Scene Replication - AnimationController

Hello!

I’m trying to replicatea a scene, everything is fine, except the animated models.
I’ve read the Urho’s documentation about Network replication (http://urho3d.github.io/documentation/1.5/_network.html). It basically tells that animations are replicated through AnimationController. I’ve modified the Character example and the Scene replication to try this out.

I thought that it would have worked, since in Character example the Jack model uses the animation controller, and it is NOT created as local (both Jack and the AnimationController can be replicated).

This part of the code shows this:

void CreateCharacter() { characterNode = scene_.CreateChild("Jack"); AnimatedModel@ object = characterNode.CreateComponent("AnimatedModel"); object.model = cache.GetResource("Model", "Models/Jack.mdl"); object.material = cache.GetResource("Material", "Materials/Jack.xml"); [...] characterNode.CreateComponent("AnimationController"); }

I also tryed to find how it was done in the NinjaSnowWar, I couldn’t find where the animationController was created, it was only referenced in Ninja.as.
Also, why it had an index? Is it for the multiple players?

Here are the two scripts I’m using to test the Animation Replication:

Server.as (Character example with replication server)

[spoiler]#include “Scripts/Utilities/Sample.as”
#include “Scripts/Utilities/Touch.as”

const uint SERVER_PORT = 2345;

const int CTRL_FORWARD = 1;
const int CTRL_BACK = 2;
const int CTRL_LEFT = 4;
const int CTRL_RIGHT = 8;
const int CTRL_JUMP = 16;

const float MOVE_FORCE = 0.8f;
const float INAIR_MOVE_FORCE = 0.02f;
const float BRAKE_FORCE = 0.2f;
const float JUMP_FORCE = 7.0f;
const float YAW_SENSITIVITY = 0.1f;
const float INAIR_THRESHOLD_TIME = 0.1f;
bool firstPerson = false; // First person camera flag

Node@ characterNode;

// Record for each connected client
class Client
{
Connection@ connection;
Node@ object;
}
Array clients;

void Start()
{
SampleStart();
CreateScene();
network.StartServer(SERVER_PORT);
CreateCharacter();
SubscribeToEvents();
}

void CreateScene()
{
scene_ = Scene();
scene_.CreateComponent(“Octree”);
scene_.CreateComponent(“PhysicsWorld”);

cameraNode = scene_.CreateChild("CamCam");
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
renderer.viewports[0] = Viewport(scene_, camera);

Node@ zoneNode = scene_.CreateChild("Zone");
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
zone.fogColor = Color(0.5f, 0.5f, 0.7f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;

Node@ lightNode = scene_.CreateChild("DirectionalLight");
lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.castShadows = true;
light.shadowBias = BiasParameters(0.00025f, 0.5f);
light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);

// Create the floor object
Node@ floorNode = scene_.CreateChild("Floor");
floorNode.position = Vector3(0.0f, -0.5f, 0.0f);
floorNode.scale = Vector3(200.0f, 1.0f, 200.0f);
StaticModel@ object = floorNode.CreateComponent("StaticModel");
object.model = cache.GetResource("Model", "Models/Box.mdl");
object.material = cache.GetResource("Material", "Materials/Stone.xml");

RigidBody@ body = floorNode.CreateComponent("RigidBody");
body.collisionLayer = 2;
CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));

}

void CreateCharacter()
{
characterNode = scene_.CreateChild(“Jack”);
characterNode.position = Vector3(0.0f, 1.0f, 0.0f);

// Create the rendering component + animation controller
AnimatedModel@ object = characterNode.CreateComponent("AnimatedModel");
object.model = cache.GetResource("Model", "Models/Jack.mdl");
object.material = cache.GetResource("Material", "Materials/Jack.xml");
object.castShadows = true;
characterNode.CreateComponent("AnimationController");

// Set the head bone for manual control
object.skeleton.GetBone("Bip01_Head").animated = false;

// Create rigidbody, and set non-zero mass so that the body becomes dynamic
RigidBody@ body = characterNode.CreateComponent("RigidBody");
body.collisionLayer = 1;
body.mass = 1.0f;

// Set zero angular factor so that physics doesn't turn the character on its own.
// Instead we will control the character yaw manually
body.angularFactor = Vector3(0.0f, 0.0f, 0.0f);

// Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
body.collisionEventMode = COLLISION_ALWAYS;

