04_StaticScene.cs 4.5 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 StaticSceneSample : Sample
  29. {
  30. Camera camera;
  31. public StaticSceneSample() : base() { }
  32. public override void Start()
  33. {
  34. base.Start();
  35. CreateScene();
  36. SimpleCreateInstructionsWithWasd();
  37. SetupViewport();
  38. }
  39. void CreateScene()
  40. {
  41. var cache = GetSubsystem<ResourceCache>();
  42. scene = new Scene();
  43. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  44. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  45. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  46. // optimizing manner
  47. scene.CreateComponent<Octree>();
  48. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  49. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  50. // (100 x 100 world units)
  51. var planeNode = scene.CreateChild("Plane");
  52. planeNode.Scale = new Vector3(100, 1, 100);
  53. var planeObject = planeNode.CreateComponent<StaticModel>();
  54. planeObject.Model = cache.Get<Model>("Models/Plane.mdl");
  55. planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
  56. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  57. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  58. // The light will use default settings (white light, no shadows)
  59. var lightNode = scene.CreateChild("DirectionalLight");
  60. lightNode.SetDirection(new Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  61. var light = lightNode.CreateComponent<Light>();
  62. light.LightType = LightType.LIGHT_DIRECTIONAL;
  63. var rand = new Random();
  64. for (int i = 0; i < 200; i++)
  65. {
  66. var mushroom = scene.CreateChild("Mushroom");
  67. mushroom.Position = new Vector3(rand.Next(90) - 45, 0, rand.Next(90) - 45);
  68. mushroom.Rotation = new Quaternion(0, rand.Next(360), 0);
  69. mushroom.SetScale(0.5f + rand.Next(20000) / 10000.0f);
  70. var mushroomObject = mushroom.CreateComponent<StaticModel>();
  71. mushroomObject.Model = cache.Get<Model>("Models/Mushroom.mdl");
  72. mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
  73. }
  74. CameraNode = scene.CreateChild("camera");
  75. camera = CameraNode.CreateComponent<Camera>();
  76. CameraNode.Position = new Vector3(0, 5, 0);
  77. }
  78. void SetupViewport()
  79. {
  80. var renderer = GetSubsystem<Renderer>();
  81. renderer.SetViewport(0, new Viewport(scene, camera));
  82. }
  83. protected override void Update(float timeStep)
  84. {
  85. base.Update(timeStep);
  86. SimpleMoveCamera3D(timeStep);
  87. }
  88. }
  89. }