void CreateRagdoll::CreateRagdollBone(const String& boneName, ShapeType type, const Vector3& size, const Vector3& position, const Quaternion& rotation) { // Find the correct child scene node recursively Node* boneNode = node_->GetChild(boneName, true); if (!boneNode) { URHO3D_LOGWARNING("Could not find bone " + boneName + " for creating ragdoll physics components"); return; } RigidBody* body = boneNode->CreateComponent<RigidBody>(); // Set mass to make movable body->SetMass(1.0f); // Set damping parameters to smooth out the motion body->SetLinearDamping(0.05f); body->SetAngularDamping(0.85f); // Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly body->SetLinearRestThreshold(1.5f); body->SetAngularRestThreshold(2.5f); CollisionShape* shape = boneNode->CreateComponent<CollisionShape>(); // We use either a box or a capsule shape for all of the bones if (type == SHAPE_BOX) shape->SetBox(size, position, rotation); else shape->SetCapsule(size.x_, size.y_, position, rotation); }
void PhysicsStressTest::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/StoneSmall.xml")); boxObject->SetCastShadows(true); // Create physics components, use a smaller mass also RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(0.25f); body->SetFriction(0.75f); 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 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 RagDoll::Activate() { //turn the whole thing on //pawn_->GetNode()->RemoveComponent<RigidBody>(); //pawn_->GetNode()->RemoveComponent<CollisionShape>(); //pawn_->GetNode()->RemoveComponent(pawn_->GetBody());//remove the main components //pawn_->GetNode()->RemoveComponent(pawn_->GetShape());//remove the main components //if(node_->HasComponent<RigidBody>()) //{ //GetSubsystem<DebugHud>()->SetAppStats("state:", name_ ); node_->RemoveComponent<RigidBody>(); node_->RemoveComponent<CollisionShape>(); //} AnimatedModel* model = node_->GetComponent<AnimatedModel>(); Skeleton& skeleton = model->GetSkeleton(); for (unsigned i = 0; i < skeleton.GetNumBones(); ++i) skeleton.GetBone(i)->animated_ = false; for (unsigned i = 0; i < boneNode_.Size(); ++i) { //URHO3D_LOGINFO(String(i)); RigidBody* rb = boneNode_[i]->GetComponent<RigidBody>(); rb->SetTrigger(false); rb->SetMass(1.0f); } }
Node* SceneReplication::CreateControllableObject() { ResourceCache* cache = GetSubsystem<ResourceCache>(); // Create the scene node & visual representation. This will be a replicated object Node* ballNode = scene_->CreateChild("Ball"); ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f)); ballNode->SetScale(0.5f); StaticModel* ballObject = ballNode->CreateComponent<StaticModel>(); ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl")); ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml")); // Create the physics components RigidBody* body = ballNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(1.0f); // In addition to friction, use motion damping so that the ball can not accelerate limitlessly body->SetLinearDamping(0.5f); body->SetAngularDamping(0.5f); CollisionShape* shape = ballNode->CreateComponent<CollisionShape>(); shape->SetSphere(1.0f); // Create a random colored point light at the ball so that can see better where is going Light* light = ballNode->CreateComponent<Light>(); light->SetRange(3.0f); light->SetColor(Color(0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f)); return ballNode; }
void CharacterDemo::CreateCharacter() { ResourceCache* cache = GetSubsystem<ResourceCache>(); Node* objectNode = scene_->CreateChild("Jack"); objectNode->SetPosition(Vector3(0.0f, 1.0f, 0.0f)); // spin node Node* adjustNode = objectNode->CreateChild("AdjNode"); adjustNode->SetRotation( Quaternion(180, Vector3(0,1,0) ) ); // Create the rendering component + animation controller AnimatedModel* object = adjustNode->CreateComponent<AnimatedModel>(); object->SetModel(cache->GetResource<Model>("Models/Mutant/Mutant.mdl")); object->SetMaterial(cache->GetResource<Material>("Models/Mutant/Materials/mutant_M.xml")); object->SetCastShadows(true); adjustNode->CreateComponent<AnimationController>(); // Set the head bone for manual control object->GetSkeleton().GetBone("Mutant:Head")->animated_ = false; // Create rigidbody, and set non-zero mass so that the body becomes dynamic RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(1); body->SetMass(1.0f); // Set