Physics.cpp 12 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include <Urho3D/Core/CoreEvents.h>
  4. #include <Urho3D/Engine/Engine.h>
  5. #include <Urho3D/Graphics/Camera.h>
  6. #include <Urho3D/Graphics/DebugRenderer.h>
  7. #include <Urho3D/Graphics/Graphics.h>
  8. #include <Urho3D/Graphics/Light.h>
  9. #include <Urho3D/Graphics/Material.h>
  10. #include <Urho3D/Graphics/Model.h>
  11. #include <Urho3D/Graphics/Octree.h>
  12. #include <Urho3D/Graphics/Renderer.h>
  13. #include <Urho3D/Graphics/Skybox.h>
  14. #include <Urho3D/Graphics/Zone.h>
  15. #include <Urho3D/Input/Input.h>
  16. #include <Urho3D/IO/File.h>
  17. #include <Urho3D/IO/FileSystem.h>
  18. #include <Urho3D/Physics/CollisionShape.h>
  19. #include <Urho3D/Physics/PhysicsWorld.h>
  20. #include <Urho3D/Physics/RigidBody.h>
  21. #include <Urho3D/Resource/ResourceCache.h>
  22. #include <Urho3D/Scene/Scene.h>
  23. #include <Urho3D/UI/Font.h>
  24. #include <Urho3D/UI/Text.h>
  25. #include <Urho3D/UI/UI.h>
  26. #include "Physics.h"
  27. #include <Urho3D/DebugNew.h>
  28. URHO3D_DEFINE_APPLICATION_MAIN(Physics)
  29. Physics::Physics(Context* context) :
  30. Sample(context),
  31. drawDebug_(false)
  32. {
  33. }
  34. void Physics::Start()
  35. {
  36. // Execute base class startup
  37. Sample::Start();
  38. // Create the scene content
  39. CreateScene();
  40. // Create the UI content
  41. CreateInstructions();
  42. // Setup the viewport for displaying the scene
  43. SetupViewport();
  44. // Hook up to the frame update and render post-update events
  45. SubscribeToEvents();
  46. // Set the mouse mode to use in the sample
  47. Sample::InitMouseMode(MM_RELATIVE);
  48. }
  49. void Physics::CreateScene()
  50. {
  51. auto* cache = GetSubsystem<ResourceCache>();
  52. scene_ = new Scene(context_);
  53. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  54. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  55. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  56. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  57. scene_->CreateComponent<Octree>();
  58. scene_->CreateComponent<PhysicsWorld>();
  59. scene_->CreateComponent<DebugRenderer>();
  60. // Create a Zone component for ambient lighting & fog control
  61. Node* zoneNode = scene_->CreateChild("Zone");
  62. auto* zone = zoneNode->CreateComponent<Zone>();
  63. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  64. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  65. zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
  66. zone->SetFogStart(300.0f);
  67. zone->SetFogEnd(500.0f);
  68. // Create a directional light to the world. Enable cascaded shadows on it
  69. Node* lightNode = scene_->CreateChild("DirectionalLight");
  70. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  71. auto* light = lightNode->CreateComponent<Light>();
  72. light->SetLightType(LIGHT_DIRECTIONAL);
  73. light->SetCastShadows(true);
  74. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  75. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  76. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  77. // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
  78. // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
  79. // generate the necessary 3D texture coordinates for cube mapping
  80. Node* skyNode = scene_->CreateChild("Sky");
  81. skyNode->SetScale(500.0f); // The scale actually does not matter
  82. auto* skybox = skyNode->CreateComponent<Skybox>();
  83. skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  84. skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
  85. {
  86. // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
  87. Node* floorNode = scene_->CreateChild("Floor");
  88. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  89. floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
  90. auto* floorObject = floorNode->CreateComponent<StaticModel>();
  91. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  92. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  93. // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
  94. // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
  95. // in the physics simulation
  96. /*RigidBody* body = */floorNode->CreateComponent<RigidBody>();
  97. auto* shape = floorNode->CreateComponent<CollisionShape>();
  98. // 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
  99. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  100. shape->SetBox(Vector3::ONE);
  101. }
  102. {
  103. // Create a pyramid of movable physics objects
  104. for (int y = 0; y < 8; ++y)
  105. {
  106. for (int x = -y; x <= y; ++x)
  107. {
  108. Node* boxNode = scene_->CreateChild("Box");
  109. boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f));
  110. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  111. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  112. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
  113. boxObject->SetCastShadows(true);
  114. // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
  115. // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
  116. // objects are significant
  117. auto* body = boxNode->CreateComponent<RigidBody>();
  118. body->SetMass(1.0f);
  119. body->SetFriction(0.75f);
  120. auto* shape = boxNode->CreateComponent<CollisionShape>();
  121. shape->SetBox(Vector3::ONE);
  122. }
  123. }
  124. }
  125. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
