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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+// Copyright (c) 2016 THUNDERBEAST GAMES LLC
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+using System;
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+
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+
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+ public class FBXImportSample : Sample
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+ {
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+ Camera camera;
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+ Scene scene;
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+
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+ public FBXImportSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ CreateScene();
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+ SimpleCreateInstructions();
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+ SetupViewport();
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+ }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ scene = new Scene();
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene.CreateComponent<Octree>();
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+
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+ var roboNode = scene.CreateChild("Roboman");
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+ var roboModel = roboNode.CreateComponent<AnimatedModel>();
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+ roboModel.Model = cache.Get<Model>("Models/Roboman/Robo_01.fbx");
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+ roboModel.SetMaterial(cache.Get<Material>("Materials/Robot_01.material"));
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+
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+ var animCtrl = roboNode.CreateComponent<AnimationController>();
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+
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+ bool success = animCtrl.PlayExclusive("walk@Models/Roboman/Robo_01.fbx", 0, true);
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+
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+ // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
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+ // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
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+ // The light will use default settings (white light, no shadows)
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+ var lightNode = scene.CreateChild("DirectionalLight");
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+ lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
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+ var light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_DIRECTIONAL;
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+
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+
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+ CameraNode = scene.CreateChild("camera");
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+ camera = CameraNode.CreateComponent<Camera>();
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+ CameraNode.Position = new Vector3(0, 1, -8);
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, camera));
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ base.Update(timeStep);
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+ SimpleMoveCamera3D(timeStep);
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+ }
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+ }
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+}
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