06_SkeletalAnimation.lua 9.8 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. function Start()
  10. -- Execute the common startup for samples
  11. SampleStart()
  12. -- Create the scene content
  13. CreateScene()
  14. -- Create the UI content
  15. CreateInstructions()
  16. -- Setup the viewport for displaying the scene
  17. SetupViewport()
  18. -- Hook up to the frame update and render post-update events
  19. SubscribeToEvents()
  20. end
  21. function CreateScene()
  22. scene_ = Scene()
  23. -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  24. -- Also create a DebugRenderer component so that we can draw debug geometry
  25. scene_:CreateComponent("Octree")
  26. scene_:CreateComponent("DebugRenderer")
  27. -- Create scene node & StaticModel component for showing a static plane
  28. local planeNode = scene_:CreateChild("Plane")
  29. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  30. local planeObject = planeNode:CreateComponent("StaticModel")
  31. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  32. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  33. -- Create a Zone component for ambient lighting & fog control
  34. local zoneNode = scene_:CreateChild("Zone")
  35. local zone = zoneNode:CreateComponent("Zone")
  36. zone.boundingBox = BoundingBox(-1000.0, 1000.0)
  37. zone.ambientColor = Color(0.15, 0.15, 0.15)
  38. zone.fogColor = Color(0.5, 0.5, 0.7)
  39. zone.fogStart = 100.0
  40. zone.fogEnd = 300.0
  41. -- Create a directional light to the world. Enable cascaded shadows on it
  42. local lightNode = scene_:CreateChild("DirectionalLight")
  43. lightNode.direction = Vector3(0.6, -1.0, 0.8)
  44. local light = lightNode:CreateComponent("Light")
  45. light.lightType = LIGHT_DIRECTIONAL
  46. light.castShadows = true
  47. light.shadowBias = BiasParameters(0.00025, 0.5)
  48. -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  49. light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
  50. -- Create animated models
  51. local uint NUM_MODELS = 100
  52. local MODEL_MOVE_SPEED = 2.0
  53. local MODEL_ROTATE_SPEED = 100.0
  54. local bounds = BoundingBox(Vector3(-47.0, 0.0, -47.0), Vector3(47.0, 0.0, 47.0))
  55. for i = 1, NUM_MODELS do
  56. local modelNode = scene_:CreateChild("Jack")
  57. modelNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  58. modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  59. local modelObject = modelNode:CreateComponent("AnimatedModel")
  60. modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
  61. modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
  62. modelObject.castShadows = true
  63. -- Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
  64. -- animation, The alternative would be to use an AnimationController component which updates the animation automatically,
  65. -- but we need to update the model's position manually in any case
  66. local walkAnimation = cache:GetResource("Animation", "Models/Jack_Walk.ani")
  67. local state = modelObject:AddAnimationState(walkAnimation)
  68. -- Enable full blending weight and looping
  69. state.weight = 1.0
  70. state.looped = true
  71. state.time = Random(walkAnimation.length)
  72. -- Create our Mover script object that will move & animate the model during each frame's update.
  73. local object = modelNode:CreateScriptObject("Mover")
  74. object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
  75. end
  76. -- Create the camera. Limit far clip distance to match the fog
  77. cameraNode = scene_:CreateChild("Camera")
  78. local camera = cameraNode:CreateComponent("Camera")
  79. camera.farClip = 300.0
  80. -- Set an initial position for the camera scene node above the plane
  81. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  82. end
  83. function CreateInstructions()
  84. -- Construct new Text object, set string to display and font to use
  85. local instructionText = ui.root:CreateChild("Text")
  86. instructionText:SetText("Use WASD keys and mouse to move\n"..
  87. "Space to toggle debug geometry")
  88. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  89. -- The text has multiple rows. Center them in relation to each other
  90. instructionText.textAlignment = HA_CENTER
  91. -- Position the text relative to the screen center
  92. instructionText.horizontalAlignment = HA_CENTER
  93. instructionText.verticalAlignment = VA_CENTER
  94. instructionText:SetPosition(0, ui.root.height / 4)
  95. end
  96. function SetupViewport()
  97. -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  98. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  99. renderer:SetViewport(0, viewport)
  100. end
  101. function SubscribeToEvents()
  102. -- Subscribe HandleUpdate() function for processing update events
  103. SubscribeToEvent("Update", "HandleUpdate")
  104. -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
  105. -- done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
  106. -- rendering during that event
  107. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
  108. end
  109. function MoveCamera(timeStep)
  110. -- Do not move if the UI has a focused element (the console)
  111. if ui.focusElement ~= nil then
  112. return
  113. end
  114. -- Movement speed as world units per second
  115. local MOVE_SPEED = 20.0
  116. -- Mouse sensitivity as degrees per pixel
  117. local MOUSE_SENSITIVITY = 0.1
  118. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  119. local mouseMove = input.mouseMove
  120. yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
  121. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  122. pitch = Clamp(pitch, -90.0, 90.0)
  123. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  124. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  125. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  126. if input:GetKeyDown(KEY_W) then
  127. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  128. end
  129. if input:GetKeyDown(KEY_S) then
  130. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  131. end
  132. if input:GetKeyDown(KEY_A) then
  133. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  134. end
  135. if input:GetKeyDown(KEY_D) then
  136. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  137. end
  138. -- Toggle debug geometry with space
  139. if input:GetKeyPress(KEY_SPACE) then
  140. drawDebug = not drawDebug
  141. end
  142. end
  143. function HandleUpdate(eventType, eventData)
  144. -- Take the frame time step, which is stored as a float
  145. local timeStep = eventData["TimeStep"]:GetFloat()
  146. -- Move the camera, scale movement with time step
  147. MoveCamera(timeStep)
  148. end
  149. function HandlePostRenderUpdate(eventType, eventData)
  150. -- If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  151. -- bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  152. -- bones properly
  153. if drawDebug then
  154. renderer:DrawDebugGeometry(false)
  155. end
  156. end
  157. -- Mover script object class
  158. Mover = ScriptObject()
  159. function Mover:Start()
  160. self.moveSpeed = 0.0
  161. self.rotationSpeed = 0.0
  162. self.bounds = BoundingBox()
  163. end
  164. function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
  165. self.moveSpeed = moveSpeed
  166. self.rotationSpeed = rotationSpeed
  167. self.bounds = bounds
  168. end
  169. function Mover:Update(timeStep)
  170. local node = self.node
  171. node:Translate(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
  172. -- If in risk of going outside the plane, rotate the model right
  173. local pos = node.position
  174. local bounds = self.bounds
  175. 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
  176. node:Yaw(self.rotationSpeed * timeStep)
  177. end
  178. -- Get the model's first (only) animation state and advance its time
  179. local model = node:GetComponent("AnimatedModel")
  180. local state = model:GetAnimationState(0)
  181. if state ~= nil then
  182. state:AddTime(timeStep)
  183. end
  184. end
  185. -- Create XML patch instructions for screen joystick layout specific to this sample app
  186. function GetScreenJoystickPatchString()
  187. return
  188. "<patch>"..
  189. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"..
  190. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"..
  191. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"..
  192. " <element type=\"Text\">"..
  193. " <attribute name=\"Name\" value=\"KeyBinding\" />"..
  194. " <attribute name=\"Text\" value=\"SPACE\" />"..
  195. " </element>"..
  196. " </add>"..
  197. "</patch>"
  198. end