Ejemplo n.º 1
0
        void CreateScene()
        {
            var cache = GetSubsystem<ResourceCache>();

            scene = new Scene();

            // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
            // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
            // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
            // optimizing manner
            scene.CreateComponent<Octree>();

            // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
            // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
            // (100 x 100 world units)
            var planeNode = scene.CreateChild("Plane");
            planeNode.Scale = new Vector3(100, 1, 100);
            var planeObject = planeNode.CreateComponent<StaticModel>();
            planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
            planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));

            // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
            // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
            // The light will use default settings (white light, no shadows)
            var lightNode = scene.CreateChild("DirectionalLight");
            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
            var light = lightNode.CreateComponent<Light>();
            light.LightType = LightType.LIGHT_DIRECTIONAL;

            var rand = new Random();
            for (int i = 0; i < 200; i++)
            {
                var mushroom = scene.CreateChild("Mushroom");
                mushroom.Position = new Vector3(rand.Next(90) - 45, 0, rand.Next(90) - 45);
                mushroom.Rotation = new Quaternion(0, rand.Next(360), 0);
                mushroom.SetScale(0.5f + rand.Next(20000) / 10000.0f);
                var mushroomObject = mushroom.CreateComponent<StaticModel>();
                mushroomObject.Model = cache.Get<Model>("Models/Mushroom.mdl");
                mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
            }

            CameraNode = scene.CreateChild("camera");
            camera = CameraNode.CreateComponent<Camera>();
            CameraNode.Position = new Vector3(0, 5, 0);
        }
Ejemplo n.º 2
0
        void CreateScene()
        {
            scene = new Scene();
            scene.CreateComponent<Octree>();
            scene.CreateComponent<DebugRenderer>();
            PhysicsWorld2D physicsWorld = scene.CreateComponent<PhysicsWorld2D>(); // Create 2D physics world component
            physicsWorld.DrawJoint = true; // Display the joints (Note that DrawDebugGeometry() must be set to true to acually draw the joints)
            drawDebug = true; // Set DrawDebugGeometry() to true

            // Create camera
            CameraNode = scene.CreateChild("Camera");
            // Set camera's position
            CameraNode.Position = (new Vector3(0.0f, 0.0f, 0.0f)); // Note that Z setting is discarded; use camera.zoom instead (see MoveCamera() below for example)

            camera = CameraNode.CreateComponent<Camera>();
            camera.Orthographic = true;

            var graphics = GetSubsystem<Graphics>();

            camera.OrthoSize = (float)graphics.Height * PixelSize;
            camera.Zoom = 1.2f * Math.Min((float)graphics.Width / 1280.0f, (float)graphics.Height / 800.0f); // Set zoom according to user's resolution to ensure full visibility (initial zoom (1.2) is set for full visibility at 1280x800 resolution)

            // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
            Viewport viewport = new Viewport(scene, camera);
            Renderer renderer = GetSubsystem<Renderer>();
            renderer.SetViewport(0, viewport);

            Zone zone = renderer.DefaultZone;
            zone.FogColor = (new Color(0.1f, 0.1f, 0.1f)); // Set background color for the scene

            // Create 4x3 grid
            for (uint i = 0; i < 5; ++i)
            {
                Node edgeNode = scene.CreateChild("VerticalEdge");
                RigidBody2D edgeBody = edgeNode.CreateComponent<RigidBody2D>();
                if (dummyBody == null)
                    dummyBody = edgeBody; // Mark first edge as dummy body (used by mouse pick)
                CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
                edgeShape.SetVertices(new Vector2(i * 2.5f - 5.0f, -3.0f), new Vector2(i * 2.5f - 5.0f, 3.0f));
                edgeShape.Friction = 0.5f; // Set friction
            }

            for (uint j = 0; j < 4; ++j)
            {
                Node edgeNode = scene.CreateChild("HorizontalEdge");
                /*RigidBody2D edgeBody = */
                edgeNode.CreateComponent<RigidBody2D>();
                CollisionEdge2D edgeShape = edgeNode.CreateComponent<CollisionEdge2D>();
                edgeShape.SetVertices(new Vector2(-5.0f, j * 2.0f - 3.0f), new Vector2(5.0f, j * 2.0f - 3.0f));
                edgeShape.Friction = 0.5f; // Set friction
            }

            var cache = GetSubsystem<ResourceCache>();

