Ragdolls.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/AnimatedModel.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Physics/CollisionShape.h>
  25. #include <Urho3D/Core/CoreEvents.h>
  26. #include <Urho3D/Graphics/DebugRenderer.h>
  27. #include <Urho3D/Engine/Engine.h>
  28. #include <Urho3D/IO/File.h>
  29. #include <Urho3D/IO/FileSystem.h>
  30. #include <Urho3D/UI/Font.h>
  31. #include <Urho3D/Graphics/Graphics.h>
  32. #include <Urho3D/Input/Input.h>
  33. #include <Urho3D/Graphics/Light.h>
  34. #include <Urho3D/Graphics/Material.h>
  35. #include <Urho3D/Graphics/Model.h>
  36. #include <Urho3D/Graphics/Octree.h>
  37. #include <Urho3D/Physics/PhysicsWorld.h>
  38. #include <Urho3D/Graphics/Renderer.h>
  39. #include <Urho3D/Resource/ResourceCache.h>
  40. #include <Urho3D/Physics/RigidBody.h>
  41. #include <Urho3D/Scene/Scene.h>
  42. #include <Urho3D/UI/Text.h>
  43. #include <Urho3D/UI/UI.h>
  44. #include <Urho3D/Graphics/Zone.h>
  45. #include "CreateRagdoll.h"
  46. #include "Ragdolls.h"
  47. #include <Urho3D/Container/DebugNew.h>
  48. DEFINE_APPLICATION_MAIN(Ragdolls)
  49. Ragdolls::Ragdolls(Context* context) :
  50. Sample(context),
  51. drawDebug_(false)
  52. {
  53. // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
  54. context->RegisterFactory<CreateRagdoll>();
  55. }
  56. void Ragdolls::Start()
  57. {
  58. // Execute base class startup
  59. Sample::Start();
  60. // Create the scene content
  61. CreateScene();
  62. // Create the UI content
  63. CreateInstructions();
  64. // Setup the viewport for displaying the scene
  65. SetupViewport();
  66. // Hook up to the frame update and render post-update events
  67. SubscribeToEvents();
  68. }
  69. void Ragdolls::CreateScene()
  70. {
  71. ResourceCache* cache = GetSubsystem<ResourceCache>();
  72. scene_ = new Scene(context_);
  73. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  74. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  75. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  76. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  77. scene_->CreateComponent<Octree>();
  78. scene_->CreateComponent<PhysicsWorld>();
  79. scene_->CreateComponent<DebugRenderer>();
  80. // Create a Zone component for ambient lighting & fog control
  81. Node* zoneNode = scene_->CreateChild("Zone");
  82. Zone* zone = zoneNode->CreateComponent<Zone>();
  83. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  84. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  85. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  86. zone->SetFogStart(100.0f);
  87. zone->SetFogEnd(300.0f);
  88. // Create a directional light to the world. Enable cascaded shadows on it
  89. Node* lightNode = scene_->CreateChild("DirectionalLight");
  90. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  91. Light* light = lightNode->CreateComponent<Light>();
  92. light->SetLightType(LIGHT_DIRECTIONAL);
  93. light->SetCastShadows(true);
  94. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  95. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  96. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  97. {
  98. // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
  99. Node* floorNode = scene_->CreateChild("Floor");
  100. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  101. floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
  102. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  103. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  104. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  105. // Make the floor physical by adding RigidBody and CollisionShape components
  106. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  107. // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
  108. // the spheres will eventually come to rest
  109. body->SetRollingFriction(0.15f);
  110. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  111. // 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
  112. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  113. shape->SetBox(Vector3::ONE);
  114. }
  115. // Create animated models
  116. for (int z = -1; z <= 1; ++z)
  117. {
  118. for (int x = -4; x <= 4; ++x)
  119. {
  120. Node* modelNode = scene_->CreateChild("Jack");
  121. modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
  122. modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
  123. AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
  124. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  125. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  126. modelObject->SetCastShadows(true);
  127. // Set the model to also update when invisible to avoid staying invisible when the model should come into
  128. // view, but does not as the bounding box is not updated
  129. modelObject->SetUpdateInvisible(true);
  130. // Create a rigid body and a collision shape. These will act as a trigger for transforming the
  131. // model into a ragdoll when hit by a moving object
  132. RigidBody* body = modelNode->CreateComponent<RigidBody>();
  133. // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
