A01_FBXImport.cs 3.7 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. // Copyright (c) 2015 Xamarin Inc
  4. // Copyright (c) 2016 THUNDERBEAST GAMES LLC
  5. //
  6. // Permission is hereby granted, free of charge, to any person obtaining a copy
  7. // of this software and associated documentation files (the "Software"), to deal
  8. // in the Software without restriction, including without limitation the rights
  9. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  10. // copies of the Software, and to permit persons to whom the Software is
  11. // furnished to do so, subject to the following conditions:
  12. //
  13. // The above copyright notice and this permission notice shall be included in
  14. // all copies or substantial portions of the Software.
  15. //
  16. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  17. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  18. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  19. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  20. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  21. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  22. // THE SOFTWARE.
  23. //
  24. using System;
  25. using AtomicEngine;
  26. namespace FeatureExamples
  27. {
  28. public class FBXImportSample : Sample
  29. {
  30. Camera camera;
  31. Scene scene;
  32. public FBXImportSample() : base() { }
  33. public override void Start()
  34. {
  35. base.Start();
  36. CreateScene();
  37. SimpleCreateInstructions();
  38. SetupViewport();
  39. }
  40. void CreateScene()
  41. {
  42. var cache = GetSubsystem<ResourceCache>();
  43. scene = new Scene();
  44. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  45. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  46. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  47. // optimizing manner
  48. scene.CreateComponent<Octree>();
  49. var roboNode = scene.CreateChild("Roboman");
  50. var roboModel = roboNode.CreateComponent<AnimatedModel>();
  51. roboModel.Model = cache.Get<Model>("Models/Roboman/Robo_01.fbx");
  52. roboModel.SetMaterial(cache.Get<Material>("Materials/Robot_01.material"));
  53. var animCtrl = roboNode.CreateComponent<AnimationController>();
  54. bool success = animCtrl.PlayExclusive("walk@Models/Roboman/Robo_01.fbx", 0, true);
  55. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  56. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  57. // The light will use default settings (white light, no shadows)
  58. var lightNode = scene.CreateChild("DirectionalLight");
  59. lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  60. var light = lightNode.CreateComponent<Light>();
  61. light.LightType = LightType.LIGHT_DIRECTIONAL;
  62. CameraNode = scene.CreateChild("camera");
  63. camera = CameraNode.CreateComponent<Camera>();
  64. CameraNode.Position = new Vector3(0, 1, -8);
  65. }
  66. void SetupViewport()
  67. {
  68. var renderer = GetSubsystem<Renderer>();
  69. renderer.SetViewport(0, new Viewport(scene, camera));
  70. }
  71. protected override void Update(float timeStep)
  72. {
  73. base.Update(timeStep);
  74. SimpleMoveCamera3D(timeStep);
  75. }
  76. }
  77. }