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- -- 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
- require "LuaScripts/Utilities/Sample"
- function 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()
- end
- function 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
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local 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
- 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 animated models
- local uint NUM_MODELS = 100
- local MODEL_MOVE_SPEED = 2.0
- local MODEL_ROTATE_SPEED = 100.0
- local bounds = BoundingBox(Vector3(-47.0, 0.0, -47.0), Vector3(47.0, 0.0, 47.0))
- for i = 1, NUM_MODELS do
- local modelNode = scene_:CreateChild("Jack")
- modelNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
- modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
- local 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
- local walkAnimation = cache:GetResource("Animation", "Models/Jack_Walk.ani")
- local state = modelObject:AddAnimationState(walkAnimation)
- -- Enable full blending weight and looping
- state.weight = 1.0
- state.looped = true
- -- Create our Mover script object that will move & animate the model during each frame's update.
- local object = modelNode:CreateScriptObject("Mover")
- object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
- end
- -- Create the camera. Limit far clip distance to match the fog
- cameraNode = scene_:CreateChild("Camera")
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 300.0
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 5.0, 0.0)
- 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 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)
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function 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")
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- -- Toggle debug geometry with space
- if input:GetKeyPress(KEY_SPACE) then
- drawDebug = not drawDebug
- end
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function HandlePostRenderUpdate(eventType, 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 then
- renderer:DrawDebugGeometry(false)
- end
- end
- -- Mover script object class
- Mover = ScriptObject()
- function Mover:Start()
- self.moveSpeed = 0.0
- self.rotationSpeed = 0.0
- self.bounds = BoundingBox()
- end
- function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
- self.moveSpeed = moveSpeed
- self.rotationSpeed = rotationSpeed
- self.bounds = bounds
- end
- function Mover:Update(timeStep)
- local node = self:GetNode()
- node:Translate(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
- -- If in risk of going outside the plane, rotate the model right
- local pos = node.position
- local bounds = self.bounds
- 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
- node:Yaw(self.rotationSpeed * timeStep)
- end
- -- Get the model's first (only) animation state and advance its time
- local model = node:GetComponent("AnimatedModel")
- local state = model:GetAnimationState(0)
- if state ~= nil then
- state:AddTime(timeStep)
- end
- end
- -- Create XML patch instructions for screen joystick layout specific to this sample app
- function GetScreenJoystickPatchString()
- return
- "<patch>"..
- " <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\">Debug</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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