06_SkeletalAnimation.lua 9.1 KB

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  1. -- Skeletal animation example.
  2. -- This sample demonstrates:
  3. -- - Populating a 3D scene with skeletally animated AnimatedModel components
  4. -- - Moving the animated models and advancing their animation using a script object
  5. -- - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
  6. -- over a large area (typically used in outdoor scenes for shadows cast by sunlight)
  7. -- - Displaying renderer debug geometry
  8. require "LuaScripts/Utilities/Sample"
  9. local scene_ = nil
  10. local cameraNode = nil
  11. local yaw = 0.0
  12. local pitch = 0.0
  13. local drawDebug = false
  14. function Start()
  15. -- Execute the common startup for samples
  16. SampleStart()
  17. -- Create the scene content
  18. CreateScene()
  19. -- Create the UI content
  20. CreateInstructions()
  21. -- Setup the viewport for displaying the scene
  22. SetupViewport()
  23. -- Hook up to the frame update and render post-update events
  24. SubscribeToEvents()
  25. end
  26. function CreateScene()
  27. scene_ = Scene()
  28. -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  29. -- Also create a DebugRenderer component so that we can draw debug geometry
  30. scene_:CreateComponent("Octree")
  31. scene_:CreateComponent("DebugRenderer")
  32. -- Create scene node & StaticModel component for showing a static plane
  33. local planeNode = scene_:CreateChild("Plane")
  34. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  35. local planeObject = planeNode:CreateComponent("StaticModel")
  36. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  37. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  38. -- Create a Zone component for ambient lighting & fog control
  39. local zoneNode = scene_:CreateChild("Zone")
  40. local zone = zoneNode:CreateComponent("Zone")
  41. zone.boundingBox = BoundingBox(-1000.0, 1000.0)
  42. zone.ambientColor = Color(0.15, 0.15, 0.15)
  43. zone.fogColor = Color(0.5, 0.5, 0.7)
  44. zone.fogStart = 100.0
  45. zone.fogEnd = 300.0
  46. -- Create a directional light to the world. Enable cascaded shadows on it
  47. local lightNode = scene_:CreateChild("DirectionalLight")
  48. lightNode.direction = Vector3(0.6, -1.0, 0.8)
  49. local light = lightNode:CreateComponent("Light")
  50. light.lightType = LIGHT_DIRECTIONAL
  51. light.castShadows = true
  52. light.shadowBias = BiasParameters(0.00025, 0.5)
  53. -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  54. light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
  55. -- Create animated models
  56. local uint NUM_MODELS = 100
  57. local MODEL_MOVE_SPEED = 2.0
  58. local MODEL_ROTATE_SPEED = 100.0
  59. local bounds = BoundingBox(Vector3(-47.0, 0.0, -47.0), Vector3(47.0, 0.0, 47.0))
  60. for i = 1, NUM_MODELS do
  61. local modelNode = scene_:CreateChild("Jack")
  62. modelNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  63. modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  64. local modelObject = modelNode:CreateComponent("AnimatedModel")
  65. modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
  66. modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
  67. modelObject.castShadows = true
  68. -- Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
  69. -- animation, The alternative would be to use an AnimationController component which updates the animation automatically,
  70. -- but we need to update the model's position manually in any case
  71. local walkAnimation = cache:GetResource("Animation", "Models/Jack_Walk.ani")
  72. local state = modelObject:AddAnimationState(walkAnimation)
  73. -- Enable full blending weight and looping
  74. state.weight = 1.0
  75. state.looped = true
  76. -- Create our Mover script object that will move & animate the model during each frame's update.
  77. local object = modelNode:CreateScriptObject("Mover")
  78. object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
  79. end
  80. -- Create the camera. Limit far clip distance to match the fog
  81. cameraNode = scene_:CreateChild("Camera")
  82. local camera = cameraNode:CreateComponent("Camera")
  83. camera.farClip = 300.0
  84. -- Set an initial position for the camera scene node above the plane
  85. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  86. end
  87. function CreateInstructions()
  88. -- Construct new Text object, set string to display and font to use
  89. local instructionText = ui.root:CreateChild("Text")
  90. instructionText:SetText("Use WASD keys and mouse to move\n"..
  91. "Space to toggle debug geometry")
  92. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  93. -- The text has multiple rows. Center them in relation to each other
  94. instructionText.textAlignment = HA_CENTER
  95. -- Position the text relative to the screen center
  96. instructionText.horizontalAlignment = HA_CENTER
  97. instructionText.verticalAlignment = VA_CENTER
  98. instructionText:SetPosition(0, ui.root.height / 4)
  99. end
  100. function SetupViewport()
  101. -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  102. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  103. renderer:SetViewport(0, viewport)
  104. end
  105. function SubscribeToEvents()
  106. -- Subscribe HandleUpdate() function for processing update events
  107. SubscribeToEvent("Update", "HandleUpdate")
  108. -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
  109. -- done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
  110. -- rendering during that event
  111. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
  112. end
  113. function MoveCamera(timeStep)
  114. -- Do not move if the UI has a focused element (the console)
  115. if ui.focusElement ~= nil then
  116. return
  117. end
  118. -- Movement speed as world units per second
  119. local MOVE_SPEED = 20.0
  120. -- Mouse sensitivity as degrees per pixel
  121. local MOUSE_SENSITIVITY = 0.1
  122. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  123. local mouseMove = input.mouseMove
  124. yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
  125. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  126. pitch = Clamp(pitch, -90.0, 90.0)
  127. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  128. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  129. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  130. if input:GetKeyDown(KEY_W) then
  131. cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  132. end
  133. if input:GetKeyDown(KEY_S) then
  134. cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  135. end
  136. if input:GetKeyDown(KEY_A) then
  137. cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  138. end
  139. if input:GetKeyDown(KEY_D) then
  140. cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  141. end
  142. -- Toggle debug geometry with space
  143. if input:GetKeyPress(KEY_SPACE) then
  144. drawDebug = not drawDebug
  145. end
  146. end
  147. function HandleUpdate(eventType, eventData)
  148. -- Take the frame time step, which is stored as a float
  149. local timeStep = eventData:GetFloat("TimeStep")
  150. -- Move the camera, scale movement with time step
  151. MoveCamera(timeStep)
  152. end
  153. function HandlePostRenderUpdate(eventType, eventData)
  154. -- If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  155. -- bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  156. -- bones properly
  157. if drawDebug then
  158. renderer:DrawDebugGeometry(false)
  159. end
  160. end
  161. -- Mover script object class
  162. Mover = ScriptObject()
  163. function Mover:Start()
  164. self.moveSpeed = 0.0
  165. self.rotationSpeed = 0.0
  166. self.bounds = BoundingBox()
  167. end
  168. function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
  169. self.moveSpeed = moveSpeed
  170. self.rotationSpeed = rotationSpeed
  171. self.bounds = bounds
  172. end
  173. function Mover:Update(timeStep)
  174. local node = self:GetNode()
  175. node:TranslateRelative(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
  176. -- If in risk of going outside the plane, rotate the model right
  177. local pos = node.position
  178. local bounds = self.bounds
  179. if pos.x < bounds.min.x or pos.x > bounds.max.x or pos.z < bounds.min.z or pos.z > bounds.max.z then
  180. node:Yaw(self.rotationSpeed * timeStep)
  181. end
  182. -- Get the model's first (only) animation state and advance its time
  183. local model = node:GetComponent("AnimatedModel")
  184. local state = model:GetAnimationState(0)
  185. if state ~= nil then
  186. state:AddTime(timeStep)
  187. end
  188. end