Urho3D/bin/Data/LuaScripts/18_CharacterDemo.lua
Johnathan Jenkins d78fc4020f minor typos
2016-10-28 13:07:14 -07:00

494 lines
21 KiB
Lua

-- Moving character example.
-- This sample demonstrates:
-- - Controlling a humanoid character through physics
-- - Driving animations using the AnimationController component
-- - Manual control of a bone scene node
-- - Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery
-- - Saving and loading the variables of a script object
-- - Using touch inputs/gyroscope for iOS/Android (implemented through an external file)
require "LuaScripts/Utilities/Sample"
require "LuaScripts/Utilities/Touch"
-- Variables used by external file are made global in order to be accessed
CTRL_FORWARD = 1
CTRL_BACK = 2
CTRL_LEFT = 4
CTRL_RIGHT = 8
local CTRL_JUMP = 16
local MOVE_FORCE = 0.8
local INAIR_MOVE_FORCE = 0.02
local BRAKE_FORCE = 0.2
local JUMP_FORCE = 7.0
local YAW_SENSITIVITY = 0.1
local INAIR_THRESHOLD_TIME = 0.1
firstPerson = false -- First person camera flag
local characterNode = nil
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create static scene content
CreateScene()
-- Create the controllable character
CreateCharacter()
-- Create the UI content
CreateInstructions()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Subscribe to necessary events
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- Create scene subsystem components
scene_:CreateComponent("Octree")
scene_:CreateComponent("PhysicsWorld")
-- Create camera and define viewport. Camera does not necessarily have to belong to the scene
cameraNode = Node()
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 300.0
renderer:SetViewport(0, Viewport:new(scene_, camera))
-- 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(0.15, 0.15, 0.15)
zone.fogColor = Color(0.5, 0.5, 0.7)
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.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 the floor object
local floorNode = scene_:CreateChild("Floor")
floorNode.position = Vector3(0.0, -0.5, 0.0)
floorNode.scale = Vector3(200.0, 1.0, 200.0)
local object = floorNode:CreateComponent("StaticModel")
object.model = cache:GetResource("Model", "Models/Box.mdl")
object.material = cache:GetResource("Material", "Materials/Stone.xml")
local body = floorNode:CreateComponent("RigidBody")
-- Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
-- inside geometry
body.collisionLayer = 2
local shape = floorNode:CreateComponent("CollisionShape")
shape:SetBox(Vector3(1.0, 1.0, 1.0))
-- Create mushrooms of varying sizes
local NUM_MUSHROOMS = 60
for i = 1, NUM_MUSHROOMS do
local objectNode = scene_:CreateChild("Mushroom")
objectNode.position = Vector3(Random(180.0) - 90.0, 0.0, Random(180.0) - 90.0)
objectNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
objectNode:SetScale(2.0 + Random(5.0))
local object = objectNode:CreateComponent("StaticModel")
object.model = cache:GetResource("Model", "Models/Mushroom.mdl")
object.material = cache:GetResource("Material", "Materials/Mushroom.xml")
object.castShadows = true
local body = objectNode:CreateComponent("RigidBody")
body.collisionLayer = 2
local shape = objectNode:CreateComponent("CollisionShape")
shape:SetTriangleMesh(object.model, 0)
end
-- Create movable boxes. Let them fall from the sky at first
local NUM_BOXES = 100
for i = 1, NUM_BOXES do
local scale = Random(2.0) + 0.5
local objectNode = scene_:CreateChild("Box")
objectNode.position = Vector3(Random(180.0) - 90.0, Random(10.0) + 10.0, Random(180.0) - 90.0)
objectNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
objectNode:SetScale(scale)
local object = objectNode:CreateComponent("StaticModel")
object.model = cache:GetResource("Model", "Models/Box.mdl")
object.material = cache:GetResource("Material", "Materials/Stone.xml")
object.castShadows = true
local body = objectNode:CreateComponent("RigidBody")
body.collisionLayer = 2
-- Bigger boxes will be heavier and harder to move
body.mass = scale * 2.0
local shape = objectNode:CreateComponent("CollisionShape")
shape:SetBox(Vector3(1.0, 1.0, 1.0))
end
end
function CreateCharacter()
characterNode = scene_:CreateChild("Jack")
characterNode.position = Vector3(0.0, 1.0, 0.0)
-- spin node
local adjNode = characterNode:CreateChild("AdjNode")
adjNode.rotation = Quaternion(180.0, Vector3(0.0, 1.0, 0.0))
-- Create the rendering component + animation controller
local object = adjNode:CreateComponent("AnimatedModel")
object.model = cache:GetResource("Model", "Models/Mutant/Mutant.mdl")
object.material = cache:GetResource("Material", "Models/Mutant/Materials/mutant_M.xml")
object.castShadows = true
adjNode:CreateComponent("AnimationController")
-- Set the head bone for manual control
object.skeleton:GetBone("Mutant:Head").animated = false
-- Create rigidbody, and set non-zero mass so that the body becomes dynamic
local body = characterNode:CreateComponent("RigidBody")
body.collisionLayer = 1
body.mass = 1.0
-- Set zero angular factor so that physics doesn't turn the character on its own.
