227 lines
9.3 KiB
ActionScript
227 lines
9.3 KiB
ActionScript
// Ribbon trail demo.
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// This sample demonstrates how to use both trail types of RibbonTrail component.
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#include "Scripts/Utilities/Sample.as"
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Node@ boxNode1;
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Node@ boxNode2;
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RibbonTrail@ swordTrail;
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AnimationController@ ninjaAnimCtrl;
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float timeStepSum = 0.0f;
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float swordTrailStartTime = 0.2f;
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float swordTrailEndTime = 0.46f;
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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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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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE);
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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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.scale = Vector3(100.0f, 1.0f, 100.0f);
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StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
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planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
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planeObject.material = 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.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
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Light@ light = lightNode.CreateComponent("Light");
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light.lightType = LIGHT_DIRECTIONAL;
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light.castShadows = true;
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light.shadowBias = 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.shadowCascade = 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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StaticModel@ box1 = boxNode1.CreateComponent("StaticModel");
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box1.model = cache.GetResource("Model", "Models/Box.mdl");
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box1.castShadows = true;
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RibbonTrail@ boxTrail1 = boxNode1.CreateComponent("RibbonTrail");
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boxTrail1.material = cache.GetResource("Material", "Materials/RibbonTrail.xml");
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boxTrail1.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f);
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boxTrail1.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f);
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boxTrail1.width = 0.5f;
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boxTrail1.updateInvisible = 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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StaticModel@ box2 = boxNode2.CreateComponent("StaticModel");
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box2.model = cache.GetResource("Model", "Models/Box.mdl");
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box2.castShadows = true;
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RibbonTrail@ boxTrail2 = boxNode2.CreateComponent("RibbonTrail");
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boxTrail2.material = cache.GetResource("Material", "Materials/RibbonTrail.xml");
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boxTrail2.startColor = Color(1.0f, 0.5f, 0.0f, 1.0f);
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boxTrail2.endColor = Color(1.0f, 1.0f, 0.0f, 0.0f);
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boxTrail2.width = 0.5f;
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boxTrail2.tailColumn = 4;
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boxTrail2.updateInvisible = 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.position = Vector3(5.0f, 0.0f, 0.0f);
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ninjaNode.rotation = Quaternion(0.0f, 180.0f, 0.0f);
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AnimatedModel@ ninja = ninjaNode.CreateComponent("AnimatedModel");
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ninja.model = cache.GetResource("Model", "Models/NinjaSnowWar/Ninja.mdl");
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ninja.material = cache.GetResource("Material", "Materials/NinjaSnowWar/Ninja.xml");
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ninja.castShadows = 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.trailType = TT_BONE;
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swordTrail.material = cache.GetResource("Material", "Materials/SlashTrail.xml");
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swordTrail.lifetime = 0.22f;
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swordTrail.startColor = Color(1.0f, 1.0f, 1.0f, 0.75f);
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swordTrail.endColor = Color(0.2, 0.5f, 1.0f, 0.0f);
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swordTrail.tailColumn = 4;
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swordTrail.updateInvisible = true;
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// Add floating text for info.
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Node@ boxTextNode1 = scene_.CreateChild("BoxText1");
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boxTextNode1.position = Vector3(-1.0f, 2.0f, 0.0f);
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Text3D@ boxText1 = boxTextNode1.CreateComponent("Text3D");
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boxText1.text = "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.position = Vector3(-6.0f, 2.0f, 0.0f);
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Text3D@ boxText2 = boxTextNode2.CreateComponent("Text3D");
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boxText2.text = "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.position = Vector3(4.0f, 2.5f, 0.0f);
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Text3D@ ninjaText = ninjaTextNode2.CreateComponent("Text3D");
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ninjaText.text = "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.position = Vector3(0.0f, 2.0f, -14.0f);
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text = "Use WASD keys and mouse 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.horizontalAlignment = HA_CENTER;
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instructionText.verticalAlignment = VA_CENTER;
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instructionText.SetPosition(0, ui.root.height / 4);
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}
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void SetupViewport()
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{
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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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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void 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 (ui.focusElement !is null)
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return;
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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.mouseMove;
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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.rotation = 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.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float timeStep = eventData["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(-4.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion());
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// Move second box with pattern.
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boxNode2.SetTransform(Vector3(0.0 + 3.0 * Cos(100.0 * timeStepSum), 0.5, -2.0 * Cos(400.0 * timeStepSum)), Quaternion());
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// Get elapsed attack animation time.
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float swordAnimTime = ninjaAnimCtrl.GetAnimationState("Models/NinjaSnowWar/Ninja_Attack3.ani").time;
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// Stop emitting trail when sword is finished slashing.
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if (!swordTrail.emitting && swordAnimTime > swordTrailStartTime && swordAnimTime < swordTrailEndTime)
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swordTrail.emitting = true;
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else if (swordTrail.emitting && swordAnimTime >= swordTrailEndTime)
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swordTrail.emitting = false;
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions = "";
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