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- // Vehicle example.
- // This sample demonstrates:
- // - Creating a heightmap terrain with collision
- // - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
- // - Saving and loading the variables of a script object, including node & component references
- #include "Scripts/Utilities/Sample.as"
- const int CTRL_FORWARD = 1;
- const int CTRL_BACK = 2;
- const int CTRL_LEFT = 4;
- const int CTRL_RIGHT = 8;
- const int CTRL_BRAKE = 16;
- const float CAMERA_DISTANCE = 10.0f;
- const float YAW_SENSITIVITY = 0.1f;
- const float ENGINE_FORCE = 2500.0f;
- const float DOWN_FORCE = 100.0f;
- const float MAX_WHEEL_ANGLE = 22.5f;
- const float CHASSIS_WIDTH = 2.6f;
- Node@ vehicleNode;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create static scene content
- CreateScene();
- // Create the controllable vehicle
- CreateVehicle();
- // Create the UI content
- CreateInstructions();
- // Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE);
- // Subscribe to necessary events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // Create scene subsystem components
- scene_.CreateComponent("Octree");
- scene_.CreateComponent("PhysicsWorld");
- // Create camera and define viewport. Camera does not necessarily have to belong to the scene
- cameraNode = Node();
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 500.0f;
- renderer.viewports[0] = Viewport(scene_, camera);
- // Create static scene content. First create a zone for ambient lighting and fog control
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
- zone.fogColor = Color(0.5f, 0.5f, 0.7f);
- zone.fogStart = 300.0f;
- zone.fogEnd = 500.0f;
- zone.boundingBox = BoundingBox(-2000.0f, 2000.0f);
- // Create a directional light to the world. Enable cascaded shadows on it
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.3f, -0.5f, 0.425f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = BiasParameters(0.00025f, 0.5f);
- light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
- light.specularIntensity = 0.5f;
- // Create heightmap terrain with collision
- Node@ terrainNode = scene_.CreateChild("Terrain");
- terrainNode.position = Vector3(0.0f, 0.0f, 0.0f);
- Terrain@ terrain = terrainNode.CreateComponent("Terrain");
- terrain.patchSize = 64;
- terrain.spacing = Vector3(2.0f, 0.1f, 2.0f); // Spacing between vertices and vertical resolution of the height map
- terrain.smoothing = true;
- terrain.heightMap = cache.GetResource("Image", "Textures/HeightMap.png");
- terrain.material = cache.GetResource("Material", "Materials/Terrain.xml");
- // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
- // terrain patches and other objects behind it
- terrain.occluder = true;
- RigidBody@ body = terrainNode.CreateComponent("RigidBody");
- body.collisionLayer = 2; // Use layer bitmask 2 for static geometry
- CollisionShape@ shape = terrainNode.CreateComponent("CollisionShape");
- shape.SetTerrain();
- // Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
- const uint NUM_MUSHROOMS = 1000;
- for (uint i = 0; i < NUM_MUSHROOMS; ++i)
- {
- Node@ objectNode = scene_.CreateChild("Mushroom");
- Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
- position.y = terrain.GetHeight(position) - 0.1f;
- objectNode.position = position;
- // Create a rotation quaternion from up vector to terrain normal
- objectNode.rotation = Quaternion(Vector3(0.0f, 1.0f, 0.0), terrain.GetNormal(position));
- objectNode.SetScale(3.0f);
- StaticModel@ object = objectNode.CreateComponent("StaticModel");
- object.model = cache.GetResource("Model", "Models/Mushroom.mdl");
- object.material = cache.GetResource("Material", "Materials/Mushroom.xml");
- object.castShadows = true;
- RigidBody@ mushroomBody = objectNode.CreateComponent("RigidBody");
- mushroomBody.collisionLayer = 2;
- CollisionShape@ mushroomShape = objectNode.CreateComponent("CollisionShape");
- mushroomShape.SetTriangleMesh(object.model, 0);
- }
- }
- void CreateVehicle()
- {
- vehicleNode = scene_.CreateChild("Vehicle");
- vehicleNode.position = Vector3(0.0f, 5.0f, 0.0f);
- // First createing player-controlled vehicle
- // Create the vehicle logic script object
- Vehicle@ vehicle = cast<Vehicle>(vehicleNode.CreateScriptObject(scriptFile, "Vehicle"));
- // Initialize vehicle component
- vehicle.Init();
- vehicleNode.AddTag("vehicle");
- // Set RigidBody physics parameters
- // (The RigidBody was created by vehicle.Init()
- RigidBody@ hullBody = vehicleNode.GetComponent("RigidBody");