// Set a capsule shape for collision
CollisionShape@ shape = characterNode.CreateComponent("CollisionShape");
shape.SetCapsule(0.7f, 1.8f, Vector3(0.0f, 0.9f, 0.0f));

// Create the character logic object, which takes care of steering the rigidbody
characterNode.CreateScriptObject(scriptFile, "Character");

}

void SubscribeToEvents()
{
// Subscribe to Update event for setting the character controls before physics simulation
SubscribeToEvent(“Update”, “HandleUpdate”);

// Subscribe to PostUpdate event for updating the camera position after physics simulation
SubscribeToEvent("PostUpdate", "HandlePostUpdate");

// Unsubscribe the SceneUpdate event from base class as the camera node is being controlled in HandlePostUpdate() in this sample
UnsubscribeFromEvent("SceneUpdate");

SubscribeToEvent("ClientConnected", "HandleClientConnected");
SubscribeToEvent("ClientDisconnected", "HandleClientDisconnected");

}

void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
if (characterNode is null)
return;

Character@ character = cast<Character>(characterNode.scriptObject);
if (character is null)
    return;

// Clear previous controls
character.controls.Set(CTRL_FORWARD | CTRL_BACK | CTRL_LEFT | CTRL_RIGHT | CTRL_JUMP, false);

// Update controls using touch utility
if (touchEnabled)
    UpdateTouches(character.controls);

// Update controls using keys (desktop)
if (ui.focusElement is null)
{
    if (touchEnabled || !useGyroscope)
    {
        character.controls.Set(CTRL_FORWARD, input.keyDown['W']);
        character.controls.Set(CTRL_BACK, input.keyDown['S']);
        character.controls.Set(CTRL_LEFT, input.keyDown['A']);
        character.controls.Set(CTRL_RIGHT, input.keyDown['D']);
    }
    character.controls.Set(CTRL_JUMP, input.keyDown[KEY_SPACE]);

    // Add character yaw & pitch from the mouse motion or touch input
    if (touchEnabled)
    {
        for (uint i = 0; i < input.numTouches; ++i)
        {
            TouchState@ state = input.touches[i];
            if (state.touchedElement is null) // Touch on empty space
            {
                Camera@ camera = cameraNode.GetComponent("Camera");
                if (camera is null)
                    return;

                character.controls.yaw += TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.x;
                character.controls.pitch += TOUCH_SENSITIVITY * camera.fov / graphics.height * state.delta.y;
            }
        }
    }
    else
    {
        character.controls.yaw += input.mouseMoveX * YAW_SENSITIVITY;
        character.controls.pitch += input.mouseMoveY * YAW_SENSITIVITY;
    }
    // Limit pitch
    character.controls.pitch = Clamp(character.controls.pitch, -80.0f, 80.0f);
    // Set rotation already here so that it's updated every rendering frame instead of every physics frame
    characterNode.rotation = Quaternion(character.controls.yaw, Vector3(0.0f, 1.0f, 0.0f));

    // Switch between 1st and 3rd person
    if (input.keyPress['F'])
        firstPerson = !firstPerson;

    // Turn on/off gyroscope on mobile platform
    if (input.keyPress['G'])
        useGyroscope = !useGyroscope;

    // Check for loading / saving the scene
    if (input.keyPress[KEY_F5])
    {
        File saveFile(fileSystem.programDir + "Data/Scenes/CharacterDemo.xml", FILE_WRITE);
        scene_.SaveXML(saveFile);
    }
    if (input.keyPress[KEY_F7])
    {
        File loadFile(fileSystem.programDir + "Data/Scenes/CharacterDemo.xml", FILE_READ);
        scene_.LoadXML(loadFile);
        // After loading we have to reacquire the character scene node, as it has been recreated
        // Simply find by name as there's only one of them
        characterNode = scene_.GetChild("Jack", true);
        if (characterNode is null)
            return;
    }
}

}

void HandlePostUpdate(StringHash eventType, VariantMap& eventData)
{
if (characterNode is null)
return;

Character@ character = cast<Character>(characterNode.scriptObject);
if (character is null)
    return;

// Get camera lookat dir from character yaw + pitch
Quaternion rot = characterNode.rotation;
Quaternion dir = rot * Quaternion(character.controls.pitch, Vector3(1.0f, 0.0f, 0.0f));

