// Ribbon trail demo. // This sample demonstrates how to use both trail types of RibbonTrail component. #include "Scripts/Utilities/Sample.as" Node@ boxNode1; Node@ boxNode2; RibbonTrail@ swordTrail; AnimationController@ ninjaAnimCtrl; float timeStepSum = 0.0f; float swordTrailStartTime = 0.2f; float swordTrailEndTime = 0.46f; 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(); // Set the mouse mode to use in the sample SampleInitMouseMode(MM_RELATIVE); // Hook up to the frame update events SubscribeToEvents(); } void CreateScene() { scene_ = Scene(); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene_.CreateComponent("Octree"); // 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 directional light to the world. Node@ lightNode = scene_.CreateChild("DirectionalLight"); lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized Light@ light = lightNode.CreateComponent("Light"); light.lightType = LIGHT_DIRECTIONAL; light.castShadows = true; light.shadowBias = BiasParameters(0.00005f, 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 first box for face camera trail demo with 1 column. boxNode1 = scene_.CreateChild("Box1"); StaticModel@ box1 = boxNode1.CreateComponent("StaticModel"); box1.model = cache.GetResource("Model", "Models/Box.mdl"); box1.castShadows = true; RibbonTrail@ boxTrail1 = boxNode1.CreateComponent("RibbonTrail"); boxTrail1.material = cache.GetResource("Material", "Materials/RibbonTrail.xml"); boxTrail1.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f); boxTrail1.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f); boxTrail1.width = 0.5f; boxTrail1.updateInvisible = true; // Create second box for face camera trail demo with 4 column. // This will produce less distortion than first trail. boxNode2 = scene_.CreateChild("Box2"); StaticModel@ box2 = boxNode2.CreateComponent("StaticModel"); box2.model = cache.GetResource("Model", "Models/Box.mdl"); box2.castShadows = true; RibbonTrail@ boxTrail2 = boxNode2.CreateComponent("RibbonTrail"); boxTrail2.material = cache.GetResource("Material", "Materials/RibbonTrail.xml"); boxTrail2.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f); boxTrail2.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f); boxTrail2.width = 0.5f; boxTrail2.tailColumn = 4; boxTrail2.updateInvisible = true; // Load ninja animated model for bone trail demo. Node@ ninjaNode = scene_.CreateChild("Ninja"); ninjaNode.position = Vector3(5.0f, 0.0f, 0.0f); ninjaNode.rotation = Quaternion(0.0f, 180.0f, 0.0f); AnimatedModel@ ninja = ninjaNode.CreateComponent("AnimatedModel"); ninja.model = cache.GetResource("Model", "Models/NinjaSnowWar/Ninja.mdl"); ninja.material = cache.GetResource("Material", "Materials/NinjaSnowWar/Ninja.xml"); ninja.castShadows = true; // Create animation controller and play attack animation. ninjaAnimCtrl = ninjaNode.CreateComponent("AnimationController"); ninjaAnimCtrl.PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f); // Add ribbon trail to tip of sword. Node@ swordTip = ninjaNode.GetChild("Joint29", true); swordTrail = swordTip.CreateComponent("RibbonTrail"); // Set sword trail type to bone and set other parameters. swordTrail.trailType = TT_BONE; swordTrail.material = cache.GetResource("Material", "Materials/SlashTrail.xml"); swordTrail.lifetime = 0.22f; swordTrail.startColor = Color(1.0f, 1.0f, 1.0f, 0.75f); swordTrail.endColor = Color(0.2, 0.5f, 1.0f, 0.0f); swordTrail.tailColumn = 4; swordTrail.updateInvisible = true; // Add floating text for info. Node@ boxTextNode1 = scene_.CreateChild("BoxText1"); boxTextNode1.position = Vector3(-1.0f, 2.0f, 0.0f); Text3D@ boxText1 = boxTextNode1.CreateComponent("Text3D"); boxText1.text = "Face Camera Trail (4 Column)"; boxText1.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24); Node@ boxTextNode2 = scene_.CreateChild("BoxText2"); boxTextNode2.position = Vector3(-6.0f, 2.0f, 0.0f); Text3D@ boxText2 = boxTextNode2.CreateComponent("Text3D"); boxText2.text = "Face Camera Trail (1 Column)"; boxText2.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24); Node@ ninjaTextNode2 = scene_.CreateChild("NinjaText"); ninjaTextNode2.position = Vector3(4.0f, 2.5f, 0.0f); Text3D@ ninjaText = ninjaTextNode2.CreateComponent("Text3D"); ninjaText.text = "Bone Trail (4 Column)"; ninjaText.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24); // Create the camera. cameraNode = scene_.CreateChild("Camera"); cameraNode.CreateComponent("Camera"); // Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0f, 2.0f, -14.0f); } 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"; instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15); // 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. We need to define the scene and the camera // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to // use, but now we just use full screen and default render path configured in the engine command line options Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } 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 // Use the Translate() function (default local space) to move relative to the node's orientation. if (input.keyDown[KEY_W]) cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep); if (input.keyDown[KEY_S]) cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep); if (input.keyDown[KEY_A]) cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input.keyDown[KEY_D]) cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); } 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); // Sum of timesteps. timeStepSum += timeStep; // Move first box with pattern. boxNode1.SetTransform(Vector3(-4.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion()); // Move second box with pattern. boxNode2.SetTransform(Vector3(0.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion()); // Get elapsed attack animation time. float swordAnimTime = ninjaAnimCtrl.GetAnimationState("Models/NinjaSnowWar/Ninja_Attack3.ani").time; // Stop emitting trail when sword is finished slashing. if (!swordTrail.emitting && swordAnimTime > swordTrailStartTime && swordAnimTime < swordTrailEndTime) swordTrail.emitting = true; else if (swordTrail.emitting && swordAnimTime >= swordTrailEndTime) swordTrail.emitting = false; } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "";