// // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved // Copyright (c) 2008-2016 the Urho3D project. // // 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. // #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "FeatureExamples.h" #include "HelloGui3D.h" #include HelloGui3D::HelloGui3D(Context* context) : Sample(context) { } void HelloGui3D::Start() { // Execute base class startup Sample::Start(); SimpleCreateInstructions(); // Create 2D "Hello GUI" CreateUI(); // Create the scene content CreateScene(); SetupViewport(); // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we // could subscribe in the constructor instead. SubscribeToEvents(); // Set the mouse mode to use in the sample Sample::InitMouseMode(MM_FREE); } void HelloGui3D::SetupViewport() { Renderer* renderer = GetSubsystem(); // 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 // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to // use, but now we just use full screen and default render path configured in the engine command line options SharedPtr viewport(new Viewport(context_, scene_, cameraNode_->GetComponent())); renderer->SetViewport(0, viewport); } void HelloGui3D::MoveCamera(float timeStep) { Input* input = GetSubsystem(); // Movement speed as world units per second const float MOVE_SPEED = 20.0f; // Mouse sensitivity as degrees per pixel const float MOUSE_SENSITIVITY = 0.1f; // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees IntVector2 mouseMove = input->GetMouseMove(); yaw_ += MOUSE_SENSITIVITY * mouseMove.x_; pitch_ += MOUSE_SENSITIVITY * mouseMove.y_; pitch_ = Clamp(pitch_, -90.0f, 90.0f); // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f)); // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed // Use the Translate() function (default local space) to move relative to the node's orientation. if (input->GetKeyDown(KEY_W)) cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_S)) cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_A)) cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep); if (input->GetKeyDown(KEY_D)) cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep); } void HelloGui3D::CreateScene() { ResourceCache* cache = GetSubsystem(); scene_ = new Scene(context_); // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically // optimizing manner scene_->CreateComponent(); // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger // (100 x 100 world units) Node* planeNode = scene_->CreateChild("Plane"); planeNode->SetScale(Vector3(5.0f, 1.0f, 5.0f)); StaticModel* planeObject = planeNode->CreateComponent(); planeObject->SetModel(cache->GetResource("Models/Plane.mdl")); // Create a directional light to the world so that we can see something. The light scene node's orientation controls the // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector. // The light will use default settings (white light, no shadows) Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized Light* light = lightNode->CreateComponent(); light->SetLightType(LIGHT_DIRECTIONAL); uiComponent_ = planeNode->CreateComponent(); uiComponent_->SetStaticModel(planeObject); uiComponent_->SetUIView(CreateUI(true)); // Create a scene node for the camera, which we will move around // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically) cameraNode_ = scene_->CreateChild("Camera"); cameraNode_->CreateComponent(); // Set an initial position for the camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); } UIView* HelloGui3D::CreateUI(bool renderToTexture) { UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView(); if (renderToTexture) { view3D_ = view; view->SetRenderToTexture(true); } UILayout* layout = new UILayout(context_); layout->SetAxis(UI_AXIS_Y); UICheckBox* checkBox = new UICheckBox(context_); checkBox->SetId("Checkbox"); layout->AddChild(checkBox); UIButton* button = new UIButton(context_); button->SetText("Button"); button->SetId("Button"); layout->AddChild(button); UIEditField* edit = new UIEditField(context_); layout->AddChild(edit); edit->SetId("EditField"); edit->SetText("This is a test"); SharedPtr window( new UIWindow(context_) ); window->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON)); window->SetText("Hello Atomic GUI!"); window->AddChild(layout); window->SetSize(renderToTexture ? view->GetWidth() : 512, renderToTexture ? view->GetHeight() : 512); view->AddChild(window); window->Center(); return view; } bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable) { hitDrawable = 0; Input* input = GetSubsystem(); IntVector2 pos = input->GetMousePosition(); // Check the cursor is visible and there is no UI element in front of the cursor if (!input->IsMouseVisible()) return false; Graphics* graphics = GetSubsystem(); Camera* camera = cameraNode_->GetComponent(); Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight()); // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit PODVector results; RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY); scene_->GetComponent()->RaycastSingle(query); if (results.Size()) { RayQueryResult& result = results[0]; hitPos = result.position_; hitDrawable = result.drawable_; return uiComponent_->GetStaticModel() == hitDrawable; } return false; } void HelloGui3D::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate)); SubscribeToEvent(E_WIDGETEVENT, ATOMIC_HANDLER(HelloGui3D, HandleWidgetEvent)); SubscribeToEvent(E_WIDGETDELETED, ATOMIC_HANDLER(HelloGui3D, HandleWidgetDeleted)); } void HelloGui3D::HandleWidgetEvent(StringHash eventType, VariantMap& eventData) { /* using namespace WidgetEvent; if (eventData[P_TYPE] == UI_EVENT_TYPE_CLICK) { UIWidget* widget = static_cast(eventData[P_TARGET].GetPtr()); if (widget) { window_->SetText(ToString("Hello: %s", widget->GetId().CString())); } } */ } void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData) { BackToSelector(); } void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; // Take the frame time step, which is stored as a float float timeStep = eventData[P_TIMESTEP].GetFloat(); Vector3 hitPos; Drawable* hitDrawable; if (Raycast(250.0f, hitPos, hitDrawable)) { view3D_->SetActive(true); } else { view3D_->SetActive(false); } // Move the camera, scale movement with time step MoveCamera(timeStep); }