Urho3D/bin/Data/Scripts/12_PhysicsStressTest.as
2017-04-09 22:17:34 +03:00

281 lines
12 KiB
ActionScript

// Physics stress test example.
// This sample demonstrates:
// - Physics and rendering performance with a high (1000) moving object count
// - Using triangle meshes for collision
// - Optimizing physics simulation by leaving out collision event signaling
#include "Scripts/Utilities/Sample.as"
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateInstructions();
// Setup the viewport for displaying the scene
SetupViewport();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE);
// Hook up to the frame update and render post-update events
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
// 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");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.5f, 0.5f, 0.7f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light to the world. Enable cascaded shadows on it
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.castShadows = true;
light.shadowBias = 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.shadowCascade = 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.position = Vector3(0.0f, -0.5f, 0.0f);
floorNode.scale = Vector3(500.0f, 1.0f, 500.0f);
StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
floorObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
// Make the floor physical by adding RigidBody and CollisionShape components
RigidBody@ body = floorNode.CreateComponent("RigidBody");
CollisionShape@ 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 static mushrooms with triangle mesh collision
const uint NUM_MUSHROOMS = 50;
for (uint i = 0; i < NUM_MUSHROOMS; ++i)
{
Node@ mushroomNode = scene_.CreateChild("Mushroom");
mushroomNode.position = Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f);
mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
mushroomNode.SetScale(5.0f + Random(5.0f));
StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
mushroomObject.castShadows = true;
RigidBody@ body = mushroomNode.CreateComponent("RigidBody");
CollisionShape@ shape = mushroomNode.CreateComponent("CollisionShape");
// By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
shape.SetTriangleMesh(mushroomObject.model);
}
}
{
// Create a large amount of falling physics objects
const uint NUM_OBJECTS = 1000;
for (uint i = 0; i < NUM_OBJECTS; ++i)
{
Node@ boxNode = scene_.CreateChild("Box");
boxNode.position = Vector3(0.0f, i * 2.0f + 100.0f, 0.0f);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
boxObject.castShadows = true;
// Give the RigidBody mass to make it movable and also adjust friction
RigidBody@ body = boxNode.CreateComponent("RigidBody");
body.mass = 1.0f;
body.friction = 1.0f;
// Disable collision event signaling to reduce CPU load of the physics simulation
body.collisionEventMode = COLLISION_NEVER;
CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
shape.SetBox(Vector3::ONE);
}
}
// 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 = Node();
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the floor
cameraNode.position = Vector3(0.0f, 3.0f, -20.0f);
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text =
"Use WASD keys and mouse 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.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);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate");
// Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// 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.mouseMove;
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.rotation = Quaternion(pitch, yaw, 0.0f);
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// "Shoot" a physics object with left mousebutton
if (input.mouseButtonPress[MOUSEB_LEFT])
SpawnObject();
// Check for loading / saving the scene
if (input.keyPress[KEY_F5])
{
File saveFile(fileSystem.programDir + "Data/Scenes/PhysicsStressTest.xml", FILE_WRITE);
scene_.SaveXML(saveFile);
}
if (input.keyPress[KEY_F7])
{
File loadFile(fileSystem.programDir + "Data/Scenes/PhysicsStressTest.xml", FILE_READ);
scene_.LoadXML(loadFile);
}
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
void SpawnObject()
{
// Create a smaller box at camera position
Node@ boxNode = scene_.CreateChild("SmallBox");
boxNode.position = cameraNode.position;
boxNode.rotation = cameraNode.rotation;
boxNode.SetScale(0.25f);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
boxObject.castShadows = true;
// Create physics components, use a smaller mass also
RigidBody@ body = boxNode.CreateComponent("RigidBody");
body.mass = 0.25f;
body.friction = 0.75f;
CollisionShape@ 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.linearVelocity = cameraNode.rotation * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY;
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}
void 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_.physicsWorld.DrawDebugGeometry(true);
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" +
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Spawn</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"MouseButtonBinding\" />" +
" <attribute name=\"Text\" value=\"LEFT\" />" +
" </element>" +
" </add>" +
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" +
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" +
" <element type=\"Text\">" +
" <attribute name=\"Name\" value=\"KeyBinding\" />" +
" <attribute name=\"Text\" value=\"SPACE\" />" +
" </element>" +
" </add>" +
"</patch>";