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- //
- // 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<ResourceCache>();
- 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<Octree>();
- var roboNode = scene.CreateChild("Roboman");
- var roboModel = roboNode.CreateComponent<AnimatedModel>();
- roboModel.Model = cache.Get<Model>("Models/Roboman/Robo_01.fbx");
- roboModel.SetMaterial(cache.Get<Material>("Materials/Robot_01.material"));
- var animCtrl = roboNode.CreateComponent<AnimationController>();
- 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>();
- light.LightType = LightType.LIGHT_DIRECTIONAL;
- CameraNode = scene.CreateChild("camera");
- camera = CameraNode.CreateComponent<Camera>();
- CameraNode.Position = new Vector3(0, 1, -8);
- }
- void SetupViewport()
- {
- var renderer = GetSubsystem<Renderer>();
- renderer.SetViewport(0, new Viewport(scene, camera));
- }
- protected override void Update(float timeStep)
- {
- base.Update(timeStep);
- SimpleMoveCamera3D(timeStep);
- }
- }
- }
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