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Adding skeletal animation example

Josh Engebretson 9 years ago
parent
commit
e0b2ea361e

+ 211 - 0
FeatureExamples/Resources/Scripts/06_SkeletalAnimation.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
+//
+// 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.
+//
+
+using System.Linq;
+
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+    public class SkeletalAnimationSample : Sample
+    {
+        Scene scene;
+        Camera camera;
+        bool drawDebug;
+
+        public SkeletalAnimationSample() : base() { }
+
+        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);
+        }
+
+        void SetupViewport()
+        {
+            var renderer = GetSubsystem<Renderer>();
+            renderer.SetViewport(0, new Viewport(scene, camera));
+        }
+
+        protected override void Update(float timeStep)
+        {
+            base.Update(timeStep);
+            SimpleMoveCamera3D(timeStep);
+
+            var input = GetSubsystem<Input>();
+            if (input.GetKeyPress(Constants.KEY_SPACE))
+                drawDebug = !drawDebug;
+        }
+
+        void SubscribeToEvents()
+        {
+            // Subscribe HandlePostRenderUpdate() function for
+            // processing the post-render update event, sent after
+            // Renderer subsystem is done with defining the draw
+            // calls for the viewports (but before actually
+            // executing them.) We will request debug geometry
+            // rendering during that event
+
+            SubscribeToEvent<PostRenderUpdateEvent>(e =>
+            {
+                // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
+                // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
+                // bones properly
+                if (drawDebug)
+                {
+                    GetSubsystem<Renderer>().DrawDebugGeometry(false);
+                }
+            });
+        }
+
+        public override void Start()
+        {
+            base.Start();
+            CreateScene();
+            SimpleCreateInstructionsWithWasd("\nSpace to toggle debug geometry");
+            SetupViewport();
+            SubscribeToEvents();
+        }
+
+        // protected override string JoystickLayoutPatch => JoystickLayoutPatches.WithDebugButton;
+
+
+        class Mover : CSComponent
+        {
+            float MoveSpeed { get; }
+            float RotationSpeed { get; }
+            BoundingBox Bounds { get; }
+
+            public Mover(float moveSpeed, float rotateSpeed, BoundingBox bounds)
+            {
+                MoveSpeed = moveSpeed;
+                RotationSpeed = rotateSpeed;
+                Bounds = bounds;
+            }
+
+            void Update(float timeStep)
+            {
+                // This moves the character position
+                Node.Translate(Vector3.UnitZ * MoveSpeed * timeStep, TransformSpace.TS_LOCAL);
+
+                // If in risk of going outside the plane, rotate the model right
+                var pos = Node.Position;
+                if (pos.X < Bounds.Min.X || pos.X > Bounds.Max.X || pos.Z < Bounds.Min.Z || pos.Z > Bounds.Max.Z)
+                    Node.Yaw(RotationSpeed * timeStep, TransformSpace.TS_LOCAL);
+
+                // Get the model's first (only) animation
+                // state and advance its time. Note the
+                // convenience accessor to other components in
+                // the same scene node
+
+                var model = GetComponent<AnimatedModel>();
+
+                if (model.NumAnimationStates > 0)
+                {
+                    var state = model.AnimationStates.First();
+                    state.AddTime(timeStep);
+                }
+            }
+        }
+    }
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/06_SkeletalAnimation.cs.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "4cd17294245694aa9af485381f43d716",
+	"CSharpImporter": null
+}

+ 1 - 1
FeatureExamples/Resources/Scripts/AtomicMain.cs

@@ -10,7 +10,7 @@ public class AtomicMain : AppDelegate
     {
         // AtomicNET.GetSubsystem<Player>().LoadScene("Scenes/Scene.scene");
 
-        sample = new AnimatingScene();
+        sample = new SkeletalAnimationSample();
         sample.Start();
         
     }