SkeletalAnimation.cpp 9.7 KB

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  1. // Copyright (c) 2008-2022 the Urho3D project
  2. // License: MIT
  3. #include <Urho3D/Core/CoreEvents.h>
  4. #include <Urho3D/Engine/Engine.h>
  5. #include <Urho3D/Graphics/AnimatedModel.h>
  6. #include <Urho3D/Graphics/Animation.h>
  7. #include <Urho3D/Graphics/AnimationState.h>
  8. #include <Urho3D/Graphics/Camera.h>
  9. #include <Urho3D/Graphics/DebugRenderer.h>
  10. #include <Urho3D/Graphics/Graphics.h>
  11. #include <Urho3D/Graphics/Light.h>
  12. #include <Urho3D/Graphics/Material.h>
  13. #include <Urho3D/Graphics/Octree.h>
  14. #include <Urho3D/Graphics/Renderer.h>
  15. #include <Urho3D/Graphics/Zone.h>
  16. #include <Urho3D/Input/Input.h>
  17. #include <Urho3D/Resource/ResourceCache.h>
  18. #include <Urho3D/Scene/Scene.h>
  19. #include <Urho3D/UI/Font.h>
  20. #include <Urho3D/UI/Text.h>
  21. #include <Urho3D/UI/UI.h>
  22. #include "Mover.h"
  23. #include "SkeletalAnimation.h"
  24. #include <Urho3D/DebugNew.h>
  25. URHO3D_DEFINE_APPLICATION_MAIN(SkeletalAnimation)
  26. SkeletalAnimation::SkeletalAnimation(Context* context) :
  27. Sample(context),
  28. drawDebug_(false)
  29. {
  30. // Register an object factory for our custom Mover component so that we can create them to scene nodes
  31. context->RegisterFactory<Mover>();
  32. }
  33. void SkeletalAnimation::Start()
  34. {
  35. // Execute base class startup
  36. Sample::Start();
  37. // Create the scene content
  38. CreateScene();
  39. // Create the UI content
  40. CreateInstructions();
  41. // Setup the viewport for displaying the scene
  42. SetupViewport();
  43. // Hook up to the frame update and render post-update events
  44. SubscribeToEvents();
  45. // Set the mouse mode to use in the sample
  46. Sample::InitMouseMode(MM_ABSOLUTE);
  47. }
  48. void SkeletalAnimation::CreateScene()
  49. {
  50. auto* cache = GetSubsystem<ResourceCache>();
  51. scene_ = new Scene(context_);
  52. // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  53. // Also create a DebugRenderer component so that we can draw debug geometry
  54. scene_->CreateComponent<Octree>();
  55. scene_->CreateComponent<DebugRenderer>();
  56. // Create scene node & StaticModel component for showing a static plane
  57. Node* planeNode = scene_->CreateChild("Plane");
  58. planeNode->SetScale(Vector3(50.0f, 1.0f, 50.0f));
  59. auto* planeObject = planeNode->CreateComponent<StaticModel>();
  60. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  61. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  62. // Create a Zone component for ambient lighting & fog control
  63. Node* zoneNode = scene_->CreateChild("Zone");
  64. auto* zone = zoneNode->CreateComponent<Zone>();
  65. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  66. zone->SetAmbientColor(Color(0.5f, 0.5f, 0.5f));
  67. zone->SetFogColor(Color(0.4f, 0.5f, 0.8f));
  68. zone->SetFogStart(100.0f);
  69. zone->SetFogEnd(300.0f);
  70. // Create a directional light to the world. Enable cascaded shadows on it
  71. Node* lightNode = scene_->CreateChild("DirectionalLight");
  72. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
  73. auto* light = lightNode->CreateComponent<Light>();
  74. light->SetLightType(LIGHT_DIRECTIONAL);
  75. light->SetCastShadows(true);
  76. light->SetColor(Color(0.5f, 0.5f, 0.5f));
  77. light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  78. // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  79. light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
  80. // Create animated models
  81. const unsigned NUM_MODELS = 30;
  82. const float MODEL_MOVE_SPEED = 2.0f;
  83. const float MODEL_ROTATE_SPEED = 100.0f;
  84. const BoundingBox bounds(Vector3(-20.0f, 0.0f, -20.0f), Vector3(20.0f, 0.0f, 20.0f));
  85. for (unsigned i = 0; i < NUM_MODELS; ++i)
  86. {
  87. Node* modelNode = scene_->CreateChild("Jill");
  88. modelNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 0.0f, Random(40.0f) - 20.0f));
  89. modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  90. auto* modelObject = modelNode->CreateComponent<AnimatedModel>();
  91. modelObject->SetModel(cache->GetResource<Model>("Models/Kachujin/Kachujin.mdl"));
  92. modelObject->SetMaterial(cache->GetResource<Material>("Models/Kachujin/Materials/Kachujin.xml"));
  93. modelObject->SetCastShadows(true);
  94. // Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
  95. // animation, The alternative would be to use an AnimationController component which updates the animation automatically,
  96. // but we need to update the model's position manually in any case