  126. // we want it to be unaffected by scene load / save
  127. cameraNode_ = new Node(context_);
  128. auto* camera = cameraNode_->CreateComponent<Camera>();
  129. camera->SetFarClip(500.0f);
  130. // Set an initial position for the camera scene node above the floor
  131. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
  132. }
  133. void Physics::CreateInstructions()
  134. {
  135. auto* cache = GetSubsystem<ResourceCache>();
  136. auto* ui = GetSubsystem<UI>();
  137. // Construct new Text object, set string to display and font to use
  138. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  139. instructionText->SetText(
  140. "Use WASD keys and mouse/touch to move\n"
  141. "LMB to spawn physics objects\n"
  142. "F5 to save scene, F7 to load\n"
  143. "Space to toggle physics debug geometry"
  144. );
  145. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  146. // The text has multiple rows. Center them in relation to each other
  147. instructionText->SetTextAlignment(HA_CENTER);
  148. // Position the text relative to the screen center
  149. instructionText->SetHorizontalAlignment(HA_CENTER);
  150. instructionText->SetVerticalAlignment(VA_CENTER);
  151. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  152. }
  153. void Physics::SetupViewport()
  154. {
  155. auto* renderer = GetSubsystem<Renderer>();
  156. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  157. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  158. renderer->SetViewport(0, viewport);
  159. }
  160. void Physics::SubscribeToEvents()
  161. {
  162. // Subscribe HandleUpdate() function for processing update events
  163. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Physics, HandleUpdate));
  164. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  165. // debug geometry
  166. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Physics, HandlePostRenderUpdate));
  167. }
  168. void Physics::MoveCamera(float timeStep)
  169. {
  170. // Do not move if the UI has a focused element (the console)
  171. if (GetSubsystem<UI>()->GetFocusElement())
  172. return;
  173. auto* input = GetSubsystem<Input>();
  174. // Movement speed as world units per second
  175. const float MOVE_SPEED = 20.0f;
  176. // Mouse sensitivity as degrees per pixel
  177. const float MOUSE_SENSITIVITY = 0.1f;
  178. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  179. IntVector2 mouseMove = input->GetMouseMove();
  180. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  181. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  182. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  183. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  184. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  185. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  186. if (input->GetKeyDown(KEY_W))
  187. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  188. if (input->GetKeyDown(KEY_S))
  189. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  190. if (input->GetKeyDown(KEY_A))
  191. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  192. if (input->GetKeyDown(KEY_D))
  193. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  194. // "Shoot" a physics object with left mousebutton
  195. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  196. SpawnObject();
  197. // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
  198. // directory
  199. if (input->GetKeyPress(KEY_F5))
  200. {
  201. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_WRITE);
  202. scene_->SaveXML(saveFile);
  203. }
  204. if (input->GetKeyPress(KEY_F7))
  205. {
  206. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_READ);
  207. scene_->LoadXML(loadFile);
  208. }
  209. // Toggle physics debug geometry with space
  210. if (input->GetKeyPress(KEY_SPACE))
  211. drawDebug_ = !drawDebug_;
  212. }
  213. void Physics::SpawnObject()
  214. {
  215. auto* cache = GetSubsystem<ResourceCache>();
  216. // Create a smaller box at camera position
  217. Node* boxNode = scene_->CreateChild("SmallBox");
  218. boxNode->SetPosition(cameraNode_->GetPosition());
  219. boxNode->SetRotation(cameraNode_->GetRotation());
  220. boxNode->SetScale(0.25f);
  221. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  222. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  223. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
  224. boxObject->SetCastShadows(true);
  225. // Create physics components, use a smaller mass also
  226. auto* body = boxNode->CreateComponent<RigidBody>();
  227. body->SetMass(0.25f);
  228. body->SetFriction(0.75f);
  229. auto* shape = boxNode->CreateComponent<CollisionShape>();
  230. shape->SetBox(Vector3::ONE);
  231. const float OBJECT_VELOCITY = 10.0f;
  232. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  233. // to overcome gravity better
  234. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  235. }
  236. void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
  237. {
  238. using namespace Update;
  239. // Take the frame time step, which is stored as a float
  240. float timeStep = eventData[P_TIMESTEP].GetFloat();
  241. // Move the camera, scale movement with time step
  242. MoveCamera(timeStep);
  243. }
  244. void Physics::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  245. {
  246. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  247. if (drawDebug_)
  248. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  249. }