// // 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 System; using AtomicEngine; namespace FeatureExamples { public class FBXImportSample : Sample { Camera camera; Scene scene; public FBXImportSample() : base() { } public override void Start() { base.Start(); CreateScene(); SimpleCreateInstructions(); SetupViewport(); } void CreateScene() { var cache = GetSubsystem(); scene = new Scene(); // 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(); var roboNode = scene.CreateChild("Roboman"); var roboModel = roboNode.CreateComponent(); roboModel.Model = cache.Get("Models/Roboman/Robo_01.fbx"); roboModel.SetMaterial(cache.Get("Materials/Robot_01.material")); var animCtrl = roboNode.CreateComponent(); bool success = animCtrl.PlayExclusive("walk@Models/Roboman/Robo_01.fbx", 0, true); // 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) var lightNode = scene.CreateChild("DirectionalLight"); lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized var light = lightNode.CreateComponent(); light.LightType = LightType.LIGHT_DIRECTIONAL; CameraNode = scene.CreateChild("camera"); camera = CameraNode.CreateComponent(); CameraNode.Position = new Vector3(0, 1, -8); } void SetupViewport() { var renderer = GetSubsystem(); renderer.SetViewport(0, new Viewport(scene, camera)); } protected override void Update(float timeStep) { base.Update(timeStep); SimpleMoveCamera3D(timeStep); } } }