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- // Ribbon trail demo.
- // This sample demonstrates how to use both trail types of RibbonTrail component.
- #include "Scripts/Utilities/Sample.as"
- Node@ boxNode1;
- Node@ boxNode2;
- RibbonTrail@ swordTrail;
- AnimationController@ ninjaAnimCtrl;
- float timeStepSum = 0.0f;
- float swordTrailStartTime = 0.2f;
- float swordTrailEndTime = 0.46f;
- 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();
- // Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE);
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // 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.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 directional light to the world.
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.castShadows = true;
- light.shadowBias = 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.shadowCascade = 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.model = cache.GetResource("Model", "Models/Box.mdl");
- box1.castShadows = true;
- RibbonTrail@ boxTrail1 = boxNode1.CreateComponent("RibbonTrail");
- boxTrail1.material = cache.GetResource("Material", "Materials/RibbonTrail.xml");
- boxTrail1.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f);
- boxTrail1.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f);
- boxTrail1.width = 0.5f;
- boxTrail1.updateInvisible = 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.model = cache.GetResource("Model", "Models/Box.mdl");
- box2.castShadows = true;
- RibbonTrail@ boxTrail2 = boxNode2.CreateComponent("RibbonTrail");
- boxTrail2.material = cache.GetResource("Material", "Materials/RibbonTrail.xml");
- boxTrail2.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f);
- boxTrail2.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f);
- boxTrail2.width = 0.5f;
- boxTrail2.tailColumn = 4;
- boxTrail2.updateInvisible = true;
-
- // Load ninja animated model for bone trail demo.
- Node@ ninjaNode = scene_.CreateChild("Ninja");
- ninjaNode.position = Vector3(5.0f, 0.0f, 0.0f);
- ninjaNode.rotation = Quaternion(0.0f, 180.0f, 0.0f);
- AnimatedModel@ ninja = ninjaNode.CreateComponent("AnimatedModel");
- ninja.model = cache.GetResource("Model", "Models/NinjaSnowWar/Ninja.mdl");
- ninja.material = cache.GetResource("Material", "Materials/NinjaSnowWar/Ninja.xml");
- ninja.castShadows = 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.trailType = TT_BONE;
- swordTrail.material = cache.GetResource("Material", "Materials/SlashTrail.xml");
- swordTrail.lifetime = 0.22f;
- swordTrail.startColor = Color(1.0f, 1.0f, 1.0f, 0.75f);
- swordTrail.endColor = Color(0.2, 0.5f, 1.0f, 0.0f);
- swordTrail.tailColumn = 4;
- swordTrail.updateInvisible = true;
-
- // Add floating text for info.
- Node@ boxTextNode1 = scene_.CreateChild("BoxText1");
- boxTextNode1.position = Vector3(-1.0f, 2.0f, 0.0f);
- Text3D@ boxText1 = boxTextNode1.CreateComponent("Text3D");
- boxText1.text = "Face Camera Trail (4 Column)";
- boxText1.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24);
- Node@ boxTextNode2 = scene_.CreateChild("BoxText2");
- boxTextNode2.position = Vector3(-6.0f, 2.0f, 0.0f);
- Text3D@ boxText2 = boxTextNode2.CreateComponent("Text3D");
- boxText2.text = "Face Camera Trail (1 Column)";
- boxText2.SetFont(cache.GetResource("Font", "Fonts/BlueHighway.sdf"), 24);
- Node@ ninjaTextNode2 = scene_.CreateChild("NinjaText");
- ninjaTextNode2.position = Vector3(4.0f, 2.5f, 0.0f);
- Text3D@ ninjaText = ninjaTextNode2.CreateComponent("Text3D");
- ninjaText.text = "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.position = Vector3(0.0f, 2.0f, -14.0f);
- }
- 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";
- instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
- // 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. 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
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- 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
- // Use the Translate() function (default local space) to move relative to the node's orientation.
- if (input.keyDown[KEY_W])
- cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_S])
- cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_A])
- cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input.keyDown[KEY_D])
- cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- 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);
-
- // Sum of timesteps.
- timeStepSum += timeStep;
-
- // Move first box with pattern.
- boxNode1.SetTransform(Vector3(-4.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion());
-
- // Move second box with pattern.
- boxNode2.SetTransform(Vector3(0.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion());
-
- // Get elapsed attack animation time.
- float swordAnimTime = ninjaAnimCtrl.GetAnimationState("Models/NinjaSnowWar/Ninja_Attack3.ani").time;
- // Stop emitting trail when sword is finished slashing.
- if (!swordTrail.emitting && swordAnimTime > swordTrailStartTime && swordAnimTime < swordTrailEndTime)
- swordTrail.emitting = true;
- else if (swordTrail.emitting && swordAnimTime >= swordTrailEndTime)
- swordTrail.emitting = false;
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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