zero angular factor so that physics doesn't turn the character on its own. // Instead we will control the character yaw manually body->SetAngularFactor(Vector3::ZERO); // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly body->SetCollisionEventMode(COLLISION_ALWAYS); // Set a capsule shape for collision CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f)); // Create the character logic component, which takes care of steering the rigidbody // Remember it so that we can set the controls. Use a WeakPtr because the scene hierarchy already owns it // and keeps it alive as long as it's not removed from the hierarchy character_ = objectNode->CreateComponent<Character>(); }
void Vehicle::InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID) { ResourceCache* cache = GetSubsystem<ResourceCache>(); // Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics // constraint keep it together wheelNode = GetScene()->CreateChild(name); wheelNode->SetPosition(node_->LocalToWorld(offset)); wheelNode->SetRotation(node_->GetRotation() * (offset.x_ >= 0.0 ? Quaternion(0.0f, 0.0f, -90.0f) : Quaternion(0.0f, 0.0f, 90.0f))); wheelNode->SetScale(Vector3(0.8f, 0.5f, 0.8f)); // Remember the ID for serialization wheelNodeID = wheelNode->GetID(); StaticModel* wheelObject = wheelNode->CreateComponent<StaticModel>(); RigidBody* wheelBody = wheelNode->CreateComponent<RigidBody>(); CollisionShape* wheelShape = wheelNode->CreateComponent<CollisionShape>(); Constraint* wheelConstraint = wheelNode->CreateComponent<Constraint>(); wheelObject->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl")); wheelObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); wheelObject->SetCastShadows(true); wheelShape->SetSphere(1.0f); wheelBody->SetFriction(1.0f); wheelBody->SetMass(1.0f); wheelBody->SetLinearDamping(0.2f); // Some air resistance wheelBody->SetAngularDamping(0.75f); // Could also use rolling friction wheelBody->SetCollisionLayer(1); wheelConstraint->SetConstraintType(CONSTRAINT_HINGE); wheelConstraint->SetOtherBody(GetComponent<RigidBody>()); // Connect to the hull body wheelConstraint->SetWorldPosition(wheelNode->GetPosition()); // Set constraint's both ends at wheel's location wheelConstraint->SetAxis(Vector3::UP); // Wheel rotates around its local Y-axis wheelConstraint->SetOtherAxis(offset.x_ >= 0.0 ? Vector3::RIGHT : Vector3::LEFT); // Wheel's hull axis points either left or right wheelConstraint->SetLowLimit(Vector2(-180.0f, 0.0f)); // Let the wheel rotate freely around the axis wheelConstraint->SetHighLimit(Vector2(180.0f, 0.0f)); wheelConstraint->SetDisableCollision(true); // Let the wheel intersect the vehicle hull }
void on_tick(const interface::TickEvent &event) { log_d(MODULE, "entitytest::on_tick"); static uint a = 0; if(((a++) % 100) == 0){ main_context::access(m_server, [&](main_context::Interface *imc){ Scene *scene = imc->check_scene(m_main_scene); Node *n = scene->GetChild("Box"); n->SetPosition(Vector3(0.0f, 6.0f, 0.0f)); n->SetRotation(Quaternion(30, 60, 90)); Node *n2 = scene->GetChild("Box2"); n2->SetPosition(Vector3(-0.4f, 8.0f, 0.0f)); n2->SetRotation(Quaternion(30, 60, 90)); m_slow_count++; if(m_slow_count == 2){ Node *n = scene->CreateChild("Box"); n->SetPosition(Vector3(0.0f, 10.0f, 0.0f)); n->SetScale(Vector3(1.0f, 1.0f, 1.0f)); RigidBody *body = n->CreateComponent<RigidBody>(); CollisionShape *shape = n->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); body->SetMass(1.0); body->SetFriction(0.75f); // Model and material is set on client } }); return; } main_context::access(m_server, [&](main_context::Interface *imc){ Scene *scene = imc->check_scene(m_main_scene); Node *n = scene->GetChild("Box"); //n->Translate(Vector3(0.1f, 0, 0)); Vector3 p = n->GetPosition(); log_v(MODULE, "Position: %s", p.ToString().CString()); }); }
