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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/AnimatedModel.h>
- #include <Urho3D/Graphics/AnimationController.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/RibbonTrail.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/Text3D.h>
- #include "RibbonTrailDemo.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(RibbonTrailDemo)
- RibbonTrailDemo::RibbonTrailDemo(Context* context) :
- Sample(context),
- swordTrailStartTime_(0.2f),
- swordTrailEndTime_(0.46f),
- timeStepSum_(0.0f)
- {
- }
- void RibbonTrailDemo::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void RibbonTrailDemo::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_->CreateComponent<Octree>();
- // Create scene node & StaticModel component for showing a static plane
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- // Create a directional light to the world.
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- light->SetCastShadows(true);
- light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
- // Create first box for face camera trail demo with 1 column.
- boxNode1_ = scene_->CreateChild("Box1");
- StaticModel* box1 = boxNode1_->CreateComponent<StaticModel>();
- box1->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- box1->SetCastShadows(true);
- RibbonTrail* boxTrail1 = boxNode1_->CreateComponent<RibbonTrail>();
- boxTrail1->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
- boxTrail1->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
- boxTrail1->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
- boxTrail1->SetWidth(0.5f);
- boxTrail1->SetUpdateInvisible(true);
- // Create second box for face camera trail demo with 4 column.
- // This will produce less distortion than first trail.
- boxNode2_ = scene_->CreateChild("Box2");
- StaticModel* box2 = boxNode2_->CreateComponent<StaticModel>();
- box2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- box2->SetCastShadows(true);
- RibbonTrail* boxTrail2 = boxNode2_->CreateComponent<RibbonTrail>();
- boxTrail2->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
- boxTrail2->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
- boxTrail2->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
- boxTrail2->SetWidth(0.5f);
- boxTrail2->SetTailColumn(4);
- boxTrail2->SetUpdateInvisible(true);
- // Load ninja animated model for bone trail demo.
- Node* ninjaNode = scene_->CreateChild("Ninja");
- ninjaNode->SetPosition(Vector3(5.0f, 0.0f, 0.0f));
- ninjaNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
- AnimatedModel* ninja = ninjaNode->CreateComponent<AnimatedModel>();
- ninja->SetModel(cache->GetResource<Model>("Models/NinjaSnowWar/Ninja.mdl"));
- ninja->SetMaterial(cache->GetResource<Material>("Materials/NinjaSnowWar/Ninja.xml"));
- ninja->SetCastShadows(true);
- // Create animation controller and play attack animation.
- ninjaAnimCtrl_ = ninjaNode->CreateComponent<AnimationController>();
- ninjaAnimCtrl_->PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f);
- // Add ribbon trail to tip of sword.
- Node* swordTip = ninjaNode->GetChild("Joint29", true);
- swordTrail_ = swordTip->CreateComponent<RibbonTrail>();
- // Set sword trail type to bone and set other parameters.
- swordTrail_->SetTrailType(TT_BONE);
- swordTrail_->SetMaterial(cache->GetResource<Material>("Materials/SlashTrail.xml"));
- swordTrail_->SetLifetime(0.22f);
- swordTrail_->SetStartColor(Color(1.0f, 1.0f, 1.0f, 0.75f));
- swordTrail_->SetEndColor(Color(0.2f, 0.5f, 1.0f, 0.0f));
- swordTrail_->SetTailColumn(4);
- swordTrail_->SetUpdateInvisible(true);
- // Add floating text for info.
- Node* boxTextNode1 = scene_->CreateChild("BoxText1");
- boxTextNode1->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
- Text3D* boxText1 = boxTextNode1->CreateComponent<Text3D>();
- boxText1->SetText(String("Face Camera Trail (4 Column)"));
- boxText1->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
- Node* boxTextNode2 = scene_->CreateChild("BoxText2");
- boxTextNode2->SetPosition(Vector3(-6.0f, 2.0f, 0.0f));
- Text3D* boxText2 = boxTextNode2->CreateComponent<Text3D>();
- boxText2->SetText(String("Face Camera Trail (1 Column)"));
- boxText2->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
- Node* ninjaTextNode2 = scene_->CreateChild("NinjaText");
- ninjaTextNode2->SetPosition(Vector3(4.0f, 2.5f, 0.0f));
- Text3D* ninjaText = ninjaTextNode2->CreateComponent<Text3D>();
- ninjaText->SetText(String("Bone Trail (4 Column)"));
- ninjaText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
- // Create the camera.
- cameraNode_ = scene_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -14.0f));
- }
- void RibbonTrailDemo::CreateInstructions()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- Text* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText("Use WASD keys and mouse/touch to move");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void RibbonTrailDemo::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
- // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- // use, but now we just use full screen and default render path configured in the engine command line options
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void RibbonTrailDemo::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- Input* input = GetSubsystem<Input>();
- // 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->GetMouseMove();
- 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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- // Use the Translate() function (default local space) to move relative to the node's orientation.
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void RibbonTrailDemo::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RibbonTrailDemo, HandleUpdate));
- }
- void RibbonTrailDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- // Sum of timesteps.
- timeStepSum_ += timeStep;
- // Move first box with pattern.
- boxNode1_->SetTransform(Vector3(-4.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
- Quaternion());
- // Move second box with pattern.
- boxNode2_->SetTransform(Vector3(0.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
- Quaternion());
- // Get elapsed attack animation time.
- float swordAnimTime = ninjaAnimCtrl_->GetAnimationState(String("Models/NinjaSnowWar/Ninja_Attack3.ani"))->GetTime();
- // Stop emitting trail when sword is finished slashing.
- if (!swordTrail_->IsEmitting() && swordAnimTime > swordTrailStartTime_ && swordAnimTime < swordTrailEndTime_)
- swordTrail_->SetEmitting(true);
- else if (swordTrail_->IsEmitting() && swordAnimTime >= swordTrailEndTime_)
- swordTrail_->SetEmitting(false);
- }
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