            // Create a box (will be cloned later)
            Node box = scene.CreateChild("Box");
            box.Position = (new Vector3(0.8f, -2.0f, 0.0f));
            StaticSprite2D boxSprite = box.CreateComponent<StaticSprite2D>();
            boxSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Box.png");
            RigidBody2D boxBody = box.CreateComponent<RigidBody2D>();
            boxBody.BodyType = BodyType2D.BT_DYNAMIC;
            boxBody.LinearDamping = 0.0f;
            boxBody.AngularDamping = 0.0f;
            CollisionBox2D shape = box.CreateComponent<CollisionBox2D>(); // Create box shape
            shape.Size = new Vector2(0.32f, 0.32f); // Set size
            shape.Density = 1.0f; // Set shape density (kilograms per meter squared)
            shape.Friction = 0.5f; // Set friction
            shape.Restitution = 0.1f; // Set restitution (slight bounce)

            // Create a ball (will be cloned later)
            Node ball = scene.CreateChild("Ball");
            ball.Position = (new Vector3(1.8f, -2.0f, 0.0f));
            StaticSprite2D ballSprite = ball.CreateComponent<StaticSprite2D>();
            ballSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Ball.png");
            RigidBody2D ballBody = ball.CreateComponent<RigidBody2D>();
            ballBody.BodyType = BodyType2D.BT_DYNAMIC;
            ballBody.LinearDamping = 0.0f;
            ballBody.AngularDamping = 0.0f;
            CollisionCircle2D ballShape = ball.CreateComponent<CollisionCircle2D>(); // Create circle shape
            ballShape.Radius = 0.16f; // Set radius
            ballShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
            ballShape.Friction = 0.5f; // Set friction
            ballShape.Restitution = 0.6f; // Set restitution: make it bounce

            // Create a polygon
            Node polygon = scene.CreateChild("Polygon");
            polygon.Position = (new Vector3(1.6f, -2.0f, 0.0f));
            polygon.SetScale(0.7f);
            StaticSprite2D polygonSprite = polygon.CreateComponent<StaticSprite2D>();
            polygonSprite.Sprite = cache.Get<Sprite2D>("Urho2D/Aster.png");
            RigidBody2D polygonBody = polygon.CreateComponent<RigidBody2D>();
            polygonBody.BodyType = BodyType2D.BT_DYNAMIC;
            CollisionPolygon2D polygonShape = polygon.CreateComponent<CollisionPolygon2D>();
            polygonShape.VertexCount = 6; // Set number of vertices (mandatory when using SetVertex())
            polygonShape.SetVertex(0, new Vector2(-0.8f, -0.3f));
            polygonShape.SetVertex(1, new Vector2(0.5f, -0.8f));
            polygonShape.SetVertex(2, new Vector2(0.8f, -0.3f));
            polygonShape.SetVertex(3, new Vector2(0.8f, 0.5f));
            polygonShape.SetVertex(4, new Vector2(0.5f, 0.9f));
            polygonShape.SetVertex(5, new Vector2(-0.5f, 0.7f));
            polygonShape.Density = 1.0f; // Set shape density (kilograms per meter squared)
            polygonShape.Friction = 0.3f; // Set friction
            polygonShape.Restitution = 0.0f; // Set restitution (no bounce)

