Urho3D/bin/Data/LuaScripts/19_VehicleDemo.lua
2018-02-04 22:58:19 +08:00

389 lines
16 KiB
Lua

-- 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
require "LuaScripts/Utilities/Sample"
local CTRL_FORWARD = 1
local CTRL_BACK = 2
local CTRL_LEFT = 4
local CTRL_RIGHT = 8
local CAMERA_DISTANCE = 10.0
local YAW_SENSITIVITY = 0.1
local ENGINE_POWER = 10.0
local DOWN_FORCE = 10.0
local MAX_WHEEL_ANGLE = 22.5
local vehicleNode = nil
function 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()
end
function 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()
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 500.0
renderer:SetViewport(0, Viewport:new(scene_, camera))
-- Create static scene content. First create a zone for ambient lighting and fog control
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
zone.ambientColor = Color(0.15, 0.15, 0.15)
zone.fogColor = Color(0.5, 0.5, 0.7)
zone.fogStart = 300.0
zone.fogEnd = 500.0
zone.boundingBox = BoundingBox(-2000.0, 2000.0)
-- Create a directional light to the world. Enable cascaded shadows on it
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(0.3, -0.5, 0.425)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.castShadows = true
light.shadowBias = BiasParameters(0.00025, 0.5)
light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
light.specularIntensity = 0.5
-- Create heightmap terrain with collision
local terrainNode = scene_:CreateChild("Terrain")
terrainNode.position = Vector3(0.0, 0.0, 0.0)
local terrain = terrainNode:CreateComponent("Terrain")
terrain.patchSize = 64
terrain.spacing = Vector3(2.0, 0.1, 2.0) -- 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
local body = terrainNode:CreateComponent("RigidBody")
body.collisionLayer = 2 -- Use layer bitmask 2 for static geometry
local shape = terrainNode:CreateComponent("CollisionShape")
shape:SetTerrain()
-- Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
local NUM_MUSHROOMS = 1000
for i = 1, NUM_MUSHROOMS do
local objectNode = scene_:CreateChild("Mushroom")
local position = Vector3(Random(2000.0) - 1000.0, 0.0, Random(2000.0) - 1000.0)
position.y = terrain:GetHeight(position) - 0.1
objectNode.position = position
-- Create a rotation quaternion from up vector to terrain normal
objectNode.rotation = Quaternion(Vector3(0.0, 1.0, 0.0), terrain:GetNormal(position))
objectNode:SetScale(3.0)
local object = objectNode:CreateComponent("StaticModel")
object.model = cache:GetResource("Model", "Models/Mushroom.mdl")
object.material = cache:GetResource("Material", "Materials/Mushroom.xml")
object.castShadows = true
local body = objectNode:CreateComponent("RigidBody")
body.collisionLayer = 2
local shape = objectNode:CreateComponent("CollisionShape")
shape:SetTriangleMesh(object.model, 0)
end
end
function CreateVehicle()
vehicleNode = scene_:CreateChild("Vehicle")
vehicleNode.position = Vector3(0.0, 5.0, 0.0)
-- Create the vehicle logic script object
local vehicle = vehicleNode:CreateScriptObject("Vehicle")
-- Create the rendering and physics components
vehicle:Init()
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText.text = "Use WASD keys to drive, 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)
end
function 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")
end
function HandleUpdate(eventType, eventData)
if vehicleNode == nil then
return
end
local vehicle = vehicleNode:GetScriptObject()
if vehicle == nil then
return
end
-- Get movement controls and assign them to the vehicle component. If UI has a focused element, clear controls
if ui.focusElement == nil then
vehicle.controls:Set(CTRL_FORWARD, input:GetKeyDown(KEY_W))
vehicle.controls:Set(CTRL_BACK, input:GetKeyDown(KEY_S))
vehicle.controls:Set(CTRL_LEFT, input:GetKeyDown(KEY_A))
vehicle.controls:Set(CTRL_RIGHT, input:GetKeyDown(KEY_D))
-- Add yaw & pitch from the mouse motion or touch input. Used only for the camera, does not affect motion
if touchEnabled then
