Added Physics sample.
This commit is contained in:
Родитель
c14bf5bd69
Коммит
497bd8c101
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@ -1,4 +1,5 @@
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<technique>
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<pass name="alpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="alpha" />
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<pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
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<pass name="shadow" vs="Shadow" ps="Shadow" />
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</technique>
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@ -1,4 +1,5 @@
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<technique>
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<pass name="alpha" vs="LitSolid_EnvCube" ps="LitSolid_EnvCube" depthwrite="false" blend="alpha" />
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<pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
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<pass name="shadow" vs="Shadow" ps="Shadow" />
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</technique>
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@ -82,7 +82,7 @@ bool XMLFile::Load(Deserializer& source)
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PROFILE(LoadXMLFile);
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unsigned dataSize = source.GetSize();
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if (!dataSize)
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if (!dataSize && !source.GetName().Empty())
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{
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LOGERROR("Zero sized XML data in " + source.GetName());
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return false;
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@ -223,7 +223,8 @@ void SkeletalAnimation::SubscribeToEvents()
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SubscribeToEvent(E_UPDATE, HANDLER(SkeletalAnimation, HandleUpdate));
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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// done with defining the draw calls for the viewports (but before actually executing them)
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// done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
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// rendering during that event
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SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
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}
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@ -308,8 +308,8 @@ void Billboards::SubscribeToEvents()
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// Subscribes HandleUpdate() method for processing update events
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SubscribeToEvent(E_UPDATE, HANDLER(Billboards, HandleUpdate));
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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// done with defining the draw calls for the viewports (but before actually executing them)
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Billboards, HandlePostRenderUpdate));
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}
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@ -287,8 +287,8 @@ void Decals::SubscribeToEvents()
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// Subscribes HandleUpdate() method for processing update events
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SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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// done with defining the draw calls for the viewports (but before actually executing them)
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
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}
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@ -261,8 +261,8 @@ void MultipleViewports::SubscribeToEvents()
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// Subscribes HandleUpdate() method for processing update events
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SubscribeToEvent(E_UPDATE, HANDLER(MultipleViewports, HandleUpdate));
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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// done with defining the draw calls for the viewports (but before actually executing them)
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(MultipleViewports, HandlePostRenderUpdate));
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}
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@ -0,0 +1,32 @@
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#
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# Copyright (c) 2008-2013 the Urho3D project.
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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#
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# Define target name
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set (TARGET_NAME 11_Physics)
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# Define source files
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file (GLOB CPP_FILES *.cpp)
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file (GLOB H_FILES *.h)
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set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
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# Setup target with resource copying
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setup_main_executable ()
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@ -0,0 +1,303 @@
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//
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// Copyright (c) 2008-2013 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include "Camera.h"
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#include "CollisionShape.h"
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#include "CoreEvents.h"
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#include "DebugRenderer.h"
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#include "Engine.h"
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#include "File.h"
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#include "FileSystem.h"
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#include "Font.h"
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#include "Graphics.h"
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#include "Input.h"
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#include "Light.h"
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#include "Material.h"
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#include "Model.h"
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#include "Octree.h"
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#include "PhysicsWorld.h"
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#include "Renderer.h"
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#include "ResourceCache.h"
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#include "RigidBody.h"
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#include "StaticModel.h"
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#include "Text.h"
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#include "UI.h"
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#include "Zone.h"
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#include "Physics.h"
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#include "DebugNew.h"
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// Expands to this example's entry-point
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DEFINE_APPLICATION_MAIN(Physics)
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Physics::Physics(Context* context) :
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Sample(context),
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yaw_(0.0f),
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pitch_(0.0f),
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drawDebug_(false)
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{
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}
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void Physics::Start()
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{
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// Execute base class startup
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Sample::Start();
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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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// 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 Physics::CreateScene()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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zone->SetFogStart(100.0f);
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zone->SetFogEnd(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("Directional light");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
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Light* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.0001f, 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->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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{
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// Create the floor object at origin, 100 x 100 world units
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Node* floorNode = scene_->CreateChild("Floor");
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floorNode->SetScale(Vector3(100.0f, 0.5f, 100.0f));
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StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
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floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody will use
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// default parameters, which makes it static. Note that a CollisionShape by itself will not participate
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// in the physics simulation
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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 a pyramid of movable physics objects
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for (int y = 0; y < 8; ++y)
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{
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for (int x = -y; x <= y; ++x)
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{
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Node* boxNode = scene_->CreateChild("Box");
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boxNode->SetPosition(Vector3((float)x, -(float)y + 7.5f, 0.0f));
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StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
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boxObject->SetCastShadows(true);
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// Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable.
