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22 
23 #include <Urho3D/Core/CoreEvents.h>
24 #include <Urho3D/Engine/Engine.h>
25 #include <Urho3D/Graphics/AnimatedModel.h>
26 #include <Urho3D/Graphics/Animation.h>
27 #include <Urho3D/Graphics/AnimationState.h>
28 #include <Urho3D/Graphics/Camera.h>
29 #include <Urho3D/Graphics/DebugRenderer.h>
30 #include <Urho3D/Graphics/Graphics.h>
31 #include <Urho3D/Graphics/Light.h>
32 #include <Urho3D/Graphics/Material.h>
33 #include <Urho3D/Graphics/Octree.h>
34 #include <Urho3D/Graphics/Renderer.h>
35 #include <Urho3D/Graphics/Zone.h>
36 #include <Urho3D/Input/Input.h>
37 #include <Urho3D/Resource/ResourceCache.h>
38 #include <Urho3D/Scene/Scene.h>
39 #include <Urho3D/UI/Font.h>
40 #include <Urho3D/UI/Text.h>
41 #include <Urho3D/UI/UI.h>
42 
43 #include "Mover.h"
44 #include "SkeletalAnimation.h"
45 
46 #include <Urho3D/DebugNew.h>
47 
URHO3D_DEFINE_APPLICATION_MAIN(SkeletalAnimation)48 URHO3D_DEFINE_APPLICATION_MAIN(SkeletalAnimation)
49 
50 SkeletalAnimation::SkeletalAnimation(Context* context) :
51     Sample(context),
52     drawDebug_(false)
53 {
54     // Register an object factory for our custom Mover component so that we can create them to scene nodes
55     context->RegisterFactory<Mover>();
56 }
57 
Start()58 void SkeletalAnimation::Start()
59 {
60     // Execute base class startup
61     Sample::Start();
62 
63     // Create the scene content
64     CreateScene();
65 
66     // Create the UI content
67     CreateInstructions();
68 
69     // Setup the viewport for displaying the scene
70     SetupViewport();
71 
72     // Hook up to the frame update and render post-update events
73     SubscribeToEvents();
74 
75     // Set the mouse mode to use in the sample
76     Sample::InitMouseMode(MM_ABSOLUTE);
77 }
78 
CreateScene()79 void SkeletalAnimation::CreateScene()
80 {
81     ResourceCache* cache = GetSubsystem<ResourceCache>();
82 
83     scene_ = new Scene(context_);
84 
85     // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
86     // Also create a DebugRenderer component so that we can draw debug geometry
87     scene_->CreateComponent<Octree>();
88     scene_->CreateComponent<DebugRenderer>();
89 
90     // Create scene node & StaticModel component for showing a static plane
91     Node* planeNode = scene_->CreateChild("Plane");
92     planeNode->SetScale(Vector3(50.0f, 1.0f, 50.0f));
93     StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
94     planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
95     planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
96 
97     // Create a Zone component for ambient lighting & fog control
98     Node* zoneNode = scene_->CreateChild("Zone");
99     Zone* zone = zoneNode->CreateComponent<Zone>();
100     zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
101     zone->SetAmbientColor(Color(0.5f, 0.5f, 0.5f));
102     zone->SetFogColor(Color(0.4f, 0.5f, 0.8f));
103     zone->SetFogStart(100.0f);
104     zone->SetFogEnd(300.0f);
105 
106     // Create a directional light to the world. Enable cascaded shadows on it
107     Node* lightNode = scene_->CreateChild("DirectionalLight");
108     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
109     Light* light = lightNode->CreateComponent<Light>();
110     light->SetLightType(LIGHT_DIRECTIONAL);
111     light->SetCastShadows(true);
112     light->SetColor(Color(0.5f, 0.5f, 0.5f));
113     light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
114     // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
115     light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
116 
117     // Create animated models
118     const unsigned NUM_MODELS = 30;
119     const float MODEL_MOVE_SPEED = 2.0f;
120     const float MODEL_ROTATE_SPEED = 100.0f;
121     const BoundingBox bounds(Vector3(-20.0f, 0.0f, -20.0f), Vector3(20.0f, 0.0f, 20.0f));
122 
123     for (unsigned i = 0; i < NUM_MODELS; ++i)
124     {
125         Node* modelNode = scene_->CreateChild("Jill");
126         modelNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 0.0f, Random(40.0f) - 20.0f));
127         modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
128 
129         AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
130         modelObject->SetModel(cache->GetResource<Model>("Models/Kachujin/Kachujin.mdl"));
131         modelObject->SetMaterial(cache->GetResource<Material>("Models/Kachujin/Materials/Kachujin.xml"));
132         modelObject->SetCastShadows(true);
133 
134         // Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
135         // animation, The alternative would be to use an AnimationController component which updates the animation automatically,
136         // but we need to update the model's position manually in any case
137         Animation* walkAnimation = cache->GetResource<Animation>("Models/Kachujin/Kachujin_Walk.ani");
138 
139         AnimationState* state = modelObject->AddAnimationState(walkAnimation);
140         // The state would fail to create (return null) if the animation was not found
141         if (state)
142         {