  134. // colliding objects
  135. body->SetTrigger(true);
  136. CollisionShape* shape = modelNode->CreateComponent<CollisionShape>();
  137. // Create the capsule shape with an offset so that it is correctly aligned with the model, which
  138. // has its origin at the feet
  139. shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
  140. // Create a custom component that reacts to collisions and creates the ragdoll
  141. modelNode->CreateComponent<CreateRagdoll>();
  142. }
  143. }
  144. // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
  145. // the scene, because we want it to be unaffected by scene load / save
  146. cameraNode_ = new Node(context_);
  147. Camera* camera = cameraNode_->CreateComponent<Camera>();
  148. camera->SetFarClip(300.0f);
  149. // Set an initial position for the camera scene node above the floor
  150. cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
  151. }
  152. void Ragdolls::CreateInstructions()
  153. {
  154. ResourceCache* cache = GetSubsystem<ResourceCache>();
  155. UI* ui = GetSubsystem<UI>();
  156. // Construct new Text object, set string to display and font to use
  157. Text* 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 Ragdolls::SetupViewport()
  173. {
  174. Renderer* 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 Ragdolls::MoveCamera(float timeStep)
  180. {
  181. // Do not move if the UI has a focused element (the console)
  182. if (GetSubsystem<UI>()->GetFocusElement())
  183. return;
  184. Input* input = GetSubsystem<Input>();
  185. // Movement speed as world units per second
  186. const float MOVE_SPEED = 20.0f;
  187. // Mouse sensitivity as degrees per pixel
  188. const float MOUSE_SENSITIVITY = 0.1f;
  189. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  190. IntVector2 mouseMove = input->GetMouseMove();
  191. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  192. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  193. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  194. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  195. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  196. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  197. if (input->GetKeyDown('W'))
  198. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  199. if (input->GetKeyDown('S'))
  200. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  201. if (input->GetKeyDown('A'))
  202. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  203. if (input->GetKeyDown('D'))
  204. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  205. // "Shoot" a physics object with left mousebutton
  206. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  207. SpawnObject();
  208. // Check for loading / saving the scene
  209. if (input->GetKeyPress(KEY_F5))
  210. {
  211. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
  212. scene_->SaveXML(saveFile);
  213. }
  214. if (input->GetKeyPress(KEY_F7))
  215. {
  216. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
  217. scene_->LoadXML(loadFile);
  218. }
  219. // Toggle physics debug geometry with space
  220. if (input->GetKeyPress(KEY_SPACE))
  221. drawDebug_ = !drawDebug_;
  222. }
  223. void Ragdolls::SpawnObject()
  224. {
  225. ResourceCache* cache = GetSubsystem<ResourceCache>();
  226. Node* boxNode = scene_->CreateChild("Sphere");
  227. boxNode->SetPosition(cameraNode_->GetPosition());
  228. boxNode->SetRotation(cameraNode_->GetRotation());
  229. boxNode->SetScale(0.25f);
  230. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  231. boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  232. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  233. boxObject->SetCastShadows(true);
  234. RigidBody* body = boxNode->CreateComponent<RigidBody>();
  235. body->SetMass(1.0f);
  236. body->SetRollingFriction(0.15f);
  237. CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
  238. shape->SetSphere(1.0f);
  239. const float OBJECT_VELOCITY = 10.0f;
  240. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  241. // to overcome gravity better
  242. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  243. }
  244. void Ragdolls::SubscribeToEvents()
  245. {
  246. // Subscribe HandleUpdate() function for processing update events
  247. SubscribeToEvent(E_UPDATE, HANDLER(Ragdolls, HandleUpdate));
  248. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  249. // debug geometry
  250. SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Ragdolls, HandlePostRenderUpdate));
  251. }
  252. void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
  253. {
  254. using namespace Update;
  255. // Take the frame time step, which is stored as a float
  256. float timeStep = eventData[P_TIMESTEP].GetFloat();
  257. // Move the camera, scale movement with time step
  258. MoveCamera(timeStep);
  259. }
  260. void Ragdolls::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  261. {
  262. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  263. if (drawDebug_)
  264. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  265. }