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// The actual mass is not important; only the mass ratios between colliding objects are significant
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RigidBody* body = boxNode->CreateComponent<RigidBody>();
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body->SetMass(1.0f);
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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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}
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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_ = new Node(context_);
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Camera* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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// Set an initial position for the camera scene node above the floor
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cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
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}
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void Physics::CreateInstructions()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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UI* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText(
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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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);
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void Physics::SetupViewport()
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{
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Renderer* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void Physics::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 (GetSubsystem<UI>()->GetFocusElement())
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return;
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Input* input = GetSubsystem<Input>();
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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->GetMouseMove();
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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_->SetRotation(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->GetKeyDown('W'))
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cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('S'))
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cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('A'))
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cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown('D'))
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cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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// "Shoot" a physics object with left mousebutton
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if (input->GetMouseButtonPress(MOUSEB_LEFT))
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SpawnObject();
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// Toggle physics debug geometry with space
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if (input->GetKeyPress(KEY_SPACE))
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drawDebug_ = !drawDebug_;
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}
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void Physics::SpawnObject()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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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->SetPosition(cameraNode_->GetPosition());
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boxNode->SetRotation(cameraNode_->GetRotation());
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boxNode->SetScale(0.25f);
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StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
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boxObject->SetCastShadows(true);
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// Create physics components, use a smaller mass also and add some friction so that the object stops faster
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RigidBody* body = boxNode->CreateComponent<RigidBody>();
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body->SetMass(0.25f);
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body->SetFriction(0.9f);
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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->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
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}
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void Physics::SubscribeToEvents()
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{
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// Subscribes HandleUpdate() method for processing update events
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SubscribeToEvent(E_UPDATE, HANDLER(Physics, HandleUpdate));
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// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
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// debug geometry
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SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Physics, HandlePostRenderUpdate));
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}
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void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Event parameters are always defined inside a namespace corresponding to the event's name
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
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// directory
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Input* input = GetSubsystem<Input>();
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if (input->GetKeyPress(KEY_F5))
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{
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File saveFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_WRITE);
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scene_->SaveXML(saveFile);
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}
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if (input->GetKeyPress(KEY_F7))
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{
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File loadFile(context_, GetSubsystem<FileSystem>()->GetProgramDir() + "Data/Scenes/Physics.xml", FILE_READ);
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scene_->LoadXML(loadFile);
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}
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}
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void Physics::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_->GetComponent<PhysicsWorld>()->DrawDebugGeometry(true);
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}
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@ -0,0 +1,76 @@
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//
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// Copyright (c) 2008-2013 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.
|
||||
//
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Sample.h"
|
||||
#include "Scene.h"
|
||||
|
||||
// All Urho3D classes reside in namespace Urho3D
|
||||
using namespace Urho3D;
|
||||
|
||||
/// Physics example.
|
||||
/// This sample demonstrates:
|
||||
/// - Creating both static and moving physics objects to a scene;
|
||||
/// - Displaying physics debug geometry;
|
||||
/// - Saving a scene to a file and loading it to restore a previous state;
|
||||
class Physics : public Sample
|
||||
{
|
||||
// Mandatory when deriving from Object, enables type information
|
||||
OBJECT(Physics)
|
||||
|
||||
public:
|
||||
/// Construct.
|
||||
Physics(Context* context);
|
||||
|
||||
/// Setup after engine initialization and before running the main loop.
|
||||
virtual void Start();
|
||||
|
||||
private:
|
||||
/// Constructs the scene content.
|
||||
void CreateScene();
|
||||
/// Constructs an instruction text to the UI.
|
||||
void CreateInstructions();
|
||||
/// Sets up a viewport for displaying the scene.
|
||||
void SetupViewport();
|
||||
/// Reads input and moves the camera.
|
||||
void MoveCamera(float timeStep);
|
||||
/// Spawns a physics object from the camera position.
|
||||
void SpawnObject();
|
||||
/// Subscribes to application-wide logic update events.
|
||||
void SubscribeToEvents();
|
||||
/// Callback method invoked when a logic update event is dispatched.
|
||||
void HandleUpdate(StringHash eventType, VariantMap& eventData);
|
||||
/// Callback method invoked when the post-render update event is dispatched.
|
||||
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
|
||||
|
||||
/// Scene.
|
||||
SharedPtr<Scene> scene_;
|
||||
/// Camera scene node.
|
||||
SharedPtr<Node> cameraNode_;
|
||||
/// Camera yaw angle.
|
||||
float yaw_;
|
||||
/// Camera pitch angle.
|
||||
float pitch_;
|
||||
/// Flag for drawing debug geometry.
|
||||
bool drawDebug_;
|
||||
};
|
|
@ -31,10 +31,11 @@ set (LIBS ../../Engine/Container
|
|||
../../Engine/Input
|
||||
../../Engine/IO
|
||||
../../Engine/Math
|
||||
../../Engine/Physics
|
||||
../../Engine/Resource
|
||||
../../Engine/Scene
|
||||
../../Engine/UI)
|
||||
set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
set (INCLUDE_DIRS_ONLY ${CMAKE_CURRENT_SOURCE_DIR} ../../ThirdParty/Bullet/src)
|
||||
|
||||
# Add samples
|
||||
add_subdirectory (01_HelloWorld)
|
||||
|
@ -47,4 +48,6 @@ add_subdirectory (07_Billboards)
|
|||
add_subdirectory (08_Decals)
|
||||
add_subdirectory (09_MultipleViewports)
|
||||
add_subdirectory (10_RenderToTexture)
|
||||
add_subdirectory (11_Physics)
|
||||
|
||||
|
||||
|
|
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