Ragdolls.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/AnimatedModel.h>
  6. #include <Urho3D/Graphics/Camera.h>
  7. #include <Urho3D/Graphics/DebugRenderer.h>
  8. #include <Urho3D/Graphics/Graphics.h>
  9. #include <Urho3D/Graphics/Light.h>
  10. #include <Urho3D/Graphics/Material.h>
  11. #include <Urho3D/Graphics/Octree.h>
  12. #include <Urho3D/Graphics/Renderer.h>
  13. #include <Urho3D/Graphics/Zone.h>
  14. #include <Urho3D/Input/Input.h>
  15. #include <Urho3D/IO/File.h>
  16. #include <Urho3D/IO/FileSystem.h>
  17. #include <Urho3D/Physics/CollisionShape.h>
  18. #include <Urho3D/Physics/PhysicsWorld.h>
  19. #include <Urho3D/Physics/RigidBody.h>
  20. #include <Urho3D/Resource/ResourceCache.h>
  21. #include <Urho3D/Scene/Scene.h>
  22. #include <Urho3D/UI/Font.h>
  23. #include <Urho3D/UI/Text.h>
  24. #include <Urho3D/UI/UI.h>
  25. #include "CreateRagdoll.h"
  26. #include "Ragdolls.h"
  27. #include <Urho3D/DebugNew.h>
  28. URHO3D_DEFINE_APPLICATION_MAIN(Ragdolls)
  29. Ragdolls::Ragdolls(Context* context) :
  30. Sample(context),
  31. drawDebug_(false)
  32. {
  33. // Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
  34. context->RegisterFactory<CreateRagdoll>();
  35. }
  36. void Ragdolls::Start()
  37. {
  38. // Execute base class startup
  39. Sample::Start();
  40. // Create the scene content
  41. CreateScene();
  42. // Create the UI content
  43. CreateInstructions();
  44. // Setup the viewport for displaying the scene
  45. SetupViewport();
  46. // Hook up to the frame update and render post-update events
  47. SubscribeToEvents();
  48. // Set the mouse mode to use in the sample
  49. Sample::InitMouseMode(MM_ABSOLUTE);
  50. }
  51. void Ragdolls::CreateScene()
  52. {
  53. auto* cache = GetSubsystem<ResourceCache>();
  54. scene_ = new Scene(context_);
  55. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  56. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  57. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  58. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  59. scene_->CreateComponent<Octree>();
  60. scene_->CreateComponent<PhysicsWorld>();
  61. scene_->CreateComponent<DebugRenderer>();
  62. // Create a Zone component for ambient lighting & fog control
  63. Node* zoneNode = scene_->CreateChild("Zone");
  64. auto* zone = zoneNode->CreateComponent<Zone>();
  65. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  66. zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
  67. zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
  68. zone->SetFogStart(100.0f);
  69. zone->SetFogEnd(300.0f);
  70. // Create a directional light to the world. Enable cascaded shadows on it
  71. Node* lightNode = scene_->CreateChild("DirectionalLight");
  72. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  73. auto* light = lightNode->CreateComponent<Light>();
  74. light->SetLightType(LIGHT_DIRECTIONAL);
  75. light->SetCastShadows(true);
  76. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  77. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  78. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  79. {
  80. // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
  81. Node* floorNode = scene_->CreateChild("Floor");
  82. floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
  83. floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
  84. auto* floorObject = floorNode->CreateComponent<StaticModel>();
  85. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  86. floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  87. // Make the floor physical by adding RigidBody and CollisionShape components
  88. auto* body = floorNode->CreateComponent<RigidBody>();
  89. // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
  90. // the spheres will eventually come to rest
  91. body->SetRollingFriction(0.15f);
  92. auto* shape = floorNode->CreateComponent<CollisionShape>();
  93. // 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
  94. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  95. shape->SetBox(Vector3::ONE);
  96. }
  97. // Create animated models
  98. for (int z = -1; z <= 1; ++z)
  99. {
  100. for (int x = -4; x <= 4; ++x)
  101. {
  102. Node* modelNode = scene_->CreateChild("Jack");
  103. modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
  104. modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
  105. auto* modelObject = modelNode->CreateComponent<AnimatedModel>();
  106. modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
  107. modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
  108. modelObject->SetCastShadows(true);
  109. // Set the model to also update when invisible to avoid staying invisible when the model should come into
  110. // view, but does not as the bounding box is not updated
  111. modelObject->SetUpdateInvisible(true);
  112. // Create a rigid body and a collision shape. These will act as a trigger for transforming the
  113. // model into a ragdoll when hit by a moving object
  114. auto* body = modelNode->CreateComponent<RigidBody>();
  115. // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
  116. // colliding objects
  117. body->SetTrigger(true);
  118. auto* shape = modelNode->CreateComponent<CollisionShape>();
  119. // Create the capsule shape with an offset so that it is correctly aligned with the model, which
  120. // has its origin at the feet
  121. shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
  122. // Create a custom component that reacts to collisions and creates the ragdoll
