/**************************************************************************** Copyright (c) 2012 cocos2d-x.org Copyright (c) 2015-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. https://axis-project.github.io/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "Physics3DTest.h" #include "3d/CCTerrain.h" #include "3d/CCBundle3D.h" #include "physics3d/CCPhysics3D.h" #include "extensions/Particle3D/PU/CCPUParticleSystem3D.h" USING_NS_AX_EXT; USING_NS_AX; enum { IDC_NEXT = 100, IDC_BACK, IDC_RESTART }; #define START_POS_X -0.5 #define START_POS_Y -2.5 #define START_POS_Z -0.5 #define ARRAY_SIZE_X 4 #define ARRAY_SIZE_Y 3 #define ARRAY_SIZE_Z 4 static axis::Scene* physicsScene = nullptr; Physics3DTests::Physics3DTests() { #if AX_USE_3D_PHYSICS == 0 ADD_TEST_CASE(Physics3DDemoDisabled); #else ADD_TEST_CASE(BasicPhysics3DDemo); ADD_TEST_CASE(Physics3DConstraintDemo); ADD_TEST_CASE(Physics3DKinematicDemo); ADD_TEST_CASE(Physics3DCollisionCallbackDemo); ADD_TEST_CASE(Physics3DColliderDemo); ADD_TEST_CASE(Physics3DTerrainDemo); #endif }; #if AX_USE_3D_PHYSICS == 0 void Physics3DDemoDisabled::onEnter() { TTFConfig ttfConfig("fonts/arial.ttf", 16); auto label = Label::createWithTTF(ttfConfig, "Should define AX_USE_3D_PHYSICS\n to run this test case"); auto size = Director::getInstance()->getWinSize(); label->setPosition(Vec2(size.width / 2, size.height / 2)); addChild(label); TestCase::onEnter(); } #else std::string Physics3DTestDemo::title() const { return "Physics3D Test"; } std::string Physics3DTestDemo::subtitle() const { return ""; } bool Physics3DTestDemo::init() { if (!TestCase::init()) return false; if (initWithPhysics()) { getPhysics3DWorld()->setDebugDrawEnable(false); physicsScene = this; Size size = Director::getInstance()->getWinSize(); _camera = Camera::createPerspective(30.0f, size.width / size.height, 1.0f, 1000.0f); _camera->setPosition3D(Vec3(0.0f, 50.0f, 100.0f)); _camera->lookAt(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f)); _camera->setCameraFlag(CameraFlag::USER1); this->addChild(_camera); auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = AX_CALLBACK_2(Physics3DTestDemo::onTouchesBegan, this); listener->onTouchesMoved = AX_CALLBACK_2(Physics3DTestDemo::onTouchesMoved, this); listener->onTouchesEnded = AX_CALLBACK_2(Physics3DTestDemo::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); TTFConfig ttfConfig("fonts/arial.ttf", 10); auto label = Label::createWithTTF(ttfConfig, "DebugDraw OFF"); auto menuItem = MenuItemLabel::create(label, [=](Ref* /*ref*/) { if (getPhysics3DWorld()->isDebugDrawEnabled()) { getPhysics3DWorld()->setDebugDrawEnable(false); label->setString("DebugDraw OFF"); } else { getPhysics3DWorld()->setDebugDrawEnable(true); label->setString("DebugDraw ON"); } }); auto menu = Menu::create(menuItem, nullptr); menu->setPosition(Vec2::ZERO); menuItem->setAnchorPoint(Vec2::ANCHOR_TOP_LEFT); menuItem->setPosition(Vec2(VisibleRect::left().x, VisibleRect::top().y - 50)); this->addChild(menu); _angle = 0.0f; return true; } physicsScene = nullptr; return false; } void Physics3DTestDemo::onTouchesBegan(const std::vector& touches, axis::Event* event) { _needShootBox = true; event->stopPropagation(); } void Physics3DTestDemo::onTouchesMoved(const std::vector& touches, axis::Event* event) { if (touches.size() && _camera) { auto touch = touches[0]; auto delta = touch->getDelta(); _angle -= AX_DEGREES_TO_RADIANS(delta.x); _camera->setPosition3D(Vec3(100.0f * sinf(_angle), 50.0f, 100.0f * cosf(_angle))); _camera->lookAt(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f)); if (delta.lengthSquared() > 16) { _needShootBox = false; } event->stopPropagation(); } } void Physics3DTestDemo::onTouchesEnded(const std::vector& touches, axis::Event* event) { if (!