281 lines
12 KiB
ActionScript
281 lines
12 KiB
ActionScript
// Physics stress test example.
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// This sample demonstrates:
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// - Physics and rendering performance with a high (1000) moving object count
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// - Using triangle meshes for collision
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// - Optimizing physics simulation by leaving out collision event signaling
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#include "Scripts/Utilities/Sample.as"
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE);
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// Hook up to the frame update and render post-update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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// Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
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// exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
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// Finally, create a DebugRenderer component so that we can draw physics debug geometry
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scene_.CreateComponent("Octree");
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scene_.CreateComponent("PhysicsWorld");
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scene_.CreateComponent("DebugRenderer");
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// Create a Zone component for ambient lighting & fog control
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Node@ zoneNode = scene_.CreateChild("Zone");
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Zone@ zone = zoneNode.CreateComponent("Zone");
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zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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zone.fogColor = Color(0.5f, 0.5f, 0.7f);
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zone.fogStart = 100.0f;
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zone.fogEnd = 300.0f;
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// Create a directional light to the world. Enable cascaded shadows on it
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Node@ lightNode = scene_.CreateChild("DirectionalLight");
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lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
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Light@ 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(0.00025f, 0.5f);
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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{
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// Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
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Node@ floorNode = scene_.CreateChild("Floor");
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floorNode.position = Vector3(0.0f, -0.5f, 0.0f);
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floorNode.scale = Vector3(500.0f, 1.0f, 500.0f);
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StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
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floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
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floorObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
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// Make the floor physical by adding RigidBody and CollisionShape components
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RigidBody@ body = floorNode.CreateComponent("RigidBody");
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CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
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// 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
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// rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
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shape.SetBox(Vector3::ONE);
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}
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{
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// Create static mushrooms with triangle mesh collision
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const uint NUM_MUSHROOMS = 50;
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for (uint i = 0; i < NUM_MUSHROOMS; ++i)
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{
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Node@ mushroomNode = scene_.CreateChild("Mushroom");
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mushroomNode.position = Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f);
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mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
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mushroomNode.SetScale(5.0f + Random(5.0f));
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StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
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mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
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mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
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mushroomObject.castShadows = true;
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RigidBody@ body = mushroomNode.CreateComponent("RigidBody");
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CollisionShape@ shape = mushroomNode.CreateComponent("CollisionShape");
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// By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
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shape.SetTriangleMesh(mushroomObject.model);
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}
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}
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{
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// Create a large amount of falling physics objects
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const uint NUM_OBJECTS = 1000;
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for (uint i = 0; i < NUM_OBJECTS; ++i)
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{
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Node@ boxNode = scene_.CreateChild("Box");
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boxNode.position = Vector3(0.0f, i * 2.0f + 100.0f, 0.0f);
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StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
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boxObject.castShadows = true;
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// Give the RigidBody mass to make it movable and also adjust friction
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RigidBody@ body = boxNode.CreateComponent("RigidBody");
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body.mass = 1.0f;
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body.friction = 1.0f;
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// Disable collision event signaling to reduce CPU load of the physics simulation
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body.collisionEventMode = COLLISION_NEVER;
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CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
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shape.SetBox(Vector3::ONE);
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}
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}
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// Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
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// the scene, because we want it to be unaffected by scene load / save
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cameraNode = Node();
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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 300.0f;
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// Set an initial position for the camera scene node above the floor
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cameraNode.position = Vector3(0.0f, 3.0f, -20.0f);
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text =
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"Use WASD keys and mouse to move\n"
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"LMB to spawn physics objects\n"
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"F5 to save scene, F7 to load\n"
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"Space to toggle physics debug geometry";
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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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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// "Shoot" a physics object with left mousebutton
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if (input.mouseButtonPress[MOUSEB_LEFT])
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SpawnObject();
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// Check for loading / saving the scene
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if (input.keyPress[KEY_F5])
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{
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File saveFile(fileSystem.programDir + "Data/Scenes/PhysicsStressTest.xml", FILE_WRITE);
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scene_.SaveXML(saveFile);
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}
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if (input.keyPress[KEY_F7])
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{
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File loadFile(fileSystem.programDir + "Data/Scenes/PhysicsStressTest.xml", FILE_READ);
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scene_.LoadXML(loadFile);
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}
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// Toggle debug geometry with space
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if (input.keyPress[KEY_SPACE])
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drawDebug = !drawDebug;
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}
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void SpawnObject()
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{
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// Create a smaller box at camera position
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Node@ boxNode = scene_.CreateChild("SmallBox");
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boxNode.position = cameraNode.position;
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boxNode.rotation = cameraNode.rotation;
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boxNode.SetScale(0.25f);
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StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
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boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
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boxObject.castShadows = true;
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// Create physics components, use a smaller mass also
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RigidBody@ body = boxNode.CreateComponent("RigidBody");
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body.mass = 0.25f;
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body.friction = 0.75f;
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CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
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shape.SetBox(Vector3::ONE);
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const float OBJECT_VELOCITY = 10.0f;
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// Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
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// to overcome gravity better
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body.linearVelocity = cameraNode.rotation * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY;
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float timeStep = eventData["TimeStep"].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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{
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// If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
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if (drawDebug)
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scene_.physicsWorld.DrawDebugGeometry(true);
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions =
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"<patch>" +
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
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" <attribute name=\"Text\" value=\"LEFT\" />" +
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" </element>" +
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" </add>" +
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
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" <element type=\"Text\">" +
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" <attribute name=\"Name\" value=\"KeyBinding\" />" +
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" <attribute name=\"Text\" value=\"SPACE\" />" +
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" </element>" +
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" </add>" +
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"</patch>";
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