- hullBody.mass = 800.0f;
- hullBody.linearDamping = 0.2f; // Some air resistance
- hullBody.angularDamping = 0.5f;
- hullBody.collisionLayer = 1;
- }
- 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 to drive, F to brake, mouse/touch to rotate camera\n"
- "F5 to save scene, F7 to load";
- 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 SubscribeToEvents()
- {
- // Subscribe to Update event for setting the vehicle controls before physics simulation
- SubscribeToEvent("Update", "HandleUpdate");
- // Subscribe to PostUpdate event for updating the camera position after physics simulation
- SubscribeToEvent("PostUpdate", "HandlePostUpdate");
- // Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
- UnsubscribeFromEvent("SceneUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (vehicleNode is null)
- return;
- Vehicle@ vehicle = cast < Vehicle > (vehicleNode.scriptObject);
- if (vehicle is null)
- return;
- // Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
- if (ui.focusElement is null)
- {
- vehicle.controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
- vehicle.controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
- vehicle.controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
- vehicle.controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
- vehicle.controls.Set(CTRL_BRAKE, input.keyDown[KEY_F]);
- // Add yaw & pitch from the mouse motion. Used only for the camera, does not affect motion
- if (touchEnabled)
- {
- for (uint i = 0; i < input.numTouches; ++i)
- {
- TouchState@ state = input.touches[i];
- if (state.touchedElement is null) // Touch on empty space
- {
- Camera@ camera = cameraNode.GetComponent("Camera");
- if (camera is null)
- return;
- vehicle.controls.yaw += TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x;
- vehicle.controls.pitch += TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y;
- }
- }
- }
- else
- {
- vehicle.controls.yaw += input.mouseMoveX * YAW_SENSITIVITY;
- vehicle.controls.pitch += input.mouseMoveY * YAW_SENSITIVITY;
- }
- // Limit pitch
- vehicle.controls.pitch = Clamp(vehicle.controls.pitch, 0.0f, 80.0f);
- // Check for loading / saving the scene
- if (input.keyPress[KEY_F5])
- {
- File saveFile(fileSystem.programDir + "Data/Scenes/RaycastScriptVehicleDemo.xml", FILE_WRITE);
- scene_.SaveXML(saveFile);
- }
- if (input.keyPress[KEY_F7])
- {
- File loadFile(fileSystem.programDir + "Data/Scenes/RaycastScriptVehicleDemo.xml", FILE_READ);
- scene_.LoadXML(loadFile);
- // After loading we have to reacquire the vehicle scene node, as it has been recreated
- // Simply find by name as there's only one of them
- Array<Node@>@ vehicles = scene_.GetChildrenWithTag("vehicle");
- for (int i = 0; i < vehicles.length; i++)
- {
- Vehicle@ vehicleData = cast<Vehicle>(vehicles[i].scriptObject);
- vehicleData.CreateEmitters();
- }
- vehicleNode = scene_.GetChild("Vehicle", true);
- }
- }
- else
- vehicle.controls.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_BRAKE, false);
- }
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- if (vehicleNode is null)
- return;
- Vehicle@ vehicle = cast < Vehicle > (vehicleNode.scriptObject);
- if (vehicle is null)
- return;
- // Physics update has completed. Position camera behind vehicle
- Quaternion dir(vehicleNode.rotation.yaw, Vector3(0.0f, 1.0f, 0.0f));
- dir = dir * Quaternion(vehicle.controls.yaw, Vector3(0.0f, 1.0f, 0.0f));
- dir = dir * Quaternion(vehicle.controls.pitch, Vector3(1.0f, 0.0f, 0.0f));
- Vector3 cameraTargetPos = vehicleNode.position - dir * Vector3(0.0f, 0.0f, CAMERA_DISTANCE);
- Vector3 cameraStartPos = vehicleNode.position;
- // Raycast camera against static objects (physics collision mask 2)
- // and move it closer to the vehicle if something in between
- Ray cameraRay(cameraStartPos, (cameraTargetPos - cameraStartPos).Normalized());
- float cameraRayLength = (cameraTargetPos - cameraStartPos).length;
- PhysicsRaycastResult result = scene_.physicsWorld.RaycastSingle(cameraRay, cameraRayLength, 2);
- if (result.body !is null)
- cameraTargetPos = cameraStartPos + cameraRay.direction * (result.distance - 0.5f);
- cameraNode.position = cameraTargetPos;
- cameraNode.rotation = dir;
- }
- // Vehicle script object class
- //
- // When saving, the node and component handles are automatically converted into nodeID or componentID attributes
- // and are acquired from the scene when loading. The steering member variable will likewise be saved automatically.
