386 строки
16 KiB
C++
386 строки
16 KiB
C++
//
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// Copyright (c) 2008-2017 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 <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Core/ProcessUtils.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/AnimatedModel.h>
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#include <Urho3D/Graphics/AnimationController.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Controls.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/Physics/CollisionShape.h>
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#include <Urho3D/Physics/PhysicsWorld.h>
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#include <Urho3D/Physics/RigidBody.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include "Character.h"
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#include "CharacterDemo.h"
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#include "Touch.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(CharacterDemo)
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CharacterDemo::CharacterDemo(Context* context) :
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Sample(context),
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firstPerson_(false)
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{
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// Register factory and attributes for the Character component so it can be created via CreateComponent, and loaded / saved
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Character::RegisterObject(context);
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}
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CharacterDemo::~CharacterDemo()
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{
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}
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void CharacterDemo::Start()
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{
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// Execute base class startup
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Sample::Start();
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if (touchEnabled_)
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touch_ = new Touch(context_, TOUCH_SENSITIVITY);
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// Create static scene content
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CreateScene();
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// Create the controllable character
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CreateCharacter();
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// Create the UI content
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CreateInstructions();
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// Subscribe to necessary events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void CharacterDemo::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 scene subsystem components
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scene_->CreateComponent<Octree>();
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scene_->CreateComponent<PhysicsWorld>();
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// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
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// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
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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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GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
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// Create static scene content. First create a zone for ambient lighting and 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->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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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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// Create a directional light with cascaded shadow mapping
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
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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(0.00025f, 0.5f));
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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light->SetSpecularIntensity(0.5f);
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// Create the floor object
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Node* floorNode = scene_->CreateChild("Floor");
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floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
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floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
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StaticModel* object = floorNode->CreateComponent<StaticModel>();
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object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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RigidBody* body = floorNode->CreateComponent<RigidBody>();
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// Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
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// inside geometry
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body->SetCollisionLayer(2);
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CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
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shape->SetBox(Vector3::ONE);
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// Create mushrooms of varying sizes
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const unsigned NUM_MUSHROOMS = 60;
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for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
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{
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Node* objectNode = scene_->CreateChild("Mushroom");
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objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
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objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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objectNode->SetScale(2.0f + Random(5.0f));
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StaticModel* object = objectNode->CreateComponent<StaticModel>();
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object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
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object->SetCastShadows(true);
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RigidBody* body = objectNode->CreateComponent<RigidBody>();
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body->SetCollisionLayer(2);
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CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
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shape->SetTriangleMesh(object->GetModel(), 0);
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}
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// Create movable boxes. Let them fall from the sky at first
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const unsigned NUM_BOXES = 100;
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for (unsigned i = 0; i < NUM_BOXES; ++i)
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{
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float scale = Random(2.0f) + 0.5f;
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Node* objectNode = scene_->CreateChild("Box");
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objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
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objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
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objectNode->SetScale(scale);
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StaticModel* object = objectNode->CreateComponent<StaticModel>();
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object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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object->SetCastShadows(true);
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RigidBody* body = objectNode->CreateComponent<RigidBody>();
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body->SetCollisionLayer(2);
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// Bigger boxes will be heavier and harder to move
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body->SetMass(scale * 2.0f);
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CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
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shape->SetBox(Vector3::ONE);
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}
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}
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void CharacterDemo::CreateCharacter()
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{
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ResourceCache* cache = GetSubsystem<ResourceCache>();
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Node* objectNode = scene_->CreateChild("Jack");
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objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f));
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// spin node
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Node* adjustNode = objectNode->CreateChild("AdjNode");
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adjustNode->SetRotation( Quaternion(180, Vector3(0,1,0) ) );
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// Create the rendering component + animation controller
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AnimatedModel* object = adjustNode->CreateComponent<AnimatedModel>();
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object->SetModel(cache->GetResource<Model>("Models/Mutant/Mutant.mdl"));
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object->SetMaterial(cache->GetResource<Material>("Models/Mutant/Materials/mutant_M.xml"));
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object->SetCastShadows(true);
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adjustNode->CreateComponent<AnimationController>();
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// Set the head bone for manual control
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object->GetSkeleton().GetBone("Mutant:Head")->animated_ = false;
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// Create rigidbody, and set non-zero mass so that the body becomes dynamic
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RigidBody* body = objectNode->CreateComponent<RigidBody>();
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body->SetCollisionLayer(1);
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body->SetMass(1.0f);
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// Set zero angular factor so that physics doesn't turn the character on its own.