void PhysicsStressTest::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("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>(); CollisionShape* shape = floorNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } { // Create static mushrooms with triangle mesh collision const unsigned NUM_MUSHROOMS = 50; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* mushroomNode = scene_->CreateChild("Mushroom"); mushroomNode->SetPosition(Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f)); mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); mushroomNode->SetScale(5.0f + Random(5.0f)); StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>(); mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(true); RigidBody* body = mushroomNode->CreateComponent<RigidBody>(); CollisionShape* shape = mushroomNode->CreateComponent<CollisionShape>(); // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter shape->SetTriangleMesh(mushroomObject->GetModel()); } } { // Create a large amount of falling physics objects const unsigned NUM_OBJECTS = 1000; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* boxNode = scene_->CreateChild("Box"); boxNode->SetPosition(Vector3(0.0f, i * 2.0f + 100.0f, 0.0f)); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml")); boxObject->SetCastShadows(true); // Give the RigidBody mass to make it movable and also adjust friction RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(1.0f); // Disable collision event signaling to reduce CPU load of the physics simulation body->SetCollisionEventMode(COLLISION_NEVER); 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, 3.0f, -20.0f)); }
void CharacterDemo::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create scene subsystem components scene_->CreateComponent<Octree>(); scene_->CreateComponent<PhysicsWorld>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load cameraNode_ = new Node(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(300.0f); GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera)); // Create static scene content. First create a zone for ambient lighting and fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); 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); zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); // Create a directional light with cascaded shadow mapping Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); // Create the floor object Node* floorNode = scene_->CreateChild("Floor"); floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f)); floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f)); StaticModel* object = floorNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); RigidBody* body = floorNode->CreateComponent<RigidBody>(); // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going // inside geometry body->SetCollisionLayer(2); CollisionShape* shape = floorNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); // Create mushrooms of varying sizes const unsigned NUM_MUSHROOMS = 60; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* objectNode = scene_->CreateChild("Mushroom"); objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f)); objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); objectNode->SetScale(2.0f + Random(5.0f)); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetTriangleMesh(object->GetModel(), 0); } // Create movable boxes. Let them fall from the sky at first const unsigned NUM_BOXES = 100; for (unsigned i = 0; i < NUM_BOXES; ++i) { float scale = Random(2.0f) + 0.5f; Node* objectNode = scene_->CreateChild("Box"); objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f)); objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f))); objectNode->SetScale(scale); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); // Bigger boxes will be heavier and harder to move body->SetMass(scale * 2.0f); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } }
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(1.0f, 1.0f, 1.0f)); zone->SetFogStart(300.0f); zone->SetFogEnd(500.0f); // 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 skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will // generate the necessary 3D texture coordinates for cube mapping Node* skyNode = scene_->CreateChild("Sky"); skyNode->SetScale(500.0f); // The scale actually does not matter Skybox* skybox = skyNode->CreateComponent<Skybox>(); skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl")); skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml")); { // Create a floor object, 1000 x 1000 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(1000.0f, 1.0f, 1000.0f)); 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's default // parameters make the object static (zero mass.) 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 + 8.0f, 0.0f)); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml")); boxObject->SetCastShadows(true); // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable // and also adjust friction. The actual mass is not important; only the mass ratios between colliding // objects are significant RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(0.75f); CollisionShape* shape = boxNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } } } // Create the camera. Set far clip 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(500.0f); // Set an initial position for the camera scene node above the floor cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f)); }