            // Create a ConstraintDistance2D
            CreateFlag("ConstraintDistance2D", -4.97f, 3.0f); // Display Text3D flag
            Node boxDistanceNode = box.Clone(CreateMode.REPLICATED);
            Node ballDistanceNode = ball.Clone(CreateMode.REPLICATED);
            RigidBody2D ballDistanceBody = ballDistanceNode.GetComponent<RigidBody2D>();
            boxDistanceNode.Position = (new Vector3(-4.5f, 2.0f, 0.0f));
            ballDistanceNode.Position = (new Vector3(-3.0f, 2.0f, 0.0f));

            ConstraintDistance2D constraintDistance = boxDistanceNode.CreateComponent<ConstraintDistance2D>(); // Apply ConstraintDistance2D to box
            constraintDistance.OtherBody = ballDistanceBody; // Constrain ball to box
            constraintDistance.OwnerBodyAnchor = boxDistanceNode.Position2D;
            constraintDistance.OtherBodyAnchor = ballDistanceNode.Position2D;
            // Make the constraint soft (comment to make it rigid, which is its basic behavior)
            constraintDistance.FrequencyHz = 4.0f;
            constraintDistance.DampingRatio = 0.5f;

            // Create a ConstraintFriction2D ********** Not functional. From Box2d samples it seems that 2 anchors are required, Urho2D only provides 1, needs investigation ***********
            CreateFlag("ConstraintFriction2D", 0.03f, 1.0f); // Display Text3D flag
            Node boxFrictionNode = box.Clone(CreateMode.REPLICATED);
            Node ballFrictionNode = ball.Clone(CreateMode.REPLICATED);
            boxFrictionNode.Position = (new Vector3(0.5f, 0.0f, 0.0f));
            ballFrictionNode.Position = (new Vector3(1.5f, 0.0f, 0.0f));

            ConstraintFriction2D constraintFriction = boxFrictionNode.CreateComponent<ConstraintFriction2D>(); // Apply ConstraintDistance2D to box
            constraintFriction.OtherBody = ballFrictionNode.GetComponent<RigidBody2D>(); // Constraint ball to box

            // Create a ConstraintGear2D
            CreateFlag("ConstraintGear2D", -4.97f, -1.0f); // Display Text3D flag
            Node baseNode = box.Clone(CreateMode.REPLICATED);
            RigidBody2D tempBody = baseNode.GetComponent<RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.BT_STATIC;
            baseNode.Position = (new Vector3(-3.7f, -2.5f, 0.0f));
            Node ball1Node = ball.Clone(CreateMode.REPLICATED);
            ball1Node.Position = (new Vector3(-4.5f, -2.0f, 0.0f));
            RigidBody2D ball1Body = ball1Node.GetComponent<RigidBody2D>();
            Node ball2Node = ball.Clone(CreateMode.REPLICATED);
            ball2Node.Position = (new Vector3(-3.0f, -2.0f, 0.0f));
            RigidBody2D ball2Body = ball2Node.GetComponent<RigidBody2D>();

            ConstraintRevolute2D gear1 = baseNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
            gear1.OtherBody = ball1Body; // Constrain ball1 to baseBox
            gear1.Anchor = ball1Node.Position2D;
            ConstraintRevolute2D gear2 = baseNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to baseBox
            gear2.OtherBody = ball2Body; // Constrain ball2 to baseBox
            gear2.Anchor = ball2Node.Position2D;

            ConstraintGear2D constraintGear = ball1Node.CreateComponent<ConstraintGear2D>(); // Apply constraint to ball1
            constraintGear.OtherBody = ball2Body; // Constrain ball2 to ball1
            constraintGear.OwnerConstraint = gear1;
            constraintGear.OtherConstraint = gear2;
            constraintGear.Ratio = 1.0f;

