Urho3D/Source/Samples/44_RibbonTrailDemo/RibbonTrailDemo.cpp
2020-01-05 06:21:40 +00:00

278 lines
12 KiB
C++

//
// Copyright (c) 2008-2020 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()
{
auto* 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));
auto* 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
auto* 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");
auto* box1 = boxNode1_->CreateComponent<StaticModel>();
box1->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
box1->SetCastShadows(true);
auto* 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");
auto* box2 = boxNode2_->CreateComponent<StaticModel>();
box2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
box2->SetCastShadows(true);
auto* 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));
auto* 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));
auto* 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));
auto* 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));
auto* 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()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
auto* 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()
{
auto* 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;
auto* 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);
}