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- // Physics example.
- // This sample demonstrates:
- // - Creating both static and moving physics objects to a scene
- // - Displaying physics debug geometry
- // - Using the Skybox component for setting up an unmoving sky
- // - Saving a scene to a file and loading it to restore a previous state
- #include "Scripts/Utilities/Sample.as"
- void 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();
- }
- void 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
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
- zone.fogColor = Color(1.0f, 1.0f, 1.0f);
- zone.fogStart = 300.0f;
- zone.fogEnd = 500.0f;
- // Create a directional light to the world. Enable cascaded shadows on it
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = BiasParameters(0.00025f, 0.5f);
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
- // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
- // generate the necessary 3D texture coordinates for cube mapping
- Node@ skyNode = scene_.CreateChild("Sky");
- skyNode.SetScale(500.0f); // The scale actually does not matter
- Skybox@ skybox = skyNode.CreateComponent("Skybox");
- skybox.model = cache.GetResource("Model", "Models/Box.mdl");
- skybox.material = cache.GetResource("Material", "Materials/Skybox.xml");
- {
- // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
- Node@ floorNode = scene_.CreateChild("Floor");
- floorNode.position = Vector3(0.0f, -0.5f, 0.0f);
- floorNode.scale = Vector3(1000.0f, 1.0f, 1000.0f);
- StaticModel@ 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. The RigidBody's default
- // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
- // in the physics simulation
- RigidBody@ body = floorNode.CreateComponent("RigidBody");
- CollisionShape@ 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(1.0f, 1.0f, 1.0f));
- }
- {
- // Create a pyramid of movable physics objects
- for (int y = 0; y < 8; ++y)
- {
- for (int x = -y; x <= y; ++x)
- {
- Node@ boxNode = scene_.CreateChild("Box");
- boxNode.position = Vector3(x, -y + 8.0f, 0.0f);
- StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
- boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
- boxObject.material = cache.GetResource("Material", "Materials/StoneEnvMapSmall.xml");
- boxObject.castShadows = true;
- // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
- // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
- // objects are significant
- RigidBody@ body = boxNode.CreateComponent("RigidBody");
- body.mass = 1.0f;
- body.friction = 0.75f;
- CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
- shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
- }
- }
- }
- // Create the camera. Set far clip 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();
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 500.0f;
- // Set an initial position for the camera scene node above the floor
- cameraNode.position = Vector3(0.0f, 5.0f, -20.0f);
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text =
- "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);
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void 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");
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input.mouseMove;
- yaw += MOUSE_SENSITIVITY * mouseMove.x;
- pitch += MOUSE_SENSITIVITY * mouseMove.y;
- pitch = Clamp(pitch, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- // "Shoot" a physics object with left mousebutton
- if (input.mouseButtonPress[MOUSEB_LEFT])
- SpawnObject();
- // Check for loading / saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
- // directory
- if (input.keyPress[KEY_F5])
- {
- File saveFile(fileSystem.programDir + "Data/Scenes/Physics.xml", FILE_WRITE);
- scene_.SaveXML(saveFile);
- }
- if (input.keyPress[KEY_F7])
- {
- File loadFile(fileSystem.programDir + "Data/Scenes/Physics.xml", FILE_READ);
- scene_.LoadXML(loadFile);
- }
- // Toggle debug geometry with space
- if (input.keyPress[KEY_SPACE])
- drawDebug = !drawDebug;
- }
- void SpawnObject()
- {
- // Create a smaller box at camera position
- Node@ boxNode = scene_.CreateChild("SmallBox");
- boxNode.position = cameraNode.position;
- boxNode.rotation = cameraNode.rotation;
- boxNode.SetScale(0.25f);
- StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
- boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
- boxObject.material = cache.GetResource("Material", "Materials/StoneEnvMapSmall.xml");
- boxObject.castShadows = true;
- // Create physics components, use a smaller mass also
- RigidBody@ body = boxNode.CreateComponent("RigidBody");
- body.mass = 0.25f;
- body.friction = 0.75f;
- CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
- shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
- const float OBJECT_VELOCITY = 10.0f;
- // 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(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY;
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
- {
- // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
- // Note the convenience accessor to the physics world component
- if (drawDebug)
- scene_.physicsWorld.DrawDebugGeometry(true);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<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>";
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