            ball1Body.ApplyAngularImpulse(0.015f, true); // Animate

            // Create a vehicle from a compound of 2 ConstraintWheel2Ds
            CreateFlag("ConstraintWheel2Ds compound", -2.45f, -1.0f); // Display Text3D flag
            Node car = box.Clone(CreateMode.REPLICATED);
            car.Scale = new Vector3(4.0f, 1.0f, 0.0f);
            car.Position = (new Vector3(-1.2f, -2.3f, 0.0f));
            StaticSprite2D tempSprite = car.GetComponent<StaticSprite2D>(); // Get car Sprite in order to draw it on top
            tempSprite.OrderInLayer = 0; // Draw car on top of the wheels (set to -1 to draw below)
            Node ball1WheelNode = ball.Clone(CreateMode.REPLICATED);
            ball1WheelNode.Position = (new Vector3(-1.6f, -2.5f, 0.0f));
            Node ball2WheelNode = ball.Clone(CreateMode.REPLICATED);
            ball2WheelNode.Position = (new Vector3(-0.8f, -2.5f, 0.0f));

            ConstraintWheel2D wheel1 = car.CreateComponent<ConstraintWheel2D>();
            wheel1.OtherBody = ball1WheelNode.GetComponent<RigidBody2D>();
            wheel1.Anchor = ball1WheelNode.Position2D;
            wheel1.Axis = new Vector2(0.0f, 1.0f);
            wheel1.MaxMotorTorque = 20.0f;
            wheel1.FrequencyHz = 4.0f;
            wheel1.DampingRatio = 0.4f;

            ConstraintWheel2D wheel2 = car.CreateComponent<ConstraintWheel2D>();
            wheel2.OtherBody = ball2WheelNode.GetComponent<RigidBody2D>();
            wheel2.Anchor = ball2WheelNode.Position2D;
            wheel2.Axis = new Vector2(0.0f, 1.0f);
            wheel2.MaxMotorTorque = 10.0f;
            wheel2.FrequencyHz = 4.0f;
            wheel2.DampingRatio = 0.4f;

            // ConstraintMotor2D
            CreateFlag("ConstraintMotor2D", 2.53f, -1.0f); // Display Text3D flag
            Node boxMotorNode = box.Clone(CreateMode.REPLICATED);
            tempBody = boxMotorNode.GetComponent<RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.BT_STATIC;
            Node ballMotorNode = ball.Clone(CreateMode.REPLICATED);
            boxMotorNode.Position = (new Vector3(3.8f, -2.1f, 0.0f));
            ballMotorNode.Position = (new Vector3(3.8f, -1.5f, 0.0f));

            ConstraintMotor2D constraintMotor = boxMotorNode.CreateComponent<ConstraintMotor2D>();
            constraintMotor.OtherBody = ballMotorNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintMotor.LinearOffset = new Vector2(0.0f, 0.8f); // Set ballNode position relative to boxNode position = (0,0)
            constraintMotor.AngularOffset = 0.1f;
            constraintMotor.MaxForce = 5.0f;
            constraintMotor.MaxTorque = 10.0f;
            constraintMotor.CorrectionFactor = 1.0f;
            constraintMotor.CollideConnected = true; // doesn't work

            // ConstraintMouse2D is demonstrated in HandleMouseButtonDown() function. It is used to "grasp" the sprites with the mouse.
            CreateFlag("ConstraintMouse2D", 0.03f, -1.0f); // Display Text3D flag

            // Create a ConstraintPrismatic2D
            CreateFlag("ConstraintPrismatic2D", 2.53f, 3.0f); // Display Text3D flag
            Node boxPrismaticNode = box.Clone(CreateMode.REPLICATED);
            tempBody = boxPrismaticNode.GetComponent<RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.BT_STATIC;
            Node ballPrismaticNode = ball.Clone(CreateMode.REPLICATED);
            boxPrismaticNode.Position = new Vector3(3.3f, 2.5f, 0.0f);
            ballPrismaticNode.Position = new Vector3(4.3f, 2.0f, 0.0f);