  97. auto* walkAnimation = cache->GetResource<Animation>("Models/Kachujin/Kachujin_Walk.ani");
  98. AnimationState* state = modelObject->AddAnimationState(walkAnimation);
  99. // The state would fail to create (return null) if the animation was not found
  100. if (state)
  101. {
  102. // Enable full blending weight and looping
  103. state->SetWeight(1.0f);
  104. state->SetLooped(true);
  105. state->SetTime(Random(walkAnimation->GetLength()));
  106. }
  107. // Create our custom Mover component that will move & animate the model during each frame's update
  108. auto* mover = modelNode->CreateComponent<Mover>();
  109. mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
  110. }
  111. // Create the camera. Limit far clip distance to match the fog
  112. cameraNode_ = scene_->CreateChild("Camera");
  113. auto* camera = cameraNode_->CreateComponent<Camera>();
  114. camera->SetFarClip(300.0f);
  115. // Set an initial position for the camera scene node above the plane
  116. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  117. }
  118. void SkeletalAnimation::CreateInstructions()
  119. {
  120. auto* cache = GetSubsystem<ResourceCache>();
  121. auto* ui = GetSubsystem<UI>();
  122. // Construct new Text object, set string to display and font to use
  123. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  124. instructionText->SetText(
  125. "Use WASD keys and mouse/touch to move\n"
  126. "Space to toggle debug geometry"
  127. );
  128. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  129. // The text has multiple rows. Center them in relation to each other
  130. instructionText->SetTextAlignment(HA_CENTER);
  131. // Position the text relative to the screen center
  132. instructionText->SetHorizontalAlignment(HA_CENTER);
  133. instructionText->SetVerticalAlignment(VA_CENTER);
  134. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  135. }
  136. void SkeletalAnimation::SetupViewport()
  137. {
  138. auto* renderer = GetSubsystem<Renderer>();
  139. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  140. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  141. renderer->SetViewport(0, viewport);
  142. }
  143. void SkeletalAnimation::SubscribeToEvents()
  144. {
  145. // Subscribe HandleUpdate() function for processing update events
  146. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(SkeletalAnimation, HandleUpdate));
  147. // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
  148. // done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
  149. // rendering during that event
  150. SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
  151. }
  152. void SkeletalAnimation::MoveCamera(float timeStep)
  153. {
  154. // Do not move if the UI has a focused element (the console)
  155. if (GetSubsystem<UI>()->GetFocusElement())
  156. return;
  157. auto* input = GetSubsystem<Input>();
  158. // Movement speed as world units per second
  159. const float MOVE_SPEED = 20.0f;
  160. // Mouse sensitivity as degrees per pixel
  161. const float MOUSE_SENSITIVITY = 0.1f;
  162. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  163. IntVector2 mouseMove = input->GetMouseMove();
  164. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  165. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  166. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  167. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  168. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  169. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  170. if (input->GetKeyDown(KEY_W))
  171. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  172. if (input->GetKeyDown(KEY_S))
  173. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  174. if (input->GetKeyDown(KEY_A))
  175. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  176. if (input->GetKeyDown(KEY_D))
  177. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  178. // Toggle debug geometry with space
  179. if (input->GetKeyPress(KEY_SPACE))
  180. drawDebug_ = !drawDebug_;
  181. }
  182. void SkeletalAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  183. {
  184. using namespace Update;
  185. // Take the frame time step, which is stored as a float
  186. float timeStep = eventData[P_TIMESTEP].GetFloat();
  187. // Move the camera, scale movement with time step
  188. MoveCamera(timeStep);
  189. }
  190. void SkeletalAnimation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
  191. {
  192. // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  193. // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  194. // bones properly
  195. if (drawDebug_)
  196. GetSubsystem<Renderer>()->DrawDebugGeometry(false);
  197. }