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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/Urho3D.h>
- #include <Urho3D/Graphics/AnimatedModel.h>
- #include <Urho3D/Graphics/AnimationController.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Physics/CollisionShape.h>
- #include <Urho3D/Network/Controls.h>
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Core/ProcessUtils.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/Graphics/Zone.h>
- #include "Character.h"
- #include "CharacterDemo.h"
- #include "Touch.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(CharacterDemo)
- CharacterDemo::CharacterDemo(Context* context) :
- Sample(context),
- firstPerson_(false)
- {
- // Register factory and attributes for the Character component so it can be created via CreateComponent, and loaded / saved
- Character::RegisterObject(context);
- }
- CharacterDemo::~CharacterDemo()
- {
- }
- void CharacterDemo::Start()
- {
- // Execute base class startup
- Sample::Start();
- if (touchEnabled_)
- touch_ = new Touch(context_, TOUCH_SENSITIVITY);
- // Create static scene content
- CreateScene();
- // Create the controllable character
- CreateCharacter();
- // Create the UI content
- CreateInstructions();
- // Subscribe to necessary events
- SubscribeToEvents();
- }
- void CharacterDemo::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create scene subsystem components
- scene_->CreateComponent<Octree>();
- scene_->CreateComponent<PhysicsWorld>();
- // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
- // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
- cameraNode_ = new Node(context_);
- Camera* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
- // Create static scene content. First create a zone for ambient lighting and fog control
- Node* zoneNode = scene_->CreateChild("Zone");
- Zone* zone = zoneNode->CreateComponent<Zone>();
- 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);
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- // Create a directional light with cascaded shadow mapping
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- light->SetSpecularIntensity(0.5f);
- // Create the floor object
- Node* floorNode = scene_->CreateChild("Floor");
- floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
- floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
- StaticModel* object = floorNode->CreateComponent<StaticModel>();
- object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- RigidBody* body = floorNode->CreateComponent<RigidBody>();
- // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
- // inside geometry
- body->SetCollisionLayer(2);
- CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
- shape->SetBox(Vector3::ONE);
- // Create mushrooms of varying sizes
- const unsigned NUM_MUSHROOMS = 60;
- for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node* objectNode = scene_->CreateChild("Mushroom");
- objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
- objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
- objectNode->SetScale(2.0f + Random(5.0f));
- StaticModel* object = objectNode->CreateComponent<StaticModel>();
- object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- object->SetCastShadows(true);
- RigidBody* body = objectNode->CreateComponent<RigidBody>();
- body->SetCollisionLayer(2);
- CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
- shape->SetTriangleMesh(object->GetModel(), 0);
- }
- // Create movable boxes. Let them fall from the sky at first
- const unsigned NUM_BOXES = 100;
- for (unsigned i = 0; i < NUM_BOXES; ++i)
- {
- float scale = Random(2.0f) + 0.5f;
- Node* objectNode = scene_->CreateChild("Box");
- objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
- objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
- objectNode->SetScale(scale);
- StaticModel* object = objectNode->CreateComponent<StaticModel>();
- object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- object->SetCastShadows(true);
- RigidBody* body = objectNode->CreateComponent<RigidBody>();
- body->SetCollisionLayer(2);
- // Bigger boxes will be heavier and harder to move
- body->SetMass(scale * 2.0f);
- CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
- shape->SetBox(Vector3::ONE);
- }
- }
- void CharacterDemo::CreateCharacter()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Node* objectNode = scene_->CreateChild("Jack");
- objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f));
- // Create the rendering component + animation controller
- AnimatedModel* object = objectNode->CreateComponent<AnimatedModel>();
- object->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
- object->SetCastShadows(true);
- objectNode->CreateComponent<AnimationController>();
- // Set the head bone for manual control
- object->GetSkeleton().GetBone("Bip01_Head")->animated_ = false;
- // Create rigidbody, and set non-zero mass so that the body becomes dynamic
- RigidBody* body = objectNode->CreateComponent<RigidBody>();
- body->SetCollisionLayer(1);
- body->SetMass(1.0f);
- // Set zero angular factor so that physics doesn't turn the character on its own.