            ConstraintPrismatic2D constraintPrismatic = boxPrismaticNode.CreateComponent<ConstraintPrismatic2D>();
            constraintPrismatic.OtherBody = ballPrismaticNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintPrismatic.Axis = new Vector2(1.0f, 1.0f); // Slide from [0,0] to [1,1]
            constraintPrismatic.Anchor = new Vector2(4.0f, 2.0f);
            constraintPrismatic.LowerTranslation = -1.0f;
            constraintPrismatic.UpperTranslation = 0.5f;
            constraintPrismatic.EnableLimit = true;
            constraintPrismatic.MaxMotorForce = 1.0f;
            constraintPrismatic.MotorSpeed = 0.0f;

            // ConstraintPulley2D
            CreateFlag("ConstraintPulley2D", 0.03f, 3.0f); // Display Text3D flag
            Node boxPulleyNode = box.Clone(CreateMode.REPLICATED);
            Node ballPulleyNode = ball.Clone(CreateMode.REPLICATED);
            boxPulleyNode.Position = (new Vector3(0.5f, 2.0f, 0.0f));
            ballPulleyNode.Position = (new Vector3(2.0f, 2.0f, 0.0f));

            ConstraintPulley2D constraintPulley = boxPulleyNode.CreateComponent<ConstraintPulley2D>(); // Apply constraint to box
            constraintPulley.OtherBody = ballPulleyNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintPulley.OwnerBodyAnchor = boxPulleyNode.Position2D;
            constraintPulley.OtherBodyAnchor = ballPulleyNode.Position2D;
            constraintPulley.OwnerBodyGroundAnchor = boxPulleyNode.Position2D + new Vector2(0.0f, 1.0f);
            constraintPulley.OtherBodyGroundAnchor = ballPulleyNode.Position2D + new Vector2(0.0f, 1.0f);
            constraintPulley.Ratio = 1.0f; // Weight ratio between ownerBody and otherBody

            // Create a ConstraintRevolute2D
            CreateFlag("ConstraintRevolute2D", -2.45f, 3.0f); // Display Text3D flag
            Node boxRevoluteNode = box.Clone(CreateMode.REPLICATED);
            tempBody = boxRevoluteNode.GetComponent<RigidBody2D>(); // Get body to make it static
            tempBody.BodyType = BodyType2D.BT_STATIC;
            Node ballRevoluteNode = ball.Clone(CreateMode.REPLICATED);
            boxRevoluteNode.Position = (new Vector3(-2.0f, 1.5f, 0.0f));
            ballRevoluteNode.Position = (new Vector3(-1.0f, 2.0f, 0.0f));

            ConstraintRevolute2D constraintRevolute = boxRevoluteNode.CreateComponent<ConstraintRevolute2D>(); // Apply constraint to box
            constraintRevolute.OtherBody = ballRevoluteNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintRevolute.Anchor = new Vector2(-1.0f, 1.5f);
            constraintRevolute.LowerAngle = -1.0f; // In radians
            constraintRevolute.UpperAngle = 0.5f; // In radians
            constraintRevolute.EnableLimit = true;
            constraintRevolute.MaxMotorTorque = 10.0f;
            constraintRevolute.MotorSpeed = 0.0f;
            constraintRevolute.EnableMotor = true;

            // Create a ConstraintRope2D
            CreateFlag("ConstraintRope2D", -4.97f, 1.0f); // Display Text3D flag
            Node boxRopeNode = box.Clone(CreateMode.REPLICATED);
            tempBody = boxRopeNode.GetComponent<RigidBody2D>();
            tempBody.BodyType = BodyType2D.BT_STATIC;
            Node ballRopeNode = ball.Clone(CreateMode.REPLICATED);
            boxRopeNode.Position = (new Vector3(-3.7f, 0.7f, 0.0f));
            ballRopeNode.Position = (new Vector3(-4.5f, 0.0f, 0.0f));

