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- -- Moving character example.
- -- This sample demonstrates:
- -- - Controlling a humanoid character through physics
- -- - Driving animations using the AnimationController component
- -- - Manual control of a bone scene node
- -- - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
- -- - Saving and loading the variables of a script object
- -- - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
- require "LuaScripts/Utilities/Sample"
- require "LuaScripts/Utilities/Touch"
- -- Variables used by external file are made global in order to be accessed
- CTRL_FORWARD = 1
- CTRL_BACK = 2
- CTRL_LEFT = 4
- CTRL_RIGHT = 8
- local CTRL_JUMP = 16
- local MOVE_FORCE = 0.8
- local INAIR_MOVE_FORCE = 0.02
- local BRAKE_FORCE = 0.2
- local JUMP_FORCE = 7.0
- local YAW_SENSITIVITY = 0.1
- local INAIR_THRESHOLD_TIME = 0.1
- firstPerson = false -- First person camera flag
- local characterNode = nil
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create static scene content
- CreateScene()
- -- Create the controllable character
- CreateCharacter()
- -- Create the UI content
- CreateInstructions()
- -- Subscribe to necessary events
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- Create scene subsystem components
- scene_:CreateComponent("Octree")
- scene_:CreateComponent("PhysicsWorld")
- -- Create camera and define viewport. Camera does not necessarily have to belong to the scene
- cameraNode = Node()
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- renderer:SetViewport(0, Viewport:new(scene_, camera))
- -- Create a Zone component for ambient lighting & fog control
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.15, 0.15, 0.15)
- zone.fogColor = Color(0.5, 0.5, 0.7)
- zone.fogStart = 100.0
- zone.fogEnd = 300.0
- -- Create a directional light to the world. Enable cascaded shadows on it
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8)
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00025, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create the floor object
- local floorNode = scene_:CreateChild("Floor")
- floorNode.position = Vector3(0.0, -0.5, 0.0)
- floorNode.scale = Vector3(200.0, 1.0, 200.0)
- local object = floorNode:CreateComponent("StaticModel")
- object.model = cache:GetResource("Model", "Models/Box.mdl")
- object.material = cache:GetResource("Material", "Materials/Stone.xml")
- local body = floorNode:CreateComponent("RigidBody")
- -- Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
- -- inside geometry
- body.collisionLayer = 2
- local shape = floorNode:CreateComponent("CollisionShape")
- shape:SetBox(Vector3(1.0, 1.0, 1.0))
- -- Create mushrooms of varying sizes
- local NUM_MUSHROOMS = 60
- for i = 1, NUM_MUSHROOMS do
- local objectNode = scene_:CreateChild("Mushroom")
- objectNode.position = Vector3(Random(180.0) - 90.0, 0.0, Random(180.0) - 90.0)
- objectNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- objectNode:SetScale(2.0 + Random(5.0))
- local object = objectNode:CreateComponent("StaticModel")
- object.model = cache:GetResource("Model", "Models/Mushroom.mdl")
- object.material = cache:GetResource("Material", "Materials/Mushroom.xml")
- object.castShadows = true
- local body = objectNode:CreateComponent("RigidBody")
- body.collisionLayer = 2
- local shape = objectNode:CreateComponent("CollisionShape")
- shape:SetTriangleMesh(object.model, 0)
- end
- -- Create movable boxes. Let them fall from the sky at first
- local NUM_BOXES = 100
- for i = 1, NUM_BOXES do
- local scale = Random(2.0) + 0.5
- local objectNode = scene_:CreateChild("Box")
- objectNode.position = Vector3(Random(180.0) - 90.0, Random(10.0) + 10.0, Random(180.0) - 90.0)
- objectNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
- objectNode:SetScale(scale)
- local object = objectNode:CreateComponent("StaticModel")
- object.model = cache:GetResource("Model", "Models/Box.mdl")
- object.material = cache:GetResource("Material", "Materials/Stone.xml")
- object.castShadows = true
- local body = objectNode:CreateComponent("RigidBody")
- body.collisionLayer = 2
- -- Bigger boxes will be heavier and harder to move
- body.mass = scale * 2.0
- local shape = objectNode:CreateComponent("CollisionShape")
- shape:SetBox(Vector3(1.0, 1.0, 1.0))
- end
- end
- function CreateCharacter()
- characterNode = scene_:CreateChild("Jack")
- characterNode.position = Vector3(0.0, 1.0, 0.0)
- -- Create the rendering component + animation controller
- local object = characterNode:CreateComponent("AnimatedModel")
- object.model = cache:GetResource("Model", "Models/Jack.mdl")
- object.material = cache:GetResource("Material", "Materials/Jack.xml")
- object.castShadows = true
- characterNode:CreateComponent("AnimationController")
- -- Set the head bone for manual control
- object.skeleton:GetBone("Bip01_Head").animated = false
- -- Create rigidbody, and set non-zero mass so that the body becomes dynamic
- local body = characterNode:CreateComponent("RigidBody")
- body.collisionLayer = 1
- body.mass = 1.0
- -- Set zero angular factor so that physics doesn't turn the character on its own.