_needShootBox) return; if (!touches.empty()) { auto location = touches[0]->getLocationInView(); Vec3 nearP(location.x, location.y, -1.0f), farP(location.x, location.y, 1.0f); nearP = _camera->unproject(nearP); farP = _camera->unproject(farP); Vec3 dir(farP - nearP); shootBox(_camera->getPosition3D() + dir * 10.0f); event->stopPropagation(); } } Physics3DTestDemo::Physics3DTestDemo() {} void Physics3DTestDemo::update(float /*delta*/) {} Physics3DTestDemo::~Physics3DTestDemo() {} void Physics3DTestDemo::shootBox(const axis::Vec3& des) { Physics3DRigidBodyDes rbDes; Vec3 linearVel = des - _camera->getPosition3D(); linearVel.normalize(); linearVel *= 100.0f; rbDes.originalTransform.translate(_camera->getPosition3D()); rbDes.mass = 1.f; rbDes.shape = Physics3DShape::createBox(Vec3(0.5f, 0.5f, 0.5f)); auto mesh = PhysicsMeshRenderer::create("MeshRendererTest/box.c3t", &rbDes); mesh->setTexture("Images/Icon.png"); auto rigidBody = static_cast(mesh->getPhysicsObj()); rigidBody->setLinearFactor(Vec3::ONE); rigidBody->setLinearVelocity(linearVel); rigidBody->setAngularVelocity(Vec3::ZERO); rigidBody->setCcdMotionThreshold(0.5f); rigidBody->setCcdSweptSphereRadius(0.4f); this->addChild(mesh); mesh->setPosition3D(_camera->getPosition3D()); mesh->setScale(0.5f); mesh->syncNodeToPhysics(); // optimize, only sync node to physics mesh->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); // sync node to physics mesh->setCameraMask((unsigned short)CameraFlag::USER1); } std::string BasicPhysics3DDemo::subtitle() const { return "Basic Physics3D"; } bool BasicPhysics3DDemo::init() { if (!Physics3DTestDemo::init()) return false; // create floor Physics3DRigidBodyDes rbDes; rbDes.mass = 0.0f; rbDes.shape = Physics3DShape::createBox(Vec3(60.0f, 1.0f, 60.0f)); auto floor = PhysicsMeshRenderer::create("MeshRendererTest/box.c3t", &rbDes); floor->setTexture("MeshRendererTest/plane.png"); floor->setScaleX(60); floor->setScaleZ(60); this->addChild(floor); floor->setCameraMask((unsigned short)CameraFlag::USER1); floor->syncNodeToPhysics(); // static object sync is not needed floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE); // create several boxes using PhysicsMeshRenderer rbDes.mass = 1.f; rbDes.shape = Physics3DShape::createBox(Vec3(0.8f, 0.8f, 0.8f)); float start_x = START_POS_X - ARRAY_SIZE_X / 2; float start_y = START_POS_Y; float start_z = START_POS_Z - ARRAY_SIZE_Z / 2; for (int k = 0; k < ARRAY_SIZE_Y; k++) { for (int i = 0; i < ARRAY_SIZE_X; i++) { for (int j = 0; j < ARRAY_SIZE_Z; j++) { float x = 1.0 * i + start_x; float y = 5.0 + 1.0 * k + start_y; float z = 1.0 * j + start_z; auto mesh = PhysicsMeshRenderer::create("MeshRendererTest/box.c3t", &rbDes); mesh->setTexture("Images/CyanSquare.png"); mesh->setPosition3D(Vec3(x, y, z)); mesh->syncNodeToPhysics(); mesh->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); mesh->setCameraMask((unsigned short)CameraFlag::USER1); mesh->setScale(0.8f); this->addChild(mesh); } } } physicsScene->setPhysics3DDebugCamera(_camera); return true; } std::string Physics3DConstraintDemo::subtitle() const { return "Physics3D Constraint"; } std::string Physics3DKinematicDemo::subtitle() const { return "Physics3D Kinematic"; } bool Physics3DKinematicDemo::init() { if (!Physics3DTestDemo::init()) return false; // create floor Physics3DRigidBodyDes