287 lines
13 KiB
C++
287 lines
13 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Core/ProcessUtils.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/Terrain.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Physics/CollisionShape.h>
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#include <Urho3D/Physics/Constraint.h>
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#include <Urho3D/Physics/PhysicsWorld.h>
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#include <Urho3D/Physics/RaycastVehicle.h>
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#include <Urho3D/Physics/RigidBody.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "RaycastVehicleDemo.h"
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#include "Vehicle.h"
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#include <Urho3D/DebugNew.h>
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const float CAMERA_DISTANCE = 10.0f;
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URHO3D_DEFINE_APPLICATION_MAIN(RaycastVehicleDemo)
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RaycastVehicleDemo::RaycastVehicleDemo(Context* context)
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: Sample(context)
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{
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// Register factory and attributes for the Vehicle component so it can be created via CreateComponent, and loaded / saved
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Vehicle::RegisterObject(context);
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}
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void RaycastVehicleDemo::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create static scene content
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CreateScene();
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// Create the controllable vehicle
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CreateVehicle();
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// Create the UI content
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CreateInstructions();
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// Subscribe to necessary events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void RaycastVehicleDemo::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create scene subsystem components
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<PhysicsWorld>();
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// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
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// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
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cameraNode_ = new Node(context_);
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(500.0f);
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GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
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// Create static scene content. First create a zone for ambient lighting and fog control
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Node* zoneNode = scene_->CreateChild("Zone");
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auto* zone = zoneNode->CreateComponent<Zone>();
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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zone->SetFogStart(300.0f);
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zone->SetFogEnd(500.0f);
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zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
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// Create a directional light with cascaded shadow mapping
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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light->SetSpecularIntensity(0.5f);
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// Create heightmap terrain with collision
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Node* terrainNode = scene_->CreateChild("Terrain");
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terrainNode->SetPosition(Vector3::ZERO);
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auto* terrain = terrainNode->CreateComponent<Terrain>();
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terrain->SetPatchSize(64);
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terrain->SetSpacing(Vector3(3.0f, 0.1f, 3.0f)); // Spacing between vertices and vertical resolution of the height map
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terrain->SetSmoothing(true);
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terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
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terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
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// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
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// terrain patches and other objects behind it
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terrain->SetOccluder(true);
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auto* body = terrainNode->CreateComponent<RigidBody>();
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body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
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auto* shape =
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terrainNode->CreateComponent<CollisionShape>();
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shape->SetTerrain();
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// Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
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const unsigned NUM_MUSHROOMS = 1000;
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for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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{
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Node* objectNode = scene_->CreateChild("Mushroom");
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Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
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position.y_ = terrain->GetHeight(position) - 0.1f;
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objectNode->SetPosition(position);
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// Create a rotation quaternion from up vector to terrain normal
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objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position)));
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objectNode->SetScale(3.0f);
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auto* object = objectNode->CreateComponent<StaticModel>();
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object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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object->SetCastShadows(true);
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auto* body = objectNode->CreateComponent<RigidBody>();
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body->SetCollisionLayer(2);
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auto* shape = objectNode->CreateComponent<CollisionShape>();
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shape->SetTriangleMesh(object->GetModel(), 0);
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}
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}
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void RaycastVehicleDemo::CreateVehicle()
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{
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Node* vehicleNode = scene_->CreateChild("Vehicle");
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vehicleNode->SetPosition(Vector3(0.0f, 25.0f, 0.0f));
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// Create the vehicle logic component
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vehicle_ = vehicleNode->CreateComponent<Vehicle>();
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// Create the rendering and physics components
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vehicle_->Init();
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}
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void RaycastVehicleDemo::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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"Use WASD keys to drive, F to brake, mouse/touch to rotate camera\n"
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"F5 to save scene, F7 to load");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText->SetTextAlignment(HA_CENTER);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void RaycastVehicleDemo::SubscribeToEvents()
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{
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// Subscribe to Update event for setting the vehicle controls before physics simulation
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SubscribeToEvent(E_UPDATE,
