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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Core/ProcessUtils.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Graphics/Terrain.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/IO/FileSystem.h>
- #include <Urho3D/Physics/CollisionShape.h>
- #include <Urho3D/Physics/Constraint.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "Vehicle.h"
- #include "VehicleDemo.h"
- #include <Urho3D/DebugNew.h>
- const float CAMERA_DISTANCE = 10.0f;
- URHO3D_DEFINE_APPLICATION_MAIN(VehicleDemo)
- VehicleDemo::VehicleDemo(Context* context) :
- Sample(context)
- {
- // Register factory and attributes for the Vehicle component so it can be created via CreateComponent, and loaded / saved
- Vehicle::RegisterObject(context);
- }
- void VehicleDemo::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create static scene content
- CreateScene();
- // Create the controllable vehicle
- CreateVehicle();
- // Create the UI content
- CreateInstructions();
- // Subscribe to necessary events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void VehicleDemo::CreateScene()
- {
- auto* 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_);
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(500.0f);
- 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");
- auto* zone = zoneNode->CreateComponent<Zone>();
- zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
- zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
- zone->SetFogStart(300.0f);
- zone->SetFogEnd(500.0f);
- zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
- // Create a directional light with cascaded shadow mapping
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
- auto* 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 heightmap terrain with collision
- Node* terrainNode = scene_->CreateChild("Terrain");
- terrainNode->SetPosition(Vector3::ZERO);
- auto* terrain = terrainNode->CreateComponent<Terrain>();
- terrain->SetPatchSize(64);
- terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
- terrain->SetSmoothing(true);
- terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
- terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
- // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
- // terrain patches and other objects behind it
- terrain->SetOccluder(true);
- auto* body = terrainNode->CreateComponent<RigidBody>();
- body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
- auto* shape = terrainNode->CreateComponent<CollisionShape>();
- shape->SetTerrain();
- // Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
- const unsigned NUM_MUSHROOMS = 1000;
- for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node* objectNode = scene_->CreateChild("Mushroom");
- Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
- position.y_ = terrain->GetHeight(position) - 0.1f;
- objectNode->SetPosition(position);
- // Create a rotation quaternion from up vector to terrain normal
- objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position)));
- objectNode->SetScale(3.0f);
- auto* object = objectNode->CreateComponent<StaticModel>();
- object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- object->SetCastShadows(true);
- auto* body = objectNode->CreateComponent<RigidBody>();
- body->SetCollisionLayer(2);
- auto* shape = objectNode->CreateComponent<CollisionShape>();
- shape->SetTriangleMesh(object->GetModel(), 0);
- }
- }
- void VehicleDemo::CreateVehicle()
- {
- Node* vehicleNode = scene_->CreateChild("Vehicle");
- vehicleNode->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- // Create the vehicle logic component
- vehicle_ = vehicleNode->CreateComponent<Vehicle>();
- // Create the rendering and physics components
- vehicle_->Init();
- }
- void VehicleDemo::CreateInstructions()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText(
- "Use WASD keys to drive, mouse/touch to rotate camera\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 VehicleDemo::SubscribeToEvents()
- {
- // Subscribe to Update event for setting the vehicle controls before physics simulation
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(VehicleDemo, HandleUpdate));
- // Subscribe to PostUpdate event for updating the camera position after physics simulation
- SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(VehicleDemo, HandlePostUpdate));
- // Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
- UnsubscribeFromEvent(E_SCENEUPDATE);
- }
- void VehicleDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- auto* input = GetSubsystem<Input>();
- if (vehicle_)
- {
- auto* ui = GetSubsystem<UI>();
- // Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
- if (!ui->GetFocusElement())
- {
- vehicle_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
- vehicle_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
- vehicle_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
- vehicle_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
- // Add yaw & pitch from the mouse motion or touch input. Used only for the camera, does not affect motion
- if (touchEnabled_)
- {
- for (unsigned i = 0; i < input->GetNumTouches(); ++i)
- {
- TouchState* state = input->GetTouch(i);
- if (!state->touchedElement_) // Touch on empty space
- {
- auto* camera = cameraNode_->GetComponent<Camera>();
- if (!camera)
- return;
- auto* graphics = GetSubsystem<Graphics>();
- vehicle_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
- vehicle_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
- }
- }
- }
- else
- {
- vehicle_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
- vehicle_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
- }
- // Limit pitch
- vehicle_->controls_.pitch_ = Clamp(vehicle_->controls_.pitch_, 0.0f, 80.0f);
- // Check for loading / saving the scene
- if (input->GetKeyPress(KEY_F5))
- {
- File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/VehicleDemo.xml",
- FILE_WRITE);
- scene_->SaveXML(saveFile);
- }
- if (input->GetKeyPress(KEY_F7))
- {
- File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/VehicleDemo.xml", FILE_READ);
- scene_->LoadXML(loadFile);
- // After loading we have to reacquire the weak pointer to the Vehicle component, as it has been recreated
- // Simply find the vehicle's scene node by name as there's only one of them
- Node* vehicleNode = scene_->GetChild("Vehicle", true);
- if (vehicleNode)
- vehicle_ = vehicleNode->GetComponent<Vehicle>();
- }
- }
- else
- vehicle_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT, false);
- }
- }
- void VehicleDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (!vehicle_)
- return;
- Node* vehicleNode = vehicle_->GetNode();
- // Physics update has completed. Position camera behind vehicle
- Quaternion dir(vehicleNode->GetRotation().YawAngle(), Vector3::UP);
- dir = dir * Quaternion(vehicle_->controls_.yaw_, Vector3::UP);
- dir = dir * Quaternion(vehicle_->controls_.pitch_, Vector3::RIGHT);
- Vector3 cameraTargetPos = vehicleNode->GetPosition() - dir * Vector3(0.0f, 0.0f, CAMERA_DISTANCE);
- Vector3 cameraStartPos = vehicleNode->GetPosition();
- // Raycast camera against static objects (physics collision mask 2)
- // and move it closer to the vehicle if something in between
- Ray cameraRay(cameraStartPos, cameraTargetPos - cameraStartPos);
- float cameraRayLength = (cameraTargetPos - cameraStartPos).Length();
- PhysicsRaycastResult result;
- scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, cameraRay, cameraRayLength, 2);
- if (result.body_)
- cameraTargetPos = cameraStartPos + cameraRay.direction_ * (result.distance_ - 0.5f);
- cameraNode_->SetPosition(cameraTargetPos);
- cameraNode_->SetRotation(dir);
- }
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