rbDes; rbDes.mass = 0.0f; rbDes.shape = Physics3DShape::createBox(Vec3(60.0f, 1.0f, 60.0f)); auto floor = PhysicsMeshRenderer::create("MeshRendererTest/box.c3t", &rbDes); floor->setTexture("MeshRendererTest/plane.png"); floor->setScaleX(60); floor->setScaleZ(60); floor->setPosition3D(Vec3(0.f, -1.f, 0.f)); this->addChild(floor); floor->setCameraMask((unsigned short)CameraFlag::USER1); floor->syncNodeToPhysics(); // static object sync is not needed floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE); // create Kinematics for (unsigned int i = 0; i < 3; ++i) { rbDes.mass = 0.f; // kinematic objects. zero mass so that it can not be affected by other dynamic objects rbDes.shape = Physics3DShape::createBox(Vec3(2.0f, 2.0f, 2.0f)); auto mesh = PhysicsMeshRenderer::create("MeshRendererTest/box.c3t", &rbDes); mesh->setTexture("Images/CyanSquare.png"); mesh->setCameraMask((unsigned short)CameraFlag::USER1); auto rigidBody = static_cast(mesh->getPhysicsObj()); rigidBody->setKinematic(true); this->addChild(mesh); mesh->setScale(2.0f); mesh->setPosition3D(Vec3(-15.0f, 0.0f, 15.0f - 15.0f * i)); auto moveby = MoveBy::create(2.0f + i, Vec3(30.0f, 0.0f, 0.0f)); mesh->runAction(RepeatForever::create(Sequence::create(moveby, moveby->reverse(), nullptr))); } // create Dynamic { // create several spheres rbDes.mass = 1.f; rbDes.shape = Physics3DShape::createSphere(0.5f); float start_x = START_POS_X - ARRAY_SIZE_X / 2; float start_y = START_POS_Y + 5.0f; float start_z = START_POS_Z - ARRAY_SIZE_Z / 2; for (int k = 0; k < ARRAY_SIZE_Y; k++) { for (int i = 0; i < ARRAY_SIZE_X; i++) { for (int j = 0; j < ARRAY_SIZE_Z; j++) { float x = 1.0 * i + start_x; float y = 5.0 + 1.0 * k + start_y; float z = 1.0 * j + start_z; rbDes.originalTransform.setIdentity(); rbDes.originalTransform.translate(x, y, z); auto mesh = PhysicsMeshRenderer::create("MeshRendererTest/sphere.c3b", &rbDes); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setCameraMask((unsigned short)CameraFlag::USER1); mesh->setScale(1.0f / mesh->getContentSize().width); this->addChild(mesh); mesh->setPosition3D(Vec3(x, y, z)); mesh->syncNodeToPhysics(); mesh->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); } } } } physicsScene->setPhysics3DDebugCamera(_camera); return true; } bool Physics3DConstraintDemo::init() { if (!Physics3DTestDemo::init()) return false; // PhysicsMeshRenderer = MeshRenderer + Physics3DComponent Physics3DRigidBodyDes rbDes; rbDes.disableSleep = true; // create box auto mesh = MeshRenderer::create("MeshRendererTest/orc.c3b"); rbDes.mass = 10.f; rbDes.shape = Physics3DShape::createBox(Vec3(5.0f, 5.0f, 5.0f)); auto rigidBody = Physics3DRigidBody::create(&rbDes); Quaternion quat; Quaternion::createFromAxisAngle(Vec3(0.f, 1.f, 0.f), AX_DEGREES_TO_RADIANS(180), &quat); auto component = Physics3DComponent::create(rigidBody, Vec3(0.f, -3.f, 0.f), quat); mesh->addComponent(component); addChild(mesh); mesh->setCameraMask((unsigned short)CameraFlag::USER1); mesh->setScale(0.4f); mesh->setPosition3D(Vec3(-20.f, 5.f, 0.f)); // sync node position to physics component->syncNodeToPhysics(); // physics controlled, we will not set position for it, so we can skip sync node position to physics component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); physicsScene->setPhysics3DDebugCamera(_camera); // create point to point constraint Physics3DConstraint* constraint = Physics3DPointToPointConstraint::create(rigidBody, Vec3(2.5f, 2.5f, 2.5f)); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint); // create hinge constraint rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(8.0f, 8.0f, 1.f)); rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScaleX(8.f); mesh->setScaleY(8.f); mesh->setPosition3D(Vec3(5.f, 0.f, 0.