            ConstraintRope2D constraintRope = boxRopeNode.CreateComponent<ConstraintRope2D>();
            constraintRope.OtherBody = ballRopeNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintRope.OwnerBodyAnchor = new Vector2(0.0f, -0.5f); // Offset from box (OwnerBody) : the rope is rigid from OwnerBody center to this ownerBodyAnchor
            constraintRope.MaxLength = 0.9f; // Rope length
            constraintRope.CollideConnected = true;

            // Create a ConstraintWeld2D
            CreateFlag("ConstraintWeld2D", -2.45f, 1.0f); // Display Text3D flag
            Node boxWeldNode = box.Clone(CreateMode.REPLICATED);
            Node ballWeldNode = ball.Clone(CreateMode.REPLICATED);
            boxWeldNode.Position = (new Vector3(-0.5f, 0.0f, 0.0f));
            ballWeldNode.Position = (new Vector3(-2.0f, 0.0f, 0.0f));

            ConstraintWeld2D constraintWeld = boxWeldNode.CreateComponent<ConstraintWeld2D>();
            constraintWeld.OtherBody = ballWeldNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintWeld.Anchor = boxWeldNode.Position2D;
            constraintWeld.FrequencyHz = 4.0f;
            constraintWeld.DampingRatio = 0.5f;

            // Create a ConstraintWheel2D
            CreateFlag("ConstraintWheel2D", 2.53f, 1.0f); // Display Text3D flag
            Node boxWheelNode = box.Clone(CreateMode.REPLICATED);
            Node ballWheelNode = ball.Clone(CreateMode.REPLICATED);
            boxWheelNode.Position = (new Vector3(3.8f, 0.0f, 0.0f));
            ballWheelNode.Position = (new Vector3(3.8f, 0.9f, 0.0f));

            ConstraintWheel2D constraintWheel = boxWheelNode.CreateComponent<ConstraintWheel2D>();
            constraintWheel.OtherBody = ballWheelNode.GetComponent<RigidBody2D>(); // Constrain ball to box
            constraintWheel.Anchor = ballWheelNode.Position2D;
            constraintWheel.Axis = new Vector2(0.0f, 1.0f);
            constraintWheel.EnableMotor = true;
            constraintWheel.MaxMotorTorque = 1.0f;
            constraintWheel.MotorSpeed = 0.0f;
            constraintWheel.FrequencyHz = 4.0f;
            constraintWheel.DampingRatio = 0.5f;
            constraintWheel.CollideConnected = true; // doesn't work
        }
Ejemplo n.º 3
0
        void CreateScene()
        {
            var cache = GetSubsystem<ResourceCache>();
            scene = new Scene();

            // 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(new BoundingBox(-1000.0f, 1000.0f));
            zone.AmbientColor = (new Color(0.15f, 0.15f, 0.15f));
            zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
            zone.FogStart = 100.0f;
            zone.FogEnd = 300.0f;

            // Create a directional light to the world. Enable cascaded shadows on it
            Node lightNode = scene.CreateChild("DirectionalLight");
            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
            Light light = lightNode.CreateComponent<Light>();
            light.LightType = LightType.LIGHT_DIRECTIONAL;
            light.CastShadows = true;
            light.ShadowBias = new 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.ShadowCascade = new 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.Position = new Vector3(0.0f, -0.5f, 0.0f);
                floorNode.Scale = new Vector3(500.0f, 1.0f, 500.0f);
                StaticModel floorObject = floorNode.CreateComponent<StaticModel>();
                floorObject.Model = cache.Get<Model>("Models/Box.mdl");
                floorObject.SetMaterial(cache.Get<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.RollingFriction = 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, Vector3.Zero, Quaternion.Identity);
            }

