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- -- Ragdoll example.
- -- This sample demonstrates:
- -- - Detecting physics collisions
- -- - Moving an AnimatedModel's bones with physics and connecting them with constraints
- -- - Using rolling friction to stop rolling objects from moving infinitely
- 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 60fps. 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)
- -- 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")
- -- We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
- -- the spheres will eventually come to rest
- body.rollingFriction = 0.15
- 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))
- -- Create animated models
- for z = -1, 1 do
- for x = -4, 4 do
- local modelNode = scene_:CreateChild("Jack")
- modelNode.position = Vector3(x * 5.0, 0.0, z * 5.0)
- modelNode.rotation = Quaternion(0.0, 180.0, 0.0)
- local modelObject = modelNode:CreateComponent("AnimatedModel")
- modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
- modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
- modelObject.castShadows = true
- -- Set the model to also update when invisible to avoid staying invisible when the model should come into
- -- view, but does not as the bounding box is not updated
- modelObject.updateInvisible = true
- -- Create a rigid body and a collision shape. These will act as a trigger for transforming the
- -- model into a ragdoll when hit by a moving object
- local body = modelNode:CreateComponent("RigidBody")
- -- The trigger mode makes the rigid body only detect collisions, but impart no forces on the
- -- colliding objects
- body.trigger = true
- local shape = modelNode:CreateComponent("CollisionShape")
- -- Create the capsule shape with an offset so that it is correctly aligned with the model, which
- -- has its origin at the feet
- shape:SetCapsule(0.7, 2.0, Vector3(0.0, 1.0, 0.0))
- -- Create a custom script object that reacts to collisions and creates the ragdoll
- modelNode:CreateScriptObject("CreateRagdoll")
- 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, 5.0, -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/Ragdolls.xml")
- end
- if input:GetKeyPress(KEY_F7) then
- scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml")
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- end
- function SpawnObject()
- local boxNode = scene_:CreateChild("Sphere")
- boxNode.position = cameraNode.position
- boxNode.rotation = cameraNode.rotation
- boxNode:SetScale(0.25)
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Sphere.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
- boxObject.castShadows = true
- local body = boxNode:CreateComponent("RigidBody")
- body.mass = 1.0
- body.rollingFriction = 0.15
- local shape = boxNode:CreateComponent("CollisionShape")
- shape:SetSphere(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
- -- CreateRagdoll script object class
- CreateRagdoll = ScriptObject()
- function CreateRagdoll:Start()
- -- Subscribe physics collisions that concern this scene node
- self:SubscribeToEvent(self.node, "NodeCollision", "CreateRagdoll:HandleNodeCollision")
- end
- function CreateRagdoll:HandleNodeCollision(eventType, eventData)
- -- Get the other colliding body, make sure it is moving (has nonzero mass)
- local otherBody = eventData:GetPtr("RigidBody", "OtherBody")
- if otherBody.mass > 0.0 then
- -- We do not need the physics components in the AnimatedModel's root scene node anymore
- self.node:RemoveComponent("RigidBody")
- self.node:RemoveComponent("CollisionShape")
- -- Create RigidBody & CollisionShape components to bones
- self:CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3, 0.2, 0.25), Vector3(0.0, 0.0, 0.0),
- Quaternion(0.0, 0.0, 0.0))
- self:CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35, 0.2, 0.3), Vector3(0.15, 0.0, 0.0),
- Quaternion(0.0, 0.0, 0.0))
- self:CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2, 0.2, 0.2), Vector3(0.1, 0.0, 0.0),
- Quaternion(0.0, 0.0, 0.0))
- self:CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- self:CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
- Quaternion(0.0, 0.0, 90.0))
- -- Create Constraints between bones
- self:CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3(0.0, 0.0, 1.0),
- Vector3(0.0, 0.0, 1.0), Vector2(45.0, 0.0), Vector2(-10.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(-1.0, 0.0, 0.0),
- Vector3(-1.0, 0.0, 0.0), Vector2(0.0, 30.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
- Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
- self:CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
- Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
- self:CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
- self:CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
- Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
- -- Disable keyframe animation from all bones so that they will not interfere with the ragdoll
- local model = self.node:GetComponent("AnimatedModel")
- local skeleton = model.skeleton
- for i = 0, skeleton.numBones - 1 do
- skeleton:GetBone(i).animated = false
- end
- -- Finally remove self (the ScriptInstance which holds this script object) from the scene node. Note that this must
- -- be the last operation performed in the function
- self.instance:Remove()
- end
- end
- function CreateRagdoll:CreateRagdollBone(boneName, type, size, position, rotation)
- -- Find the correct child scene node recursively
- local boneNode = self.node:GetChild(boneName, true)
- if boneNode == nil then
- print("Could not find bone " .. boneName .. " for creating ragdoll physics components\n")
- return
- end
- local body = boneNode:CreateComponent("RigidBody")
- -- Set mass to make movable
- body.mass = 1.0
- -- Set damping parameters to smooth out the motion
- body.linearDamping = 0.05
- body.angularDamping = 0.85
- -- Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
- body.linearRestThreshold = 1.5
- body.angularRestThreshold = 2.5
- local shape = boneNode:CreateComponent("CollisionShape")
- -- We use either a box or a capsule shape for all of the bones
- if type == SHAPE_BOX then
- shape:SetBox(size, position, rotation)
- else
- shape:SetCapsule(size.x, size.y, position, rotation)
- end
- end
- function CreateRagdoll:CreateRagdollConstraint(boneName, parentName, type, axis, parentAxis, highLimit, lowLimit, disableCollision)
- local boneNode = self.node:GetChild(boneName, true)
- local parentNode = self.node:GetChild(parentName, true)
- if boneNode == nil then
- print("Could not find bone " .. boneName .. " for creating ragdoll constraint\n")
- return
- end
- if parentNode == nil then
- print("Could not find bone " .. parentName .. " for creating ragdoll constraint\n")
- return
- end
- local constraint = boneNode:CreateComponent("Constraint")
- constraint.constraintType = type
- -- Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other
- constraint.disableCollision = disableCollision
- -- The connected body must be specified before setting the world position
- constraint.otherBody = parentNode:GetComponent("RigidBody")
- -- Position the constraint at the child bone we are connecting
- constraint.worldPosition = boneNode.worldPosition
- -- Configure axes and limits
- constraint.axis = axis
- constraint.otherAxis = parentAxis
- constraint.highLimit = highLimit
- constraint.lowLimit = lowLimit
- 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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