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); component->syncNodeToPhysics(); rigidBody->setAngularVelocity(Vec3(0, 3, 0)); constraint = Physics3DHingeConstraint::create(rigidBody, Vec3(4.f, 4.f, 0.5f), Vec3(0.f, 1.f, 0.f)); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint); // create slider constraint rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 2.0f, 3.f)); rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScaleX(3.f); mesh->setScaleZ(3.f); mesh->setPosition3D(Vec3(30.f, 15.f, 0.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); component->syncNodeToPhysics(); rigidBody->setLinearVelocity(Vec3(0, 3, 0)); rbDes.mass = 0.0f; rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f)); auto rigidBodyB = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBodyB); mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScale(3.f); mesh->setPosition3D(Vec3(30.f, 5.f, 0.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); component->syncNodeToPhysics(); Mat4 frameInA, frameInB; Mat4::createRotationZ(AX_DEGREES_TO_RADIANS(90), &frameInA); frameInB = frameInA; frameInA.m[13] = -5.f; frameInB.m[13] = 5.f; constraint = Physics3DSliderConstraint::create(rigidBody, rigidBodyB, frameInA, frameInB, false); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint); ((Physics3DSliderConstraint*)constraint)->setLowerLinLimit(-5.f); ((Physics3DSliderConstraint*)constraint)->setUpperLinLimit(5.f); // create ConeTwist constraint rbDes.mass = 1.f; rbDes.shape = Physics3DShape::createBox(Vec3(3.f, 3.f, 3.f)); rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScale(3.f); mesh->setPosition3D(Vec3(-10.f, 5.f, 0.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); component->syncNodeToPhysics(); Mat4::createRotationZ(AX_DEGREES_TO_RADIANS(90), &frameInA); frameInA.m[12] = 0.f; frameInA.m[13] = -10.f; frameInA.m[14] = 0.f; constraint = Physics3DConeTwistConstraint::create(rigidBody, frameInA); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint, true); ((Physics3DConeTwistConstraint*)constraint) ->setLimit(AX_DEGREES_TO_RADIANS(10), AX_DEGREES_TO_RADIANS(10), AX_DEGREES_TO_RADIANS(40)); // create 6 dof constraint rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f)); rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScale(3.f); mesh->setPosition3D(Vec3(30.f, -5.f, 0.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); component->syncNodeToPhysics(); frameInA.setIdentity(); constraint = Physics3D6DofConstraint::create(rigidBody, frameInA, false); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint); ((Physics3D6DofConstraint*)constraint)->setAngularLowerLimit(Vec3(0, 0, 0)); ((Physics3D6DofConstraint*)constraint)->setAngularUpperLimit(Vec3(0, 0, 0)); ((Physics3D6DofConstraint*)constraint)->setLinearLowerLimit(Vec3(-10, 0, 0)); ((Physics3D6DofConstraint*)constraint)->setLinearUpperLimit(Vec3(10, 0, 0)); return true; } void Physics3DConstraintDemo::onTouchesBegan(const std::vector& touches, axis::Event* event) { // ray trace if (_camera) { auto touch = touches[0]; auto location = touch->getLocationInView(); Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f); auto size = Director::getInstance()->getWinSize(); _camera->unproject(size, &nearP, &nearP); _camera->unproject(size, &farP, &farP); Physics3DWorld::HitResult result; bool ret = physicsScene->getPhysics3DWorld()->rayCast(nearP, farP, &result); if (ret && result.hitObj->getObjType() == Physics3DObject::PhysicsObjType::RIGID_BODY) { auto mat = result.hitObj->getWorldTransform().getInversed(); Vec3 position; mat.transformPoint(result.hitPosition, &position); _constraint = Physics3DPointToPointConstraint::create(static_cast(result.hitObj), position); physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(_constraint, true); _pickingDistance = (result.hitPosition - nearP).length(); event->stopPropagation(); return; } } Physics3DTestDemo::onTouchesBegan(touches, event); _needShootBox = false; } void Physics3DConstraintDemo::onTouchesMoved(const std::vector& touches, axis::Event* event) { if (_constraint) { auto p2pConstraint = ((Physics3DPointToPointConstraint*)_constraint); auto touch = touches[0]; auto location = touch->getLocationInView(); Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f); auto size = Director::getInstance()->getWinSize(); _camera->unproject(size, &nearP, &nearP); _camera->unproject(size, &farP, &farP); auto dir = (farP - nearP).getNormalized(); p2pConstraint->setPivotPointInB(nearP + dir * _pickingDistance); event->stopPropagation(); return; } Physics3DTestDemo::onTouchesMoved(touches, event); } void Physics3DConstraintDemo::onTouchesEnded(const std::vector& touches, axis::Event* event) { if (_constraint) { physicsScene->getPhysics3DWorld()->removePhysics3DConstraint(_constraint); _constraint = nullptr; event->stopPropagation(); return; } Physics3DTestDemo::onTouchesEnded(touches, event); } bool Physics3DTerrainDemo::init() { if (!Physics3DTestDemo::init()) return false; Terrain::DetailMap r("TerrainTest/dirt.jpg"), g("TerrainTest/Grass2.jpg", 10), b("TerrainTest/road.jpg"), a("TerrainTest/GreenSkin.jpg", 20); Terrain::TerrainData data("TerrainTest/heightmap129.jpg", "TerrainTest/alphamap.png", r, g, b, a, Size(32, 32), 20.0f, 1.0f); auto terrain = Terrain::create(data, Terrain::CrackFixedType::SKIRT); terrain->setMaxDetailMapAmount(4); terrain->setCameraMask(2); terrain->setDrawWire(false); terrain->setSkirtHeightRatio(3); terrain->setLODDistance(64, 128, 192); terrain->setCameraMask((unsigned short)CameraFlag::USER1); // create terrain std::vector heidata = terrain->getHeightData(); auto size = terrain->getTerrainSize(); Physics3DColliderDes colliderDes; colliderDes.shape = Physics3DShape::createHeightfield(size.width, size.height, &heidata[0], 1.0f, terrain->getMinHeight(), terrain->getMaxHeight(), true, false, true); auto collider = Physics3DCollider::create(&colliderDes); auto component = Physics3DComponent::create(collider); terrain->addComponent(component); this->addChild(terrain); component->syncNodeToPhysics(); component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE); // create several spheres Physics3DRigidBodyDes rbDes; rbDes.mass = 1.f; rbDes.shape = Physics3DShape::createSphere(0.5f); float start_x = START_POS_X - ARRAY_SIZE_X / 2 + 5.0f; float start_y = START_POS_Y + 20.0f; float start_z = START_POS_Z - ARRAY_SIZE_Z / 2; for (int k = 0; k < ARRAY_SIZE_Y; k++) { for (int i = 0; i < ARRAY_SIZE_X; i++) { for (int j = 0; j < ARRAY_SIZE_Z; j++) { float x = 1.0 * i + start_x; float y = 5.0 + 1.0 * k + start_y; float z = 1.0 * j + start_z; auto mesh = PhysicsMeshRenderer::create("MeshRendererTest/sphere.c3b", &rbDes); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setCameraMask((unsigned short)CameraFlag::USER1); mesh->setScale(1.0f / mesh->getContentSize().width); mesh->setPosition3D(Vec3(x, y, z)); this->addChild(mesh); mesh->syncNodeToPhysics(); mesh->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE); } } } // create