278 lines
12 KiB
C++
278 lines
12 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/AnimatedModel.h>
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#include <Urho3D/Graphics/AnimationController.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/RibbonTrail.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/Text3D.h>
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#include "RibbonTrailDemo.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(RibbonTrailDemo)
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RibbonTrailDemo::RibbonTrailDemo(Context* context) :
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Sample(context),
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swordTrailStartTime_(0.2f),
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swordTrailEndTime_(0.46f),
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timeStepSum_(0.0f)
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{
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}
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void RibbonTrailDemo::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateInstructions();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to the frame update events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void RibbonTrailDemo::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_->CreateComponent<Octree>();
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// Create scene node & StaticModel component for showing a static plane
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Node* planeNode = scene_->CreateChild("Plane");
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planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
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auto* planeObject = planeNode->CreateComponent<StaticModel>();
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planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
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planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
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// Create a directional light to the world.
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Node* lightNode = scene_->CreateChild("DirectionalLight");
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lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetCastShadows(true);
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light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
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// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
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// Create first box for face camera trail demo with 1 column.
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boxNode1_ = scene_->CreateChild("Box1");
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auto* box1 = boxNode1_->CreateComponent<StaticModel>();
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box1->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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box1->SetCastShadows(true);
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auto* boxTrail1 = boxNode1_->CreateComponent<RibbonTrail>();
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boxTrail1->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
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boxTrail1->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
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boxTrail1->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
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boxTrail1->SetWidth(0.5f);
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boxTrail1->SetUpdateInvisible(true);
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// Create second box for face camera trail demo with 4 column.
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// This will produce less distortion than first trail.
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boxNode2_ = scene_->CreateChild("Box2");
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auto* box2 = boxNode2_->CreateComponent<StaticModel>();
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box2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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box2->SetCastShadows(true);
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auto* boxTrail2 = boxNode2_->CreateComponent<RibbonTrail>();
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boxTrail2->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
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boxTrail2->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
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boxTrail2->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
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boxTrail2->SetWidth(0.5f);
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boxTrail2->SetTailColumn(4);
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boxTrail2->SetUpdateInvisible(true);
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// Load ninja animated model for bone trail demo.
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Node* ninjaNode = scene_->CreateChild("Ninja");
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ninjaNode->SetPosition(Vector3(5.0f, 0.0f, 0.0f));
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ninjaNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
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auto* ninja = ninjaNode->CreateComponent<AnimatedModel>();
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ninja->SetModel(cache->GetResource<Model>("Models/NinjaSnowWar/Ninja.mdl"));
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ninja->SetMaterial(cache->GetResource<Material>("Materials/NinjaSnowWar/Ninja.xml"));
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ninja->SetCastShadows(true);
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// Create animation controller and play attack animation.
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ninjaAnimCtrl_ = ninjaNode->CreateComponent<AnimationController>();
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ninjaAnimCtrl_->PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f);
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// Add ribbon trail to tip of sword.
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Node* swordTip = ninjaNode->GetChild("Joint29", true);
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swordTrail_ = swordTip->CreateComponent<RibbonTrail>();
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// Set sword trail type to bone and set other parameters.
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swordTrail_->SetTrailType(TT_BONE);
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swordTrail_->SetMaterial(cache->GetResource<Material>("Materials/SlashTrail.xml"));
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swordTrail_->SetLifetime(0.22f);
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swordTrail_->SetStartColor(Color(1.0f, 1.0f, 1.0f, 0.75f));
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swordTrail_->SetEndColor(Color(0.2f, 0.5f, 1.0f, 0.0f));
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swordTrail_->SetTailColumn(4);
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swordTrail_->SetUpdateInvisible(true);
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// Add floating text for info.
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Node* boxTextNode1 = scene_->CreateChild("BoxText1");
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boxTextNode1->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
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auto* boxText1 = boxTextNode1->CreateComponent<Text3D>();
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boxText1->SetText(String("Face Camera Trail (4 Column)"));
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boxText1->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
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Node* boxTextNode2 = scene_->CreateChild("BoxText2");
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boxTextNode2->SetPosition(Vector3(-6.0f, 2.0f, 0.0f));
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auto* boxText2 = boxTextNode2->CreateComponent<Text3D>();
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boxText2->SetText(String("Face Camera Trail (1 Column)"));
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boxText2->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
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Node* ninjaTextNode2 = scene_->CreateChild("NinjaText");
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ninjaTextNode2->SetPosition(Vector3(4.0f, 2.5f, 0.0f));
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auto* ninjaText = ninjaTextNode2->CreateComponent<Text3D>();
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ninjaText->SetText(String("Bone Trail (4 Column)"));
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ninjaText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
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// Create the camera.
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cameraNode_ = scene_->CreateChild("Camera");
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cameraNode_->CreateComponent<Camera>();
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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -14.0f));
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}
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void RibbonTrailDemo::CreateInstructions()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Construct new Text object, set string to display and font to use
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auto* instructionText = ui->GetRoot()->CreateChild<Text>();
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instructionText->SetText("Use WASD keys and mouse/touch to move");
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instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionText->SetHorizontalAlignment(HA_CENTER);
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instructionText->SetVerticalAlignment(VA_CENTER);
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instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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}
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void RibbonTrailDemo::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// 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
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void RibbonTrailDemo::MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (GetSubsystem<UI>()->GetFocusElement())
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return;
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auto* input = GetSubsystem<Input>();
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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// Use the Translate() function (default local space) to move relative to the node's orientation.
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void RibbonTrailDemo::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RibbonTrailDemo, HandleUpdate));
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}
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void RibbonTrailDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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// Sum of timesteps.
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timeStepSum_ += timeStep;
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// Move first box with pattern.
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boxNode1_->SetTransform(Vector3(-4.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
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Quaternion());
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// Move second box with pattern.
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boxNode2_->SetTransform(Vector3(0.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
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Quaternion());
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// Get elapsed attack animation time.
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float swordAnimTime = ninjaAnimCtrl_->GetAnimationState(String("Models/NinjaSnowWar/Ninja_Attack3.ani"))->GetTime();
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// Stop emitting trail when sword is finished slashing.
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if (!swordTrail_->IsEmitting() && swordAnimTime > swordTrailStartTime_ && swordAnimTime < swordTrailEndTime_)
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swordTrail_->SetEmitting(true);
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else if (swordTrail_->IsEmitting() && swordAnimTime >= swordTrailEndTime_)
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swordTrail_->SetEmitting(false);
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}
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