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URHO3D_HANDLER(RaycastVehicleDemo, HandleUpdate));
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// Subscribe to PostUpdate event for updating the camera position after physics simulation
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SubscribeToEvent(E_POSTUPDATE,
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URHO3D_HANDLER(RaycastVehicleDemo,
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HandlePostUpdate));
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// Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
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UnsubscribeFromEvent(E_SCENEUPDATE);
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}
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void RaycastVehicleDemo::HandleUpdate(StringHash eventType,
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VariantMap& eventData)
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{
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using namespace Update;
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auto* input = GetSubsystem<Input>();
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if (vehicle_)
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{
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auto* ui = GetSubsystem<UI>();
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// Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
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if (!ui->GetFocusElement())
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{
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vehicle_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
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vehicle_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
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vehicle_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
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vehicle_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
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vehicle_->controls_.Set(CTRL_BRAKE, input->GetKeyDown(KEY_F));
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// Add yaw & pitch from the mouse motion or touch input. Used only for the camera, does not affect motion
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if (touchEnabled_)
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{
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for (unsigned i = 0; i < input->GetNumTouches(); ++i)
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{
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TouchState* state = input->GetTouch(i);
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if (!state->touchedElement_) // Touch on empty space
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{
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auto* camera = cameraNode_->GetComponent<Camera>();
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if (!camera)
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{
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return;
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}
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auto* graphics = GetSubsystem<Graphics>();
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vehicle_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
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vehicle_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
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}
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}
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}
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else
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{
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vehicle_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
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vehicle_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
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}
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// Limit pitch
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vehicle_->controls_.pitch_ = Clamp(vehicle_->controls_.pitch_, 0.0f, 80.0f);
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// Check for loading / saving the scene
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if (input->GetKeyPress(KEY_F5))
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{
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File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/RaycastVehicleDemo.xml",
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FILE_WRITE);
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scene_->SaveXML(saveFile);
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}
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if (input->GetKeyPress(KEY_F7))
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{
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File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/RaycastVehicleDemo.xml",
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FILE_READ);
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scene_->LoadXML(loadFile);
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// After loading we have to reacquire the weak pointer to the Vehicle component, as it has been recreated
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// Simply find the vehicle's scene node by name as there's only one of them
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Node* vehicleNode = scene_->GetChild("Vehicle", true);
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if (vehicleNode)
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{
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vehicle_ = vehicleNode->GetComponent<Vehicle>();
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}
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}
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}
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else
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{
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vehicle_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_BRAKE, false);
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}
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}
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}
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void RaycastVehicleDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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{
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if (!vehicle_)
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{
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return;
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}
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Node* vehicleNode = vehicle_->GetNode();
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// Physics update has completed. Position camera behind vehicle
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Quaternion dir(vehicleNode->GetRotation().YawAngle(), Vector3::UP);
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dir = dir * Quaternion(vehicle_->controls_.yaw_, Vector3::UP);
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dir = dir * Quaternion(vehicle_->controls_.pitch_, Vector3::RIGHT);
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Vector3 cameraTargetPos =
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vehicleNode->GetPosition() - dir * Vector3(0.0f, 0.0f, CAMERA_DISTANCE);
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Vector3 cameraStartPos = vehicleNode->GetPosition();
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// Raycast camera against static objects (physics collision mask 2)
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// and move it closer to the vehicle if something in between
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Ray cameraRay(cameraStartPos, cameraTargetPos - cameraStartPos);
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float cameraRayLength = (cameraTargetPos - cameraStartPos).Length();
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PhysicsRaycastResult result;
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scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, cameraRay, cameraRayLength, 2);
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if (result.body_)
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{
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cameraTargetPos = cameraStartPos + cameraRay.direction_ * (result.distance_ - 0.5f);
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}
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cameraNode_->SetPosition(cameraTargetPos);
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cameraNode_->SetRotation(dir);
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}
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