-- Instead we will control the character yaw manually
body.angularFactor = Vector3(0.0, 0.0, 0.0)
-- Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
body.collisionEventMode = COLLISION_ALWAYS
-- Set a capsule shape for collision
local shape = characterNode:CreateComponent("CollisionShape")
shape:SetCapsule(0.7, 1.8, Vector3(0.0, 0.9, 0.0))
-- Create the character logic object, which takes care of steering the rigidbody
characterNode:CreateScriptObject("Character")
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 jump, F to toggle 1st/3rd person\n"..
"F5 to save scene, F7 to load")
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 SubscribeToEvents()
-- Subscribe to Update event for setting the character controls before physics simulation
SubscribeToEvent("Update", "HandleUpdate")
-- Subscribe to PostUpdate event for updating the camera position after physics simulation
SubscribeToEvent("PostUpdate", "HandlePostUpdate")
-- Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
UnsubscribeFromEvent("SceneUpdate")
end
function HandleUpdate(eventType, eventData)
if characterNode == nil then
return
end
local character = characterNode:GetScriptObject()
if character == nil then
return
end
-- Clear previous controls
character.controls:Set(CTRL_FORWARD + CTRL_BACK + CTRL_LEFT + CTRL_RIGHT + CTRL_JUMP, false)
-- Update controls using touch utility
if touchEnabled then UpdateTouches(character.controls) end
-- Update controls using keys
if ui.focusElement == nil then
if not touchEnabled or not useGyroscope then
if input:GetKeyDown(KEY_W) then character.controls:Set(CTRL_FORWARD, true) end
if input:GetKeyDown(KEY_S) then character.controls:Set(CTRL_BACK, true) end
if input:GetKeyDown(KEY_A) then character.controls:Set(CTRL_LEFT, true) end
if input:GetKeyDown(KEY_D) then character.controls:Set(CTRL_RIGHT, true) end
end
if input:GetKeyDown(KEY_SPACE) then character.controls:Set(CTRL_JUMP, true) end
-- Add character yaw & pitch from the mouse motion or touch input
if touchEnabled then
for i=0, input.numTouches - 1 do
local state = input:GetTouch(i)
if not state.touchedElement then -- Touch on empty space
local camera = cameraNode:GetComponent("Camera")
if not camera then return end
character.controls.yaw = character.controls.yaw + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x
character.controls.pitch = character.controls.pitch + TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y
end
end
else
character.controls.yaw = character.controls.yaw + input.mouseMoveX * YAW_SENSITIVITY
character.controls.pitch = character.controls.pitch + input.mouseMoveY * YAW_SENSITIVITY
end
-- Limit pitch
character.controls.pitch = Clamp(character.controls.pitch, -80.0, 80.0)
-- Set rotation already here so that it's updated every rendering frame instead of every physics frame
characterNode.rotation = Quaternion(character.controls.yaw, Vector3(0.0, 1.0, 0.0))
-- Switch between 1st and 3rd person
if input:GetKeyPress(KEY_F) then
firstPerson = not firstPerson
end
-- Turn on/off gyroscope on mobile platform
if input:GetKeyPress(KEY_G) then
useGyroscope = not useGyroscope
end
-- Check for loading / saving the scene
if input:GetKeyPress(KEY_F5) then
scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/CharacterDemo.xml")
end
if input:GetKeyPress(KEY_F7) then
scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/CharacterDemo.xml")
-- After loading we have to reacquire the character scene node, as it has been recreated
-- Simply find by name as there's only one of them
characterNode = scene_:GetChild("Jack", true)
if characterNode == nil then