mesh std::vector trianglesList = Bundle3D::getTrianglesList("MeshRendererTest/boss.c3b"); colliderDes.shape = Physics3DShape::createMesh(&trianglesList[0], (int)trianglesList.size() / 3); auto mesh = PhysicsMeshRenderer::createWithCollider("MeshRendererTest/boss.c3b", &colliderDes); mesh->setRotation3D(Vec3(-90.0f, 0.0f, 0.0f)); mesh->setPosition3D(Vec3(0.0f, 15.0f, 0.0f)); mesh->setCameraMask(2); this->addChild(mesh); mesh->syncNodeToPhysics(); mesh->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE); std::vector> shapeList; { Mat4 localTrans; auto bodyshape = Physics3DShape::createBox(Vec3(2.0f, 4.0f, 2.0f)); Mat4::createTranslation(0.0f, 2.0f, 0.0f, &localTrans); shapeList.push_back(std::make_pair(bodyshape, localTrans)); auto headshape = Physics3DShape::createSphere(1.5f); Mat4::createTranslation(0.6f, 5.0f, -1.5f, &localTrans); shapeList.push_back(std::make_pair(headshape, localTrans)); auto lhandshape = Physics3DShape::createBox(Vec3(1.0f, 3.0f, 1.0f)); Mat4::createRotation(Vec3(1.0f, 0.0f, 0.0f), AX_DEGREES_TO_RADIANS(15.0f), &localTrans); localTrans.m[12] = -1.5f; localTrans.m[13] = 2.5f; localTrans.m[14] = -2.5f; shapeList.push_back(std::make_pair(lhandshape, localTrans)); auto rhandshape = Physics3DShape::createBox(Vec3(1.0f, 3.0f, 1.0f)); Mat4::createRotation(Vec3(1.0f, 0.0f, 0.0f), AX_DEGREES_TO_RADIANS(-15.0f), &localTrans); localTrans.m[12] = 2.0f; localTrans.m[13] = 2.5f; localTrans.m[14] = 1.f; shapeList.push_back(std::make_pair(rhandshape, localTrans)); rbDes.mass = 10.0f; rbDes.shape = Physics3DShape::createCompoundShape(shapeList); auto rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); auto mesh = MeshRenderer::create("MeshRendererTest/orc.c3b"); mesh->addComponent(component); mesh->setRotation3D(Vec3(0.0f, 180.0f, 0.0f)); mesh->setPosition3D(Vec3(-5.0f, 20.0f, 0.0f)); mesh->setScale(0.4f); mesh->setCameraMask(2); this->addChild(mesh); } physicsScene->setPhysics3DDebugCamera(_camera); return true; } std::string Physics3DTerrainDemo::subtitle() const { return "Physics3D Terrain"; } std::string Physics3DCollisionCallbackDemo::subtitle() const { return "Physics3D CollisionCallback"; } bool Physics3DCollisionCallbackDemo::init() { if (!Physics3DTestDemo::init()) return false; { Physics3DRigidBodyDes rbDes; float scale = 2.0f; std::vector trianglesList = Bundle3D::getTrianglesList("MeshRendererTest/boss.c3b"); for (auto& it : trianglesList) { it *= scale; } rbDes.mass = 0.0f; rbDes.shape = Physics3DShape::createMesh(&trianglesList[0], (int)trianglesList.size() / 3); auto rigidBody = Physics3DRigidBody::create(&rbDes); auto component = Physics3DComponent::create(rigidBody); auto mesh = MeshRenderer::create("MeshRendererTest/boss.c3b"); mesh->addComponent(component); mesh->setRotation3D(Vec3(-90.0f, 0.0f, 0.0f)); mesh->setScale(scale); mesh->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(mesh); // preload // rigidBody->setCollisionCallback([=](const Physics3DCollisionInfo& ci) { if (!ci.collisionPointList.empty()) { if (ci.objA->getMask() != 0) { auto ps = PUParticleSystem3D::create("Particle3D/scripts/mp_hit_04.pu"); ps->setPosition3D(ci.collisionPointList[0].worldPositionOnB); ps->setScale(0.05f); ps->startParticleSystem(); ps->setCameraMask(2); this->addChild(ps); ps->runAction(Sequence::create(DelayTime::create(1.0f), CallFunc::create([=]() { ps->removeFromParent(); }), nullptr)); ci.objA->setMask(0); } } // AXLOG("------------BoxB Collision