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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using System.Linq;
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+
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class SkeletalAnimationSample : Sample
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+ {
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+ Scene scene;
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+ Camera camera;
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+ bool drawDebug;
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+
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+ public SkeletalAnimationSample() : base() { }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+ scene = new Scene();
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+
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+ // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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+ // (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ scene.CreateComponent<Octree>();
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+ scene.CreateComponent<DebugRenderer>();
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+
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+ // Create scene node & StaticModel component for showing a static plane
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+ var planeNode = scene.CreateChild("Plane");
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+ planeNode.Scale = new Vector3(100, 1, 100);
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+ var planeObject = planeNode.CreateComponent<StaticModel>();
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+ planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
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+ planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ var zoneNode = scene.CreateChild("Zone");
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+ var zone = zoneNode.CreateComponent<Zone>();
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+
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+ // Set same volume as the Octree, set a close bluish fog and some ambient light
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+ zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
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+ zone.AmbientColor = new Color(0.15f, 0.15f, 0.15f);
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+ zone.FogColor = new Color(0.5f, 0.5f, 0.7f);
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+ zone.FogStart = 100;
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+ zone.FogEnd = 300;
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ var lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f));
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+ var light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+ light.CastShadows = true;
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+
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+ light.ShadowBias = new BiasParameters(0.00025f, 0.5f);
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+
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light.ShadowCascade = new CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+
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+ // Create animated models
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+ const int numModels = 100;
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+ const float modelMoveSpeed = 2.0f;
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+ const float modelRotateSpeed = 100.0f;
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+ var bounds = new BoundingBox(new Vector3(-47.0f, 0.0f, -47.0f), new Vector3(47.0f, 0.0f, 47.0f));
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+
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+ for (var i = 0; i < numModels; ++i)
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+ {
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+ var modelNode = scene.CreateChild("Jack");
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+ modelNode.Position = new Vector3(NextRandom(-45, 45), 0.0f, NextRandom(-45, 45));
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+ modelNode.Rotation = new Quaternion(0, NextRandom(0, 360), 0);
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+ //var modelObject = modelNode.CreateComponent<AnimatedModel>();
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+ var modelObject = new AnimatedModel();
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+ modelNode.AddComponent(modelObject);
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+ modelObject.Model = cache.Get<Model>("Models/Jack.mdl");
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+ //modelObject.Material = cache.GetMaterial("Materials/Jack.xml");
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+ modelObject.CastShadows = true;
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+
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+ // Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
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+ // animation, The alternative would be to use an AnimationController component which updates the animation automatically,
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+ // but we need to update the model's position manually in any case
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+ var walkAnimation = cache.Get<Animation>("Models/Jack_Walk.ani");
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+ var state = modelObject.AddAnimationState(walkAnimation);
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+ // The state would fail to create (return null) if the animation was not found
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+ if (state != null)
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+ {
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+ // Enable full blending weight and looping
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+ state.Weight = 1;
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+ state.Looped = true;
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+ }
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+
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+ // Create our custom Mover component that will move & animate the model during each frame's update
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+ var mover = new Mover(modelMoveSpeed, modelRotateSpeed, bounds);
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+ modelNode.AddComponent(mover);
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ CameraNode = scene.CreateChild("Camera");
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+ camera = CameraNode.CreateComponent<Camera>();
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+ camera.FarClip = 300;
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+
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+ // Set an initial position for the camera scene node above the plane
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+ CameraNode.Position = new Vector3(0.0f, 5.0f, 0.0f);
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, camera));
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ base.Update(timeStep);
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+ SimpleMoveCamera3D(timeStep);
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+
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+ var input = GetSubsystem<Input>();
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+ if (input.GetKeyPress(Constants.KEY_SPACE))
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+ drawDebug = !drawDebug;
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+ }
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+
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+ void SubscribeToEvents()
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+ {
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+ // Subscribe HandlePostRenderUpdate() function for
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+ // processing the post-render update event, sent after
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+ // Renderer subsystem is done with defining the draw
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+ // calls for the viewports (but before actually
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+ // executing them.) We will request debug geometry
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+ // rendering during that event
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+
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+ SubscribeToEvent<PostRenderUpdateEvent>(e =>
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+ {
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+ // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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+ // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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+ // bones properly
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+ if (drawDebug)
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+ {
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+ GetSubsystem<Renderer>().DrawDebugGeometry(false);
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+ }
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+ });
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+ }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ SimpleCreateInstructionsWithWasd("\nSpace to toggle debug geometry");
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+ SetupViewport();
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+ SubscribeToEvents();
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+ }
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+
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+ // protected override string JoystickLayoutPatch => JoystickLayoutPatches.WithDebugButton;
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+
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+
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+ class Mover : CSComponent
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+ {
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+ float MoveSpeed { get; }
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+ float RotationSpeed { get; }
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+ BoundingBox Bounds { get; }
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+
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+ public Mover(float moveSpeed, float rotateSpeed, BoundingBox bounds)
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+ {
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+ MoveSpeed = moveSpeed;
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+ RotationSpeed = rotateSpeed;
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+ Bounds = bounds;
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+ }
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+
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+ void Update(float timeStep)
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+ {
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+ // This moves the character position
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+ Node.Translate(Vector3.UnitZ * MoveSpeed * timeStep, TransformSpace.TS_LOCAL);
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+
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+ // If in risk of going outside the plane, rotate the model right
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+ var pos = Node.Position;
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+ if (pos.X < Bounds.Min.X || pos.X > Bounds.Max.X || pos.Z < Bounds.Min.Z || pos.Z > Bounds.Max.Z)
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+ Node.Yaw(RotationSpeed * timeStep, TransformSpace.TS_LOCAL);
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+
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+ // Get the model's first (only) animation
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+ // state and advance its time. Note the
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+ // convenience accessor to other components in
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+ // the same scene node
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+
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+ var model = GetComponent<AnimatedModel>();
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+
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+ if (model.NumAnimationStates > 0)
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+ {
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+ var state = model.AnimationStates.First();
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+ state.AddTime(timeStep);
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+ }
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+ }
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+ }
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+ }
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+}
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