return
end
end
end
end
function HandlePostUpdate(eventType, eventData)
if characterNode == nil then
return
end
local character = characterNode:GetScriptObject()
if character == nil then
return
end
-- Get camera lookat dir from character yaw + pitch
local rot = characterNode.rotation
local dir = rot * Quaternion(character.controls.pitch, Vector3(1.0, 0.0, 0.0))
-- Turn head to camera pitch, but limit to avoid unnatural animation
local headNode = characterNode:GetChild("Mutant:Head", true)
local limitPitch = Clamp(character.controls.pitch, -45.0, 45.0)
local headDir = rot * Quaternion(limitPitch, Vector3(1.0, 0.0, 0.0))
-- This could be expanded to look at an arbitrary target, now just look at a point in front
local headWorldTarget = headNode.worldPosition + headDir * Vector3(0.0, 0.0, -1.0)
headNode:LookAt(headWorldTarget, Vector3(0.0, 1.0, 0.0))
if firstPerson then
-- First person camera: position to the head bone + offset slightly forward & up
cameraNode.position = headNode.worldPosition + rot * Vector3(0.0, 0.15, 0.2)
cameraNode.rotation = dir
else
-- Third person camera: position behind the character
local aimPoint = characterNode.position + rot * Vector3(0.0, 1.7, 0.0) -- You can modify x Vector3 value to translate the fixed character position (indicative range[-2;2])
-- Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
local rayDir = dir * Vector3(0.0, 0.0, -1.0) -- For indoor scenes you can use dir * Vector3(0.0, 0.0, -0.5) to prevent camera from crossing the walls
local rayDistance = cameraDistance
local result = scene_:GetComponent("PhysicsWorld"):RaycastSingle(Ray(aimPoint, rayDir), rayDistance, 2)
if result.body ~= nil then
rayDistance = Min(rayDistance, result.distance)
end
rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, cameraDistance)
cameraNode.position = aimPoint + rayDir * rayDistance
cameraNode.rotation = dir
end
end
-- Character script object class
Character = ScriptObject()
function Character:Start()
-- Character controls.
self.controls = Controls()
-- Grounded flag for movement.
self.onGround = false
-- Jump flag.
self.okToJump = true
-- In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
self.inAirTimer = 0.0
self:SubscribeToEvent(self.node, "NodeCollision", "Character:HandleNodeCollision")
end
function Character:Load(deserializer)
self.controls.yaw = deserializer:ReadFloat()
self.controls.pitch = deserializer:ReadFloat()
end
function Character:Save(serializer)
serializer:WriteFloat(self.controls.yaw)
serializer:WriteFloat(self.controls.pitch)
end
function Character:HandleNodeCollision(eventType, eventData)
local contacts = eventData["Contacts"]:GetBuffer()
while not contacts.eof do
local contactPosition = contacts:ReadVector3()
local contactNormal = contacts:ReadVector3()
local contactDistance = contacts:ReadFloat()
local contactImpulse = contacts:ReadFloat()
-- If contact is below node center and pointing up, assume it's a ground contact
if contactPosition.y < self.node.position.y + 1.0 then
local level = contactNormal.y
if level > 0.75 then
self.onGround = true
end
end
end
end
function Character:FixedUpdate(timeStep)
-- Could cache the components for faster access instead of finding them each frame
local body = self.node:GetComponent("RigidBody")
local animCtrl = self.node:GetComponent("AnimationController", true)
-- Update the in air timer. Reset if grounded
if not self.onGround then
self.inAirTimer = self.inAirTimer + timeStep
else
self.inAirTimer = 0.0
end
-- When character has been in air less than 1/10 second, it's still interpreted as being on ground