- // The Controls object can not be automatically saved, so handle it manually in the Load() and Save() methods
- class Vehicle:ScriptObject
- {
- RigidBody@ hullBody;
- // Current left/right steering amount (-1 to 1.)
- float steering = 0.0f;
- // Vehicle controls.
- Controls controls;
- float suspensionRestLength = 0.6f;
- float suspensionStiffness = 14.0f;
- float suspensionDamping = 2.0f;
- float suspensionCompression = 4.0f;
- float wheelFriction = 1000.0f;
- float rollInfluence = 0.12f;
- float maxEngineForce = ENGINE_FORCE;
- float wheelWidth = 0.4f;
- float wheelRadius = 0.5f;
- float brakingForce = 50.0f;
- Array<Vector3> connectionPoints;
- Array<Node@> particleEmitterNodeList;
- protected Vector3 prevVelocity;
- void Load(Deserializer& deserializer)
- {
- controls.yaw = deserializer.ReadFloat();
- controls.pitch = deserializer.ReadFloat();
- }
- void Save(Serializer& serializer)
- {
- serializer.WriteFloat(controls.yaw);
- serializer.WriteFloat(controls.pitch);
- }
- void Init()
- {
- // This function is called only from the main program when initially creating the vehicle, not on scene load
- StaticModel@ hullObject = node.CreateComponent("StaticModel");
- hullBody = node.CreateComponent("RigidBody");
- CollisionShape@ hullShape = node.CreateComponent("CollisionShape");
- node.scale = Vector3(2.3f, 1.0f, 4.0f);
- hullObject.model = cache.GetResource("Model", "Models/Box.mdl");
- hullObject.material = cache.GetResource("Material", "Materials/Stone.xml");
- hullObject.castShadows = true;
- hullShape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
- hullBody.mass = 800.0f;
- hullBody.linearDamping = 0.2f; // Some air resistance
- hullBody.angularDamping = 0.5f;
- hullBody.collisionLayer = 1;
- RaycastVehicle@ raycastVehicle = node.CreateComponent("RaycastVehicle");
- raycastVehicle.Init();
- connectionPoints.Reserve(4);
- float connectionHeight = -0.4f; //1.2f;
- bool isFrontWheel = true;
- Vector3 wheelDirection(0, -1, 0);
- Vector3 wheelAxle(-1, 0, 0);
- float wheelX = CHASSIS_WIDTH / 2.0 - wheelWidth;
- // Front left
- connectionPoints.Push(Vector3(-wheelX, connectionHeight, 2.5f - wheelRadius * 2.0f));
- // Front right
- connectionPoints.Push(Vector3(wheelX, connectionHeight, 2.5f - wheelRadius * 2.0f));
- // Back left
- connectionPoints.Push(Vector3(-wheelX, connectionHeight, -2.5f + wheelRadius * 2.0f));
- // Back right
- connectionPoints.Push(Vector3(wheelX, connectionHeight, -2.5f + wheelRadius * 2.0f));
- const Color LtBrown(0.972f, 0.780f, 0.412f);
- for (int id = 0; id < connectionPoints.length; id++)
- {
- Node@ wheelNode = scene_.CreateChild();
- Vector3 connectionPoint = connectionPoints[id];
- // Front wheels are at front (z > 0)
- // back wheels are at z < 0
- // Setting rotation according to wheel position
- bool isFrontWheel = connectionPoints[id].z > 0.0f;
- wheelNode.rotation = (connectionPoint.x >= 0.0 ? Quaternion(0.0f, 0.0f, -90.0f) : Quaternion(0.0f, 0.0f, 90.0f));
- wheelNode.worldPosition = (node.worldPosition + node.worldRotation * connectionPoints[id]);
- wheelNode.scale = Vector3(1.0f, 0.65f, 1.0f);
- raycastVehicle.AddWheel(wheelNode, wheelDirection, wheelAxle, suspensionRestLength, wheelRadius, isFrontWheel);
- raycastVehicle.SetWheelSuspensionStiffness(id, suspensionStiffness);
- raycastVehicle.SetWheelDampingRelaxation(id, suspensionDamping);
- raycastVehicle.SetWheelDampingCompression(id, suspensionCompression);
- raycastVehicle.SetWheelFrictionSlip(id, wheelFriction);
- raycastVehicle.SetWheelRollInfluence(id, rollInfluence);