// Turn head to camera pitch, but limit to avoid unnatural animation
Node@ headNode = characterNode.GetChild("Bip01_Head", true);
float limitPitch = Clamp(character.controls.pitch, -45.0f, 45.0f);
Quaternion headDir = rot * Quaternion(limitPitch, Vector3(1.0f, 0.0f, 0.0f));
// This could be expanded to look at an arbitrary target, now just look at a point in front
Vector3 headWorldTarget = headNode.worldPosition + headDir * Vector3(0.0f, 0.0f, 1.0f);
headNode.LookAt(headWorldTarget, Vector3(0.0f, 1.0f, 0.0f));
// Correct head orientation because LookAt assumes Z = forward, but the bone has been authored differently (Y = forward)
headNode.Rotate(Quaternion(0.0f, 90.0f, 90.0f));

if (firstPerson)
{
    // First person camera: position to the head bone + offset slightly forward & up
    cameraNode.position = headNode.worldPosition + rot * Vector3(0.0f, 0.15f, 0.2f);
    cameraNode.rotation = dir;
}
else
{
    // Third person camera: position behind the character
    Vector3 aimPoint = characterNode.position + rot * Vector3(0.0f, 1.7f, 0.0f); // You can modify x Vector3 value to translate the fixed character position (indicative range[-2;2])

    // Collide camera ray with static physics objects (layer bitmask 2) to ensure we see the character properly
    Vector3 rayDir = dir * Vector3(0.0f, 0.0f, -1.0f); // For indoor scenes you can use dir * Vector3(0.0, 0.0, -0.5) to prevent camera from crossing the walls
    float rayDistance = cameraDistance;
    PhysicsRaycastResult result = scene_.physicsWorld.RaycastSingle(Ray(aimPoint, rayDir), rayDistance, 2);
    if (result.body !is null)
        rayDistance = Min(rayDistance, result.distance);
    rayDistance = Clamp(rayDistance, CAMERA_MIN_DIST, cameraDistance);

    cameraNode.position = aimPoint + rayDir * rayDistance;
    cameraNode.rotation = dir;
}

}

class Character : ScriptObject
{
// Character controls.
Controls controls;
// Grounded flag for movement.
bool onGround = false;
// Jump flag.
bool okToJump = true;
// In air timer. Due to possible physics inaccuracy, character can be off ground for max. 1/10 second and still be allowed to move.
float inAirTimer = 0.0f;

void Start()
{
    SubscribeToEvent(node, "NodeCollision", "HandleNodeCollision");
}

void Load(Deserializer& deserializer)
{
    controls.yaw = deserializer.ReadFloat();
    controls.pitch = deserializer.ReadFloat();
}

void Save(Serializer& serializer)
{
    serializer.WriteFloat(controls.yaw);
    serializer.WriteFloat(controls.pitch);
}

void HandleNodeCollision(StringHash eventType, VariantMap& eventData)
{
    VectorBuffer contacts = eventData["Contacts"].GetBuffer();

    while (!contacts.eof)
    {
        Vector3 contactPosition = contacts.ReadVector3();
        Vector3 contactNormal = contacts.ReadVector3();
        float contactDistance = contacts.ReadFloat();
        float contactImpulse = contacts.ReadFloat();

        // If contact is below node center and mostly vertical, assume it's a ground contact
        if (contactPosition.y < (node.position.y + 1.0f))
        {
            float level = Abs(contactNormal.y);
            if (level > 0.75)
                onGround = true;
        }
    }
}

void FixedUpdate(float timeStep)
{
    /// \todo Could cache the components for faster access instead of finding them each frame
    RigidBody@ body = node.GetComponent("RigidBody");
    AnimationController@ animCtrl = node.GetComponent("AnimationController");

    // Update the in air timer. Reset if grounded
    if (!onGround)
        inAirTimer += timeStep;
    else
        inAirTimer = 0.0f;
    // When character has been in air less than 1/10 second, it's still interpreted as being on ground
    bool softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;

    // Update movement & animation
    Quaternion rot = node.rotation;
    Vector3 moveDir(0.0f, 0.0f, 0.0f);
    Vector3 velocity = body.linearVelocity;
    // Velocity on the XZ plane
    Vector3 planeVelocity(velocity.x, 0.0f, velocity.z);

    if (controls.IsDown(CTRL_FORWARD))
        moveDir += Vector3(0.0f, 0.0f, 1.0f);
    if (controls.IsDown(CTRL_BACK))
        moveDir += Vector3(0.0f, 0.0f, -1.0f);
    if (controls.IsDown(CTRL_LEFT))
        moveDir += Vector3(-1.0f, 0.0f, 0.0f);
    if (controls.IsDown(CTRL_RIGHT))
        moveDir += Vector3(1.0f, 0.0f, 0.0f);

