0631979496
[ci skip]
389 lines
16 KiB
Lua
389 lines
16 KiB
Lua
-- Vehicle example.
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-- This sample demonstrates:
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-- - Creating a heightmap terrain with collision
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-- - Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints
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-- - Saving and loading the variables of a script object, including node & component references
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require "LuaScripts/Utilities/Sample"
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local CTRL_FORWARD = 1
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local CTRL_BACK = 2
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local CTRL_LEFT = 4
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local CTRL_RIGHT = 8
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local CAMERA_DISTANCE = 10.0
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local YAW_SENSITIVITY = 0.1
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local ENGINE_POWER = 10.0
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local DOWN_FORCE = 10.0
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local MAX_WHEEL_ANGLE = 22.5
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local vehicleNode = nil
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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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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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Subscribe to necessary events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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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. Camera does not necessarily have to belong to the scene
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cameraNode = Node()
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 500.0
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renderer:SetViewport(0, Viewport:new(scene_, camera))
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-- Create static scene content. First create a zone for ambient lighting and fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.ambientColor = Color(0.15, 0.15, 0.15)
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zone.fogColor = Color(0.5, 0.5, 0.7)
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zone.fogStart = 300.0
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zone.fogEnd = 500.0
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zone.boundingBox = BoundingBox(-2000.0, 2000.0)
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-- Create a directional light to the world. Enable cascaded shadows on it
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.3, -0.5, 0.425)
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.castShadows = true
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light.shadowBias = BiasParameters(0.00025, 0.5)
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light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
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light.specularIntensity = 0.5
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-- Create heightmap terrain with collision
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local terrainNode = scene_:CreateChild("Terrain")
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terrainNode.position = Vector3(0.0, 0.0, 0.0)
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local terrain = terrainNode:CreateComponent("Terrain")
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terrain.patchSize = 64
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terrain.spacing = Vector3(2.0, 0.1, 2.0) -- Spacing between vertices and vertical resolution of the height map
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terrain.smoothing = true
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terrain.heightMap = cache:GetResource("Image", "Textures/HeightMap.png")
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terrain.material = 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.occluder = true
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local body = terrainNode:CreateComponent("RigidBody")
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body.collisionLayer = 2 -- Use layer bitmask 2 for static geometry
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local shape = 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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local NUM_MUSHROOMS = 1000
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for i = 1, NUM_MUSHROOMS do
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local objectNode = scene_:CreateChild("Mushroom")
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local position = Vector3(Random(2000.0) - 1000.0, 0.0, Random(2000.0) - 1000.0)
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position.y = terrain:GetHeight(position) - 0.1
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objectNode.position = position
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-- Create a rotation quaternion from up vector to terrain normal
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objectNode.rotation = Quaternion(Vector3(0.0, 1.0, 0.0), terrain:GetNormal(position))
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objectNode:SetScale(3.0)
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local object = objectNode:CreateComponent("StaticModel")
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object.model = cache:GetResource("Model", "Models/Mushroom.mdl")
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object.material = cache:GetResource("Material", "Materials/Mushroom.xml")
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object.castShadows = true
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local body = objectNode:CreateComponent("RigidBody")
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body.collisionLayer = 2
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local shape = objectNode:CreateComponent("CollisionShape")
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shape:SetTriangleMesh(object.model, 0)
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end
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end
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function CreateVehicle()
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vehicleNode = scene_:CreateChild("Vehicle")
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vehicleNode.position = Vector3(0.0, 5.0, 0.0)
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-- Create the vehicle logic script object
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local vehicle = vehicleNode:CreateScriptObject("Vehicle")
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-- Create the rendering and physics components
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vehicle:Init()
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText.text = "Use WASD keys to drive, 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.textAlignment = HA_CENTER
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SubscribeToEvents()
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-- Subscribe to Update event for setting the vehicle controls before physics simulation
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SubscribeToEvent("Update", "HandleUpdate")
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-- Subscribe to PostUpdate event for updating the camera position after physics simulation
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SubscribeToEvent("PostUpdate", "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("SceneUpdate")
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end
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function HandleUpdate(eventType, eventData)
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if vehicleNode == nil then
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return
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end
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local vehicle = vehicleNode:GetScriptObject()
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if vehicle == nil then
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return
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end
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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.focusElement == nil then
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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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-- 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 then
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for i=0, input.numTouches - 1 do
