Urho3D/bin/Data/Scripts/06_SkeletalAnimation.as
2017-04-09 22:17:34 +03:00

243 lines
10 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
void 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();
}
void 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
Node@ planeNode = scene_.CreateChild("Plane");
planeNode.scale = Vector3(50.0f, 1.0f, 50.0f);
StaticModel@ 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
Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.5f, 0.5f, 0.5f);
zone.fogColor = Color(0.4f, 0.5f, 0.8f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light to the world. Enable cascaded shadows on it
Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.color = Color(0.5f, 0.5f, 0.5f);
light.castShadows = true;
light.shadowBias = BiasParameters(0.00025f, 0.5f);
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
// Create animated models
const uint NUM_MODELS = 30;
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
const BoundingBox bounds(Vector3(-20.0f, 0.0f, -20.0f), Vector3(20.0f, 0.0f, 20.0f));
for (uint i = 0; i < NUM_MODELS; ++i)
{
Node@ modelNode = scene_.CreateChild("Jill");
modelNode.position = Vector3(Random(40.0f) - 20.0f, 0.0f, Random(40.0f) - 20.0f);
modelNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
AnimatedModel@ 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
Animation@ walkAnimation = cache.GetResource("Animation", "Models/Kachujin/Kachujin_Walk.ani");
AnimationState@ state = modelObject.AddAnimationState(walkAnimation);
// Enable full blending weight and looping
state.weight = 1.0f;
state.looped = true;
state.time = Random(walkAnimation.length);
// Create our Mover script object that will move & animate the model during each frame's update. Here we use a shortcut
// script-only API function, CreateScriptObject, which creates a ScriptInstance component into the scene node, then uses
// it to instantiate the object (using the script file & class name provided)
Mover@ mover = cast<Mover>(modelNode.CreateScriptObject(scriptFile, "Mover"));
mover.SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
}
// Create the camera. Limit far clip distance to match the fog
cameraNode = scene_.CreateChild("Camera");
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
}
void CreateInstructions()
{
// Construct new Text object, set string to display and font to use
Text@ instructionText = ui.root.CreateChild("Text");
instructionText.text =
"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);
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void 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");
}
void MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (ui.focusElement !is null)
return;
// 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.mouseMove;
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.rotation = Quaternion(pitch, yaw, 0.0f);
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input.keyDown[KEY_W])
cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_S])
cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_A])
cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input.keyDown[KEY_D])
cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
// Toggle debug geometry with space
if (input.keyPress[KEY_SPACE])
drawDebug = !drawDebug;
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Take the frame time step, which is stored as a float
float timeStep = eventData["TimeStep"].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}
void HandlePostRenderUpdate(StringHash eventType, VariantMap& 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)
renderer.DrawDebugGeometry(false);
}
// Mover script object class
class Mover : ScriptObject
{
float moveSpeed = 0.0f;
float rotationSpeed = 0.0f;
BoundingBox bounds;
void SetParameters(float moveSpeed_, float rotationSpeed_, const BoundingBox& bounds_)
{
moveSpeed = moveSpeed_;
rotationSpeed = rotationSpeed_;
bounds = bounds_;
}
void Update(float timeStep)
{
node.Translate(Vector3::FORWARD * moveSpeed * timeStep);
// If in risk of going outside the plane, rotate the model right
Vector3 pos = node.position;
if (pos.x < bounds.min.x || pos.x > bounds.max.x || pos.z < bounds.min.z || pos.z > bounds.max.z)
node.Yaw(rotationSpeed * timeStep);
// Get the model's first (only) animation state and advance its time
AnimatedModel@ model = node.GetComponent("AnimatedModel", true);
AnimationState@ state = model.GetAnimationState(0);
if (state !is null)
state.AddTime(timeStep);
}
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<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>";