Urho3D/bin/Data/LuaScripts/13_Ragdolls.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

394 lines
19 KiB
Lua

-- Ragdoll example.
-- This sample demonstrates:
-- - Detecting physics collisions
-- - Moving an AnimatedModel's bones with physics and connecting them with constraints
-- - Using rolling friction to stop rolling objects from moving infinitely
require "LuaScripts/Utilities/Sample"
function 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()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Hook up to the frame update and render post-update events
SubscribeToEvents()
end
function 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
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.15, 0.15, 0.15)
zone.fogColor = Color(0.5, 0.5, 0.7)
zone.fogStart = 100.0
zone.fogEnd = 300.0
-- Create a directional light to the world. Enable cascaded shadows on it
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(0.6, -1.0, 0.8)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.castShadows = true
light.shadowBias = BiasParameters(0.00025, 0.5)
-- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
-- Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
local floorNode = scene_:CreateChild("Floor")
floorNode.position = Vector3(0.0, -0.5, 0.0)
floorNode.scale = Vector3(500.0, 1.0, 500.0)
local 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
local body = floorNode:CreateComponent("RigidBody")
-- We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
-- the spheres will eventually come to rest
body.rollingFriction = 0.15
local 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(1.0, 1.0, 1.0))
-- Create animated models
for z = -1, 1 do
for x = -4, 4 do
local modelNode = scene_:CreateChild("Jack")
modelNode.position = Vector3(x * 5.0, 0.0, z * 5.0)
modelNode.rotation = Quaternion(0.0, 180.0, 0.0)
local modelObject = modelNode:CreateComponent("AnimatedModel")
modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
modelObject.castShadows = true
-- Set the model to also update when invisible to avoid staying invisible when the model should come into
-- view, but does not as the bounding box is not updated
modelObject.updateInvisible = true
-- Create a rigid body and a collision shape. These will act as a trigger for transforming the
-- model into a ragdoll when hit by a moving object
local body = modelNode:CreateComponent("RigidBody")
-- The trigger mode makes the rigid body only detect collisions, but impart no forces on the
-- colliding objects
body.trigger = true
local shape = modelNode:CreateComponent("CollisionShape")
-- Create the capsule shape with an offset so that it is correctly aligned with the model, which
-- has its origin at the feet
shape:SetCapsule(0.7, 2.0, Vector3(0.0, 1.0, 0.0))
-- Create a custom script object that reacts to collisions and creates the ragdoll
modelNode:CreateScriptObject("CreateRagdoll")
end
end
-- Create the camera. Limit far clip distance 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()
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 300.0
-- Set an initial position for the camera scene node above the floor
cameraNode.position = Vector3(0.0, 5.0, -20.0)
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText(
"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)
end
function SetupViewport()
-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function 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")
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 20.0
-- Mouse sensitivity as degrees per pixel
local MOUSE_SENSITIVITY = 0.1
-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
local mouseMove = input.mouseMove
yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
pitch = pitch +MOUSE_SENSITIVITY * mouseMove.y
pitch = Clamp(pitch, -90.0, 90.0)
-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if input:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
-- "Shoot" a physics object with left mousebutton
if input:GetMouseButtonPress(MOUSEB_LEFT) then
SpawnObject()
end
-- Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
-- directory
if input:GetKeyPress(KEY_F5) then
scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml")
end
if input:GetKeyPress(KEY_F7) then
scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml")
end
-- Toggle debug geometry with space
if input:GetKeyPress(KEY_SPACE) then
drawDebug = not drawDebug
end
end
function SpawnObject()
local boxNode = scene_:CreateChild("Sphere")
boxNode.position = cameraNode.position
boxNode.rotation = cameraNode.rotation
boxNode:SetScale(0.25)
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Sphere.mdl")
boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
boxObject.castShadows = true
local body = boxNode:CreateComponent("RigidBody")
body.mass = 1.0
body.rollingFriction = 0.15
