void Ragdolls::SpawnObject() { ResourceCache* cache = GetContext()->m_ResourceCache.get(); Node* boxNode = scene_->CreateChild("Sphere"); boxNode->SetPosition(cameraNode_->GetPosition()); boxNode->SetRotation(cameraNode_->GetRotation()); boxNode->SetScale(0.25f); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml")); boxObject->SetCastShadows(true); RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetRollingFriction(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->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY); }
void Ragdolls::CreateScene() { ResourceCache* cache = GetContext()->m_ResourceCache.get(); scene_ = new Scene(GetContext()); // 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("DirectionalLight"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 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 a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y Node* floorNode = scene_->CreateChild("Floor"); floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f)); floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f)); 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 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->SetRollingFriction(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->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f)); modelNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f)); AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>(); modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl")); modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml")); modelObject->SetCastShadows(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->SetUpdateInvisible(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->SetTrigger(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 component that reacts to collisions and creates the ragdoll modelNode->CreateComponent<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_ = new Node(GetContext()); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->setFarClipDistance(300.0f); // Set an initial position for the camera scene node above the floor cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f)); }
Void EngineTests::_CreateWorld() { // Floor RigidBody * pFloorBody = PhysicsFn->CreateRigidBody( true, m_pFloorShape, 1.0f, Vertex3(0.0f,0.0f,-10.0f) ); pFloorBody->SetRestitution( 0.0f ); pFloorBody->SetFriction( 0.0f ); pFloorBody->SetRollingFriction( 0.0f ); pFloorBody->SetCollisionGroup( 0x01 ); pFloorBody->SetCollisionMask( 0x7f ); m_pFloor = WorldFn->CreateLeaf( TEXT("Floor") ); m_pFloor->SetMesh( m_pFloorGeometry ); m_pFloor->SetEffectInstance( m_pEffectInstanceFloor ); m_pFloor->SetBody( pFloorBody ); WorldFn->AddChild( m_pFloor ); // Character Vertex3 vInitialPosition( 0.0f, 0.0f, 2.0f ); KinematicBody * pCharacterBody = PhysicsFn->CreateKinematicBody( false, m_pCharacterShape, 1.0f ); pCharacterBody->SetRestitution( 0.0f ); pCharacterBody->SetFriction( 0.0f ); pCharacterBody->SetRollingFriction( 0.0f ); pCharacterBody->SetCollisionGroup( 0x01 ); pCharacterBody->SetCollisionMask( 0x07 ); m_pCharacterController = PhysicsFn->CreateCharacterController( TEXT("CharacterController"), vInitialPosition, Quaternion::Identity, Vector3::Null, Vector3::Null ); m_pCharacterController->Enabled = true; m_pCharacterController->EnableForces( false ); m_pCharacterController->SetMovementSpeed( 5.0f ); pCharacterBody->AttachController( m_pCharacterController ); m_pCharacter = WorldFn->CreateLeaf( TEXT("Character") ); m_pCharacter->SetMesh( m_pCharacterGeometry ); m_pCharacter->SetEffectInstance( m_pEffectInstanceCharacter ); m_pCharacter->SetBody( pCharacterBody ); WorldFn->AddChild( m_pCharacter ); // Sphere/Box stack Vertex3 vBallStackPosition( -10.0f, 10.0f, 0.0f ); Vertex3 vBoxStackPosition( -10.0f, -10.0f, 0.0f ); GChar strName[64]; for( UInt i = 0; i < ENGINE_TEST_STACK_SIZE; ++i ) { vBallStackPosition.Z = 5.0f * (Scalar)(i+1); vBoxStackPosition.Z = 5.0f * (Scalar)(i+1); //StringFn->Format( strName, TEXT("Ball_%d"), i ); //RigidBody * pBallBody = PhysicsFn->CreateRigidBody( false, m_pSphereShape, 1.0f, vBallStackPosition ); //pBallBody->SetRestitution( 0.0f ); //pBallBody->SetFriction( 0.0f ); //pBallBody->SetRollingFriction( 0.0f ); //m_arrBallStack[i] = WorldFn->CreateLeaf( strName ); //m_arrBallStack[i]->SetMesh( m_pSphereGeometry ); //m_arrBallStack[i]->SetEffectInstance( m_pEffectInstanceA ); //m_arrBallStack[i]->SetBody( pBallBody ); //WorldFn->AddChild( m_arrBallStack[i] ); StringFn->Format( strName, TEXT("Box_%d"), i ); RigidBody * pBoxBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vBoxStackPosition ); pBoxBody->SetRestitution( 0.0f ); pBoxBody->SetFriction( 0.0f ); pBoxBody->SetRollingFriction( 0.0f ); m_arrBoxStack[i] = WorldFn->CreateLeaf( strName ); m_arrBoxStack[i]->SetMesh( m_pBoxGeometry ); m_arrBoxStack[i]->SetEffectInstance( m_pEffectInstanceA ); m_arrBoxStack[i]->SetBody( pBoxBody ); WorldFn->AddChild( m_arrBoxStack[i] ); } // Joint systems //Matrix3 matRotation; //matRotation.MakeRotate( 0.0f, SCALAR_PI_4, SCALAR_PI_4, EULER_ANGLES_XYZ ); //Vertex3 vFixedObjectPosition( 10.0f, 10.0f, 10.0f ); //Vertex3 vObjectAPosition( 12.0f, 10.0f, 10.0f ); //Quaternion qObjectAOrientation( matRotation ); //Vertex3 vObjectBPosition( 7.0f, 10.0f, 10.0f ); //RigidBody * pFixedBody = PhysicsFn->CreateRigidBody( true, m_pSphereShape, 1.0f, vFixedObjectPosition ); //pFixedBody->SetRestitution( 0.0f ); //pFixedBody->SetFriction( 0.0f ); //pFixedBody->SetRollingFriction( 0.0f ); //pFixedBody->SetCollisionGroup( 0x80 ); //pFixedBody->SetCollisionMask( 0 ); //m_pFixedObject = WorldFn->CreateLeaf( TEXT("FixedObject") ); //m_pFixedObject->SetMesh( m_pSphereGeometry ); //m_pFixedObject->SetEffectInstance( m_pEffectInstanceC ); //m_pFixedObject->SetBody( pFixedBody ); //WorldFn->AddChild( m_pFixedObject ); //RigidBody * pObjectABody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectAPosition ); //, qObjectAOrientation ); //pObjectABody->SetRestitution( 0.0f ); //pObjectABody->SetFriction( 0.0f ); //pObjectABody->SetRollingFriction( 0.0f ); //pObjectABody->SetCollisionGroup( 0x02 ); //pObjectABody->SetCollisionMask( 0x03 ); //m_pObjectA = WorldFn->CreateLeaf( TEXT("ObjectA") ); //m_pObjectA->SetMesh( m_pBoxGeometry ); //m_pObjectA->SetEffectInstance( m_pEffectInstanceA ); //m_pObjectA->SetBody( pObjectABody ); //WorldFn->AddChild( m_pObjectA ); //RigidBody * pObjectBBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectBPosition ); //pObjectBBody->SetRestitution( 0.0f ); //pObjectBBody->SetFriction( 0.0f ); //pObjectBBody->SetRollingFriction( 0.0f ); //pObjectBBody->SetCollisionGroup( 0x04 ); //pObjectBBody->SetCollisionMask( 0x05 ); //m_pObjectB = WorldFn->CreateLeaf( TEXT("ObjectB") ); //m_pObjectB->SetMesh( m_pBoxGeometry ); //m_pObjectB->SetEffectInstance( m_pEffectInstanceB ); //m_pObjectB->SetBody( pObjectBBody ); //WorldFn->AddChild( m_pObjectB ); //Transform3 vJointFrame; //Matrix3 matJointFrame; //matJointFrame.SetColumn( 0, Vector3::eJ ); //matJointFrame.SetColumn( 1, Vector3::eK ); //matJointFrame.SetColumn( 2, Vector3::eI ); //vJointFrame.SetRotate( matJointFrame ); //vJointFrame.SetTranslate( Vector3(11.0f, 10.0f, 10.0f) ); //m_pJointAF = PhysicsFn->CreateJoint( JOINT_CONETWIST, pObjectABody, pFixedBody, vJointFrame ); //( (JointConeTwist*)(m_pJointAF->GetJoint()) )->EnableTwistLimits( -SCALAR_PI_4, SCALAR_PI_4 ); //( (JointHinge*)(m_pJointAF->GetJoint()) )->EnableSpring( 0.5f, SCALAR_PI_4 ); //vJointFrame.SetTranslate( Vector3(9.0f, 10.0f, 10.0f) ); //m_pJointBF = PhysicsFn->CreateJoint( JOINT_SLIDER, pObjectBBody, pFixedBody, vJointFrame ); //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableLimits( -2.0f, +2.0f ); //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableSpring( 0.5f, -1.0f ); // World camera m_pRenderCamera = New Camera( true ); m_pWorldCamera = New WorldCamera3rdPerson( m_pRenderCamera, m_pCharacter, NULL, 3.0f ); WorldFn->SetWorldCamera( m_pWorldCamera ); }