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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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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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+#include "Animation.h"
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+#include "AnimatedModel.h"
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+#include "AnimationState.h"
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+#include "Camera.h"
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+#include "CoreEvents.h"
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+#include "DebugRenderer.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Log.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Octree.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "Zone.h"
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+
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+#include "SkeletalAnimation.h"
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+
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+#include "DebugNew.h"
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(SkeletalAnimation)
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+
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+SkeletalAnimation::SkeletalAnimation(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(0.0f),
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+ drawDebug_(false)
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+{
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+}
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+
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+void SkeletalAnimation::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update and render post-update events
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+ SubscribeToEvents();
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+}
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+
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+void SkeletalAnimation::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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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). Also create a DebugRenderer component so that we can draw
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+ // debug geometry
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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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+ Node* planeNode = scene_->CreateChild("Plane");
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+ StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
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+ planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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+ planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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+ planeObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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+
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+ // Create a Zone component for ambient lighting & fog color control
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+ Node* zoneNode = scene_->CreateChild("Zone");
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+ Zone* zone = zoneNode->CreateComponent<Zone>();
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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(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
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+ zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
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+ zone->SetFogStart(100.0f);
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+ zone->SetFogEnd(300.0f);
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node* lightNode = scene_->CreateChild("Directional light");
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+ lightNode->SetDirection(Vector3(-1.0f, -1.0f, -1.0f)); // The direction vector does not need to be normalized
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+ Light* light = lightNode->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_DIRECTIONAL);
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+ light->SetCastShadows(true);
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+ light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
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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->SetShadowCascade(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 unsigned NUM_OBJECTS = 100;
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+ for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node* modelNode = scene_->CreateChild("Jack");
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+ AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
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+ modelNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
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+ modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
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+ modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
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+ modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
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+ modelObject->SetCastShadows(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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+ Animation* walkAnimation = cache->GetResource<Animation>("Models/Jack_Walk.ani");
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+ AnimationState* state = modelObject->AddAnimationState(walkAnimation);
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+ // Enable looping and full blending weight
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+ state->SetWeight(1.0f);
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+ state->SetLooped(true);
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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* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(300.0f);
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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_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+void SkeletalAnimation::CreateInstructions()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->CreateChild<Text>();
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+ instructionText->SetText("Use WASD keys and mouse to move\nSpace to toggle debug geometry");
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+ instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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+
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+ // Position the text relative to the screen center
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+ instructionText->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void SkeletalAnimation::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void SkeletalAnimation::MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ UI* ui = GetSubsystem<UI>();
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+ if (ui->GetFocusElement())
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+ return;
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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input->GetKeyDown('W'))
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+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+void SkeletalAnimation::MoveModels(float timeStep)
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+{
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+ // We could store all the created models into our own array, like in the Sprites example. However, we can also query the
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+ // scene for all nodes with an AnimatedModel component. That is slightly slower, as each node's components have to be looped
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+ // through. We know the nodes are on the root level, so we do not need to do the query as recursive
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+ PODVector<Node*> modelNodes;
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+ scene_->GetChildrenWithComponent<AnimatedModel>(modelNodes);
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+
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+ const float MODEL_MOVE_SPEED = 2.0f;
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+ const float MODEL_ROTATE_SPEED = 100.0f;
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+
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+ for (unsigned i = 0; i < modelNodes.Size(); ++i)
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+ {
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+ Node* modelNode = modelNodes[i];
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+ modelNode->TranslateRelative(Vector3::FORWARD * MODEL_MOVE_SPEED * timeStep);
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+
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+ // If in risk of going outside the plane, rotate the model right
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+ Vector3 pos = modelNode->GetPosition();
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+ if (pos.x_ < -47.0f || pos.x_ > 47.0f || pos.z_ < -47.0f || pos.z_ > 47.0f)
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+ modelNode->Yaw(timeStep * MODEL_ROTATE_SPEED);
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+
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+ // Get the model's first (only) animation state and advance its time
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+ AnimationState* state = modelNode->GetComponent<AnimatedModel>()->GetAnimationStates()[0];
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+ state->AddTime(timeStep);
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+ }
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+}
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+
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+void SkeletalAnimation::SubscribeToEvents()
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+{
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+ // Subscribes HandleUpdate() method for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(SkeletalAnimation, HandleUpdate));
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+
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+ // Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
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+ // done with defining the draw calls for the viewports (but before actually executing them)
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+ SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
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+}
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+
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+void SkeletalAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Event parameters are always defined inside a namespace corresponding to the event's name
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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+
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+ // Move the camera and the animating models, scale movement with time step
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+ MoveCamera(timeStep);
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+ MoveModels(timeStep);
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+
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+ // Check for space pressed and toggle debug geometry
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+ if (GetSubsystem<Input>()->GetKeyPress(KEY_SPACE))
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+ drawDebug_ = !drawDebug_;
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+}
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+
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+void SkeletalAnimation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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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. Disable depth test so that we can see the bones properly
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+ if (drawDebug_)
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+ GetSubsystem<Renderer>()->DrawDebugGeometry(false);
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+}
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