// // Copyright (c) 2008-2015 the Urho3D project. // Copyright (c) 2015 Xamarin Inc // Copyright (c) 2016 THUNDERBEAST GAMES LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // using AtomicEngine; namespace FeatureExamples { public class AnimatingScene : Sample { Scene scene; public AnimatingScene() : base() { } void CreateScene() { var cache = GetSubsystem(); scene = new Scene(); // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume // (-1000, -1000, -1000) to (1000, 1000, 1000) scene.CreateComponent(); // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree, // it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist var zoneNode = scene.CreateChild("Zone"); var zone = zoneNode.CreateComponent(); // Set same volume as the Octree, set a close bluish fog and some ambient light zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f)); zone.AmbientColor = new Color(0.05f, 0.1f, 0.15f); zone.FogColor = new Color(0.1f, 0.2f, 0.3f); zone.FogStart = 10; zone.FogEnd = 100; var boxesNode = scene.CreateChild("Boxes"); const int numObjects = 2000; for (var i = 0; i < numObjects; ++i) { Node boxNode = new Node(); boxesNode.AddChild(boxNode, 0); boxNode.Position = new Vector3(NextRandom(200f) - 100f, NextRandom(200f) - 100f, NextRandom(200f) - 100f); // Orient using random pitch, yaw and roll Euler angles boxNode.Rotation = new Quaternion(NextRandom(360.0f), NextRandom(360.0f), NextRandom(360.0f)); var boxObject = boxNode.CreateComponent(); boxObject.Model = cache.Get("Models/Box.mdl"); boxObject.SetMaterial(cache.Get("Materials/Stone.xml")); // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event. // The Rotator component derives from the base class CSComponent, which has convenience functionality to subscribe // to the various update events // Now we simply set same rotation speed for all objects var rotationSpeed = new Vector3(10.0f, 20.0f, 30.0f); // First style: use a Rotator instance, which is a component subclass, and // add it to the boxNode. var rotator = new Rotator() { RotationSpeed = rotationSpeed }; boxNode.AddComponent(rotator); } // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can // bring the far clip plane closer for more effective culling of distant objects CameraNode = scene.CreateChild("Camera"); var camera = CameraNode.CreateComponent(); camera.FarClip = 100.0f; // Create a point light to the camera scene node var light = CameraNode.CreateComponent(); light.LightType = LightType.LIGHT_POINT; light.Range = 30.0f; } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent(), null)); } public override void Start() { base.Start(); CreateScene(); SimpleCreateInstructionsWithWasd(); SetupViewport(); } protected override void Update(float timeStep) { SimpleMoveCamera3D(timeStep); var input = GetSubsystem(); if (input.GetKeyPress(Constants.KEY_DELETE)) { scene.GetChild("Boxes", false).RemoveAllChildren(); } base.Update(timeStep); } class Rotator : CSComponent { public Vector3 RotationSpeed { get; set; } void Update(float timeStep) { Node.Rotate(new Quaternion( RotationSpeed.X * timeStep, RotationSpeed.Y * timeStep, RotationSpeed.Z * timeStep), TransformSpace.TS_LOCAL); } } } }