| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235 |
- // 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<Mover>(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 =
- "<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>";
|