Urho3D/bin/Data/LuaScripts/06_SkeletalAnimation.lua
2019-03-30 18:58:52 +08:00

242 lines
9.9 KiB
Lua

-- Skeletal animation example.
-- This sample demonstrates:
-- - Populating a 3D scene with skeletally animated AnimatedModel components
-- - Moving the animated models and advancing their animation using a script object
-- - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
-- over a large area (typically used in outdoor scenes for shadows cast by sunlight)
-- - Displaying renderer debug geometry
require "LuaScripts/Utilities/Sample"
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 and render post-update events
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
-- Also create a DebugRenderer component so that we can draw debug geometry
scene_:CreateComponent("Octree")
scene_:CreateComponent("DebugRenderer")
-- Create scene node & StaticModel component for showing a static plane
local planeNode = scene_:CreateChild("Plane")
planeNode.scale = Vector3(50.0, 1.0, 50.0)
local planeObject = planeNode:CreateComponent("StaticModel")
planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
-- Create a Zone component for ambient lighting & fog control
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.5, 0.5, 0.5)
zone.fogColor = Color(0.4, 0.5, 0.8)
zone.fogStart = 100.0
zone.fogEnd = 300.0
-- Create a directional light to the world. Enable cascaded shadows on it
local lightNode = scene_:CreateChild("DirectionalLight")
lightNode.direction = Vector3(0.6, -1.0, 0.8)
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_DIRECTIONAL
light.castShadows = true
light.color = Color(0.5, 0.5, 0.5)
light.shadowBias = BiasParameters(0.00025, 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 animated models
local NUM_MODELS = 30
local MODEL_MOVE_SPEED = 2.0
local MODEL_ROTATE_SPEED = 100.0
local bounds = BoundingBox(Vector3(-20.0, 0.0, -20.0), Vector3(20.0, 0.0, 20.0))
for i = 1, NUM_MODELS do
local modelNode = scene_:CreateChild("Jill")
modelNode.position = Vector3(Random(40.0) - 20.0, 0.0, Random(40.0) - 20.0)
modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
local modelObject = modelNode:CreateComponent("AnimatedModel")
modelObject.model = cache:GetResource("Model", "Models/Kachujin/Kachujin.mdl")
modelObject.material = cache:GetResource("Material", "Models/Kachujin/Materials/Kachujin.xml")
modelObject.castShadows = true
-- Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
-- animation, The alternative would be to use an AnimationController component which updates the animation automatically,
-- but we need to update the model's position manually in any case
local walkAnimation = cache:GetResource("Animation", "Models/Kachujin/Kachujin_Walk.ani")
local state = modelObject:AddAnimationState(walkAnimation)
-- Enable full blending weight and looping
state.weight = 1.0
state.looped = true
state.time = Random(walkAnimation.length)
-- Create our Mover script object that will move & animate the model during each frame's update.
local object = modelNode:CreateScriptObject("Mover")
object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
end
-- Create the camera. Limit far clip distance to match the fog
cameraNode = scene_:CreateChild("Camera")
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 300.0
-- Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0, 5.0, 0.0)
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\n"..
"Space to toggle debug geometry")
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
-- The text has multiple rows. Center them in relation to each other
instructionText.textAlignment = HA_CENTER
-- 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
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
-- done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
-- rendering during that event
SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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
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
-- Toggle debug geometry with space
if input:GetKeyPress(KEY_SPACE) then
drawDebug = not drawDebug
end
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)
end
function HandlePostRenderUpdate(eventType, eventData)
-- If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
-- bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
-- bones properly
if drawDebug then
renderer:DrawDebugGeometry(false)
end
end
-- Mover script object class
Mover = ScriptObject()
function Mover:Start()
self.moveSpeed = 0.0
self.rotationSpeed = 0.0
self.bounds = BoundingBox()
end
function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
self.moveSpeed = moveSpeed
self.rotationSpeed = rotationSpeed
self.bounds = bounds
end
function Mover:Update(timeStep)
local node = self.node
node:Translate(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
-- If in risk of going outside the plane, rotate the model right
local pos = node.position
local bounds = self.bounds
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
node:Yaw(self.rotationSpeed * timeStep)
end
-- Get the model's first (only) animation state and advance its time
local model = node:GetComponent("AnimatedModel", true)
local state = model:GetAnimationState(0)
if state ~= nil then
state:AddTime(timeStep)
end
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>"..
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"..
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"..
" <element type=\"Text\">"..
" <attribute name=\"Name\" value=\"KeyBinding\" />"..
" <attribute name=\"Text\" value=\"SPACE\" />"..
" </element>"..
" </add>"..
"</patch>"
end