242 lines
9.9 KiB
Lua
242 lines
9.9 KiB
Lua
-- Skeletal animation example.
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-- This sample demonstrates:
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-- - Populating a 3D scene with skeletally animated AnimatedModel components
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-- - Moving the animated models and advancing their animation using a script object
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-- - Enabling a cascaded shadow map on a directional light, which allows high-quality shadows
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-- over a large area (typically used in outdoor scenes for shadows cast by sunlight)
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-- - Displaying renderer debug geometry
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require "LuaScripts/Utilities/Sample"
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function Start()
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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 and render post-update events
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SubscribeToEvents()
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end
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function CreateScene()
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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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-- Also create a DebugRenderer component so that we can draw debug geometry
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scene_:CreateComponent("Octree")
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scene_:CreateComponent("DebugRenderer")
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-- Create scene node & StaticModel component for showing a static plane
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local planeNode = scene_:CreateChild("Plane")
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planeNode.scale = Vector3(50.0, 1.0, 50.0)
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local 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 Zone component for ambient lighting & fog control
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.5, 0.5, 0.5)
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zone.fogColor = Color(0.4, 0.5, 0.8)
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zone.fogStart = 100.0
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zone.fogEnd = 300.0
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-- Create a directional light to the world. Enable cascaded shadows on it
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8)
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local light = lightNode:CreateComponent("Light")
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light.lightType = LIGHT_DIRECTIONAL
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light.castShadows = true
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light.color = Color(0.5, 0.5, 0.5)
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light.shadowBias = BiasParameters(0.00025, 0.5)
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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(10.0, 50.0, 200.0, 0.0, 0.8)
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-- Create animated models
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local NUM_MODELS = 30
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local MODEL_MOVE_SPEED = 2.0
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local MODEL_ROTATE_SPEED = 100.0
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local bounds = BoundingBox(Vector3(-20.0, 0.0, -20.0), Vector3(20.0, 0.0, 20.0))
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for i = 1, NUM_MODELS do
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local modelNode = scene_:CreateChild("Jill")
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modelNode.position = Vector3(Random(40.0) - 20.0, 0.0, Random(40.0) - 20.0)
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modelNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
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local modelObject = modelNode:CreateComponent("AnimatedModel")
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modelObject.model = cache:GetResource("Model", "Models/Kachujin/Kachujin.mdl")
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modelObject.material = cache:GetResource("Material", "Models/Kachujin/Materials/Kachujin.xml")
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modelObject.castShadows = true
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-- Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
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-- animation, The alternative would be to use an AnimationController component which updates the animation automatically,
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-- but we need to update the model's position manually in any case
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local walkAnimation = cache:GetResource("Animation", "Models/Kachujin/Kachujin_Walk.ani")
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local state = modelObject:AddAnimationState(walkAnimation)
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-- Enable full blending weight and looping
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state.weight = 1.0
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state.looped = true
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state.time = Random(walkAnimation.length)
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-- Create our Mover script object that will move & animate the model during each frame's update.
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local object = modelNode:CreateScriptObject("Mover")
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object:SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds)
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end
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-- Create the camera. Limit far clip distance to match the fog
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cameraNode = scene_:CreateChild("Camera")
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 300.0
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-- Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0, 5.0, 0.0)
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use WASD keys and mouse to move\n"..
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"Space to toggle debug geometry")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- The text has multiple rows. Center them in relation to each other
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instructionText.textAlignment = HA_CENTER
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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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end
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function SetupViewport()
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-- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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-- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
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-- done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
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-- rendering during that event
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SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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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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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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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, 0.0)
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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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if input:GetKeyDown(KEY_W) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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-- Toggle debug geometry with space
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if input:GetKeyPress(KEY_SPACE) then
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drawDebug = not drawDebug
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end
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local 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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end
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function HandlePostRenderUpdate(eventType, eventData)
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-- If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
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-- bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
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-- bones properly
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if drawDebug then
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renderer:DrawDebugGeometry(false)
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end
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end
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-- Mover script object class
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Mover = ScriptObject()
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function Mover:Start()
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self.moveSpeed = 0.0
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self.rotationSpeed = 0.0
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self.bounds = BoundingBox()
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end
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function Mover:SetParameters(moveSpeed, rotationSpeed, bounds)
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self.moveSpeed = moveSpeed
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self.rotationSpeed = rotationSpeed
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self.bounds = bounds
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end
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function Mover:Update(timeStep)
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local node = self.node
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node:Translate(Vector3(0.0, 0.0, 1.0) * self.moveSpeed * timeStep)
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-- If in risk of going outside the plane, rotate the model right
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local pos = node.position
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local bounds = self.bounds
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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
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node:Yaw(self.rotationSpeed * timeStep)
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end
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-- Get the model's first (only) animation state and advance its time
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local model = node:GetComponent("AnimatedModel", true)
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local state = model:GetAnimationState(0)
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if state ~= nil then
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state:AddTime(timeStep)
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end
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end
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-- Create XML patch instructions for screen joystick layout specific to this sample app
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function GetScreenJoystickPatchString()
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return
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"<patch>"..
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" <remove sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/attribute[@name='Is Visible']\" />"..
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" <replace sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value\">Debug</replace>"..
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button1']]\">"..
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" <element type=\"Text\">"..
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" <attribute name=\"Name\" value=\"KeyBinding\" />"..
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" <attribute name=\"Text\" value=\"SPACE\" />"..
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" </element>"..
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" </add>"..
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"</patch>"
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end
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