for i=0, input.numTouches - 1 do
local state = input:GetTouch(i)
if not state.touchedElement then -- Touch on empty space
local camera = cameraNode:GetComponent("Camera")
if not camera then return end
vehicle.controls.yaw = vehicle.controls.yaw + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x
vehicle.controls.pitch = vehicle.controls.pitch + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y
end
end
else
vehicle.controls.yaw = vehicle.controls.yaw + input.mouseMoveX * YAW_SENSITIVITY
vehicle.controls.pitch = vehicle.controls.pitch + input.mouseMoveY * YAW_SENSITIVITY
end
-- Limit pitch
vehicle.controls.pitch = Clamp(vehicle.controls.pitch, 0.0, 80.0)
-- Check for loading / saving the scene
if input:GetKeyPress(KEY_F5) then
scene_:SaveXML(fileSystem:GetProgramDir() .. "Data/Scenes/VehicleDemo.xml")
end
if input:GetKeyPress(KEY_F7) then
scene_:LoadXML(fileSystem:GetProgramDir() .. "Data/Scenes/VehicleDemo.xml")
-- 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
vehicleNode = scene_:GetChild("Vehicle", true)
vehicleNode:GetScriptObject():PostInit()
end
else
vehicle.controls:Set(CTRL_FORWARD + CTRL_BACK + CTRL_LEFT + CTRL_RIGHT, false)
end
end
function HandlePostUpdate(eventType, eventData)
if vehicleNode == nil then
return
end
local vehicle = vehicleNode:GetScriptObject()
if vehicle == nil then
return
end
-- Physics update has completed. Position camera behind vehicle
local dir = Quaternion(vehicleNode.rotation:YawAngle(), Vector3(0.0, 1.0, 0.0))
dir = dir * Quaternion(vehicle.controls.yaw, Vector3(0.0, 1.0, 0.0))
dir = dir * Quaternion(vehicle.controls.pitch, Vector3(1.0, 0.0, 0.0))
local cameraTargetPos = vehicleNode.position - dir * Vector3(0.0, 0.0, CAMERA_DISTANCE)
local cameraStartPos = vehicleNode.position
-- Raycast camera against static objects (physics collision mask 2)
-- and move it closer to the vehicle if something in between
local cameraRay = Ray(cameraStartPos, (cameraTargetPos - cameraStartPos):Normalized())
local cameraRayLength = (cameraTargetPos - cameraStartPos):Length()
local physicsWorld = scene_:GetComponent("PhysicsWorld")
local result = physicsWorld:RaycastSingle(cameraRay, cameraRayLength, 2)
if result.body ~= nil then
cameraTargetPos = cameraStartPos + cameraRay.direction * (result.distance - 0.5)
end
cameraNode.position = cameraTargetPos
cameraNode.rotation = dir
end
-- 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
Vehicle = ScriptObject()
function Vehicle:Start()
-- Current left/right steering amount (-1 to 1.)
self.steering = 0.0
-- Vehicle controls.
self.controls = Controls()
end
function Vehicle:Load(deserializer)
self.controls.yaw = deserializer:ReadFloat()
self.controls.pitch = deserializer:ReadFloat()
end
function Vehicle:Save(serializer)
serializer:WriteFloat(self.controls.yaw)
serializer:WriteFloat(self.controls.pitch)
end
function Vehicle:Init()
-- This function is called only from the main program when initially creating the vehicle, not on scene load
local node = self.node
local hullObject = node:CreateComponent("StaticModel")
self.hullBody = node:CreateComponent("RigidBody")
local hullShape = node:CreateComponent("CollisionShape")
node.scale = Vector3(1.5, 1.0, 3.0)
hullObject.model = cache:GetResource("Model", "Models/Box.mdl")
hullObject.material = cache:GetResource("Material", "Materials/Stone.xml")
hullObject.castShadows = true
hullShape:SetBox(Vector3(1.0, 1.0, 1.0))
self.hullBody.mass = 4.0
self.hullBody.linearDamping = 0.2 -- Some air resistance
self.hullBody.angularDamping = 0.5
self.hullBody.collisionLayer = 1
self.frontLeft = self:InitWheel("FrontLeft", Vector3(-0.6, -0.4, 0.3))
self.frontRight = self:InitWheel("FrontRight", Vector3(0.6, -0.4, 0.3))
self.rearLeft = self:InitWheel("RearLeft", Vector3(-0.6, -0.4, -0.3))
self.rearRight = self:InitWheel("RearRight", Vector3(0.6, -0.4, -0.3))
self:PostInit()
end
function Vehicle:PostInit()
self.frontLeft = scene_:GetChild("FrontLeft")
self.frontRight = scene_:GetChild("FrontRight")