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// Instead we will control the character yaw manually
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body->SetAngularFactor(Vector3::ZERO);
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// Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
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body->SetCollisionEventMode(COLLISION_ALWAYS);
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// Set a capsule shape for collision
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CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
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shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));
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// Create the character logic component, which takes care of steering the rigidbody
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// Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it
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// and keeps it alive as long as it's not removed from the hierarchy
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character_ = objectNode->CreateComponent<Character>();
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}
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void CharacterDemo::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/touch to move\n"
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"Space to jump, F to toggle 1st/3rd person\n"
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"F5 to save scene, F7 to load"
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);
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// The text has multiple rows. Center them in relation to each other
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instructionText->SetTextAlignment(HA_CENTER);
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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 CharacterDemo::SubscribeToEvents()
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{
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// Subscribe to Update event for setting the character controls before physics simulation
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(CharacterDemo, HandleUpdate));
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// Subscribe to PostUpdate event for updating the camera position after physics simulation
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SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(CharacterDemo, HandlePostUpdate));
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// Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
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UnsubscribeFromEvent(E_SCENEUPDATE);
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}
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void CharacterDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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Input* input = GetSubsystem<Input>();
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if (character_)
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{
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// Clear previous controls
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character_->controls_.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);
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// Update controls using touch utility class
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if (touch_)
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touch_->UpdateTouches(character_->controls_);
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// Update controls using keys
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UI* ui = GetSubsystem<UI>();
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if (!ui->GetFocusElement())
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{
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if (!touch_ || !touch_->useGyroscope_)
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{
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character_->controls_.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
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character_->controls_.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
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character_->controls_.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
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character_->controls_.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
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}
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character_->controls_.Set(CTRL_JUMP, input->GetKeyDown(KEY_SPACE));
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// Add character yaw & pitch from the mouse motion or touch input
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if (touchEnabled_)
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{
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for (unsigned i = 0; i < input->GetNumTouches(); ++i)
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{
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TouchState* state = input->GetTouch(i);
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if (!state->touchedElement_) // Touch on empty space
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{
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Camera* camera = cameraNode_->GetComponent<Camera>();
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if (!camera)
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return;
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Graphics* graphics = GetSubsystem<Graphics>();
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character_->controls_.yaw_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.x_;
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character_->controls_.pitch_ += TOUCH_SENSITIVITY * camera->GetFov() / graphics->GetHeight() * state->delta_.y_;
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}
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}
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}
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else
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{
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character_->controls_.yaw_ += (float)input->GetMouseMoveX() * YAW_SENSITIVITY;
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character_->controls_.pitch_ += (float)input->GetMouseMoveY() * YAW_SENSITIVITY;
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}
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// Limit pitch
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character_->controls_.pitch_ = Clamp(character_->controls_.pitch_, -80.0f, 80.0f);
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// Set rotation already here so that it's updated every rendering frame instead of every physics frame
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character_->GetNode()->SetRotation(Quaternion(character_->controls_.yaw_, Vector3::UP));
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// Switch between 1st and 3rd person
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if (input->GetKeyPress(KEY_F))
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firstPerson_ = !firstPerson_;
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// Turn on/off gyroscope on mobile platform
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if (touch_ && input->GetKeyPress(KEY_G))
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touch_->useGyroscope_ = !touch_->useGyroscope_;
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// Check for loading / saving the scene
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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/CharacterDemo.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/CharacterDemo.xml", FILE_READ);
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scene_->LoadXML(loadFile);
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// After loading we have to reacquire the weak pointer to the Character component, as it has been recreated
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// Simply find the character's scene node by name as there's only one of them
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Node* characterNode = scene_->GetChild("Jack", true);
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if (characterNode)
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character_ = characterNode->GetComponent<Character>();
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}
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}
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}
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}
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void CharacterDemo::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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{
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if (!character_)
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return;
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Node* characterNode = character_->GetNode();
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// Get camera lookat dir from character yaw + pitch
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Quaternion rot = characterNode->GetRotation();
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Quaternion dir = rot * Quaternion(character_->controls_.pitch_, Vector3::RIGHT);
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// Turn head to camera pitch, but limit to avoid unnatural animation
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Node* headNode = characterNode->GetChild("Mutant:Head", true);
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float limitPitch = Clamp(character_->controls_.pitch_, -45.0f, 45.0f);
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Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
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// This could be expanded to look at an arbitrary target, now just look at a point in front
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Vector3 headWorldTarget = headNode->GetWorldPosition() + headDir * Vector3(0.0f, 0.0f, -1.0f);
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headNode->LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
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if (firstPerson_)
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{
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cameraNode_->SetPosition(headNode->GetWorldPosition() + rot * Vector3(0.0f, 0.15f, 0.2f));
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cameraNode_->SetRotation(dir);
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}
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else
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{
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// Third person camera: position behind the character
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Vector3 aimPoint = characterNode->GetPosition() + rot * Vector3(0.0f, 1.7f, 0.0f);
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// Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
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Vector3 rayDir = dir * Vector3::BACK;
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float rayDistance = touch_ ? touch_->cameraDistance_ : CAMERA_INITIAL_DIST;
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PhysicsRaycastResult result;
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scene_->GetComponent<PhysicsWorld>()->RaycastSingle(result, Ray(aimPoint, rayDir), rayDistance, 2);
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if (result.body_)
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rayDistance = Min(rayDistance, result.distance_);
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rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, CAMERA_MAX_DIST);
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cameraNode_->SetPosition(aimPoint + rayDir * rayDistance);
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cameraNode_->SetRotation(dir);
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}
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}
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