Urho3D/bin/Data/Scripts/13_Ragdolls.as
2017-04-09 22:17:34 +03:00

410 lines
20 KiB
ActionScript

// Ragdoll example.
// This sample demonstrates:
// - Detecting physics collisions
// - Moving an AnimatedModel's bones with physics and connecting them with constraints
// - Using rolling friction to stop rolling objects from moving infinitely
#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");
// 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.rollingFriction = 0.15f;
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 animated models
for (int z = -1; z <= 1; ++z)
{
for (int x = -4; x <= 4; ++x)
{
Node@ modelNode = scene_.CreateChild("Jack");
modelNode.position = Vector3(x * 5.0f, 0.0f, z * 5.0f);
modelNode.rotation = Quaternion(0.0f, 180.0f, 0.0f);
AnimatedModel@ modelObject = modelNode.CreateComponent("AnimatedModel");
modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
modelObject.castShadows = 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.updateInvisible = 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
RigidBody@ body = modelNode.CreateComponent("RigidBody");
// The trigger mode makes the rigid body only detect collisions, but impart no forces on the
// colliding objects
body.trigger = true;
CollisionShape@ 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 script object that reacts to collisions and creates the ragdoll
modelNode.CreateScriptObject(scriptFile, "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 = 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, 5.0f, -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/Ragdolls.xml", FILE_WRITE);
scene_.SaveXML(saveFile);
}
if (input.keyPress[KEY_F7])
{
File loadFile(fileSystem.programDir + "Data/Scenes/Ragdolls.xml", FILE_READ);
scene_.LoadXML(loadFile);
}
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
void SpawnObject()
{
Node@ boxNode = scene_.CreateChild("Sphere");
boxNode.position = cameraNode.position;
boxNode.rotation = cameraNode.rotation;
boxNode.SetScale(0.25f);
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
boxObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
boxObject.castShadows = true;
RigidBody@ body = boxNode.CreateComponent("RigidBody");
body.mass = 1.0f;
body.rollingFriction = 0.15f;
CollisionShape@ 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.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);
}
// CreateRagdoll script object class
class CreateRagdoll : ScriptObject
{
void Start()
{
// Subscribe physics collisions that concern this scene node
SubscribeToEvent(node, "NodeCollision", "HandleNodeCollision");
}
void HandleNodeCollision(StringHash eventType, VariantMap& eventData)
{
// Get the other colliding body, make sure it is moving (has nonzero mass)
RigidBody@ otherBody = eventData["OtherBody"].GetPtr();
if (otherBody.mass > 0.0f)
{
// We do not need the physics components in the AnimatedModel's root scene node anymore
node.RemoveComponent("RigidBody");
node.RemoveComponent("CollisionShape");
// Create RigidBody & CollisionShape components to bones
CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3f, 0.2f, 0.25f), Vector3(0.0f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 0.0f));
CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35f, 0.2f, 0.3f), Vector3(0.15f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 0.0f));
CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2f, 0.2f, 0.2f), Vector3(0.1f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 0.0f));
CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
Quaternion(0.0f, 0.0f, 90.0f));
// Create Constraints between bones
CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK,
Vector3::FORWARD, Vector2(45.0f, 45.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3::BACK,
Vector3::FORWARD, Vector2(45.0f, 45.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3::BACK,
Vector3::BACK, Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3::BACK,
Vector3::BACK, Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3::FORWARD,
Vector3::FORWARD, Vector2(45.0f, 0.0f), Vector2(-10.0f, 0.0f));
CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::LEFT,
Vector3::LEFT, Vector2(0.0f, 30.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN,
Vector3::UP, Vector2(45.0f, 45.0f), Vector2::ZERO, false);
CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3::DOWN,
Vector3::UP, Vector2(45.0f, 45.0f), Vector2::ZERO, false);
CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3::BACK,
Vector3::BACK, Vector2(90.0f, 0.0f), Vector2::ZERO);
CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3::BACK,
Vector3::BACK, Vector2(90.0f, 0.0f), Vector2::ZERO);
// Disable keyframe animation from all bones so that they will not interfere with the ragdoll
AnimatedModel@ model = node.GetComponent("AnimatedModel");
Skeleton@ skeleton = model.skeleton;
for (uint i = 0; i < skeleton.numBones; ++i)
skeleton.bones[i].animated = false;
// Finally remove self (the ScriptInstance which holds this script object) from the scene node. Note that this must
// be the last operation performed in the function
self.Remove();
}
}
void CreateRagdollBone(const String&in boneName, ShapeType type, const Vector3&in size, const Vector3&in position,
const Quaternion&in rotation)
{
// Find the correct child scene node recursively
Node@ boneNode = node.GetChild(boneName, true);
if (boneNode is null)
{
log.Warning("Could not find bone " + boneName + " for creating ragdoll physics components");
return;
}
RigidBody@ body = boneNode.CreateComponent("RigidBody");
// Set mass to make movable
body.mass = 1.0f;
// Set damping parameters to smooth out the motion
body.linearDamping = 0.05f;
body.angularDamping = 0.85f;
// Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
body.linearRestThreshold = 1.5f;
body.angularRestThreshold = 2.5f;
CollisionShape@ shape = boneNode.CreateComponent("CollisionShape");
// We use either a box or a capsule shape for all of the bones
if (type == SHAPE_BOX)
shape.SetBox(size, position, rotation);
else
shape.SetCapsule(size.x, size.y, position, rotation);
}
void CreateRagdollConstraint(const String&in boneName, const String&in parentName, ConstraintType type,
const Vector3&in axis, const Vector3&in parentAxis, const Vector2&in highLimit, const Vector2&in lowLimit,
bool disableCollision = true)
{
Node@ boneNode = node.GetChild(boneName, true);
Node@ parentNode = node.GetChild(parentName, true);
if (boneNode is null)
{
log.Warning("Could not find bone " + boneName + " for creating ragdoll constraint");
return;
}
if (parentNode is null)
{
log.Warning("Could not find bone " + parentName + " for creating ragdoll constraint");
return;
}
Constraint@ constraint = boneNode.CreateComponent("Constraint");
constraint.constraintType = type;
// Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other
constraint.disableCollision = disableCollision;
// The connected body must be specified before setting the world position
constraint.otherBody = parentNode.GetComponent("RigidBody");
// Position the constraint at the child bone we are connecting
constraint.worldPosition = boneNode.worldPosition;
// Configure axes and limits
constraint.axis = axis;
constraint.otherAxis = parentAxis;
constraint.highLimit = highLimit;
constraint.lowLimit = lowLimit;
}
}
// 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>";