local shape = boxNode:CreateComponent("CollisionShape")
shape:SetSphere(1.0)
local OBJECT_VELOCITY = 10.0
-- 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(0.0, 0.25, 1.0) * OBJECT_VELOCITY
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Move the camera, scale movement with time step
MoveCamera(timeStep)
end
function HandlePostRenderUpdate(eventType, eventData)
-- If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
if drawDebug then
scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(true)
end
end
-- CreateRagdoll script object class
CreateRagdoll = ScriptObject()
function CreateRagdoll:Start()
-- Subscribe physics collisions that concern this scene node
self:SubscribeToEvent(self.node, "NodeCollision", "CreateRagdoll:HandleNodeCollision")
end
function CreateRagdoll:HandleNodeCollision(eventType, eventData)
-- Get the other colliding body, make sure it is moving (has nonzero mass)
local otherBody = eventData["OtherBody"]:GetPtr("RigidBody")
if otherBody.mass > 0.0 then
-- We do not need the physics components in the AnimatedModel's root scene node anymore
self.node:RemoveComponent("RigidBody")
self.node:RemoveComponent("CollisionShape")
-- Create RigidBody & CollisionShape components to bones
self:CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3, 0.2, 0.25), Vector3(0.0, 0.0, 0.0),
Quaternion(0.0, 0.0, 0.0))
self:CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35, 0.2, 0.3), Vector3(0.15, 0.0, 0.0),
Quaternion(0.0, 0.0, 0.0))
self:CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2, 0.2, 0.2), Vector3(0.1, 0.0, 0.0),
Quaternion(0.0, 0.0, 0.0))
self:CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
self:CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
Quaternion(0.0, 0.0, 90.0))
-- Create Constraints between bones
self:CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3(0.0, 0.0, 1.0),
Vector3(0.0, 0.0, 1.0), Vector2(45.0, 0.0), Vector2(-10.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(-1.0, 0.0, 0.0),
Vector3(-1.0, 0.0, 0.0), Vector2(0.0, 30.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
self:CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
self:CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
self:CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
-- Disable keyframe animation from all bones so that they will not interfere with the ragdoll
local model = self.node:GetComponent("AnimatedModel")
local skeleton = model.skeleton
for i = 0, skeleton.numBones - 1 do
skeleton:GetBone(i).animated = false
end
-- Finally remove self (the ScriptInstance which holds this script object) from the scene node. Note that this must
-- be the last operation performed in the function
self.instance:Remove()
end
end
function CreateRagdoll:CreateRagdollBone(boneName, type, size, position, rotation)
-- Find the correct child scene node recursively
local boneNode = self.node:GetChild(boneName, true)
if boneNode == nil then
print("Could not find bone " .. boneName .. " for creating ragdoll physics components\n")
return
end
local body = boneNode:CreateComponent("RigidBody")
-- Set mass to make movable
body.mass = 1.0
-- Set damping parameters to smooth out the motion
body.linearDamping = 0.05
body.angularDamping = 0.85
-- Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
body.linearRestThreshold = 1.5
body.angularRestThreshold = 2.5
local shape = boneNode:CreateComponent("CollisionShape")
-- We use either a box or a capsule shape for all of the bones
if type == SHAPE_BOX then
shape:SetBox(size, position, rotation)
else
shape:SetCapsule(size.x, size.y, position, rotation)
end
end
function CreateRagdoll:CreateRagdollConstraint(boneName, parentName, type, axis, parentAxis, highLimit, lowLimit, disableCollision)
local boneNode = self.node:GetChild(boneName, true)
local parentNode = self.node:GetChild(parentName, true)
if boneNode == nil then
print("Could not find bone " .. boneName .. " for creating ragdoll constraint\n")
return
end
if parentNode == nil then
print("Could not find bone " .. parentName .. " for creating ragdoll constraint\n")
return
end
local constraint = boneNode:CreateComponent("Constraint")
constraint.constraintType = type
-- Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other
constraint.disableCollision = disableCollision
-- The connected body must be specified before setting the world position
constraint.otherBody = parentNode:GetComponent("RigidBody")
-- Position the constraint at the child bone we are connecting
constraint.worldPosition = boneNode.worldPosition
-- Configure axes and limits
constraint.axis = axis
constraint.otherAxis = parentAxis
constraint.highLimit = highLimit
constraint.lowLimit = lowLimit
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<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>"
end