HelloGui3D.cpp 11 KB

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  1. //
  2. // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
  3. // Copyright (c) 2008-2016 the Urho3D project.
  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/Core/ProcessUtils.h>
  25. #include <Atomic/Input/Input.h>
  26. #include <Atomic/Graphics/Graphics.h>
  27. #include <Atomic/Graphics/Camera.h>
  28. #include <Atomic/Graphics/Graphics.h>
  29. #include <Atomic/Graphics/Material.h>
  30. #include <Atomic/Graphics/Model.h>
  31. #include <Atomic/Graphics/Octree.h>
  32. #include <Atomic/Graphics/Renderer.h>
  33. #include <Atomic/Graphics/StaticModel.h>
  34. #include <Atomic/Graphics/Texture2D.h>
  35. #include <Atomic/Graphics/Technique.h>
  36. #include <Atomic/UI/UI.h>
  37. #include <Atomic/UI/UIEvents.h>
  38. #include <Atomic/UI/UIFontDescription.h>
  39. #include <Atomic/UI/UIView.h>
  40. #include <Atomic/UI/UIComponent.h>
  41. #include <Atomic/UI/UILayout.h>
  42. #include <Atomic/UI/UICheckBox.h>
  43. #include <Atomic/UI/UITextField.h>
  44. #include <Atomic/UI/UIButton.h>
  45. #include <Atomic/UI/UIEditField.h>
  46. #include <Atomic/UI/UIWindow.h>
  47. #include <Atomic/Resource/ResourceCache.h>
  48. #include <Atomic/Scene/Scene.h>
  49. #include "FeatureExamples.h"
  50. #include "HelloGui3D.h"
  51. #include <Atomic/DebugNew.h>
  52. HelloGui3D::HelloGui3D(Context* context) :
  53. Sample(context)
  54. {
  55. }
  56. void HelloGui3D::Start()
  57. {
  58. // Execute base class startup
  59. Sample::Start();
  60. SimpleCreateInstructions();
  61. // Create 2D "Hello GUI"
  62. CreateUI();
  63. // Create the scene content
  64. CreateScene();
  65. SetupViewport();
  66. // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
  67. // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
  68. // could subscribe in the constructor instead.
  69. SubscribeToEvents();
  70. // Set the mouse mode to use in the sample
  71. Sample::InitMouseMode(MM_FREE);
  72. }
  73. void HelloGui3D::SetupViewport()
  74. {
  75. Renderer* renderer = GetSubsystem<Renderer>();
  76. // 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
  77. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  78. // use, but now we just use full screen and default render path configured in the engine command line options
  79. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  80. renderer->SetViewport(0, viewport);
  81. }
  82. void HelloGui3D::MoveCamera(float timeStep)
  83. {
  84. Input* input = GetSubsystem<Input>();
  85. // Movement speed as world units per second
  86. const float MOVE_SPEED = 20.0f;
  87. // Mouse sensitivity as degrees per pixel
  88. const float MOUSE_SENSITIVITY = 0.1f;
  89. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  90. IntVector2 mouseMove = input->GetMouseMove();
  91. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  92. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  93. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  94. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  95. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  96. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  97. // Use the Translate() function (default local space) to move relative to the node's orientation.
