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