//------------------- //------------------- void Stage2::Setup(SharedPtr<Scene> scene, SharedPtr<Node> cameraNode) { const String states_[50] = { String("state_1.001.mdl"), String("state_2.001.mdl"), String("state_3.001.mdl"), String("state_4.001.mdl"), String("state_5.001.mdl"), String("state_6.001.mdl"), String("state_7.001.mdl"), String("state_8.001.mdl"), String("state_9.001.mdl"), String("state_10.001.mdl"), String("state_11.001.mdl"), String("state_12.001.mdl"), String("state_13.001.mdl"), String("state_14.001.mdl"), String("state_15.001.mdl"), String("state_16.001.mdl"), String("state_17.001.mdl"), String("state_18.001.mdl"), String("state_19.001.mdl"), String("state_20.001.mdl"), String("state_21.001.mdl"), String("state_22.001.mdl"), String("state_23.001.mdl"), String("state_24.001.mdl"), String("state_25.001.mdl"), String("state_26.001.mdl"), String("state_27.001.mdl"), String("state_28.001.mdl"), String("state_29.001.mdl"), String("state_30.001.mdl"), String("state_31.001.mdl"), String("state_32.001.mdl"), String("state_33.001.mdl"), String("state_34.001.mdl"), String("state_35.001.mdl"), String("state_36.001.mdl"), String("state_37.001.mdl"), String("state_38.001.mdl"), String("state_39.001.mdl"), String("state_40.001.mdl"), String("state_41.001.mdl"), String("state_42.001.mdl"), String("state_43.001.mdl"), String("state_44.001.mdl"), String("state_45.001.mdl"), String("state_46.001.mdl"), String("state_47.001.mdl"), String("state_48.001.mdl"), String("state_49.001.mdl"), String("state_50.001.mdl") }; const Vector3 positions_[50] = { Vector3(0.21888011694f,0.0156500004232f,2.09723997116f), Vector3(2.54229521751f,-0.00904999952763f,1.75292992592f), Vector3(2.41885995865f,-0.00999999977648f,1.90676009655f), Vector3(0.673485100269f,0.0166000016034f,2.30860519409f), Vector3(0.369050145149f,0.0175500009209f,1.11237001419f), Vector3(0.516425132751f,0.0185000002384f,0.181779891253f), Vector3(0.423860132694f,0.0185000002384f,0.481095075607f), Vector3(0.577625155449f,0.0185000002384f,1.04367494583f), Vector3(0.837990105152f,0.0185000002384f,1.52935504913f), Vector3(0.935640096664f,0.0185000002384f,1.02947998047f), Vector3(0.837135195732f,0.0185000002384f,0.446817427874f), Vector3(1.17873501778f,0.0185000002384f,0.342575073242f), Vector3(1.26694011688f,0.0185000002384f,0.743340015411f), Vector3(1.27813506126f,0.0185000002384f,1.56136512756f), Vector3(1.73834013939f,0.0175500009209f,1.89084005356f), Vector3(1.36196017265f,0.0185000002384f,1.13154006004f), Vector3(1.85952007771f,0.0185000002384f,1.51079499722f), Vector3(1.88827514648f,0.000450000166893f,1.21628499031f), Vector3(1.77227497101f,0.0175500009209f,0.656964957714f), Vector3(1.77993512154f,-0.00144999939948f,0.365104973316f), Vector3(2.22174501419f,-0.0052499989979f,0.468360185623f), Vector3(2.69981503487f,-0.0052499989979f,0.614735066891f), Vector3(2.4618601799f,-0.0052499989979f,0.627650141716f), Vector3(2.53034496307f,-0.00810000021011f,1.0825150013f), Vector3(2.75453519821f,-0.00714999902993f,1.07339000702f), Vector3(2.99251008034f,-0.00714999902993f,0.980669975281f), Vector3(3.74992036819f,-0.00810000021011f,0.702120065689f), Vector3(3.66952991486f,-0.00619999971241f,0.732804954052f), Vector3(3.72557497025f,-0.00619999971241f,0.641584992409f), Vector3(3.53317499161f,-0.00904999952763f,1.00545012951f), Vector3(3.5650601387f,-0.00619999971241f,0.886059999466f), Vector3(3.40220499039f,-0.00429999921471f,1.02564501762f), Vector3(3.82462024689f,-0.00239999918267f,0.349364906549f), Vector3(3.70352506638f,-0.0052499989979f,0.491724967957f), Vector3(3.60558986664f,-0.0052499989979f,0.511260032654f), Vector3(3.44979000092f,-0.00429999921471f,0.630430102348f), Vector3(3.3455851078f,-0.0052499989979f,0.875915110111f), Vector3(2.