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local state = input:GetTouch(i)
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if not state.touchedElement then -- Touch on empty space
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local camera = cameraNode:GetComponent("Camera")
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if not camera then return end
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vehicle.controls.yaw = vehicle.controls.yaw + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x
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vehicle.controls.pitch = vehicle.controls.pitch + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y
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end
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end
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else
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vehicle.controls.yaw = vehicle.controls.yaw + input.mouseMoveX * YAW_SENSITIVITY
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vehicle.controls.pitch = vehicle.controls.pitch + input.mouseMoveY * YAW_SENSITIVITY
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end
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-- Limit pitch
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vehicle.controls.pitch = Clamp(vehicle.controls.pitch, 0.0, 80.0)
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-- Check for loading / saving the scene
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if input:GetKeyPress(KEY_F5) then
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scene_:SaveXML(fileSystem:GetProgramDir() .. "Data/Scenes/VehicleDemo.xml")
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end
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if input:GetKeyPress(KEY_F7) then
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scene_:LoadXML(fileSystem:GetProgramDir() .. "Data/Scenes/VehicleDemo.xml")
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-- After loading we have to reacquire the vehicle scene node, as it has been recreated
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-- Simply find by name as there's only one of them
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vehicleNode = scene_:GetChild("Vehicle", true)
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vehicleNode:GetScriptObject():PostInit()
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end
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else
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vehicle.controls:Set(CTRL_FORWARD + CTRL_BACK + CTRL_LEFT + CTRL_RIGHT, false)
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end
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end
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function HandlePostUpdate(eventType, eventData)
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if vehicleNode == nil then
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return
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end
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local vehicle = vehicleNode:GetScriptObject()
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if vehicle == nil then
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return
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end
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-- Physics update has completed. Position camera behind vehicle
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local dir = Quaternion(vehicleNode.rotation:YawAngle(), Vector3(0.0, 1.0, 0.0))
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dir = dir * Quaternion(vehicle.controls.yaw, Vector3(0.0, 1.0, 0.0))
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dir = dir * Quaternion(vehicle.controls.pitch, Vector3(1.0, 0.0, 0.0))
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local cameraTargetPos = vehicleNode.position - dir * Vector3(0.0, 0.0, CAMERA_DISTANCE)
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local cameraStartPos = vehicleNode.position
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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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local cameraRay = Ray(cameraStartPos, (cameraTargetPos - cameraStartPos):Normalized())
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local cameraRayLength = (cameraTargetPos - cameraStartPos):Length()
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local physicsWorld = scene_:GetComponent("PhysicsWorld")
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local result = physicsWorld:RaycastSingle(cameraRay, cameraRayLength, 2)
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if result.body ~= nil then
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cameraTargetPos = cameraStartPos + cameraRay.direction * (result.distance - 0.5)
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end
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cameraNode.position = cameraTargetPos
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cameraNode.rotation = dir
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end
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-- Vehicle script object class
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--
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-- When saving, the node and component handles are automatically converted into nodeID or componentID attributes
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-- and are acquired from the scene when loading. The steering member variable will likewise be saved automatically.
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-- The Controls object can not be automatically saved, so handle it manually in the Load() and Save() methods
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Vehicle = ScriptObject()
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function Vehicle:Start()
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-- Current left/right steering amount (-1 to 1.)
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self.steering = 0.0
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-- Vehicle controls.
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self.controls = Controls()
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end
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function Vehicle:Load(deserializer)
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self.controls.yaw = deserializer:ReadFloat()
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self.controls.pitch = deserializer:ReadFloat()
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end
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function Vehicle:Save(serializer)
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serializer:WriteFloat(self.controls.yaw)
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serializer:WriteFloat(self.controls.pitch)
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end
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function Vehicle:Init()
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-- This function is called only from the main program when initially creating the vehicle, not on scene load
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local node = self.node
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local hullObject = node:CreateComponent("StaticModel")
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self.hullBody = node:CreateComponent("RigidBody")
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local hullShape = node:CreateComponent("CollisionShape")
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node.scale = Vector3(1.5, 1.0, 3.0)
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hullObject.model = cache:GetResource("Model", "Models/Box.mdl")
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hullObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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hullObject.castShadows = true
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hullShape:SetBox(Vector3(1.0, 1.0, 1.0))
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self.hullBody.mass = 4.0
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self.hullBody.linearDamping = 0.2 -- Some air resistance
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self.hullBody.angularDamping = 0.5
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self.hullBody.collisionLayer = 1
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self.frontLeft = self:InitWheel("FrontLeft", Vector3(-0.6, -0.4, 0.3))
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self.frontRight = self:InitWheel("FrontRight", Vector3(0.6, -0.4, 0.3))
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self.rearLeft = self:InitWheel("RearLeft", Vector3(-0.6, -0.4, -0.3))
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self.rearRight = self:InitWheel("RearRight", Vector3(0.6, -0.4, -0.3))
