223 lines
9.0 KiB
Lua
223 lines
9.0 KiB
Lua
-- Ribbon trail demo.
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-- This sample demonstrates how to use both trail types of RibbonTrail component.
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require "LuaScripts/Utilities/Sample"
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local boxNode1 = nil
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local boxNode2 = nil
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local swordTrail = nil
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local ninjaAnimCtrl = nil
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local timeStepSum = 0.0
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local swordTrailStartTime = 0.2
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local swordTrailEndTime = 0.46
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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 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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scene_:CreateComponent("Octree")
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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(100.0, 1.0, 100.0)
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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 directional light to the world.
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local lightNode = scene_:CreateChild("DirectionalLight")
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lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
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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.shadowBias = BiasParameters(0.00005, 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 first box for face camera trail demo with 1 column.
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boxNode1 = scene_:CreateChild("Box1")
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local 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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local boxTrail1 = boxNode1:CreateComponent("RibbonTrail")
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boxTrail1.material = cache:GetResource("Material", "Materials/RibbonTrail.xml")
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boxTrail1.startColor = Color(1.0, 0.5, 0.0, 1.0)
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boxTrail1.endColor = Color(1.0, 1.0, 0.0, 0.0)
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boxTrail1.width = 0.5
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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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local 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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local boxTrail2 = boxNode2:CreateComponent("RibbonTrail")
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boxTrail2.material = cache:GetResource("Material", "Materials/RibbonTrail.xml")
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boxTrail2.startColor = Color(1.0, 0.5, 0.0, 1.0)
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boxTrail2.endColor = Color(1.0, 1.0, 0.0, 0.0)
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boxTrail2.width = 0.5
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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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local ninjaNode = scene_:CreateChild("Ninja")
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ninjaNode.position = Vector3(5.0, 0.0, 0.0)
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ninjaNode.rotation = Quaternion(0.0, 180.0, 0.0)
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local 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, 0.0)
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-- Add ribbon trail to tip of sword.
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local 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 = 0.22
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swordTrail.startColor = Color(1.0, 1.0, 1.0, 0.75)
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swordTrail.endColor = Color(0.2, 0.5, 1.0, 0.0)
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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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local boxTextNode1 = scene_:CreateChild("BoxText1")
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boxTextNode1.position = Vector3(-1.0, 2.0, 0.0)
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local 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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local boxTextNode2 = scene_:CreateChild("BoxText2")
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boxTextNode2.position = Vector3(-6.0, 2.0, 0.0)
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local 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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local ninjaTextNode2 = scene_:CreateChild("NinjaText")
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ninjaTextNode2.position = Vector3(4.0, 2.5, 0.0)
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local 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(0.0, 2.0, -14.0)
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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")
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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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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. 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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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 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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-- Use the Translate() function (default local space) to move relative to the node's orientation.
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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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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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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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-- Sum of timesteps.
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timeStepSum = 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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local 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 not swordTrail.emitting and swordAnimTime > swordTrailStartTime and swordAnimTime < swordTrailEndTime then
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swordTrail.emitting = true
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elseif swordTrail.emitting and swordAnimTime >= swordTrailEndTime then
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swordTrail.emitting = false
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end
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end
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