroomNode->CreateComponent<RigidBody>();
  121. CollisionShape* shape = mushroomNode->CreateComponent<CollisionShape>();
  122. // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
  123. shape->SetTriangleMesh(mushroomObject->GetModel());
  124. }
  125. }
  126. {
  127. // Create a large amount of falling physics objects
  128. const unsigned NUM_OBJECTS = 1000;
  129. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  130. {
  131. Node* boxNode = scene_->CreateChild("Box");
  132. boxNode->SetPosition(Vector3(0.0f, i * 2.0f + 100.0f, 0.0f));
  133. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  134. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  135. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  136. boxObject->SetCastShadows(true);
  137. // Give the RigidBody mass to make it movable and also adjust friction
  138. RigidBody* body = boxNode->CreateComponent<RigidBody>();
  139. body->SetMass(1.0f);
  140. body->SetFriction(1.0f);
  141. // Disable collision event signaling to reduce CPU load of the physics simulation
  142. body->SetCollisionEventMode(COLLISION_NEVER);
  143. CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
  144. shape->SetBox(Vector3::ONE);
  145. }
  146. }
  147. // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
  148. // the scene, because we want it to be unaffected by scene load / save
  149. cameraNode_ = new Node(context_);
  150. Camera* camera = cameraNode_->CreateComponent<Camera>();
  151. camera->SetFarClip(300.0f);
  152. // Set an initial position for the camera scene node above the floor
  153. cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
  154. }
  155. void PhysicsStressTest::CreateInstructions()
  156. {
  157. ResourceCache* cache = GetSubsystem<ResourceCache>();
  158. UI* ui = GetSubsystem<UI>();
  159. // Construct new Text object, set string to display and font to use
  160. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  161. instructionText->SetText(
  162. "Use WASD keys and mouse/touch to move\n"
  163. "LMB to spawn physics objects\n"
  164. "F5 to save scene, F7 to load\n"
  165. "Space to toggle physics debug geometry"
  166. );
  167. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  168. // The text has multiple rows. Center them in relation to each other
  169. instructionText->SetTextAlignment(HA_CENTER);
  170. // Position the text relative to the screen center
  171. instructionText->SetHorizontalAlignment(HA_CENTER);
  172. instructionText->SetVerticalAlignment(VA_CENTER);
  173. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  174. }
  175. void PhysicsStressTest::SetupViewport()
  176. {
  177. Renderer* renderer = GetSubsystem<Renderer>();
  178. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  179. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  180. renderer->SetViewport(0, viewport);
  181. }
  182. void PhysicsStressTest::SubscribeToEvents()
  183. {
  184. // Subscribe HandleUpdate() function for processing update events
  185. SubscribeToEvent(E_UPDATE, HANDLER(PhysicsStressTest, HandleUpdate));
  186. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  187. // debug geometry
  188. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(PhysicsStressTest, HandlePostRenderUpdate));
  189. }
  190. void PhysicsStressTest::MoveCamera(float timeStep)
  191. {
  192. // Do not move if the UI has a focused element (the console)
  193. if (GetSubsystem<UI>()->GetFocusElement())
  194. return;
  195. Input* input = GetSubsystem<Input>();
  196. // Movement speed as world units per second
  197. const float MOVE_SPEED = 20.0f;
  198. // Mouse sensitivity as degrees per pixel
  199. const float MOUSE_SENSITIVITY = 0.1f;
  200. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  201. IntVector2 mouseMove = input->GetMouseMove();
  202. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  203. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  204. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  205. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  206. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  207. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  208. if (input->GetKeyDown('W'))
  209. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  210. if (input->GetKeyDown('S'))
  211. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  212. if (input->GetKeyDown('A'))
  213. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  214. if (input->GetKeyDown('D'))
  215. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  216. // "Shoot" a physics object with left mousebutton
  217. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  218. SpawnObject();
  219. // Check for loading / saving the scene
  220. if (input->GetKeyPress(KEY_F5))
  221. {
  222. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/PhysicsStressTest.xml", FILE_WRITE);
  223. scene_->SaveXML(saveFile);
  224. }
  225. if (input->GetKeyPress(KEY_F7))
  226. {
  227. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/PhysicsStressTest.xml", FILE_READ);
  228. scene_->LoadXML(loadFile);
  229. }
  230. // Toggle physics debug geometry with space
  231. if (input->GetKeyPress(KEY_SPACE))
  232. drawDebug_ = !drawDebug_;
  233. }
  234. void PhysicsStressTest::SpawnObject()
  235. {
  236. ResourceCache* cache = GetSubsystem<ResourceCache>();
  237. // Create a smaller box at camera position
  238. Node* boxNode = scene_->CreateChild("SmallBox");
  239. boxNode->SetPosition(cameraNode_->GetPosition());
  240. boxNode->SetRotation(cameraNode_->GetRotation());
  241. boxNode->SetScale(0.25f);
  242. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  243. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  244. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  245. boxObject->SetCastShadows(true);
  246. // Create physics components, use a smaller mass also
  247. RigidBody* body = boxNode->CreateComponent<RigidBody>();
  248. body->SetMass(0.25f);
  249. body->SetFriction(0.75f);
  250. CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
  251. shape->SetBox(Vector3::ONE);
  252. const float OBJECT_VELOCITY = 10.0f;
  253. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  254. // to overcome gravity better
  255. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  256. }
  257. void PhysicsStressTest::HandleUpdate(StringHash eventType, VariantMap& eventData)
  258. {
  259. using namespace Update;
  260. // Take the frame time step, which is stored as a float
  261. float timeStep = eventData[P_TIMESTEP].GetFloat();
  262. // Move the camera, scale movement with time step
  263. MoveCamera(timeStep);
  264. }
  265. void PhysicsStressTest::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  266. {
  267. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  268. if (drawDebug_)
  269. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  270. }