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self:PostInit()
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end
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function Vehicle:PostInit()
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self.frontLeft = scene_:GetChild("FrontLeft")
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self.frontRight = scene_:GetChild("FrontRight")
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self.rearLeft = scene_:GetChild("RearLeft")
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self.rearRight = scene_:GetChild("RearRight")
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self.frontLeftAxis = self.frontLeft:GetComponent("Constraint")
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self.frontRightAxis = self.frontRight:GetComponent("Constraint")
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self.hullBody = self.node:GetComponent("RigidBody")
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self.frontLeftBody = self.frontLeft:GetComponent("RigidBody")
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self.frontRightBody = self.frontRight:GetComponent("RigidBody")
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self.rearLeftBody = self.rearLeft:GetComponent("RigidBody")
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self.rearRightBody = self.rearRight:GetComponent("RigidBody")
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end
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function Vehicle:InitWheel(name, offset)
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-- Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
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-- constraint keep it together
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local wheelNode = scene_:CreateChild(name)
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local node = self.node
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wheelNode.position = node:LocalToWorld(offset)
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if offset.x >= 0.0 then
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wheelNode.rotation = node.worldRotation * Quaternion(0.0, 0.0, -90.0)
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else
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wheelNode.rotation = node.worldRotation * Quaternion(0.0, 0.0, 90.0)
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end
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wheelNode.scale = Vector3(0.8, 0.5, 0.8)
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local wheelObject = wheelNode:CreateComponent("StaticModel")
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local wheelBody = wheelNode:CreateComponent("RigidBody")
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local wheelShape = wheelNode:CreateComponent("CollisionShape")
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local wheelConstraint = wheelNode:CreateComponent("Constraint")
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wheelObject.model = cache:GetResource("Model", "Models/Cylinder.mdl")
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wheelObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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wheelObject.castShadows = true
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wheelShape:SetSphere(1.0)
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wheelBody.friction = 1
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wheelBody.mass = 1
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wheelBody.linearDamping = 0.2 -- Some air resistance
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wheelBody.angularDamping = 0.75 -- Could also use rolling friction
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wheelBody.collisionLayer = 1
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wheelConstraint.constraintType = CONSTRAINT_HINGE
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wheelConstraint.otherBody = node:GetComponent("RigidBody")
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wheelConstraint.worldPosition = wheelNode.worldPosition -- Set constraint's both ends at wheel's location
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wheelConstraint.axis = Vector3(0.0, 1.0, 0.0) -- Wheel rotates around its local Y-axis
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if offset.x >= 0.0 then -- Wheel's hull axis points either left or right
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wheelConstraint.otherAxis = Vector3(1.0, 0.0, 0.0)
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else
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wheelConstraint.otherAxis = Vector3(-1.0, 0.0, 0.0)
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end
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wheelConstraint.lowLimit = Vector2(-180.0, 0.0) -- Let the wheel rotate freely around the axis
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wheelConstraint.highLimit = Vector2(180.0, 0.0)
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wheelConstraint.disableCollision = true -- Let the wheel intersect the vehicle hull
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return wheelNode
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end
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function Vehicle:FixedUpdate(timeStep)
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local newSteering = 0.0
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local accelerator = 0.0
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if self.controls:IsDown(CTRL_LEFT) then
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newSteering = -1.0
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end
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if self.controls:IsDown(CTRL_RIGHT) then
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newSteering = 1.0
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end
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if self.controls:IsDown(CTRL_FORWARD) then
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accelerator = 1.0
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end
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if self.controls:IsDown(CTRL_BACK) then
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accelerator = -0.5
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end
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-- When steering, wake up the wheel rigidbodies so that their orientation is updated
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if newSteering ~= 0.0 then
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self.frontLeftBody:Activate()
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self.frontRightBody:Activate()
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self.steering = self.steering * 0.95 + newSteering * 0.05
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else
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self.steering = self.steering * 0.8 + newSteering * 0.2
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end
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local steeringRot = Quaternion(0.0, self.steering * MAX_WHEEL_ANGLE, 0.0)
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self.frontLeftAxis.otherAxis = steeringRot * Vector3(-1.0, 0.0, 0.0)
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self.frontRightAxis.otherAxis = steeringRot * Vector3(1.0, 0.0, 0.0)
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if accelerator ~= 0.0 then
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-- Torques are applied in world space, so need to take the vehicle & wheel rotation into account
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local torqueVec = Vector3(ENGINE_POWER * accelerator, 0.0, 0.0)
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local node = self.node
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self.frontLeftBody:ApplyTorque(node.rotation * steeringRot * torqueVec)
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self.frontRightBody:ApplyTorque(node.rotation * steeringRot * torqueVec)
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self.rearLeftBody:ApplyTorque(node.rotation * torqueVec)
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self.rearRightBody:ApplyTorque(node.rotation * torqueVec)
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end
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-- Apply downforce proportional to velocity
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local localVelocity = self.hullBody.rotation:Inverse() * self.hullBody.linearVelocity
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self.hullBody:ApplyForce(self.hullBody.rotation * Vector3(0.0, -1.0, 0.0) * Abs(localVelocity.z) * DOWN_FORCE)
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end
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