1 //
2 // Copyright (c) 2008-2017 the Urho3D project.
3 //
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5 // of this software and associated documentation files (the "Software"), to deal
6 // in the Software without restriction, including without limitation the rights
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8 // copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
10 //
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
13 //
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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20 // THE SOFTWARE.
21 //
22
23 #include <Urho3D/Core/CoreEvents.h>
24 #include <Urho3D/Engine/Engine.h>
25 #include <Urho3D/Graphics/AnimatedModel.h>
26 #include <Urho3D/Graphics/AnimationController.h>
27 #include <Urho3D/Graphics/Camera.h>
28 #include <Urho3D/Graphics/Graphics.h>
29 #include <Urho3D/Graphics/Material.h>
30 #include <Urho3D/Graphics/Octree.h>
31 #include <Urho3D/Graphics/Renderer.h>
32 #include <Urho3D/Graphics/RibbonTrail.h>
33 #include <Urho3D/Input/Input.h>
34 #include <Urho3D/Resource/ResourceCache.h>
35 #include <Urho3D/Scene/Scene.h>
36 #include <Urho3D/UI/Font.h>
37 #include <Urho3D/UI/Text.h>
38 #include <Urho3D/UI/UI.h>
39 #include <Urho3D/UI/Text3D.h>
40
41 #include "RibbonTrailDemo.h"
42
43 #include <Urho3D/DebugNew.h>
44
URHO3D_DEFINE_APPLICATION_MAIN(RibbonTrailDemo)45 URHO3D_DEFINE_APPLICATION_MAIN(RibbonTrailDemo)
46
47 RibbonTrailDemo::RibbonTrailDemo(Context* context) :
48 Sample(context),
49 swordTrailStartTime_(0.2f),
50 swordTrailEndTime_(0.46f),
51 timeStepSum_(0.0f)
52 {
53 }
54
Start()55 void RibbonTrailDemo::Start()
56 {
57 // Execute base class startup
58 Sample::Start();
59
60 // Create the scene content
61 CreateScene();
62
63 // Create the UI content
64 CreateInstructions();
65
66 // Setup the viewport for displaying the scene
67 SetupViewport();
68
69 // Hook up to the frame update events
70 SubscribeToEvents();
71
72 // Set the mouse mode to use in the sample
73 Sample::InitMouseMode(MM_RELATIVE);
74 }
75
CreateScene()76 void RibbonTrailDemo::CreateScene()
77 {
78 ResourceCache* cache = GetSubsystem<ResourceCache>();
79
80 scene_ = new Scene(context_);
81
82 // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
83 scene_->CreateComponent<Octree>();
84
85 // Create scene node & StaticModel component for showing a static plane
86 Node* planeNode = scene_->CreateChild("Plane");
87 planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
88 StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
89 planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
90 planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
91
92 // Create a directional light to the world.
93 Node* lightNode = scene_->CreateChild("DirectionalLight");
94 lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
95 Light* light = lightNode->CreateComponent<Light>();
96 light->SetLightType(LIGHT_DIRECTIONAL);
97 light->SetCastShadows(true);
98 light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
99 // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
100 light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
101
102 // Create first box for face camera trail demo with 1 column.
103 boxNode1_ = scene_->CreateChild("Box1");
104 StaticModel* box1 = boxNode1_->CreateComponent<StaticModel>();
105 box1->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
106 box1->SetCastShadows(true);
107 RibbonTrail* boxTrail1 = boxNode1_->CreateComponent<RibbonTrail>();
108 boxTrail1->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
109 boxTrail1->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
110 boxTrail1->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
111 boxTrail1->SetWidth(0.5f);
112 boxTrail1->SetUpdateInvisible(true);
113
114 // Create second box for face camera trail demo with 4 column.
115 // This will produce less distortion than first trail.
116 boxNode2_ = scene_->CreateChild("Box2");
117 StaticModel* box2 = boxNode2_->CreateComponent<StaticModel>();
118 box2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
119 box2->SetCastShadows(true);
120 RibbonTrail* boxTrail2 = boxNode2_->CreateComponent<RibbonTrail>();
121 boxTrail2->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
122 boxTrail2->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
123 boxTrail2->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
124 boxTrail2->SetWidth(0.5f);
125 boxTrail2->SetTailColumn(4);
126 boxTrail2->SetUpdateInvisible(true);
127
128 // Load ninja animated model for bone trail demo.
129 Node* ninjaNode = scene_->CreateChild("Ninja");
130 ninjaNode->SetPosition(Vector3(5.0f, 0.0f, 0.0f));
131 ninjaNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
132 AnimatedModel* ninja = ninjaNode->CreateComponent<AnimatedModel>();
133 ninja->SetModel(cache->GetResource<Model>("Models/NinjaSnowWar/Ninja.mdl"));
134 ninja->SetMaterial(cache->GetResource<Material>("Materials/NinjaSnowWar/Ninja.xml"));
135 ninja->SetCastShadows(true);
136
137 // Create animation controller and play attack animation.
138 ninjaAnimCtrl_ = ninjaNode->CreateComponent<AnimationController>();
139 ninjaAnimCtrl_->PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f);
140
141 // Add ribbon trail to tip of sword.
142 Node* swordTip = ninjaNode->GetChild("Joint29", true);
143 swordTrail_ = swordTip->CreateComponent<RibbonTrail>();
144
145 // Set sword trail type to bone and set other parameters.