self.rearLeft = scene_:GetChild("RearLeft")
self.rearRight = scene_:GetChild("RearRight")
self.frontLeftAxis = self.frontLeft:GetComponent("Constraint")
self.frontRightAxis = self.frontRight:GetComponent("Constraint")
self.hullBody = self.node:GetComponent("RigidBody")
self.frontLeftBody = self.frontLeft:GetComponent("RigidBody")
self.frontRightBody = self.frontRight:GetComponent("RigidBody")
self.rearLeftBody = self.rearLeft:GetComponent("RigidBody")
self.rearRightBody = self.rearRight:GetComponent("RigidBody")
end
function Vehicle:InitWheel(name, offset)
-- Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
-- constraint keep it together
local wheelNode = scene_:CreateChild(name)
local node = self.node
wheelNode.position = node:LocalToWorld(offset)
if offset.x >= 0.0 then
wheelNode.rotation = node.worldRotation * Quaternion(0.0, 0.0, -90.0)
else
wheelNode.rotation = node.worldRotation * Quaternion(0.0, 0.0, 90.0)
end
wheelNode.scale = Vector3(0.8, 0.5, 0.8)
local wheelObject = wheelNode:CreateComponent("StaticModel")
local wheelBody = wheelNode:CreateComponent("RigidBody")
local wheelShape = wheelNode:CreateComponent("CollisionShape")
local wheelConstraint = wheelNode:CreateComponent("Constraint")
wheelObject.model = cache:GetResource("Model", "Models/Cylinder.mdl")
wheelObject.material = cache:GetResource("Material", "Materials/Stone.xml")
wheelObject.castShadows = true
wheelShape:SetSphere(1.0)
wheelBody.friction = 1
wheelBody.mass = 1
wheelBody.linearDamping = 0.2 -- Some air resistance
wheelBody.angularDamping = 0.75 -- Could also use rolling friction
wheelBody.collisionLayer = 1
wheelConstraint.constraintType = CONSTRAINT_HINGE
wheelConstraint.otherBody = node:GetComponent("RigidBody")
wheelConstraint.worldPosition = wheelNode.worldPosition -- Set constraint's both ends at wheel's location
wheelConstraint.axis = Vector3(0.0, 1.0, 0.0) -- Wheel rotates around its local Y-axis
if offset.x >= 0.0 then -- Wheel's hull axis points either left or right
wheelConstraint.otherAxis = Vector3(1.0, 0.0, 0.0)
else
wheelConstraint.otherAxis = Vector3(-1.0, 0.0, 0.0)
end
wheelConstraint.lowLimit = Vector2(-180.0, 0.0) -- Let the wheel rotate freely around the axis
wheelConstraint.highLimit = Vector2(180.0, 0.0)
wheelConstraint.disableCollision = true -- Let the wheel intersect the vehicle hull
return wheelNode
end
function Vehicle:FixedUpdate(timeStep)
local newSteering = 0.0
local accelerator = 0.0
if self.controls:IsDown(CTRL_LEFT) then
newSteering = -1.0
end
if self.controls:IsDown(CTRL_RIGHT) then
newSteering = 1.0
end
if self.controls:IsDown(CTRL_FORWARD) then
accelerator = 1.0
end
if self.controls:IsDown(CTRL_BACK) then
accelerator = -0.5
end
-- When steering, wake up the wheel rigidbodies so that their orientation is updated
if newSteering ~= 0.0 then
self.frontLeftBody:Activate()
self.frontRightBody:Activate()
self.steering = self.steering * 0.95 + newSteering * 0.05
else
self.steering = self.steering * 0.8 + newSteering * 0.2
end
local steeringRot = Quaternion(0.0, self.steering * MAX_WHEEL_ANGLE, 0.0)
self.frontLeftAxis.otherAxis = steeringRot * Vector3(-1.0, 0.0, 0.0)
self.frontRightAxis.otherAxis = steeringRot * Vector3(1.0, 0.0, 0.0)
if accelerator ~= 0.0 then
-- Torques are applied in world space, so need to take the vehicle & wheel rotation into account
local torqueVec = Vector3(ENGINE_POWER * accelerator, 0.0, 0.0)
local node = self.node
self.frontLeftBody:ApplyTorque(node.rotation * steeringRot * torqueVec)
self.frontRightBody:ApplyTorque(node.rotation * steeringRot * torqueVec)
self.rearLeftBody:ApplyTorque(node.rotation * torqueVec)
self.rearRightBody:ApplyTorque(node.rotation * torqueVec)
end
-- Apply downforce proportional to velocity
local localVelocity = self.hullBody.rotation:Inverse() * self.hullBody.linearVelocity
self.hullBody:ApplyForce(self.hullBody.rotation * Vector3(0.0, -1.0, 0.0) * Abs(localVelocity.z) * DOWN_FORCE)
end