local softGrounded = self.inAirTimer < INAIR_THRESHOLD_TIME
-- Update movement & animation
local rot = self.node.rotation
local moveDir = Vector3(0.0, 0.0, 0.0)
local velocity = body.linearVelocity
-- Velocity on the XZ plane
local planeVelocity = Vector3(velocity.x, 0.0, velocity.z)
if self.controls:IsDown(CTRL_FORWARD) then
moveDir = moveDir + Vector3(0.0, 0.0, 1.0)
end
if self.controls:IsDown(CTRL_BACK) then
moveDir = moveDir + Vector3(0.0, 0.0, -1.0)
end
if self.controls:IsDown(CTRL_LEFT) then
moveDir = moveDir + Vector3(-1.0, 0.0, 0.0)
end
if self.controls:IsDown(CTRL_RIGHT) then
moveDir = moveDir + Vector3(1.0, 0.0, 0.0)
end
-- Normalize move vector so that diagonal strafing is not faster
if moveDir:LengthSquared() > 0.0 then
moveDir:Normalize()
end
-- If in air, allow control, but slower than when on ground
if softGrounded then
body:ApplyImpulse(rot * moveDir * MOVE_FORCE)
else
body:ApplyImpulse(rot * moveDir * INAIR_MOVE_FORCE)
end
if softGrounded then
-- When on ground, apply a braking force to limit maximum ground velocity
local brakeForce = planeVelocity * -BRAKE_FORCE
body:ApplyImpulse(brakeForce)
-- Jump. Must release jump control between jumps
if self.controls:IsDown(CTRL_JUMP) then
if self.okToJump then
body:ApplyImpulse(Vector3(0.0, 1.0, 0.0) * JUMP_FORCE)
self.okToJump = false
animCtrl:PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2)
end
else
self.okToJump = true
end
end
if not self.onGround then
animCtrl:PlayExclusive("Models/Mutant/Mutant_Jump1.ani", 0, false, 0.2)
else
-- Play walk animation if moving on ground, otherwise fade it out
if softGrounded and not moveDir:Equals(Vector3(0.0, 0.0, 0.0)) then
animCtrl:PlayExclusive("Models/Mutant/Mutant_Run.ani", 0, true, 0.2)
-- Set walk animation speed proportional to velocity
animCtrl:SetSpeed("Models/Mutant/Mutant_Run.ani", planeVelocity:Length() * 0.3)
else
animCtrl:PlayExclusive("Models/Mutant/Mutant_Idle0.ani", 0, true, 0.2)
end
end
-- Reset grounded flag for next frame
self.onGround = false
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>" ..
" <add sel=\"/element\">" ..
" <element type=\"Button\">" ..
" <attribute name=\"Name\" value=\"Button3\" />" ..
" <attribute name=\"Position\" value=\"-120 -120\" />" ..
" <attribute name=\"Size\" value=\"96 96\" />" ..
" <attribute name=\"Horiz Alignment\" value=\"Right\" />" ..
" <attribute name=\"Vert Alignment\" value=\"Bottom\" />" ..
" <attribute name=\"Texture\" value=\"Texture2D;Textures/TouchInput.png\" />" ..
" <attribute name=\"Image Rect\" value=\"96 0 192 96\" />" ..
" <attribute name=\"Hover Image Offset\" value=\"0 0\" />" ..
" <attribute name=\"Pressed Image Offset\" value=\"0 0\" />" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"Label\" />" ..
" <attribute name=\"Horiz Alignment\" value=\"Center\" />" ..
" <attribute name=\"Vert Alignment\" value=\"Center\" />" ..
" <attribute name=\"Color\" value=\"0 0 0 1\" />" ..
" <attribute name=\"Text\" value=\"Gyroscope\" />" ..
" </element>" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"G\" />" ..
" </element>" ..
" </element>" ..
" </add>" ..
" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/attribute[@name='Is Visible']\" />" ..
" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">1st/3rd</replace>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button0']]\">" ..
" <element type=\"Text\">" ..
" <attribute name=\"Name\" value=\"KeyBinding\" />" ..
" <attribute name=\"Text\" value=\"F\" />" ..
" </element>" ..
" </add>" ..
" <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\">Jump</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