3500752449f,-0.0052499989979f,1.56273007393f), Vector3(3.1991353035f,-0.00144999939948f,1.08977997303f), Vector3(3.26395010948f,-0.00144999939948f,1.17536497116f), Vector3(2.79603528976f,-0.00714999902993f,1.73529994488f), Vector3(2.81455516815f,-0.00144999939948f,1.42764496803f), Vector3(3.25786995888f,-0.00144999939948f,1.38491988182f), Vector3(3.21765995026f,-0.00619999971241f,1.58336496353f), Vector3(3.04369020462f,-0.00429999921471f,1.68953490257f), Vector3(3.07175517082f,-0.00999999977648f,2.11033010483f), Vector3(1.79783010483f,0.0185000002384f,0.926185011864f), Vector3(2.24017524719f,-0.00619999971241f,0.882490038872f), Vector3(2.32092523575f,-0.0052499989979f,1.23307991028f), Vector3(2.81634521484f,-0.00429999921471f,1.25435996056f) }; scene_ = scene; cameraNode_ = cameraNode; ResourceCache* cache = GetSubsystem<ResourceCache>(); // Create scene node & StaticModel component for showing a static plane /*Node* planeNode = scene_->CreateChild("Plane"); planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f)); StaticModel* planeObject = planeNode->CreateComponent<StaticModel>(); planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl")); planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));*/ // 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 animated models /*const unsigned NUM_MODELS = 100; const float MODEL_MOVE_SPEED = 2.0f; const float MODEL_ROTATE_SPEED = 100.0f; const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f)); for (unsigned i = 0; i < NUM_MODELS; ++i) { Node* modelNode = scene_->CreateChild("Jack"); modelNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 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); // Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the // animation, The alternative would be to use an AnimationController component which updates the animation automatically, // but we need to update the model's position manually in any case Animation* walkAnimation = cache->GetResource<Animation>("Models/Jack_Walk.ani"); AnimationState* state = modelObject->AddAnimationState(walkAnimation); // The state would fail to create (return null) if the animation was not found if (state) { // Enable full blending weight and looping state->SetWeight(1.0f); state->SetLooped(true); } // Create our custom Mover component that will move & animate the model during each frame's update //Mover* mover = modelNode->CreateComponent<Mover>(); //mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds); }*/ { Node* floorNode = scene_->CreateChild("Floor"); floorNode->SetPosition(Vector3(0.0f, -1.0f, 0.0f)); floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f)); 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's default // parameters make the object static (zero mass.) 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); } for (unsigned j=0; j<50; ++j) { Node* stateNode = scene_->CreateChild("state"); Vector3 corrected = Vector3(positions_[j].z_,positions_[j].y_,positions_[j].x_)*10.0f; stateNode->SetPosition(corrected); StaticModel* stateModel = stateNode->CreateComponent<StaticModel>(); //stateModel->SetModel( cache->GetResource<Model>(String("Models/States/")+states_[j]) ); stateModel->SetModel( cache->GetResource<Model>(String("Models/States/state_"+String(j+1)+".001.mdl") ) ); RigidBody* body = stateNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(0.75f); CollisionShape* sshape = stateNode->CreateComponent<CollisionShape>(); sshape->SetConvexHull(cache->GetResource<Model>(String("Models/States/state_convex_"+String(j+1)+".001.mdl") )); //LOGINFO(positions_[j].ToString()); stateNode->SetPosition(stateNode->GetWorldPosition()+Vector3(0.0f,20.0f+float(j)*0.5,0.0f)); } /*Node* stateNode = scene_->CreateChild("state"); stateNode->SetPosition(positions_[0]); StaticModel* stateModel = stateNode->CreateComponent<StaticModel>(); stateModel->SetModel( cache->GetResource<Model>(String("Models/States/")+states_[0]) );*/ // Create the camera. Limit far clip distance to match the fog //cameraNode_ = scene_->CreateChild("Camera"); //Camera* camera = cameraNode_->CreateComponent<Camera>(); //camera->SetFarClip(300.0f); // Set an initial position for the camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); //give the camera the logic I want //CameraLogic* cameralogic = cameraNode_->CreateComponent<CameraLogic>(); }