- StaticModel@ pWheel = wheelNode.CreateComponent("StaticModel");
- pWheel.model = cache.GetResource("Model", "Models/Cylinder.mdl");
- pWheel.material = cache.GetResource("Material", "Materials/Stone.xml");
- pWheel.castShadows = true;
- }
- CreateEmitters();
- raycastVehicle.ResetWheels();
- }
- void CreateEmitter(Vector3 place)
- {
- Node@ emitter = scene_.CreateChild();
- emitter.worldPosition = node.worldPosition + node.worldRotation * place + Vector3(0, -wheelRadius, 0);
- ParticleEmitter@ particleEmitter = emitter.CreateComponent("ParticleEmitter");
- particleEmitter.effect = cache.GetResource("ParticleEffect", "Particle/Dust.xml");
- particleEmitter.emitting = false;
- particleEmitterNodeList.Push(emitter);
- emitter.temporary = true;
- }
- void CreateEmitters()
- {
- particleEmitterNodeList.Clear();
- RaycastVehicle@ raycastVehicle = node.GetComponent("RaycastVehicle");
- for (int id = 0; id < raycastVehicle.numWheels; id++)
- {
- Vector3 connectionPoint = raycastVehicle.GetWheelConnectionPoint(id);
- CreateEmitter(connectionPoint);
- }
- }
- void FixedUpdate(float timeStep)
- {
- float newSteering = 0.0f;
- float accelerator = 0.0f;
- bool brake = false;
- RaycastVehicle@ raycastVehicle = node.GetComponent("RaycastVehicle");
- if (controls.IsDown(CTRL_LEFT))
- newSteering = -1.0f;
- if (controls.IsDown(CTRL_RIGHT))
- newSteering = 1.0f;
- if (controls.IsDown(CTRL_FORWARD))
- accelerator = 1.0f;
- if (controls.IsDown(CTRL_BACK))
- accelerator = -0.5f;
- if (controls.IsDown(CTRL_BRAKE))
- brake = true;
- // When steering, wake up the wheel rigidbodies so that their orientation is updated
- if (newSteering != 0.0f)
- {
- steering = steering * 0.95f + newSteering * 0.05f;
- }
- else
- steering = steering * 0.8f + newSteering * 0.2f;
- Quaternion steeringRot(0.0f, steering * MAX_WHEEL_ANGLE, 0.0f);
- raycastVehicle.SetSteeringValue(0, steering);
- raycastVehicle.SetSteeringValue(1, steering);
- raycastVehicle.SetEngineForce(2, maxEngineForce * accelerator);
- raycastVehicle.SetEngineForce(3, maxEngineForce * accelerator);
- for (int i = 0; i < raycastVehicle.numWheels; i++)
- {
- if (brake)
- {
- raycastVehicle.SetBrake(i, brakingForce);
- }
- else
- {
- raycastVehicle.SetBrake(i, 0.0f);
- }
- }
- // Apply downforce proportional to velocity
- Vector3 localVelocity = hullBody.rotation.Inverse() * hullBody.linearVelocity;
- hullBody.ApplyForce(hullBody.rotation * Vector3(0.0f, -1.0f, 0.0f) * Abs(localVelocity.z) * DOWN_FORCE);
- }
- void PostUpdate(float timeStep)
- {
- if (particleEmitterNodeList.length == 0)
- return;
- RaycastVehicle@ raycastVehicle = node.GetComponent("RaycastVehicle");
- RigidBody@ vehicleBody = node.GetComponent("RigidBody");
- Vector3 velocity = hullBody.linearVelocity;
- Vector3 accel = (velocity - prevVelocity) / timeStep;
- float planeAccel = Vector3(accel.x, 0.0f, accel.z).length;
- for (int i = 0; i < raycastVehicle.numWheels; i++)
- {
- Node@ emitter = particleEmitterNodeList[i];
- ParticleEmitter@ particleEmitter = emitter.GetComponent("ParticleEmitter");
- if (raycastVehicle.WheelIsGrounded(i) && (raycastVehicle.GetWheelSkidInfoCumulative(i) < 0.9f || raycastVehicle.GetBrake(i) > 2.0f ||
- planeAccel > 15.0f))
- {
- emitter.worldPosition = raycastVehicle.GetContactPosition(i);
- if (!particleEmitter.emitting)
- particleEmitter.emitting = true;
- }
- else if (particleEmitter.emitting)
- particleEmitter.emitting = false;
- }
- prevVelocity = velocity;
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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