143             // Enable full blending weight and looping
144             state->SetWeight(1.0f);
145             state->SetLooped(true);
146             state->SetTime(Random(walkAnimation->GetLength()));
147         }
148 
149         // Create our custom Mover component that will move & animate the model during each frame's update
150         Mover* mover = modelNode->CreateComponent<Mover>();
151         mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
152     }
153 
154     // Create the camera. Limit far clip distance to match the fog
155     cameraNode_ = scene_->CreateChild("Camera");
156     Camera* camera = cameraNode_->CreateComponent<Camera>();
157     camera->SetFarClip(300.0f);
158 
159     // Set an initial position for the camera scene node above the plane
160     cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
161 }
162 
CreateInstructions()163 void SkeletalAnimation::CreateInstructions()
164 {
165     ResourceCache* cache = GetSubsystem<ResourceCache>();
166     UI* ui = GetSubsystem<UI>();
167 
168     // Construct new Text object, set string to display and font to use
169     Text* instructionText = ui->GetRoot()->CreateChild<Text>();
170     instructionText->SetText(
171         "Use WASD keys and mouse/touch to move\n"
172         "Space to toggle debug geometry"
173     );
174     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
175     // The text has multiple rows. Center them in relation to each other
176     instructionText->SetTextAlignment(HA_CENTER);
177 
178     // Position the text relative to the screen center
179     instructionText->SetHorizontalAlignment(HA_CENTER);
180     instructionText->SetVerticalAlignment(VA_CENTER);
181     instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
182 }
183 
SetupViewport()184 void SkeletalAnimation::SetupViewport()
185 {
186     Renderer* renderer = GetSubsystem<Renderer>();
187 
188     // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
189     SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
190     renderer->SetViewport(0, viewport);
191 }
192 
SubscribeToEvents()193 void SkeletalAnimation::SubscribeToEvents()
194 {
195     // Subscribe HandleUpdate() function for processing update events
196     SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(SkeletalAnimation, HandleUpdate));
197 
198     // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, sent after Renderer subsystem is
199     // done with defining the draw calls for the viewports (but before actually executing them.) We will request debug geometry
200     // rendering during that event
201     SubscribeToEvent(E_POSTRENDERUPDATE, URHO3D_HANDLER(SkeletalAnimation, HandlePostRenderUpdate));
202 }
203 
MoveCamera(float timeStep)204 void SkeletalAnimation::MoveCamera(float timeStep)
205 {
206     // Do not move if the UI has a focused element (the console)
207     if (GetSubsystem<UI>()->GetFocusElement())
208         return;
209 
210     Input* input = GetSubsystem<Input>();
211 
212     // Movement speed as world units per second
213     const float MOVE_SPEED = 20.0f;
214     // Mouse sensitivity as degrees per pixel
215     const float MOUSE_SENSITIVITY = 0.1f;
216 
217     // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
218     IntVector2 mouseMove = input->GetMouseMove();
219     yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
220     pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
221     pitch_ = Clamp(pitch_, -90.0f, 90.0f);
222 
223     // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
224     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
225 
226     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
227     if (input->GetKeyDown(KEY_W))
228         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
229     if (input->GetKeyDown(KEY_S))
230         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
231     if (input->GetKeyDown(KEY_A))
232         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
233     if (input->GetKeyDown(KEY_D))
234         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
235 
236     // Toggle debug geometry with space
237     if (input->GetKeyPress(KEY_SPACE))
238         drawDebug_ = !drawDebug_;
239 }
240 
HandleUpdate(StringHash eventType,VariantMap & eventData)241 void SkeletalAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
242 {
243     using namespace Update;
244 
245     // Take the frame time step, which is stored as a float
246     float timeStep = eventData[P_TIMESTEP].GetFloat();
247 
248     // Move the camera, scale movement with time step
249     MoveCamera(timeStep);
250 }
251 
HandlePostRenderUpdate(StringHash eventType,VariantMap & eventData)252 void SkeletalAnimation::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
253 {
254     // If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
255     // bones. Note that debug geometry has to be separately requested each frame. Disable depth test so that we can see the
256     // bones properly
257     if (drawDebug_)
258         GetSubsystem<Renderer>()->DrawDebugGeometry(false);
259 }
260