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- -- Ribbon trail demo.
- -- This sample demonstrates how to use both trail types of RibbonTrail component.
- require "LuaScripts/Utilities/Sample"
- local boxNode1 = nil
- local boxNode2 = nil
- local swordTrail = nil
- local ninjaAnimCtrl = nil
- local timeStepSum = 0.0
- local swordTrailStartTime = 0.2
- local swordTrailEndTime = 0.46
- function 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()
- end
- function 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
- local planeNode = scene_:CreateChild("Plane")
- planeNode.scale = Vector3(100.0, 1.0, 100.0)
- local 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.
- local lightNode = scene_:CreateChild("DirectionalLight")
- lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
- local light = lightNode:CreateComponent("Light")
- light.lightType = LIGHT_DIRECTIONAL
- light.castShadows = true
- light.shadowBias = BiasParameters(0.00005, 0.5)
- -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
- -- Create first box for face camera trail demo with 1 column.
- boxNode1 = scene_:CreateChild("Box1")
- local box1 = boxNode1:CreateComponent("StaticModel")
- box1.model = cache:GetResource("Model", "Models/Box.mdl")
- box1.castShadows = true
- local boxTrail1 = boxNode1:CreateComponent("RibbonTrail")
- boxTrail1.material = cache:GetResource("Material", "Materials/RibbonTrail.xml")
- boxTrail1.startColor = Color(1.0, 0.5, 0.0, 1.0)
- boxTrail1.endColor = Color(1.0, 1.0, 0.0, 0.0)
- boxTrail1.width = 0.5
- 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")
- local box2 = boxNode2:CreateComponent("StaticModel")
- box2.model = cache:GetResource("Model", "Models/Box.mdl")
- box2.castShadows = true
- local boxTrail2 = boxNode2:CreateComponent("RibbonTrail")
- boxTrail2.material = cache:GetResource("Material", "Materials/RibbonTrail.xml")
- boxTrail2.startColor = Color(1.0, 0.5, 0.0, 1.0)
- boxTrail2.endColor = Color(1.0, 1.0, 0.0, 0.0)
- boxTrail2.width = 0.5
- boxTrail2.tailColumn = 4
- boxTrail2.updateInvisible = true
- -- Load ninja animated model for bone trail demo.
- local ninjaNode = scene_:CreateChild("Ninja")
- ninjaNode.position = Vector3(5.0, 0.0, 0.0)
- ninjaNode.rotation = Quaternion(0.0, 180.0, 0.0)
- local 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, 0.0)
- -- Add ribbon trail to tip of sword.
- local 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 = 0.22
- swordTrail.startColor = Color(1.0, 1.0, 1.0, 0.75)
- swordTrail.endColor = Color(0.2, 0.5, 1.0, 0.0)
- swordTrail.tailColumn = 4
- swordTrail.updateInvisible = true
- -- Add floating text for info.
- local boxTextNode1 = scene_:CreateChild("BoxText1")
- boxTextNode1.position = Vector3(-1.0, 2.0, 0.0)
- local boxText1 = boxTextNode1:CreateComponent("Text3D")
- boxText1.text = "Face Camera Trail (4 Column)"
- boxText1:SetFont(cache:GetResource("Font", "Fonts/BlueHighway.sdf"), 24)
- local boxTextNode2 = scene_:CreateChild("BoxText2")
- boxTextNode2.position = Vector3(-6.0, 2.0, 0.0)
- local boxText2 = boxTextNode2:CreateComponent("Text3D")
- boxText2.text = "Face Camera Trail (1 Column)"
- boxText2:SetFont(cache:GetResource("Font", "Fonts/BlueHighway.sdf"), 24)
- local ninjaTextNode2 = scene_:CreateChild("NinjaText")
- ninjaTextNode2.position = Vector3(4.0, 2.5, 0.0)
- local 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(0.0, 2.0, -14.0)
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("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)
- end
- function 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
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- local mouseMove = input.mouseMove
- yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- -- 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) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData["TimeStep"]:GetFloat()
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- -- Sum of timesteps.
- timeStepSum = 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.
- local swordAnimTime = ninjaAnimCtrl:GetAnimationState("Models/NinjaSnowWar/Ninja_Attack3.ani").time
- -- Stop emitting trail when sword is finished slashing.
- if not swordTrail.emitting and swordAnimTime > swordTrailStartTime and swordAnimTime < swordTrailEndTime then
- swordTrail.emitting = true
- elseif swordTrail.emitting and swordAnimTime >= swordTrailEndTime then
- swordTrail.emitting = false
- end
- end
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