// // 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 #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("Shift click on 3D UI to spawn fire"); // 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::Cleanup() { if (view3D_) { view3D_->Remove(); } } 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::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. Node* planeNode = scene_->CreateChild("Box"); planeNode->SetScale(Vector3(5.0f, 5.0f, 5.0f)); planeNode->SetRotation(Quaternion(90, Vector3::LEFT)); StaticModel* planeObject = planeNode->CreateComponent(); planeObject->SetModel(cache->GetResource("Models/Box.mdl")); // Create a UIComponent and set it to render on the box model uiComponent_ = planeNode->CreateComponent(); uiComponent_->SetStaticModel(planeObject); // Create the same UIView as 2D, though for 3D, and set it as component's view uiComponent_->SetUIView(CreateUI(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) Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3::FORWARD); // The direction vector does not need to be normalized Light* light = lightNode->CreateComponent(); light->SetLightType(LIGHT_DIRECTIONAL); // 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(-3.0f, 0.0f, -30.0f)); } UIView* HelloGui3D::CreateUI(bool renderToTexture) { int size = 220; UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView(); if (renderToTexture) { view3D_ = view; view->SetRenderToTexture(true, size, size); } UILayout* mainLayout = new UILayout(context_); mainLayout->SetAxis(UI_AXIS_Y); mainLayout->SetSpacing(16); UILayout* topLayout = new UILayout(context_); topLayout->SetAxis(UI_AXIS_X); topLayout->SetSpacing(8); UIImageWidget* imageWidget = new UIImageWidget(context_); imageWidget->SetImage("Textures/atomic_logo.png"); topLayout->AddChild(imageWidget); UILayout* sideLayout = new UILayout(context_); sideLayout->SetAxis(UI_AXIS_Y); UICheckBox* checkBox = new UICheckBox(context_); checkBox->SetId("Checkbox"); sideLayout->AddChild(checkBox); UIButton* button = new UIButton(context_); button->SetText("Button"); button->SetId("Button"); sideLayout->AddChild(button); topLayout->AddChild(sideLayout); mainLayout->AddChild(topLayout); UISeparator* sep = new UISeparator(context_); mainLayout->AddChild(sep); UIEditField* edit = new UIEditField(context_); edit->SetLayoutMinWidth(220); edit->SetId("EditField"); edit->SetTextAlign(UI_TEXT_ALIGN_CENTER); edit->SetText(renderToTexture ? "I'm a 3D UI" : "I'm a 2D UI" ); mainLayout->AddChild(edit); SharedPtr window( new UIWindow(context_) ); UI_WINDOW_SETTINGS settings = (UI_WINDOW_SETTINGS) (renderToTexture ? (UI_WINDOW_SETTINGS_NONE) : (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON)); window->SetSettings(settings); window->SetText(renderToTexture ? "GUI 3D" : "GUI 2D"); window->AddChild(mainLayout); window->SetSize(renderToTexture ? view->GetWidth() : size, renderToTexture ? view->GetHeight() : size); view->AddChild(window); if (!renderToTexture) { window->SetPosition(view->GetWidth()/4, view->GetHeight()/2 - (size/2)); } else { window->Center(); } return view; } bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Vector3& hitNormal, 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()->Raycast(query); for (unsigned i = 0; i < results.Size(); i++) { RayQueryResult& result = results[i]; if (uiComponent_->GetStaticModel() != result.drawable_) continue; hitPos = result.position_; hitNormal = result.normal_; hitDrawable = result.drawable_; return true; } return false; } void HelloGui3D::SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate)); } void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData) { using namespace Update; if (!view3D_) return; Vector3 hitPos; Vector3 hitNormal; Drawable* hitDrawable; bool result = Raycast(250.0f, hitPos, hitNormal, hitDrawable); Input* input = GetSubsystem(); if (!input->GetMouseButtonDown(MOUSEB_LEFT)) { if (!result) { view3D_->ResignFocus(); } else { view3D_->SetFocus(); } } // Spawn fire on shift click if (result && input->GetMouseButtonPress(MOUSEB_LEFT) && input->GetQualifierDown(QUAL_SHIFT)) { ResourceCache* cache = GetSubsystem(); Node* node = uiComponent_->GetNode()->CreateChild("GreatBallOfFire"); node->SetScale(0.3f); node->SetWorldPosition(hitPos + (hitNormal * .15f)); node->SetWorldDirection(hitNormal); node->Pitch(90); ParticleEmitter* emitter = node->CreateComponent(); emitter->SetEffect(cache->GetResource("Particle/UIFire.xml")); } // Take the frame time step, which is stored as a float float timeStep = eventData[P_TIMESTEP].GetFloat(); Node* node = uiComponent_->GetStaticModel()->GetNode(); node->Yaw(6.0f * timeStep * 1.5f); node->Roll(-6.0f * timeStep * 1.5f); node->Pitch(-6.0f * timeStep * 1.5f); Time* time = GetSubsystem