317 lines
13 KiB
C++
317 lines
13 KiB
C++
//
|
|
// Copyright (c) 2008-2021 the Urho3D project.
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to deal
|
|
// in the Software without restriction, including without limitation the rights
|
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
// copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
// THE SOFTWARE.
|
|
//
|
|
|
|
#include <Urho3D/Core/CoreEvents.h>
|
|
#include <Urho3D/Engine/Engine.h>
|
|
#include <Urho3D/Graphics/Camera.h>
|
|
#include <Urho3D/Graphics/DebugRenderer.h>
|
|
#include <Urho3D/Graphics/Graphics.h>
|
|
#include <Urho3D/Graphics/Light.h>
|
|
#include <Urho3D/Graphics/Material.h>
|
|
#include <Urho3D/Graphics/Model.h>
|
|
#include <Urho3D/Graphics/Octree.h>
|
|
#include <Urho3D/Graphics/Renderer.h>
|
|
#include <Urho3D/Graphics/Skybox.h>
|
|
#include <Urho3D/Graphics/Zone.h>
|
|
#include <Urho3D/Input/Input.h>
|
|
#include <Urho3D/IO/File.h>
|
|
#include <Urho3D/IO/FileSystem.h>
|
|
#include <Urho3D/Physics/CollisionShape.h>
|
|
#include <Urho3D/Physics/PhysicsWorld.h>
|
|
#include <Urho3D/Physics/RigidBody.h>
|
|
#include <Urho3D/Resource/ResourceCache.h>
|
|
#include <Urho3D/Scene/Scene.h>
|
|
#include <Urho3D/UI/Font.h>
|
|
#include <Urho3D/UI/Text.h>
|
|
#include <Urho3D/UI/UI.h>
|
|
|
|
#include "Physics.h"
|
|
|
|
#include <Urho3D/DebugNew.h>
|
|
|
|
URHO3D_DEFINE_APPLICATION_MAIN(Physics)
|
|
|
|
Physics::Physics(Context* context) :
|
|
Sample(context),
|
|
drawDebug_(false)
|
|
{
|
|
}
|
|
|
|
void Physics::Start()
|
|
{
|
|
// Execute base class startup
|
|
Sample::Start();
|
|
|
|
// Create the scene content
|
|
CreateScene();
|
|
|
|
// Create the UI content
|
|
CreateInstructions();
|
|
|
|
// Setup the viewport for displaying the scene
|
|
SetupViewport();
|
|
|
|
// Hook up to the frame update and render post-update events
|
|
SubscribeToEvents();
|
|
|
|
// Set the mouse mode to use in the sample
|
|
Sample::InitMouseMode(MM_RELATIVE);
|
|
}
|
|
|
|
void Physics::CreateScene()
|
|
{
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
|
|
scene_ = new Scene(context_);
|
|
|
|
// 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
|
|
Node* zoneNode = scene_->CreateChild("Zone");
|
|
auto* zone = zoneNode->CreateComponent<Zone>();
|
|
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
|
|
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
|
|
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
|
|
zone->SetFogStart(300.0f);
|
|
zone->SetFogEnd(500.0f);
|
|
|
|
// Create a directional light to the world. Enable cascaded shadows on it
|
|
Node* lightNode = scene_->CreateChild("DirectionalLight");
|
|
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
|
|
auto* light = lightNode->CreateComponent<Light>();
|
|
light->SetLightType(LIGHT_DIRECTIONAL);
|
|
light->SetCastShadows(true);
|
|
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
|
|
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
|
|
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
|
|
|
|
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
|
|
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
|
|
// generate the necessary 3D texture coordinates for cube mapping
|
|
Node* skyNode = scene_->CreateChild("Sky");
|
|
skyNode->SetScale(500.0f); // The scale actually does not matter
|
|
auto* skybox = skyNode->CreateComponent<Skybox>();
|
|
skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
|
skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
|
|
|
|
{
|
|
// Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
|
|
Node* floorNode = scene_->CreateChild("Floor");
|
|
floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
|
|
floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
|
|
auto* floorObject = floorNode->CreateComponent<StaticModel>();
|
|
floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
|
floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
|
|
|
|
// Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
|
|
// parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
|
|
// in the physics simulation
|
|
/*RigidBody* body = */floorNode->CreateComponent<RigidBody>();
|
|
auto* 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::ONE);
|
|
}
|
|
|
|
{
|
|
// Create a pyramid of movable physics objects
|
|
for (int y = 0; y < 8; ++y)
|
|
{
|
|
for (int x = -y; x <= y; ++x)
|
|
{
|
|
Node* boxNode = scene_->CreateChild("Box");
|
|
boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f));
|
|
auto* boxObject = boxNode->CreateComponent<StaticModel>();
|
|
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
|
boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
|
|
boxObject->SetCastShadows(true);
|
|
|
|
// Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
|
|
// and also adjust friction. The actual mass is not important; only the mass ratios between colliding
|
|
// objects are significant
|
|
auto* body = boxNode->CreateComponent<RigidBody>();
|
|
body->SetMass(1.0f);
|
|
body->SetFriction(0.75f);
|
|
