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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
- {
- 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; }
- AnimationState animState;
- public Mover(float moveSpeed, float rotateSpeed, BoundingBox bounds)
- {
- MoveSpeed = moveSpeed;
- RotationSpeed = rotateSpeed;
- Bounds = bounds;
- }
- void Start()
- {
- // 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)
- {
- animState = model.AnimationStates.First();
- }
- }
- 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);
- if (animState != null)
- animState.AddTime(timeStep);
- }
- }
- }
- }
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