146 swordTrail_->SetTrailType(TT_BONE);
147 swordTrail_->SetMaterial(cache->GetResource<Material>("Materials/SlashTrail.xml"));
148 swordTrail_->SetLifetime(0.22f);
149 swordTrail_->SetStartColor(Color(1.0f, 1.0f, 1.0f, 0.75f));
150 swordTrail_->SetEndColor(Color(0.2f, 0.5f, 1.0f, 0.0f));
151 swordTrail_->SetTailColumn(4);
152 swordTrail_->SetUpdateInvisible(true);
153
154 // Add floating text for info.
155 Node* boxTextNode1 = scene_->CreateChild("BoxText1");
156 boxTextNode1->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
157 Text3D* boxText1 = boxTextNode1->CreateComponent<Text3D>();
158 boxText1->SetText(String("Face Camera Trail (4 Column)"));
159 boxText1->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
160
161 Node* boxTextNode2 = scene_->CreateChild("BoxText2");
162 boxTextNode2->SetPosition(Vector3(-6.0f, 2.0f, 0.0f));
163 Text3D* boxText2 = boxTextNode2->CreateComponent<Text3D>();
164 boxText2->SetText(String("Face Camera Trail (1 Column)"));
165 boxText2->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
166
167 Node* ninjaTextNode2 = scene_->CreateChild("NinjaText");
168 ninjaTextNode2->SetPosition(Vector3(4.0f, 2.5f, 0.0f));
169 Text3D* ninjaText = ninjaTextNode2->CreateComponent<Text3D>();
170 ninjaText->SetText(String("Bone Trail (4 Column)"));
171 ninjaText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
172
173 // Create the camera.
174 cameraNode_ = scene_->CreateChild("Camera");
175 cameraNode_->CreateComponent<Camera>();
176
177 // Set an initial position for the camera scene node above the plane
178 cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -14.0f));
179 }
180
CreateInstructions()181 void RibbonTrailDemo::CreateInstructions()
182 {
183 ResourceCache* cache = GetSubsystem<ResourceCache>();
184 UI* ui = GetSubsystem<UI>();
185
186 // Construct new Text object, set string to display and font to use
187 Text* instructionText = ui->GetRoot()->CreateChild<Text>();
188 instructionText->SetText("Use WASD keys and mouse/touch to move");
189 instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
190
191 // Position the text relative to the screen center
192 instructionText->SetHorizontalAlignment(HA_CENTER);
193 instructionText->SetVerticalAlignment(VA_CENTER);
194 instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
195 }
196
SetupViewport()197 void RibbonTrailDemo::SetupViewport()
198 {
199 Renderer* renderer = GetSubsystem<Renderer>();
200
201 // 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
202 // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
203 // use, but now we just use full screen and default render path configured in the engine command line options
204 SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
205 renderer->SetViewport(0, viewport);
206 }
207
MoveCamera(float timeStep)208 void RibbonTrailDemo::MoveCamera(float timeStep)
209 {
210 // Do not move if the UI has a focused element (the console)
211 if (GetSubsystem<UI>()->GetFocusElement())
212 return;
213
214 Input* input = GetSubsystem<Input>();
215
216 // Movement speed as world units per second
217 const float MOVE_SPEED = 20.0f;
218 // Mouse sensitivity as degrees per pixel
219 const float MOUSE_SENSITIVITY = 0.1f;
220
221 // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
222 IntVector2 mouseMove = input->GetMouseMove();
223 yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
224 pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
225 pitch_ = Clamp(pitch_, -90.0f, 90.0f);
226
227 // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
228 cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
229
230 // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
231 // Use the Translate() function (default local space) to move relative to the node's orientation.
232 if (input->GetKeyDown(KEY_W))
233 cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
234 if (input->GetKeyDown(KEY_S))
235 cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
236 if (input->GetKeyDown(KEY_A))
237 cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
238 if (input->GetKeyDown(KEY_D))
239 cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
240 }
241
SubscribeToEvents()242 void RibbonTrailDemo::SubscribeToEvents()
243 {
244 // Subscribe HandleUpdate() function for processing update events
245 SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(RibbonTrailDemo, HandleUpdate));
246 }
247
HandleUpdate(StringHash eventType,VariantMap & eventData)248 void RibbonTrailDemo::HandleUpdate(StringHash eventType, VariantMap& eventData)
249 {
250 using namespace Update;
251
252 // Take the frame time step, which is stored as a float
253 float timeStep = eventData[P_TIMESTEP].GetFloat();
254
255 // Move the camera, scale movement with time step
256 MoveCamera(timeStep);
257
258 // Sum of timesteps.
259 timeStepSum_ += timeStep;
260
261 // Move first box with pattern.
262 boxNode1_->SetTransform(Vector3(-4.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
263 Quaternion());
264
265 // Move second box with pattern.
266 boxNode2_->SetTransform(Vector3(0.0f + 3.0f * Cos(100.0f * timeStepSum_), 0.5f, -2.0f * Cos(400.0f * timeStepSum_)),
267 Quaternion());
268
269 // Get elapsed attack animation time.
270 float swordAnimTime = ninjaAnimCtrl_->GetAnimationState(String("Models/NinjaSnowWar/Ninja_Attack3.ani"))->GetTime();
271
272 // Stop emitting trail when sword is finished slashing.
273 if (!swordTrail_->IsEmitting() && swordAnimTime > swordTrailStartTime_ && swordAnimTime < swordTrailEndTime_)
274 swordTrail_->SetEmitting(true);
275 else if (swordTrail_->IsEmitting() && swordAnimTime >= swordTrailEndTime_)
276 swordTrail_->SetEmitting(false);
277 }
278