06_SkeletalAnimation.lua 9.9 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. -- Set the mouse mode to use in the sample
  19. SampleInitMouseMode(MM_RELATIVE)
  20. -- Hook up to the frame update and render post-update events
  21. SubscribeToEvents()
  22. end
  23. function CreateScene()
  24. scene_ = Scene()
  25. -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
  26. -- Also create a DebugRenderer component so that we can draw debug geometry
  27. scene_:CreateComponent("Octree")
  28. scene_:CreateComponent("DebugRenderer")
  29. -- Create scene node & StaticModel component for showing a static plane
  30. local planeNode = scene_:CreateChild("Plane")
  31. planeNode.scale = Vector3(50.0, 1.0, 50.0)
  32. local planeObject = planeNode:CreateComponent("StaticModel")
  33. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  34. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  35. -- Create a Zone component for ambient lighting & fog control
  36. local zoneNode = scene_:CreateChild("Zone")
  37. local zone = zoneNode:CreateComponent("Zone")
  38. zone.boundingBox = BoundingBox(-1000.0, 1000.0)
  39. zone.ambientColor = Color(0.5, 0.5, 0.5)
  40. zone.fogColor = Color(0.4, 0.5, 0.8)
  41. zone.fogStart = 100.0
  42. zone.fogEnd = 300.0
  43. -- Create a directional light to the world. Enable cascaded shadows on it
  44. local lightNode = scene_:CreateChild("DirectionalLight")
  45. lightNode.direction = Vector3(0.6, -1.0, 0.8)
  46. local light = lightNode:CreateComponent("Light")
  47. light.lightType = LIGHT_DIRECTIONAL
  48. light.castShadows = true
  49. light.color = Color(0.5, 0.5, 0.5)
  50. light.shadowBias = BiasParameters(0.00025, 0.5)
  51. -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
  52. light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
  53. -- Create animated models
  54. local uint NUM_MODELS = 30
  55. local MODEL_MOVE_SPEED = 2.0
  56. local MODEL_ROTATE_SPEED = 100.0
  57. local bounds = BoundingBox(Vector3(-20.0, 0.0, -20.0), Vector3(20.0, 0.0, 20.0))
  58. for i = 1, NUM_MODELS do
  59. local modelNode = scene_:CreateChild("Jill")
  60. modelNode.position = Vector3(Random(40.0) - 20.0, 0.0, Random(40.0) - 20.0)
  61. modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  62. local modelObject = modelNode:CreateComponent("AnimatedModel")
  63. modelObject.model = cache:GetResource("Model", "Models/Kachujin/Kachujin.mdl")
  64. modelObject.material = cache:GetResource("Material", "Models/Kachujin/Materials/Kachujin.xml")
  65. modelObject.castShadows = true
  66. -- Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
  67. -- animation, The alternative would be to use an AnimationController component which updates the animation automatically,
  68. -- but we need to update the model's position manually in any case
  69. local walkAnimation = cache:GetResource("Animation", "Models/Kachujin/Kachujin_Walk.ani")
  70. local state = modelObject:AddAnimationState(walkAnimation)
  71. -- Enable full blending weight and looping
  72. state.weight = 1.0
  73. state.looped = true
  74. state.time = Random(walkAnimation.length)
  75. -- Create our Mover script object that will move & animate the model during each frame's update.
  76. local object = modelNode:CreateScriptObject("Mover")
  77. object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
  78. end
  79. -- Create the camera. Limit far clip distance to match the fog
  80. cameraNode = scene_:CreateChild("Camera")
  81. local camera = cameraNode:CreateComponent("Camera")
  82. camera.farClip = 300.0
  83. -- Set an initial position for the camera scene node above the plane
  84. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  85. end
  86. function CreateInstructions()
  87. -- Construct new Text object, set string to display and font to use
  88. local instructionText = ui.root:CreateChild("Text")
  89. instructionText:SetText("Use WASD keys and mouse to move\n"..
