StaticScene.cpp 8.1 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include <Atomic/Core/CoreEvents.h>
  24. #include <Atomic/Engine/Engine.h>
  25. #include <Atomic/Graphics/Camera.h>
  26. #include <Atomic/Graphics/Graphics.h>
  27. #include <Atomic/Graphics/Material.h>
  28. #include <Atomic/Graphics/Model.h>
  29. #include <Atomic/Graphics/Octree.h>
  30. #include <Atomic/Graphics/Renderer.h>
  31. #include <Atomic/Graphics/StaticModel.h>
  32. #include <Atomic/Input/Input.h>
  33. #include <Atomic/Resource/ResourceCache.h>
  34. #include <Atomic/Scene/Scene.h>
  35. #include <Atomic/UI/UI.h>
  36. #include "StaticScene.h"
  37. #include <Atomic/DebugNew.h>
  38. StaticScene::StaticScene(Context* context) :
  39. Sample(context)
  40. {
  41. }
  42. void StaticScene::Start()
  43. {
  44. // Execute base class startup
  45. Sample::Start();
  46. // Create the scene content
  47. CreateScene();
  48. // Create the UI content
  49. CreateInstructions();
  50. // Setup the viewport for displaying the scene
  51. SetupViewport();
  52. // Hook up to the frame update events
  53. SubscribeToEvents();
  54. // Set the mouse mode to use in the sample
  55. Sample::InitMouseMode(MM_RELATIVE);
  56. }
  57. void StaticScene::CreateScene()
  58. {
  59. ResourceCache* cache = GetSubsystem<ResourceCache>();
  60. scene_ = new Scene(context_);
  61. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  62. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  63. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  64. // optimizing manner
  65. scene_->CreateComponent<Octree>();
  66. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  67. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  68. // (100 x 100 world units)
  69. Node* planeNode = scene_->CreateChild("Plane");
  70. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  71. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  72. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  73. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  74. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  75. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  76. // The light will use default settings (white light, no shadows)
  77. Node* lightNode = scene_->CreateChild("DirectionalLight");
  78. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  79. Light* light = lightNode->CreateComponent<Light>();
  80. light->SetLightType(LIGHT_DIRECTIONAL);
  81. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  82. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  83. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  84. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  85. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  86. // scene.
  87. const unsigned NUM_OBJECTS = 200;
  88. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  89. {
  90. Node* mushroomNode = scene_->CreateChild("Mushroom");
  91. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  92. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  93. mushroomNode->SetScale(0.5f + Random(2.0f));
  94. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  95. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  96. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  97. }
  98. // Create a scene node for the camera, which we will move around
  99. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  100. cameraNode_ = scene_->CreateChild("Camera");
  101. cameraNode_->CreateComponent<Camera>();
  102. // Set an initial position for the camera scene node above the plane
  103. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  104. }
  105. void StaticScene::CreateInstructions()
  106. {
  107. SimpleCreateInstructions("Use WASD keys and mouse/touch to move");
  108. }
  109. void StaticScene::SetupViewport()
  110. {
  111. Renderer* renderer = GetSubsystem<Renderer>();
  112. // 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
  113. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  114. // use, but now we just use full screen and default render path configured in the engine command line options
  115. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  116. renderer->SetViewport(0, viewport);
  117. }
  118. void StaticScene::MoveCamera(float timeStep)
  119. {
  120. Input* input = GetSubsystem<Input>();
  121. // Movement speed as world units per second
  122. const float MOVE_SPEED = 20.0f;
  123. // Mouse sensitivity as degrees per pixel
  124. const float MOUSE_SENSITIVITY = 0.1f;
  125. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  126. IntVector2 mouseMove = input->GetMouseMove();
  127. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  128. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  129. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  130. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  131. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  132. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  133. // Use the Translate() function (default local space) to move relative to the node's orientation.
  134. if (input->GetKeyDown(KEY_W))
  135. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  136. if (input->GetKeyDown(KEY_S))
  137. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  138. if (input->GetKeyDown(KEY_A))
  139. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  140. if (input->GetKeyDown(KEY_D))
  141. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  142. }
  143. void StaticScene::SubscribeToEvents()
  144. {
  145. // Subscribe HandleUpdate() function for processing update events
  146. SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(StaticScene, HandleUpdate));
  147. }
  148. void StaticScene::HandleUpdate(StringHash eventType, VariantMap& eventData)
  149. {
  150. using namespace Update;
  151. // Take the frame time step, which is stored as a float
  152. float timeStep = eventData[P_TIMESTEP].GetFloat();
  153. // Move the camera, scale movement with time step
  154. MoveCamera(timeStep);
  155. }