- // Instead we will control the character yaw manually
- body->SetAngularFactor(Vector3::ZERO);
- // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
- body->SetCollisionEventMode(COLLISION_ALWAYS);
- // Set a capsule shape for collision
- CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
- shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));
- // Create the character logic component, which takes care of steering the rigidbody
- // Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it
- // and keeps it alive as long as it's not removed from the hierarchy
- character_ = objectNode->CreateComponent<Character>();
- }
- void CharacterDemo::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"
- "Space to jump, F to toggle 1st/3rd person\n"
- "F5 to save scene, F7 to load"
- );
- 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 CharacterDemo::SubscribeToEvents()
- {
- // Subscribe to Update event for setting the character controls before physics simulation
- SubscribeToEvent(E_UPDATE, HANDLER(CharacterDemo, HandleUpdate));
- // Subscribe to PostUpdate event for updating the camera position after physics simulation
- SubscribeToEvent(E_POSTUPDATE, HANDLER(CharacterDemo, HandlePostUpdate));
- // Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
- UnsubscribeFromEvent(E_SCENEUPDATE);
- }
- void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- Input* input = GetSubsystem<Input>();
- if (character_)
- {
- // Clear previous controls
- character_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);
- // Update controls using touch utility class
- if (touch_)
- touch_->UpdateTouches(character_->controls_);
- // Update controls using keys
- UI* ui = GetSubsystem<UI>();
- if (!ui->GetFocusElement())
- {
- if (!touch_ || !touch_->useGyroscope_)
- {
- character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown('W'));
- character_->controls_.Set(CTRL_BACK, input->GetKeyDown('S'));
- character_->controls_.Set(CTRL_LEFT, input->GetKeyDown('A'));
- character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown('D'));
- }
- character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
- // Add character yaw & pitch from the mouse motion or touch input
- if (touchEnabled_)
- {
- for (unsigned i = 0; i < input->GetNumTouches(); ++i)
- {
- TouchState* state = input->GetTouch(i);
- if (!state->touchedElement_) // Touch on empty space
- {
- Camera* camera = cameraNode_->GetComponent<Camera>();
- if (!camera)
- return;
- Graphics* graphics = GetSubsystem<Graphics>();
- character_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
- character_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
- }
- }
- }
- else
- {
- character_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
- character_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
- }
- // Limit pitch
- character_->controls_.pitch_ = Clamp(character_->controls_.pitch_, -80.0f, 80.0f);
- // Switch between 1st and 3rd person
- if (input->GetKeyPress('F'))
- firstPerson_ = !firstPerson_;
- // Turn on/off gyroscope on mobile platform
- if (touch_ && input->GetKeyPress('G'))
- touch_->useGyroscope_ = !touch_->useGyroscope_;
- // Check for loading / saving the scene
- if (input->GetKeyPress(KEY_F5))
- {
- File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_WRITE);
- scene_->SaveXML(saveFile);
- }
- if (input->GetKeyPress(KEY_F7))
- {
- File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/CharacterDemo.xml", FILE_READ);
- scene_->LoadXML(loadFile);
- // After loading we have to reacquire the weak pointer to the Character component, as it has been recreated
- // Simply find the character's scene node by name as there's only one of them
- Node* characterNode = scene_->GetChild("Jack", true);
- if (characterNode)
- character_ = characterNode->GetComponent<Character>();
- }
- }
- // Set rotation already here so that it's updated every rendering frame instead of every physics frame
- character_->GetNode()->SetRotation(Quaternion(character_->controls_.yaw_, Vector3::UP));
- }
- }
- void CharacterDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (!character_)
- return;
- Node* characterNode = character_->GetNode();
- // Get camera lookat dir from character yaw + pitch
- Quaternion rot = characterNode->GetRotation();
- Quaternion dir = rot * Quaternion(character_->controls_.pitch_, Vector3::RIGHT);
- // Turn head to camera pitch, but limit to avoid unnatural animation
- Node* headNode = characterNode->GetChild("Bip01_Head", true);
- float limitPitch = Clamp(character_->controls_.pitch_, -45.0f, 45.0f);
- Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
- // This could be expanded to look at an arbitrary target, now just look at a point in front
- Vector3 headWorldTarget = headNode->GetWorldPosition() + headDir * Vector3(0.0f, 0.0f, 1.0f);
- headNode->LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
- // Correct head orientation because LookAt assumes Z = forward, but the bone has been authored differently (Y = forward)
- headNode->Rotate(Quaternion(0.0f, 90.0f, 90.0f));
- if (firstPerson_)
- {
- cameraNode_->SetPosition(headNode->GetWorldPosition() + rot * Vector3(0.0f, 0.15f, 0.2f));
- cameraNode_->SetRotation(dir);
- }
- else
- {
- // Third person camera: position behind the character
- Vector3 aimPoint = characterNode->GetPosition() + rot * Vector3(0.0f, 1.7f, 0.0f);
- // Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
- Vector3 rayDir = dir * Vector3::BACK;
- float rayDistance = touch_ ? touch_->cameraDistance_ : CAMERA_INITIAL_DIST;
- PhysicsRaycastResult result;
- scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray(aimPoint, rayDir), rayDistance, 2);
- if (result.body_)
- rayDistance = Min(rayDistance, result.distance_);
- rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
- cameraNode_->SetPosition(aimPoint + rayDir * rayDistance);
- cameraNode_->SetRotation(dir);
- }
- }
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