Info------------"); // AXLOG("Collision Point Num: %d", ci.collisionPointList.size()); // for (auto &iter : ci.collisionPointList){ // AXLOG("Collision Position On A: (%.2f, %.2f, %.2f)", iter.worldPositionOnA.x, iter.worldPositionOnA.y, // iter.worldPositionOnA.z); AXLOG("Collision Position On B: (%.2f, %.2f, %.2f)", // iter.worldPositionOnB.x, iter.worldPositionOnB.y, iter.worldPositionOnB.z); AXLOG("Collision Normal // On B: (%.2f, %.2f, %.2f)", iter.worldNormalOnB.x, iter.worldNormalOnB.y, iter.worldNormalOnB.z); // } // AXLOG("------------BoxB Collision Info------------"); }); } physicsScene->setPhysics3DDebugCamera(_camera); return true; } std::string Physics3DColliderDemo::subtitle() const { return "Physics3D Trigger"; } bool Physics3DColliderDemo::init() { if (!Physics3DTestDemo::init()) return false; Physics3DRigidBodyDes rbDes; rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f)); auto playerBody = Physics3DRigidBody::create(&rbDes); auto component = Physics3DComponent::create(playerBody); playerBody->setKinematic(true); auto mesh = MeshRenderer::create("MeshRendererTest/box.c3t"); mesh->setTexture("MeshRendererTest/plane.png"); mesh->setScale(3.f); mesh->setPosition3D(Vec3(0.0f, 0.f, 30.f)); mesh->addComponent(component); mesh->setCameraMask((unsigned short)CameraFlag::USER1); auto moveby = MoveBy::create(5.0f, Vec3(0.0f, 0.0f, -60.0f)); mesh->runAction(RepeatForever::create(Sequence::create(moveby, moveby->reverse(), nullptr))); this->addChild(mesh); { Physics3DColliderDes colliderDes; colliderDes.shape = Physics3DShape::createSphere(10.0f); colliderDes.isTrigger = true; auto collider = Physics3DCollider::create(&colliderDes); auto component = Physics3DComponent::create(collider); auto node = Node::create(); node->addComponent(component); node->setCameraMask((unsigned short)CameraFlag::USER1); this->addChild(node); Physics3DRigidBodyDes rbDes; rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(10.0f, 10.0f, 1.f)); auto rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); rigidBody->setKinematic(true); auto doorLeft = MeshRenderer::create("MeshRendererTest/box.c3t"); doorLeft->setTexture("MeshRendererTest/plane.png"); doorLeft->setScaleX(10.0f); doorLeft->setScaleY(10.0f); doorLeft->setScaleZ(1.0f); doorLeft->setPosition3D(Vec3(-5.0f, 0.0f, 0.0f)); doorLeft->addComponent(component); doorLeft->setCameraMask((unsigned short)CameraFlag::USER1); node->addChild(doorLeft); rbDes.mass = 1.0f; rbDes.shape = Physics3DShape::createBox(Vec3(10.0f, 10.0f, 1.f)); rigidBody = Physics3DRigidBody::create(&rbDes); component = Physics3DComponent::create(rigidBody); rigidBody->setKinematic(true); auto doorRight = MeshRenderer::create("MeshRendererTest/box.c3t"); doorRight->setTexture("MeshRendererTest/plane.png"); doorRight->setScaleX(10.0f); doorRight->setScaleY(10.0f); doorRight->setScaleZ(1.0f); doorRight->setPosition3D(Vec3(5.0f, 0.0f, 0.0f)); doorRight->addComponent(component); doorRight->setCameraMask((unsigned short)CameraFlag::USER1); node->addChild(doorRight); collider->onTriggerEnter = [=](Physics3DObject* otherObject) { if (otherObject == playerBody) { auto moveby = MoveBy::create(1.0f, Vec3(-5.0f, 0.0f, 0.0f)); doorLeft->runAction(moveby); doorRight->runAction(moveby->reverse()); } }; collider->onTriggerExit = [=](Physics3DObject* otherObject) { if (otherObject == playerBody) { auto moveby = MoveBy::create(1.0f, Vec3(5.0f, 0.0f, 0.0f)); doorLeft->runAction(moveby); doorRight->runAction(moveby->reverse()); } }; } physicsScene->setPhysics3DDebugCamera(_camera); return true; } #endif