- -- Instead we will control the character yaw manually
- body.angularFactor = Vector3(0.0, 0.0, 0.0)
- -- Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
- body.collisionEventMode = COLLISION_ALWAYS
- -- Set a capsule shape for collision
- local shape = characterNode:CreateComponent("CollisionShape")
- shape:SetCapsule(0.7, 1.8, Vector3(0.0, 0.9, 0.0))
- -- Create the character logic object, which takes care of steering the rigidbody
- characterNode:CreateScriptObject("Character")
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText(
- "Use WASD keys and mouse to move\n"..
- "Space to jump, F to toggle 1st/3rd person\n"..
- "F5 to save scene, F7 to load")
- 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)
- end
- function SubscribeToEvents()
- -- Subscribe to Update event for setting the character controls before physics simulation
- SubscribeToEvent("Update", "HandleUpdate")
- -- Subscribe to PostUpdate event for updating the camera position after physics simulation
- SubscribeToEvent("PostUpdate", "HandlePostUpdate")
- -- Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
- UnsubscribeFromEvent("SceneUpdate")
- end
- function HandleUpdate(eventType, eventData)
- if characterNode == nil then
- return
- end
- local character = characterNode:GetScriptObject()
- if character == nil then
- return
- end
- -- Clear previous controls
- character.controls:Set(CTRL_FORWARD + CTRL_BACK + CTRL_LEFT + CTRL_RIGHT + CTRL_JUMP, false)
- -- Update controls using touch utility
- if touchEnabled then UpdateTouches(character.controls) end
- -- Update controls using keys
- if ui.focusElement == nil then
- if not touchEnabled or not useGyroscope then
- if input:GetKeyDown(KEY_W) then character.controls:Set(CTRL_FORWARD, true) end
- if input:GetKeyDown(KEY_S) then character.controls:Set(CTRL_BACK, true) end
- if input:GetKeyDown(KEY_A) then character.controls:Set(CTRL_LEFT, true) end
- if input:GetKeyDown(KEY_D) then character.controls:Set(CTRL_RIGHT, true) end
- end
- if input:GetKeyDown(KEY_SPACE) then character.controls:Set(CTRL_JUMP, true) end
- -- Add character yaw & pitch from the mouse motion or touch input
- if touchEnabled then
- for i=0, input.numTouches - 1 do
- local state = input:GetTouch(i)
- if not state.touchedElement then -- Touch on empty space
- local camera = cameraNode:GetComponent("Camera")
- if not camera then return end
- character.controls.yaw = character.controls.yaw + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x
- character.controls.pitch = character.controls.pitch + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y
- end
- end
- else
- character.controls.yaw = character.controls.yaw + input.mouseMoveX * YAW_SENSITIVITY
- character.controls.pitch = character.controls.pitch + input.mouseMoveY * YAW_SENSITIVITY
- end
- -- Limit pitch
- character.controls.pitch = Clamp(character.controls.pitch, -80.0, 80.0)
- -- Switch between 1st and 3rd person
- if input:GetKeyPress(KEY_F) then
- firstPerson = not firstPerson
- end
- -- Turn on/off gyroscope on mobile platform
- if input:GetKeyPress(KEY_G) then