            // Create animated models
            for (int z = -1; z <= 1; ++z)
            {
                for (int x = -4; x <= 4; ++x)
                {
                    Node modelNode = scene.CreateChild("Jack");
                    modelNode.Position = new Vector3(x * 5.0f, 0.0f, z * 5.0f);
                    modelNode.Rotation = new Quaternion(0.0f, 180.0f, 0.0f);
                    AnimatedModel modelObject = modelNode.CreateComponent<AnimatedModel>();
                    modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
                    modelObject.SetMaterial(cache.Get<Material>("Materials/Jack.xml"));
                    modelObject.CastShadows = 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.UpdateInvisible = 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.Trigger = 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, new Vector3(0.0f, 1.0f, 0.0f), Quaternion.Identity);

                    // Create a custom component that reacts to collisions and creates the ragdoll
                    modelNode.AddComponent(new Ragdoll());
                }
            }

            // Create the camera. Limit far clip distance to match the fog
            CameraNode = new Node();
            camera = CameraNode.CreateComponent<Camera>();
            camera.FarClip = 300.0f;
            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = new Vector3(0.0f, 3.0f, -20.0f);
        }
Ejemplo n.º 4
0
        void CreateScene()
        {
            var cache = GetSubsystem<ResourceCache>();
            scene = new Scene();

            // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
            // (-1000, -1000, -1000) to (1000, 1000, 1000)
            scene.CreateComponent<Octree>();
            scene.CreateComponent<DebugRenderer>();

            // Create scene node & StaticModel component for showing a static plane
            var planeNode = scene.CreateChild("Plane");
            planeNode.Scale = new Vector3(100, 1, 100);
            var planeObject = planeNode.CreateComponent<StaticModel>();
            planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
            planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));

            // Create a Zone component for ambient lighting & fog control
            var zoneNode = scene.CreateChild("Zone");
            var zone = zoneNode.CreateComponent<Zone>();

            // Set same volume as the Octree, set a close bluish fog and some ambient light
            zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
            zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
            zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
            zone.FogStart = 100;
            zone.FogEnd = 300;

            // Create a directional light to the world. Enable cascaded shadows on it
            var lightNode = scene.CreateChild("DirectionalLight");
            lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
            var light = lightNode.CreateComponent<Light>();
            light.LightType = LightType.LIGHT_DIRECTIONAL;
            light.CastShadows = true;

            light.ShadowBias = new 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.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);

            // Create animated models
            const int numModels = 100;
            const float modelMoveSpeed = 2.0f;
            const float modelRotateSpeed = 100.0f;
            var bounds = new BoundingBox(new Vector3(-47.0f, 0.0f, -47.0f), new Vector3(47.0f, 0.0f, 47.0f));

            for (var i = 0; i < numModels; ++i)
            {
                var modelNode = scene.CreateChild("Jack");
                modelNode.Position = new Vector3(NextRandom(-45, 45), 0.0f, NextRandom(-45, 45));
                modelNode.Rotation = new Quaternion(0, NextRandom(0, 360), 0);
                //var modelObject = modelNode.CreateComponent<AnimatedModel>();
                var modelObject = new AnimatedModel();
                modelNode.AddComponent(modelObject);
                modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
                //modelObject.Material = cache.GetMaterial("Materials/Jack.xml");
                modelObject.CastShadows = 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
                var walkAnimation = cache.Get<Animation>("Models/Jack_Walk.ani");
                var state = modelObject.AddAnimationState(walkAnimation);
                // The state would fail to create (return null) if the animation was not found
                if (state != null)
                {
                    // Enable full blending weight and looping
                    state.Weight = 1;
                    state.Looped = true;
                }

                // Create our custom Mover component that will move & animate the model during each frame's update
                var mover = new Mover(modelMoveSpeed, modelRotateSpeed, bounds);
                modelNode.AddComponent(mover);
            }

            // Create the camera. Limit far clip distance to match the fog
            CameraNode = scene.CreateChild("Camera");
            camera = CameraNode.CreateComponent<Camera>();
            camera.FarClip = 300;

            // Set an initial position for the camera scene node above the plane
            CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
        }