  90. "Space to toggle debug geometry")
  91. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  92. -- The text has multiple rows. Center them in relation to each other
  93. instructionText.textAlignment = HA_CENTER
  94. -- Position the text relative to the screen center
  95. instructionText.horizontalAlignment = HA_CENTER
  96. instructionText.verticalAlignment = VA_CENTER
  97. instructionText:SetPosition(0, ui.root.height / 4)
  98. end
  99. function SetupViewport()
  100. -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  101. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  102. renderer:SetViewport(0, viewport)
  103. end
  104. function SubscribeToEvents()
  105. -- Subscribe HandleUpdate() function for processing update events
  106. SubscribeToEvent("Update", "HandleUpdate")
  107. -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
  108. -- done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
  109. -- rendering during that event
  110. SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
  111. end
  112. function MoveCamera(timeStep)
  113. -- Do not move if the UI has a focused element (the console)
  114. if ui.focusElement ~= nil then
  115. return
  116. end
  117. -- Movement speed as world units per second
  118. local MOVE_SPEED = 20.0
  119. -- Mouse sensitivity as degrees per pixel
  120. local MOUSE_SENSITIVITY = 0.1
  121. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  122. local mouseMove = input.mouseMove
  123. yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
  124. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  125. pitch = Clamp(pitch, -90.0, 90.0)
  126. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  127. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  128. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  129. if input:GetKeyDown(KEY_W) then
  130. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  131. end
  132. if input:GetKeyDown(KEY_S) then
  133. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  134. end
  135. if input:GetKeyDown(KEY_A) then
  136. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  137. end
  138. if input:GetKeyDown(KEY_D) then
  139. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  140. end
  141. -- Toggle debug geometry with space
  142. if input:GetKeyPress(KEY_SPACE) then
  143. drawDebug = not drawDebug
  144. end
  145. end
  146. function HandleUpdate(eventType, eventData)
  147. -- Take the frame time step, which is stored as a float
  148. local timeStep = eventData["TimeStep"]:GetFloat()
  149. -- Move the camera, scale movement with time step
  150. MoveCamera(timeStep)
  151. end
  152. function HandlePostRenderUpdate(eventType, eventData)
  153. -- If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
  154. -- bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
  155. -- bones properly
  156. if drawDebug then
  157. renderer:DrawDebugGeometry(false)
  158. end
  159. end
  160. -- Mover script object class
  161. Mover = ScriptObject()
  162. function Mover:Start()
  163. self.moveSpeed = 0.0
  164. self.rotationSpeed = 0.0
  165. self.bounds = BoundingBox()
  166. end
  167. function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
  168. self.moveSpeed = moveSpeed
  169. self.rotationSpeed = rotationSpeed
  170. self.bounds = bounds
  171. end
  172. function Mover:Update(timeStep)
  173. local node = self.node
  174. node:Translate(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
  175. -- If in risk of going outside the plane, rotate the model right
  176. local pos = node.position
  177. local bounds = self.bounds
  178. 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
  179. node:Yaw(self.rotationSpeed * timeStep)
  180. end
  181. -- Get the model's first (only) animation state and advance its time
  182. local model = node:GetComponent("AnimatedModel", true)
  183. local state = model:GetAnimationState(0)
  184. if state ~= nil then
  185. state:AddTime(timeStep)
  186. end
  187. end
  188. -- Create XML patch instructions for screen joystick layout specific to this sample app
  189. function GetScreenJoystickPatchString()
  190. return
  191. "<patch>"..
  192. " <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"..
  193. " <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"..
  194. " <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"..
  195. " <element type=\"Text\">"..
  196. " <attribute name=\"Name\" value=\"KeyBinding\" />"..
  197. " <attribute name=\"Text\" value=\"SPACE\" />"..
  198. " </element>"..
  199. " </add>"..
  200. "</patch>"
  201. end