void RestartJacks() { var ll = new Vector <Node>(); //get rid of some old objects scene.GetChildrenWithName(ll, "Sphere", true); for (int ii = 0; ii < ll.Size; ii++) { ll[ii].Remove(); } var nn = new Vector <Node>(); scene.GetChildrenWithName(nn, "Stuffing", true); for (int ii = 0; ii < nn.Size; ii++) { nn[ii].Remove(); } var mm = new Vector <Node>(); scene.GetChildrenWithName(mm, "Jack", true); for (int ii = 0; ii < mm.Size; ii++) { mm[ii].Remove(); } // Create animated models, you dont know ... jack var cache = GetSubsystem <ResourceCache>(); 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()); } } }
void CreateRagdollBone(string boneName, ShapeType type, Vector3 size, Vector3 position, Quaternion rotation) { // Find the correct child scene node recursively Node boneNode = Node.GetChild(boneName, true); if (boneNode == null) { Log.Warn($"Could not find bone {boneName} for creating ragdoll physics components"); return; } RigidBody body = boneNode.CreateComponent <RigidBody>(); // Set mass to make movable body.Mass = 1.0f; // Set damping parameters to smooth out the motion body.LinearDamping = 0.05f; body.AngularDamping = 0.85f; // Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly body.LinearRestThreshold = 1.5f; body.AngularRestThreshold = 2.5f; CollisionShape shape = boneNode.CreateComponent <CollisionShape>(); // We use either a box or a capsule shape for all of the bones if (type == ShapeType.SHAPE_BOX) { shape.SetBox(size, position, rotation); } else { shape.SetCapsule(size.X, size.Y, position, rotation); } }
public override void Start() { Context.Input.SetMouseVisible(true); // Viewport _scene = new Scene(Context); _scene.LoadFile("Scenes/SampleScene.xml"); _scene.CreateComponent <PhysicsWorld>(); var character = _scene.GetChild("character"); _body = character.CreateComponent <RigidBody>(); _body.CollisionLayer = 1u; _body.SetKinematic(true); _body.SetTrigger(true); _body.SetAngularFactor(Vector3.Zero); _body.CollisionEventMode = CollisionEventMode.CollisionAlways; _shape = character.CreateComponent <CollisionShape>(); _shape.SetCapsule(0.7f, 1.8f, new Vector3(0.0f, 0.9f, 0.0f)); _characterController = character.CreateComponent <KinematicCharacterController>(); _camera = _scene.GetChild("Main Camera", true); _viewport = new Viewport(Context); _viewport.Scene = _scene; _viewport.Camera = _camera.GetComponent <Camera>(); //var renderPath = _viewport.RenderPath; //renderPath.Append(Context.Cache.GetResource<XMLFile>("PostProcess/GammaCorrection.xml")); Context.Renderer.SetViewport(0, _viewport); _camera.Parent.CreateComponent <RotateObject>(); SubscribeToEvent(E.Update, args => { var timestep = args[E.Update.TimeStep].Float; Debug.Assert(this != null); if (ImGui.Begin("Urho3D.NET")) { ImGui.TextColored(Color.Red, $"Ftm by luyssport\nLicense: CC Attribution - NonCommercial - ShareAlike\nhttps://sketchfab.com/3d-models/ftm-0970f30574d047b1976ba0aa6f2ef855\nFrame time: {timestep}"); if (ImGui.Button("Exit")) { Context.Engine.Exit(); } } ImGui.End(); if (Context.Input.GetKeyDown(Key.KeyEscape)) { Context.Engine.Exit(); } }); }
void CreateCharacter() { var cache = ResourceCache; Node objectNode = scene.CreateChild("Jack"); objectNode.Position = (new Vector3(0.0f, 1.0f, 0.0f)); // spin node Node adjustNode = objectNode.CreateChild("AdjNode"); adjustNode.Rotation = (new Quaternion(0, 180, 0)); // Create the rendering component + animation controller AnimatedModel obj = adjustNode.CreateComponent <AnimatedModel>(); obj.Model = cache.GetModel("Models/Mutant/Mutant.mdl"); obj.SetMaterial(cache.GetMaterial("Models/Mutant/Materials/mutant_M.xml")); obj.CastShadows = true; adjustNode.CreateComponent <AnimationController>(); // Set the head bone for manual control obj.Skeleton.GetBoneSafe("Mutant:Head").Animated = false; // Create rigidbody, and set non-zero mass so that the body becomes dynamic RigidBody body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 1; body.Mass = 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.CollisionEventMode = CollisionEventMode.Always; // Set a capsule shape for collision CollisionShape shape = objectNode.CreateComponent <CollisionShape>(); shape.SetCapsule(0.7f, 1.8f, new Vector3(0.0f, 0.9f, 0.0f), Quaternion.Identity); // 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 = new Character(); objectNode.AddComponent(character); }
public override void SetTo(CollisionShape shapeComponent) { shapeComponent.SetCapsule(diameter, height, position, rotation); }
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); }
void Start() { SubscribeToEvent <KeyDownEvent>(e => { if (e.Key == Constants.KEY_ESCAPE) { GetSubsystem <Engine>().Exit(); } }); Node objectNode = Scene.CreateChild("AtomicMutant"); objectNode.Scale = new Vector3(1.5f, 1.5f, 1.5f); objectNode.Position = Node.Position; // spin node Node adjustNode = objectNode.CreateChild("AdjNode"); adjustNode.Rotation = Quaternion.FromAxisAngle(new Vector3(0, 1, 0), 180); // Create the rendering component + animation controller AnimatedModel animatedModel = adjustNode.CreateComponent <AnimatedModel>(); var cache = GetSubsystem <ResourceCache>(); animatedModel.Model = cache.GetResource <Model>("Models/Mutant/Mutant.mdl"); animatedModel.Material = cache.GetResource <Material>("Models/Mutant/Materials/mutant_M.material"); animatedModel.CastShadows = true; // Create animation controller adjustNode.CreateComponent <AnimationController>(); // Create rigidbody, and set non-zero mass so that the body becomes dynamic RigidBody body = objectNode.CreateComponent <RigidBody>(); body.CollisionLayer = 1; body.Mass = 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.AngularFactor = Vector3.Zero; // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly body.CollisionEventMode = CollisionEventMode.COLLISION_ALWAYS; // Set a capsule shape for collision CollisionShape shape = objectNode.CreateComponent <CollisionShape>(); shape.SetCapsule(1.5f, 1.8f, new Vector3(0.0f, 0.9f, 0.0f)); character = objectNode.CreateComponent <Character>(); AtomicNET.GetSubsystem <Renderer>().ShadowMapSize = 2048; // Get Camera from Scene Vector <Node> children = new Vector <Node>(); Scene.GetChildrenWithComponent <Camera>(children, true); if (children.Size > 0) { cameraNode = children[0]; } }