11_Physics.as 12 KB

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  1. // Physics example.
  2. // This sample demonstrates:
  3. // - Creating both static and moving physics objects to a scene
  4. // - Displaying physics debug geometry
  5. // - Using the Skybox component for setting up an unmoving sky
  6. // - Saving a scene to a file and loading it to restore a previous state
  7. #include "Scripts/Utilities/Sample.as"
  8. void Start()
  9. {
  10. // Execute the common startup for samples
  11. SampleStart();
  12. // Create the scene content
  13. CreateScene();
  14. // Create the UI content
  15. CreateInstructions();
  16. // Setup the viewport for displaying the scene
  17. SetupViewport();
  18. // Hook up to the frame update and render post-update events
  19. SubscribeToEvents();
  20. }
  21. void CreateScene()
  22. {
  23. scene_ = Scene();
  24. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  25. // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
  26. // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
  27. // Finally, create a DebugRenderer component so that we can draw physics debug geometry
  28. scene_.CreateComponent("Octree");
  29. scene_.CreateComponent("PhysicsWorld");
  30. scene_.CreateComponent("DebugRenderer");
  31. // Create a Zone component for ambient lighting & fog control
  32. Node@ zoneNode = scene_.CreateChild("Zone");
  33. Zone@ zone = zoneNode.CreateComponent("Zone");
  34. zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
  35. zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
  36. zone.fogColor = Color(1.0f, 1.0f, 1.0f);
  37. zone.fogStart = 300.0f;
  38. zone.fogEnd = 500.0f;
  39. // Create a directional light to the world. Enable cascaded shadows on it
  40. Node@ lightNode = scene_.CreateChild("DirectionalLight");
  41. lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
  42. Light@ light = lightNode.CreateComponent("Light");
  43. light.lightType = LIGHT_DIRECTIONAL;
  44. light.castShadows = true;
  45. light.shadowBias = BiasParameters(0.00025f, 0.5f);
  46. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  47. light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
  48. // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
  49. // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
  50. // generate the necessary 3D texture coordinates for cube mapping
  51. Node@ skyNode = scene_.CreateChild("Sky");
  52. skyNode.SetScale(500.0f); // The scale actually does not matter
  53. Skybox@ skybox = skyNode.CreateComponent("Skybox");
  54. skybox.model = cache.GetResource("Model", "Models/Box.mdl");
  55. skybox.material = cache.GetResource("Material", "Materials/Skybox.xml");
  56. {
  57. // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
  58. Node@ floorNode = scene_.CreateChild("Floor");
  59. floorNode.position = Vector3(0.0f, -0.5f, 0.0f);
  60. floorNode.scale = Vector3(1000.0f, 1.0f, 1000.0f);
  61. StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
  62. floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
  63. floorObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
  64. // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
  65. // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
  66. // in the physics simulation
  67. RigidBody@ body = floorNode.CreateComponent("RigidBody");
  68. CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
  69. // 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
  70. // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
  71. shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
  72. }
  73. {
  74. // Create a pyramid of movable physics objects
  75. for (int y = 0; y < 8; ++y)
  76. {
  77. for (int x = -y; x <= y; ++x)
  78. {
  79. Node@ boxNode = scene_.CreateChild("Box");
  80. boxNode.position = Vector3(x, -y + 8.0f, 0.0f);
  81. StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
  82. boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
  83. boxObject.material = cache.GetResource("Material", "Materials/StoneEnvMapSmall.xml");
  84. boxObject.castShadows = true;
  85. // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
  86. // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
  87. // objects are significant
  88. RigidBody@ body = boxNode.CreateComponent("RigidBody");
  89. body.mass = 1.0f;
  90. body.friction = 0.75f;
  91. CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
  92. shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
  93. }
  94. }
  95. }
  96. // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
  97. // the scene, because we want it to be unaffected by scene load / save
  98. cameraNode = Node();
  99. Camera@ camera = cameraNode.CreateComponent("Camera");
  100. camera.farClip = 500.0f;
  101. // Set an initial position for the camera scene node above the floor
  102. cameraNode.position = Vector3(0.0f, 5.0f, -20.0f);
  103. }
  104. void CreateInstructions()
  105. {
  106. // Construct new Text object, set string to display and font to use
  107. Text@ instructionText = ui.root.CreateChild("Text");
  108. instructionText.text =
  109. "Use WASD keys and mouse to move\n"
  110. "LMB to spawn physics objects\n"
  111. "F5 to save scene, F7 to load\n"
  112. "Space to toggle physics debug geometry";