  123. modelNode->CreateComponent<CreateRagdoll>();
  124. }
  125. }
  126. // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
  127. // the scene, because we want it to be unaffected by scene load / save
  128. cameraNode_ = new Node(context_);
  129. auto* camera = cameraNode_->CreateComponent<Camera>();
  130. camera->SetFarClip(300.0f);
  131. // Set an initial position for the camera scene node above the floor
  132. cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
  133. }
  134. void Ragdolls::CreateInstructions()
  135. {
  136. auto* cache = GetSubsystem<ResourceCache>();
  137. auto* ui = GetSubsystem<UI>();
  138. // Construct new Text object, set string to display and font to use
  139. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  140. instructionText->SetText(
  141. "Use WASD keys and mouse/touch to move\n"
  142. "LMB to spawn physics objects\n"
  143. "F5 to save scene, F7 to load\n"
  144. "Space to toggle physics debug geometry"
  145. );
  146. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  147. // The text has multiple rows. Center them in relation to each other
  148. instructionText->SetTextAlignment(HA_CENTER);
  149. // Position the text relative to the screen center
  150. instructionText->SetHorizontalAlignment(HA_CENTER);
  151. instructionText->SetVerticalAlignment(VA_CENTER);
  152. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  153. }
  154. void Ragdolls::SetupViewport()
  155. {
  156. auto* renderer = GetSubsystem<Renderer>();
  157. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  158. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  159. renderer->SetViewport(0, viewport);
  160. }
  161. void Ragdolls::MoveCamera(float timeStep)
  162. {
  163. // Do not move if the UI has a focused element (the console)
  164. if (GetSubsystem<UI>()->GetFocusElement())
  165. return;
  166. auto* input = GetSubsystem<Input>();
  167. // Movement speed as world units per second
  168. const float MOVE_SPEED = 20.0f;
  169. // Mouse sensitivity as degrees per pixel
  170. const float MOUSE_SENSITIVITY = 0.1f;
  171. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  172. IntVector2 mouseMove = input->GetMouseMove();
  173. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  174. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  175. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  176. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  177. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  178. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  179. if (input->GetKeyDown(KEY_W))
  180. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  181. if (input->GetKeyDown(KEY_S))
  182. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  183. if (input->GetKeyDown(KEY_A))
  184. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  185. if (input->GetKeyDown(KEY_D))
  186. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  187. // "Shoot" a physics object with left mousebutton
  188. if (input->GetMouseButtonPress(MOUSEB_LEFT))
  189. SpawnObject();
  190. // Check for loading / saving the scene
  191. if (input->GetKeyPress(KEY_F5))
  192. {
  193. File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
  194. scene_->SaveXML(saveFile);
  195. }
  196. if (input->GetKeyPress(KEY_F7))
  197. {
  198. File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
  199. scene_->LoadXML(loadFile);
  200. }
  201. // Toggle physics debug geometry with space
  202. if (input->GetKeyPress(KEY_SPACE))
  203. drawDebug_ = !drawDebug_;
  204. }
  205. void Ragdolls::SpawnObject()
  206. {
  207. auto* cache = GetSubsystem<ResourceCache>();
  208. Node* boxNode = scene_->CreateChild("Sphere");
  209. boxNode->SetPosition(cameraNode_->GetPosition());
  210. boxNode->SetRotation(cameraNode_->GetRotation());
  211. boxNode->SetScale(0.25f);
  212. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  213. boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  214. boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  215. boxObject->SetCastShadows(true);
  216. auto* body = boxNode->CreateComponent<RigidBody>();
  217. body->SetMass(1.0f);
  218. body->SetRollingFriction(0.15f);
  219. auto* shape = boxNode->CreateComponent<CollisionShape>();
  220. shape->SetSphere(1.0f);
  221. const float OBJECT_VELOCITY = 10.0f;
  222. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  223. // to overcome gravity better
  224. body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
  225. }
  226. void Ragdolls::SubscribeToEvents()
  227. {
  228. // Subscribe HandleUpdate() function for processing update events
  229. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Ragdolls, HandleUpdate));
  230. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  231. // debug geometry
  232. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Ragdolls, HandlePostRenderUpdate));
  233. }
  234. void Ragdolls::HandleUpdate(StringHash eventType, VariantMap& eventData)
  235. {
  236. using namespace Update;
  237. // Take the frame time step, which is stored as a float
  238. float timeStep = eventData[P_TIMESTEP].GetFloat();
  239. // Move the camera, scale movement with time step
  240. MoveCamera(timeStep);
  241. }
  242. void Ragdolls::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  243. {
  244. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  245. if (drawDebug_)
  246. scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
  247. }