- useGyroscope = not useGyroscope
- end
- -- Check for loading / saving the scene
- if input:GetKeyPress(KEY_F5) then
- scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/CharacterDemo.xml")
- end
- if input:GetKeyPress(KEY_F7) then
- scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/CharacterDemo.xml")
- -- After loading we have to reacquire the character scene node, as it has been recreated
- -- Simply find by name as there's only one of them
- characterNode = scene_:GetChild("Jack", true)
- if characterNode == nil then
- return
- end
- end
- end
- -- Set rotation already here so that it's updated every rendering frame instead of every physics frame
- characterNode.rotation = Quaternion(character.controls.yaw, Vector3(0.0, 1.0, 0.0))
- end
- function HandlePostUpdate(eventType, eventData)
- if characterNode == nil then
- return
- end
- local character = characterNode:GetScriptObject()
- if character == nil then
- return
- end
- -- Get camera lookat dir from character yaw + pitch
- local rot = characterNode.rotation
- local dir = rot * Quaternion(character.controls.pitch, Vector3(1.0, 0.0, 0.0))
- -- Turn head to camera pitch, but limit to avoid unnatural animation
- local headNode = characterNode:GetChild("Bip01_Head", true)
- local limitPitch = Clamp(character.controls.pitch, -45.0, 45.0)
- local headDir = rot * Quaternion(limitPitch, Vector3(1.0, 0.0, 0.0))
- -- This could be expanded to look at an arbitrary target, now just look at a point in front
- local headWorldTarget = headNode.worldPosition + headDir * Vector3(0.0, 0.0, 1.0)
- headNode:LookAt(headWorldTarget, Vector3(0.0, 1.0, 0.0))
- -- Correct head orientation because LookAt assumes Z = forward, but the bone has been authored differently (Y = forward)
- headNode:Rotate(Quaternion(0.0, 90.0, 90.0))
- if firstPerson then
- -- First person camera: position to the head bone + offset slightly forward & up
- cameraNode.position = headNode.worldPosition + rot * Vector3(0.0, 0.15, 0.2)
- cameraNode.rotation = dir
- else
- -- Third person camera: position behind the character
- local aimPoint = characterNode.position + rot * Vector3(0.0, 1.7, 0.0) -- You can modify x Vector3 value to translate the fixed character position (indicative range[-2;2])
- -- Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
- local rayDir = dir * Vector3(0.0, 0.0, -1.0) -- For indoor scenes you can use dir * Vector3(0.0, 0.0, -0.5) to prevent camera from crossing the walls
- local rayDistance = cameraDistance
- local result = scene_:GetComponent("PhysicsWorld"):RaycastSingle(Ray(aimPoint, rayDir), rayDistance, 2)
- if result.body ~= nil then
- rayDistance = Min(rayDistance, result.distance)
- end
- rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, cameraDistance)
- cameraNode.position = aimPoint + rayDir * rayDistance
- cameraNode.rotation = dir
- end
- end
- -- Character script object class
- Character = ScriptObject()
- function Character:Start()
- -- Character controls.
- self.controls = Controls()
- -- Grounded flag for movement.
- self.onGround = false
- -- Jump flag.