  113. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  114. // The text has multiple rows. Center them in relation to each other
  115. instructionText.textAlignment = HA_CENTER;
  116. // Position the text relative to the screen center
  117. instructionText.horizontalAlignment = HA_CENTER;
  118. instructionText.verticalAlignment = VA_CENTER;
  119. instructionText.SetPosition(0, ui.root.height / 4);
  120. }
  121. void SetupViewport()
  122. {
  123. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  124. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  125. renderer.viewports[0] = viewport;
  126. }
  127. void SubscribeToEvents()
  128. {
  129. // Subscribe HandleUpdate() function for processing update events
  130. SubscribeToEvent("Update", "HandleUpdate");
  131. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
  132. // debug geometry
  133. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
  134. }
  135. void MoveCamera(float timeStep)
  136. {
  137. // Do not move if the UI has a focused element (the console)
  138. if (ui.focusElement !is null)
  139. return;
  140. // Movement speed as world units per second
  141. const float MOVE_SPEED = 20.0f;
  142. // Mouse sensitivity as degrees per pixel
  143. const float MOUSE_SENSITIVITY = 0.1f;
  144. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  145. IntVector2 mouseMove = input.mouseMove;
  146. yaw += MOUSE_SENSITIVITY * mouseMove.x;
  147. pitch += MOUSE_SENSITIVITY * mouseMove.y;
  148. pitch = Clamp(pitch, -90.0f, 90.0f);
  149. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  150. cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
  151. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  152. if (input.keyDown['W'])
  153. cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
  154. if (input.keyDown['S'])
  155. cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
  156. if (input.keyDown['A'])
  157. cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  158. if (input.keyDown['D'])
  159. cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  160. // "Shoot" a physics object with left mousebutton
  161. if (input.mouseButtonPress[MOUSEB_LEFT])
  162. SpawnObject();
  163. // Check for loading / saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
  164. // directory
  165. if (input.keyPress[KEY_F5])
  166. {
  167. File saveFile(fileSystem.programDir + "Data/Scenes/Physics.xml", FILE_WRITE);
  168. scene_.SaveXML(saveFile);
  169. }
  170. if (input.keyPress[KEY_F7])
  171. {
  172. File loadFile(fileSystem.programDir + "Data/Scenes/Physics.xml", FILE_READ);
  173. scene_.LoadXML(loadFile);
  174. }
  175. // Toggle debug geometry with space
  176. if (input.keyPress[KEY_SPACE])
  177. drawDebug = !drawDebug;
  178. }
  179. void SpawnObject()
  180. {
  181. // Create a smaller box at camera position
  182. Node@ boxNode = scene_.CreateChild("SmallBox");
  183. boxNode.position = cameraNode.position;
  184. boxNode.rotation = cameraNode.rotation;
  185. boxNode.SetScale(0.25f);
  186. StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
  187. boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
  188. boxObject.material = cache.GetResource("Material", "Materials/StoneEnvMapSmall.xml");
  189. boxObject.castShadows = true;
  190. // Create physics components, use a smaller mass also
  191. RigidBody@ body = boxNode.CreateComponent("RigidBody");
  192. body.mass = 0.25f;
  193. body.friction = 0.75f;
  194. CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
  195. shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
  196. const float OBJECT_VELOCITY = 10.0f;
  197. // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
  198. // to overcome gravity better
  199. body.linearVelocity = cameraNode.rotation * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY;
  200. }
  201. void HandleUpdate(StringHash eventType, VariantMap& eventData)
  202. {
  203. // Take the frame time step, which is stored as a float
  204. float timeStep = eventData["TimeStep"].GetFloat();
  205. // Move the camera, scale movement with time step
  206. MoveCamera(timeStep);
  207. }
  208. void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  209. {
  210. // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
  211. // Note the convenience accessor to the physics world component
  212. if (drawDebug)
  213. scene_.physicsWorld.DrawDebugGeometry(true);
  214. }
  215. // Create XML patch instructions for screen joystick layout specific to this sample app
  216. String patchInstructions =
  217. "<patch>" +
  218. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
  219. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>" +
  220. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
  221. " <element type=\"Text\">" +
  222. " <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
  223. " <attribute name=\"Text\" value=\"LEFT\" />" +
  224. " </element>" +
  225. " </add>" +
  226. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
  227. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
  228. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
  229. " <element type=\"Text\">" +
  230. " <attribute name=\"Name\" value=\"KeyBinding\" />" +
  231. " <attribute name=\"Text\" value=\"SPACE\" />" +
  232. " </element>" +
  233. " </add>" +
  234. "</patch>";