Urho3D/Source/Samples/13_Ragdolls/Ragdolls.cpp
2021-07-17 16:43:46 +00:00

315 lines
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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/AnimatedModel.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/Octree.h>
#include <Urho3D/Graphics/Renderer.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 "CreateRagdoll.h"
#include "Ragdolls.h"
#include <Urho3D/DebugNew.h>
URHO3D_DEFINE_APPLICATION_MAIN(Ragdolls)
Ragdolls::Ragdolls(Context* context) :
Sample(context),
drawDebug_(false)
{
// Register an object factory for our custom CreateRagdoll component so that we can create them to scene nodes
context->RegisterFactory<CreateRagdoll>();
}
void Ragdolls::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_ABSOLUTE);
}
void Ragdolls::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(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// 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 a floor object, 500 x 500 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(500.0f, 1.0f, 500.0f));
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
auto* 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->SetRollingFriction(0.15f);
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 animated models
for (int z = -1; z <= 1; ++z)
{
for (int x = -4; x <= 4; ++x)
{
Node* modelNode = scene_->CreateChild("Jack");
modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
auto* modelObject = modelNode->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(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->SetUpdateInvisible(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
auto* body = modelNode->CreateComponent<RigidBody>();
// The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
// colliding objects
body->SetTrigger(true);
auto* 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(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
// Create a custom component that reacts to collisions and creates the ragdoll
modelNode->CreateComponent<CreateRagdoll>();
}
}
// 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_ = new Node(context_);
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the floor
cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
}
void Ragdolls::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 Ragdolls::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 Ragdolls::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
if (input->GetKeyPress(KEY_F5))
{
File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
scene_->SaveXML(saveFile);
}
if (input->GetKeyPress(KEY_F7))
{
File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Ragdolls.xml", FILE_READ);
scene_->LoadXML(loadFile);
}
// Toggle physics debug geometry with space
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
}
void Ragdolls::SpawnObject()
{
auto* cache = GetSubsystem<ResourceCache>();
Node* boxNode = scene_->CreateChild("Sphere");
boxNode->SetPosition(cameraNode_->GetPosition());
boxNode->SetRotation(cameraNode_->GetRotation());
boxNode->SetScale(0.25f);
auto* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
boxObject->SetCastShadows(true);
auto* body = boxNode->CreateComponent<RigidBody>();
body->SetMass(1.0f);
body->SetRollingFriction(0.15f);
auto* shape = boxNode->CreateComponent<CollisionShape>();
shape->SetSphere(1.0f);
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 Ragdolls::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Ragdolls, HandleUpdate));
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(Ragdolls, HandlePostRenderUpdate));
}
void Ragdolls::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 Ragdolls::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);
}