This commit is contained in:
Lasse Öörni 2013-08-21 22:58:41 +00:00
Родитель c14bf5bd69
Коммит 497bd8c101
11 изменённых файлов: 426 добавлений и 9 удалений

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@ -1,4 +1,5 @@
<technique>
<pass name="alpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="alpha" />
<pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
<pass name="shadow" vs="Shadow" ps="Shadow" />
</technique>

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@ -1,4 +1,5 @@
<technique>
<pass name="alpha" vs="LitSolid_EnvCube" ps="LitSolid_EnvCube" depthwrite="false" blend="alpha" />
<pass name="litalpha" vs="LitSolid" ps="LitSolid" depthwrite="false" blend="addalpha" />
<pass name="shadow" vs="Shadow" ps="Shadow" />
</technique>

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@ -82,7 +82,7 @@ bool XMLFile::Load(Deserializer& source)
PROFILE(LoadXMLFile);
unsigned dataSize = source.GetSize();
if (!dataSize)
if (!dataSize && !source.GetName().Empty())
{
LOGERROR("Zero sized XML data in " + source.GetName());
return false;

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@ -223,7 +223,8 @@ void SkeletalAnimation::SubscribeToEvents()
SubscribeToEvent(E_UPDATE, HANDLER(SkeletalAnimation, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
// done with defining the draw calls for the viewports (but before actually executing them)
// done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
// rendering during that event
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
}

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@ -308,8 +308,8 @@ void Billboards::SubscribeToEvents()
// Subscribes HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(Billboards, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
// done with defining the draw calls for the viewports (but before actually executing them)
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Billboards, HandlePostRenderUpdate));
}

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@ -287,8 +287,8 @@ void Decals::SubscribeToEvents()
// Subscribes HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
// done with defining the draw calls for the viewports (but before actually executing them)
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
}

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@ -261,8 +261,8 @@ void MultipleViewports::SubscribeToEvents()
// Subscribes HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(MultipleViewports, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
// done with defining the draw calls for the viewports (but before actually executing them)
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(MultipleViewports, HandlePostRenderUpdate));
}

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@ -0,0 +1,32 @@
#
# 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.
#
# Define target name
set (TARGET_NAME 11_Physics)
# Define source files
file (GLOB CPP_FILES *.cpp)
file (GLOB H_FILES *.h)
set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
# Setup target with resource copying
setup_main_executable ()

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@ -0,0 +1,303 @@
//
// 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.
//
#include "Camera.h"
#include "CollisionShape.h"
#include "CoreEvents.h"
#include "DebugRenderer.h"
#include "Engine.h"
#include "File.h"
#include "FileSystem.h"
#include "Font.h"
#include "Graphics.h"
#include "Input.h"
#include "Light.h"
#include "Material.h"
#include "Model.h"
#include "Octree.h"
#include "PhysicsWorld.h"
#include "Renderer.h"
#include "ResourceCache.h"
#include "RigidBody.h"
#include "StaticModel.h"
#include "Text.h"
#include "UI.h"
#include "Zone.h"
#include "Physics.h"
#include "DebugNew.h"
// Expands to this example's entry-point
DEFINE_APPLICATION_MAIN(Physics)
Physics::Physics(Context* context) :
Sample(context),
yaw_(0.0f),
pitch_(0.0f),
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();
}
void Physics::CreateScene()
{
ResourceCache* 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");
Zone* 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("Directional light");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 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 the floor object at origin, 100 x 100 world units
Node* floorNode = scene_->CreateChild("Floor");
floorNode->SetScale(Vector3(100.0f, 0.5f, 100.0f));
StaticModel* 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 will use
// default parameters, which makes it static. Note that a CollisionShape by itself will not participate
// in the physics simulation
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 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 + 7.5f, 0.0f));
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
boxObject->SetCastShadows(true);
// Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable.
// The actual mass is not important; only the mass ratios between colliding objects are significant
RigidBody* body = boxNode->CreateComponent<RigidBody>();
body->SetMass(1.0f);
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_ = new Node(context_);
Camera* 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, 5.0f, -20.0f));
}
void Physics::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"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);
// 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()
{
Renderer* 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::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (GetSubsystem<UI>()->GetFocusElement())
return;
Input* 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('W'))
cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown('S'))
cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown('A'))
cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown('D'))
cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
// "Shoot" a physics object with left mousebutton
if (input->GetMouseButtonPress(MOUSEB_LEFT))
SpawnObject();
// Toggle physics debug geometry with space
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
}
void Physics::SpawnObject()
{
ResourceCache* 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);
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMap.xml"));
boxObject->SetCastShadows(true);
// Create physics components, use a smaller mass also and add some friction so that the object stops faster
RigidBody* body = boxNode->CreateComponent<RigidBody>();
body->SetMass(0.25f);
body->SetFriction(0.9f);
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->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
}
void Physics::SubscribeToEvents()
{
// Subscribes HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(Physics, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, during which we request
// debug geometry
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Physics, HandlePostRenderUpdate));
}
void Physics::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Event parameters are always defined inside a namespace corresponding to the event's name
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);
// Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
// directory
Input* input = GetSubsystem<Input>();
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);
}
}
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);
}

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@ -0,0 +1,76 @@
//
// 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_;
};

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@ -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)