- self.okToJump = true
- -- In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
- self.inAirTimer = 0.0
- self:SubscribeToEvent(self.node, "NodeCollision", "Character:HandleNodeCollision")
- end
- function Character:Load(deserializer)
- self.onGround = deserializer:ReadBool()
- self.okToJump = deserializer:ReadBool()
- self.inAirTimer = deserializer:ReadFloat()
- self.controls.yaw = deserializer:ReadFloat()
- self.controls.pitch = deserializer:ReadFloat()
- end
- function Character:Save(serializer)
- serializer:WriteBool(self.onGround)
- serializer:WriteBool(self.okToJump)
- serializer:WriteFloat(self.inAirTimer)
- serializer:WriteFloat(self.controls.yaw)
- serializer:WriteFloat(self.controls.pitch)
- end
- function Character:HandleNodeCollision(eventType, eventData)
- local contacts = eventData:GetBuffer("Contacts")
- while not contacts.eof do
- local contactPosition = contacts:ReadVector3()
- local contactNormal = contacts:ReadVector3()
- local contactDistance = contacts:ReadFloat()
- local contactImpulse = contacts:ReadFloat()
- -- If contact is below node center and mostly vertical, assume it's a ground contact
- if contactPosition.y < self.node.position.y + 1.0 then
- local level = Abs(contactNormal.y)
- if level > 0.75 then
- self.onGround = true
- end
- end
- end
- end
- function Character:FixedUpdate(timeStep)
- -- Could cache the components for faster access instead of finding them each frame
- local body = self.node:GetComponent("RigidBody")
- local animCtrl = self.node:GetComponent("AnimationController")
- -- Update the in air timer. Reset if grounded
- if not self.onGround then
- self.inAirTimer = self.inAirTimer + timeStep
- else
- self.inAirTimer = 0.0
- end
- -- When character has been in air less than 1/10 second, it's still interpreted as being on ground
- local softGrounded = self.inAirTimer < INAIR_THRESHOLD_TIME
- -- Update movement & animation
- local rot = self.node.rotation
- local moveDir = Vector3(0.0, 0.0, 0.0)
- local velocity = body.linearVelocity
- -- Velocity on the XZ plane
- local planeVelocity = Vector3(velocity.x, 0.0, velocity.z)
- if self.controls:IsDown(CTRL_FORWARD) then
- moveDir = moveDir + Vector3(0.0, 0.0, 1.0)
- end
- if self.controls:IsDown(CTRL_BACK) then
- moveDir = moveDir + Vector3(0.0, 0.0, -1.0)
- end
- if self.controls:IsDown(CTRL_LEFT) then
- moveDir = moveDir + Vector3(-1.0, 0.0, 0.0)
- end
- if self.controls:IsDown(CTRL_RIGHT) then
- moveDir = moveDir + Vector3(1.0, 0.0, 0.0)
- end
- -- Normalize move vector so that diagonal strafing is not faster
- if moveDir:LengthSquared() > 0.0 then
- moveDir:Normalize()
- end
- -- If in air, allow control, but slower than when on ground
- if softGrounded then
- body:ApplyImpulse(rot * moveDir * MOVE_FORCE)
- else
- body:ApplyImpulse(rot * moveDir * INAIR_MOVE_FORCE)
- end
- if softGrounded then
- -- When on ground, apply a braking force to limit maximum ground velocity
- local brakeForce = planeVelocity * -BRAKE_FORCE
- body:ApplyImpulse(brakeForce)
- -- Jump. Must release jump control inbetween jumps
- if self.controls:IsDown(CTRL_JUMP) then
- if self.okToJump then
- body:ApplyImpulse(Vector3(0.0, 1.0, 0.0) * JUMP_FORCE)
- self.okToJump = false
- end
- else
- self.okToJump = true
- end
- end
- -- Play walk animation if moving on ground, otherwise fade it out
- if softGrounded and not moveDir:Equals(Vector3(0.0, 0.0, 0.0)) then
- animCtrl:PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2)
- else
- animCtrl:Stop("Models/Jack_Walk.ani", 0.2)
- end
- -- Set walk animation speed proportional to velocity
- animCtrl:SetSpeed("Models/Jack_Walk.ani", planeVelocity:Length() * 0.3)
- -- Reset grounded flag for next frame
- self.onGround = false
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>" ..
- " <add sel=\"/element\">" ..
- " <element type=\"Button\">" ..
- " <attribute name=\"Name\" value=\"Button3\" />" ..
- " <attribute name=\"Position\" value=\"-120 -120\" />" ..
- " <attribute name=\"Size\" value=\"96 96\" />" ..
- " <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
- " <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
- " <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
- " <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
- " <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
- " <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"Label\" />" ..
- " <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
- " <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
- " <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
- " <attribute name=\"Text\" value=\"Gyroscope\" />" ..
- " </element>" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"G\" />" ..
- " </element>" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">1st/3rd</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"F\" />" ..
- " </element>" ..
- " </add>" ..
- " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />" ..
- " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Jump</replace>" ..
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">" ..
- " <element type=\"Text\">" ..
- " <attribute name=\"Name\" value=\"KeyBinding\" />" ..
- " <attribute name=\"Text\" value=\"SPACE\" />" ..
- " </element>" ..
- " </add>" ..
- "</patch>"
- end
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