// Skeletal animation example. // This sample demonstrates: // - Populating a 3D scene with skeletally animated AnimatedModel components // - Moving the animated models and advancing their animation using a script object // - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows // over a large area (typically used in outdoor scenes for shadows cast by sunlight) // - Displaying renderer debug geometry #include "Scripts/Utilities/Sample.as" void Start() { // Execute the common startup for samples SampleStart(); // Create the scene content CreateScene(); // Create the UI content CreateInstructions(); // Setup the viewport for displaying the scene SetupViewport(); // Hook up to the frame update and render post-update events SubscribeToEvents(); } void CreateScene() { scene_ = Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_.CreateComponent("Octree"); scene_.CreateComponent("DebugRenderer"); // Create scene node & StaticModel component for showing a static plane Node@ planeNode = scene_.CreateChild("Plane"); planeNode.scale = Vector3(100.0f, 1.0f, 100.0f); StaticModel@ planeObject = planeNode.CreateComponent("StaticModel"); planeObject.model = cache.GetResource("Model", "Models/Plane.mdl"); planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml"); // Create a Zone component for ambient lighting & fog control Node@ zoneNode = scene_.CreateChild("Zone"); Zone@ zone = zoneNode.CreateComponent("Zone"); zone.boundingBox = BoundingBox(-1000.0f, 1000.0f); zone.ambientColor = Color(0.15f, 0.15f, 0.15f); zone.fogColor = Color(0.5f, 0.5f, 0.7f); zone.fogStart = 100.0f; zone.fogEnd = 300.0f; // Create a directional light to the world. Enable cascaded shadows on it Node@ lightNode = scene_.CreateChild("DirectionalLight"); lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); Light@ light = lightNode.CreateComponent("Light"); light.lightType = LIGHT_DIRECTIONAL; light.castShadows = true; light.shadowBias = 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 = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f); // Create animated models const uint NUM_MODELS = 100; const float MODEL_MOVE_SPEED = 2.0f; const float MODEL_ROTATE_SPEED = 100.0f; const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f)); for (uint i = 0; i < NUM_MODELS; ++i) { Node@ modelNode = scene_.CreateChild("Jack"); modelNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f); modelNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f); AnimatedModel@ modelObject = modelNode.CreateComponent("AnimatedModel"); modelObject.model = cache.GetResource("Model", "Models/Jack.mdl"); modelObject.material = cache.GetResource("Material", "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 Animation@ walkAnimation = cache.GetResource("Animation", "Models/Jack_Walk.ani"); AnimationState@ state = modelObject.AddAnimationState(walkAnimation); // Enable full blending weight and looping state.weight = 1.0f; state.looped = true; // Create our Mover script object that will move & animate the model during each frame's update. Here we use a shortcut // script-only API function, CreateScriptObject, which creates a ScriptInstance component into the scene node, then uses // it to instantiate the object (using the script file & class name provided) Mover@ mover = cast(modelNode.CreateScriptObject(scriptFile, "Mover")); mover.SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds); } // Create the camera. Limit far clip distance to match the fog cameraNode = scene_.CreateChild("Camera"); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.farClip = 300.0f; // Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0f, 5.0f, 0.0f); } void CreateInstructions() { // Construct new Text object, set string to display and font to use Text@ instructionText = ui.root.CreateChild("Text"); instructionText.text = "Use WASD keys and mouse to move\n" "Space to toggle debug geometry"; instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15); // The text has multiple rows. Center them in relation to each other instructionText.textAlignment = HA_CENTER; // Position the text relative to the screen center instructionText.horizontalAlignment = HA_CENTER; instructionText.verticalAlignment = VA_CENTER; instructionText.SetPosition(0, ui.root.height / 4); } void SetupViewport() { // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); // 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("PostRenderUpdate", "HandlePostRenderUpdate"); } void MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (ui.focusElement !is null) return; // Movement speed as world units per second const float MOVE_SPEED = 20.0f; // Mouse sensitivity as degrees per pixel const float MOUSE_SENSITIVITY = 0.1f; // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees IntVector2 mouseMove = input.mouseMove; yaw += MOUSE_SENSITIVITY * mouseMove.x; pitch += MOUSE_SENSITIVITY * mouseMove.y; pitch = Clamp(pitch, -90.0f, 90.0f); // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero cameraNode.rotation = Quaternion(pitch, yaw, 0.0f); // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input.keyDown['W']) cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); // Toggle debug geometry with space if (input.keyPress[KEY_SPACE]) drawDebug = !drawDebug; } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); } void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData) { // 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) renderer.DrawDebugGeometry(false); } // Mover script object class class Mover : ScriptObject { float moveSpeed = 0.0f; float rotationSpeed = 0.0f; BoundingBox bounds; void SetParameters(float moveSpeed_, float rotationSpeed_, const BoundingBox& bounds_) { moveSpeed = moveSpeed_; rotationSpeed = rotationSpeed_; bounds = bounds_; } void Update(float timeStep) { node.Translate(Vector3(0.0f, 0.0f, 1.0f) * moveSpeed * timeStep); // If in risk of going outside the plane, rotate the model right Vector3 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); // Get the model's first (only) animation state and advance its time AnimatedModel@ model = node.GetComponent("AnimatedModel"); AnimationState@ state = model.GetAnimationState(0); if (state !is null) state.AddTime(timeStep); } } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = ""+ " "+ " Debug"+ " "+ " "+ " "+ " "+ " "+ " "+ "";