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- -- Physics stress test example.
- -- This sample demonstrates:
- -- - Physics and rendering performance with a high (1000) moving object count
- -- - Using triangle meshes for collision
- -- - Optimizing physics simulation by leaving out collision event signaling
- -- - Usage of Lua Coroutine to yield/resume based on time step
- require "LuaScripts/Utilities/Sample"
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateInstructions()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Hook up to the frame update and render post-update events
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- -- Create a physics simulation world with default parameters, which will update at 60ps. Like the Octree must
- -- exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
- -- Finally, create a DebugRenderer component so that we can draw physics debug geometry
- scene_:CreateComponent("Octree")
- scene_:CreateComponent("PhysicsWorld")
- scene_:CreateComponent("DebugRenderer")
- -- Create a Zone component for ambient lighting & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- if true then
- -- Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
- local floorNode = scene_:CreateChild("Floor")
- floorNode.position = Vector3(0.0, -0.5, 0.0)
- floorNode.scale = Vector3(500.0, 1.0, 500.0)
- local floorObject = floorNode:CreateComponent("StaticModel")
- floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
- floorObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
- -- Make the floor physical by adding RigidBody and CollisionShape components
- local body = floorNode:CreateComponent("RigidBody")
- local shape = floorNode:CreateComponent("CollisionShape")
- -- 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
- -- rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
- shape:SetBox(Vector3(1.0, 1.0, 1.0))
- end
- -- Create static mushrooms with triangle mesh collision
- local NUM_MUSHROOMS = 50
- for i = 1, NUM_MUSHROOMS do
- local mushroomNode = scene_:CreateChild("Mushroom")
- mushroomNode.position = Vector3(Random(400.0) - 200.0, 0.0, Random(400.0) - 200.0)
- mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- mushroomNode:SetScale(5.0 + Random(5.0))
- local mushroomObject = mushroomNode:CreateComponent("StaticModel")
- mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- mushroomObject.castShadows = true
- local body = mushroomNode:CreateComponent("RigidBody")
- local shape = mushroomNode:CreateComponent("CollisionShape")
- -- By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
- shape:SetTriangleMesh(mushroomObject.model)
- end
- -- Start coroutine to create a large amount of falling physics objects
- coroutine.start(function()
- local NUM_OBJECTS = 1000
- for i = 1, NUM_OBJECTS do
- local boxNode = scene_:CreateChild("Box")
- boxNode.position = Vector3(0.0, 100.0, 0.0)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
- boxObject.castShadows = true
- -- Give the RigidBody mass to make it movable and also adjust friction
- local body = boxNode:CreateComponent("RigidBody")
- body.mass = 1.0
- body.friction = 1.0
- -- Set linear velocity
- body.linearVelocity = Vector3(0.0, -50.0, 0.0)
- -- Disable collision event signaling to reduce CPU load of the physics simulation
- body.collisionEventMode = COLLISION_NEVER
- local shape = boxNode:CreateComponent("CollisionShape")
- shape:SetBox(Vector3(1.0, 1.0, 1.0))
- -- sleep coroutine
- coroutine.sleep(0.1)
- end
- end)
- -- Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
- -- the scene, because we want it to be unaffected by scene load/save
- cameraNode = Node()
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- -- Set an initial position for the camera scene node above the floor
- cameraNode.position = Vector3(0.0, 3.0, -20.0)
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("Use WASD keys and mouse to move\n"..
- "LMB to spawn physics objects\n"..
- "F5 to save scene, F7 to load\n"..
- "Space to toggle physics debug geometry")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- The text has multiple rows. Center them in relation to each other
- instructionText.textAlignment = HA_CENTER
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
- -- debug geometry
- SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch +MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- "Shoot" a physics object with left mousebutton
- if input:GetMouseButtonPress(MOUSEB_LEFT) then
- SpawnObject()
- end
- -- Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
- -- directory
- if input:GetKeyPress(KEY_F5) then
- scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/PhysicsStressTest.xml")
- end
- if input:GetKeyPress(KEY_F7) then
- scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/PhysicsStressTest.xml")
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- end
- function SpawnObject()
- -- Create a smaller box at camera position
- local boxNode = scene_:CreateChild("SmallBox")
- boxNode.position = cameraNode.position
- boxNode.rotation = cameraNode.rotation
- boxNode:SetScale(0.25)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
- boxObject.castShadows = true
- -- Create physics components, use a smaller mass also
- local body = boxNode:CreateComponent("RigidBody")
- body.mass = 0.25
- body.friction = 0.75
- local shape = boxNode:CreateComponent("CollisionShape")
- shape:SetBox(Vector3(1.0, 1.0, 1.0))
- local OBJECT_VELOCITY = 10.0
- -- Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
- -- to overcome gravity better
- body.linearVelocity = cameraNode.rotation * Vector3(0.0, 0.25, 1.0) * OBJECT_VELOCITY
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function HandlePostRenderUpdate(eventType, eventData)
- -- If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
- if drawDebug then
- scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(true)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" ..
- " <attribute name=\"Text\" value=\"LEFT\" />" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"SPACE\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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