    // Normalize move vector so that diagonal strafing is not faster
    if (moveDir.lengthSquared > 0.0f)
        moveDir.Normalize();

    // If in air, allow control, but slower than when on ground
    body.ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));

    if (softGrounded)
    {
        // When on ground, apply a braking force to limit maximum ground velocity
        Vector3 brakeForce = -planeVelocity * BRAKE_FORCE;
        body.ApplyImpulse(brakeForce);

        // Jump. Must release jump control inbetween jumps
        if (controls.IsDown(CTRL_JUMP))
        {
            if (okToJump)
            {
                body.ApplyImpulse(Vector3(0.0f, 1.0f, 0.0f) * JUMP_FORCE);
                okToJump = false;
            }
        }
        else
            okToJump = true;
    }

    // Play walk animation if moving on ground, otherwise fade it out
    if (softGrounded && !moveDir.Equals(Vector3(0.0f, 0.0f, 0.0f)))
        animCtrl.PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2f);
    else
        animCtrl.Stop("Models/Jack_Walk.ani", 0.2f);
    // Set walk animation speed proportional to velocity
    animCtrl.SetSpeed("Models/Jack_Walk.ani", planeVelocity.length * 0.3f);

    // Reset grounded flag for next frame
    onGround = false;
}

}

void HandleClientConnected(StringHash eventType, VariantMap& eventData)
{
Connection@ newConnection = eventData[“Connection”].GetPtr();
newConnection.scene = scene_;
Client newClient;
newClient.connection = newConnection;
clients.Push(newClient);
}

void HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
{
Connection@ connection = eventData[“Connection”].GetPtr();
for (uint i = 0; i < clients.length; ++i)
{
if (clients[i].connection is connection)
{
clients.Erase(i);
break;
}
}
}
String patchInstructions = “no.”;[/spoiler]

Client.as (just replicates the character demo scene)

[spoiler]#include "Scripts/Utilities/Sample.as"
String patchInstructions = “null”;

const uint SERVER_PORT = 2345;

class Client
{
Connection@ connection;
}

void Start()
{
SampleStart();
CreateScene();
SetupViewport();
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
scene_.CreateComponent(“Octree”, LOCAL);
scene_.CreateComponent(“PhysicsWorld”, LOCAL);
String address;
address = “localhost”;
network.Connect(address, SERVER_PORT, scene_);
cameraNode = Node(“Camera”);
Camera@ camera = cameraNode.CreateComponent(“Camera”);
camera.farClip = 300.0f;
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent(“Camera”));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
SubscribeToEvent(“Update”, “HandleUpdate”);
}
void HandleUpdate(StringHash eventType, VariantMap& eventData)
{
cameraNode.set_position(scene_.GetChild(“CamCam”).position);
cameraNode.set_rotation(scene_.GetChild(“CamCam”).rotation);
}[/spoiler]

To test the script, you need to start the Server.as first then the Client.as. Use this .bat to help test.

start Urho3DPlayer.exe Server.as -w -x 800 -y 600
SLEEP 1000
start Urho3DPlayer.exe Client.as -w -x 700 -y 500

If you prefer, I’ve uploaded the entire example (4MB) on my bitbucket. Download it here ->aramis.bitbucket.org/downloads/temp/AnimRep.zip

Best regards,

  • Aramis

Hey Aramis,

Check out the Ninja.xml object under /Data/Objects, it is created in that file along with other stuff.

Ninja.xml

...	
<component type="AnimationController" id="7">
  <attribute name="Animations" />
</component>

Yes NSW is multiplayer ready, but this part searches for the animation component starting with node 0. This code is also a good example so your model’s default pose is not displayed and load your preferred idle animation instead, as commented there… :wink:

// Start playing the idle animation immediately, even before the first physics update
        AnimationController@ animCtrl = node.children[0].GetComponent("AnimationController");
        animCtrl.PlayExclusive("Models/NinjaSnowWar/Ninja_Idle3.ani", LAYER_MOVE, true);

Hope that helps.