auto* shape = boxNode->CreateComponent<CollisionShape>();
|
|
shape->SetBox(Vector3::ONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the camera. Set far clip 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_ = new Node(context_);
|
|
auto* camera = cameraNode_->CreateComponent<Camera>();
|
|
camera->SetFarClip(500.0f);
|
|
|
|
// Set an initial position for the camera scene node above the floor
|
|
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
|
|
}
|
|
|
|
void Physics::CreateInstructions()
|
|
{
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
auto* ui = GetSubsystem<UI>();
|
|
|
|
// Construct new Text object, set string to display and font to use
|
|
auto* instructionText = ui->GetRoot()->CreateChild<Text>();
|
|
instructionText->SetText(
|
|
"Use WASD keys and mouse/touch 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->SetTextAlignment(HA_CENTER);
|
|
|
|
// Position the text relative to the screen center
|
|
instructionText->SetHorizontalAlignment(HA_CENTER);
|
|
instructionText->SetVerticalAlignment(VA_CENTER);
|
|
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
|
|
}
|
|
|
|
void Physics::SetupViewport()
|
|
{
|
|
auto* renderer = GetSubsystem<Renderer>();
|
|
|
|
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
|
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
|
|
renderer->SetViewport(0, viewport);
|
|
}
|
|
|
|
void Physics::SubscribeToEvents()
|
|
{
|
|
// Subscribe HandleUpdate() function for processing update events
|
|
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Physics, HandleUpdate));
|
|
|
|
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
|
|
// debug geometry
|
|
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Physics, HandlePostRenderUpdate));
|
|
}
|
|
|
|
void Physics::MoveCamera(float timeStep)
|
|
{
|
|
// Do not move if the UI has a focused element (the console)
|
|
if (GetSubsystem<UI>()->GetFocusElement())
|
|
return;
|
|
|
|
auto* input = GetSubsystem<Input>();
|
|
|
|
// Movement speed as world units per second
|
|
const float MOVE_SPEED = 20.0f;
|
|
// Mouse sensitivity as degrees per pixel
|
|
const float MOUSE_SENSITIVITY = 0.1f;
|
|
|
|
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
|
|
IntVector2 mouseMove = input->GetMouseMove();
|
|
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
|
|
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
|
|
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
|
|
|
|
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
|
|
|
|
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
if (input->GetKeyDown(KEY_W))
|
|
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_S))
|
|
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_A))
|
|
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
|
|
if (input->GetKeyDown(KEY_D))
|
|
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
|
|
|
|
// "Shoot" a physics object with left mousebutton
|
|
if (input->GetMouseButtonPress(MOUSEB_LEFT))
|
|
SpawnObject();
|
|
|
|
// 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))
|
|
{
|
|
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_WRITE);
|
|
scene_->SaveXML(saveFile);
|
|
}
|
|
if (input->GetKeyPress(KEY_F7))
|
|
{
|
|
File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_READ);
|
|
scene_->LoadXML(loadFile);
|
|
}
|
|
|
|
// Toggle physics debug geometry with space
|
|
if (input->GetKeyPress(KEY_SPACE))
|
|
drawDebug_ = !drawDebug_;
|
|
}
|
|
|
|
void Physics::SpawnObject()
|
|
{
|
|
auto* cache = GetSubsystem<ResourceCache>();
|
|
|
|
// Create a smaller box at camera position
|
|
Node* boxNode = scene_->CreateChild("SmallBox");
|
|
boxNode->SetPosition(cameraNode_->GetPosition());
|
|
boxNode->SetRotation(cameraNode_->GetRotation());
|
|
boxNode->SetScale(0.25f);
|
|
auto* boxObject = boxNode->CreateComponent<StaticModel>();
|
|
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
|
boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
|
|
boxObject->SetCastShadows(true);
|
|
|
|
// Create physics components, use a smaller mass also
|
|
auto* body = boxNode->CreateComponent<RigidBody>();
|
|
body->SetMass(0.25f);
|
|
body->SetFriction(0.75f);
|
|
auto* shape = boxNode->CreateComponent<CollisionShape>();
|
|
shape->SetBox(Vector3::ONE);
|
|
|
|
const float OBJECT_VELOCITY = 10.0f;
|
|
|
|
// Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
|
|
// to overcome gravity better
|
|
body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
|
|
}
|
|
|
|
void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
using namespace Update;
|
|
|
|
// Take the frame time step, which is stored as a float
|
|
float timeStep = eventData[P_TIMESTEP].GetFloat();
|
|
|
|
// Move the camera, scale movement with time step
|
|
MoveCamera(timeStep);
|
|
}
|
|
|
|
void Physics::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
|
|
{
|
|
// If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
|
|
if (drawDebug_)
|
|
scene_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
|
|
}
|