  98. if (input->GetKeyDown(KEY_W))
  99. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  100. if (input->GetKeyDown(KEY_S))
  101. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  102. if (input->GetKeyDown(KEY_A))
  103. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  104. if (input->GetKeyDown(KEY_D))
  105. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  106. }
  107. void HelloGui3D::CreateScene()
  108. {
  109. ResourceCache* cache = GetSubsystem<ResourceCache>();
  110. scene_ = new Scene(context_);
  111. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  112. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  113. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  114. // optimizing manner
  115. scene_->CreateComponent<Octree>();
  116. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  117. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  118. // (100 x 100 world units)
  119. Node* planeNode = scene_->CreateChild("Plane");
  120. planeNode->SetScale(Vector3(5.0f, 1.0f, 5.0f));
  121. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  122. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  123. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  124. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  125. // The light will use default settings (white light, no shadows)
  126. Node* lightNode = scene_->CreateChild("DirectionalLight");
  127. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  128. Light* light = lightNode->CreateComponent<Light>();
  129. light->SetLightType(LIGHT_DIRECTIONAL);
  130. uiComponent_ = planeNode->CreateComponent<UIComponent>();
  131. uiComponent_->SetStaticModel(planeObject);
  132. uiComponent_->SetUIView(CreateUI(true));
  133. // Create a scene node for the camera, which we will move around
  134. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  135. cameraNode_ = scene_->CreateChild("Camera");
  136. cameraNode_->CreateComponent<Camera>();
  137. // Set an initial position for the camera scene node above the plane
  138. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  139. }
  140. UIView* HelloGui3D::CreateUI(bool renderToTexture)
  141. {
  142. UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView();
  143. if (renderToTexture)
  144. {
  145. view3D_ = view;
  146. view->SetRenderToTexture(true);
  147. }
  148. UILayout* layout = new UILayout(context_);
  149. layout->SetAxis(UI_AXIS_Y);
  150. UICheckBox* checkBox = new UICheckBox(context_);
  151. checkBox->SetId("Checkbox");
  152. layout->AddChild(checkBox);
  153. UIButton* button = new UIButton(context_);
  154. button->SetText("Button");
  155. button->SetId("Button");
  156. layout->AddChild(button);
  157. UIEditField* edit = new UIEditField(context_);
  158. layout->AddChild(edit);
  159. edit->SetId("EditField");
  160. edit->SetText("This is a test");
  161. SharedPtr<UIWindow> window( new UIWindow(context_) );
  162. window->SetSettings( (UI_WINDOW_SETTINGS) (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
  163. window->SetText("Hello Atomic GUI!");
  164. window->AddChild(layout);
  165. window->SetSize(renderToTexture ? view->GetWidth() : 512, renderToTexture ? view->GetHeight() : 512);
  166. view->AddChild(window);
  167. window->Center();
  168. return view;
  169. }
  170. bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Drawable*& hitDrawable)
  171. {
  172. hitDrawable = 0;
  173. Input* input = GetSubsystem<Input>();
  174. IntVector2 pos = input->GetMousePosition();
  175. // Check the cursor is visible and there is no UI element in front of the cursor
  176. if (!input->IsMouseVisible())
  177. return false;
  178. Graphics* graphics = GetSubsystem<Graphics>();
  179. Camera* camera = cameraNode_->GetComponent<Camera>();
  180. Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
  181. // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
  182. PODVector<RayQueryResult> results;
  183. RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
  184. scene_->GetComponent<Octree>()->RaycastSingle(query);
  185. if (results.Size())
  186. {
  187. RayQueryResult& result = results[0];
  188. hitPos = result.position_;
  189. hitDrawable = result.drawable_;
  190. return uiComponent_->GetStaticModel() == hitDrawable;
  191. }
  192. return false;
  193. }
  194. void HelloGui3D::SubscribeToEvents()
  195. {
  196. // Subscribe HandleUpdate() function for processing update events
  197. SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate));
  198. SubscribeToEvent(E_WIDGETEVENT, ATOMIC_HANDLER(HelloGui3D, HandleWidgetEvent));
  199. SubscribeToEvent(E_WIDGETDELETED, ATOMIC_HANDLER(HelloGui3D, HandleWidgetDeleted));
  200. }
  201. void HelloGui3D::HandleWidgetEvent(StringHash eventType, VariantMap& eventData)
  202. {
  203. /*
  204. using namespace WidgetEvent;
  205. if (eventData[P_TYPE] == UI_EVENT_TYPE_CLICK)
  206. {
  207. UIWidget* widget = static_cast<UIWidget*>(eventData[P_TARGET].GetPtr());
  208. if (widget)
  209. {
  210. window_->SetText(ToString("Hello: %s", widget->GetId().CString()));
  211. }
  212. }
  213. */
  214. }
  215. void HelloGui3D::HandleWidgetDeleted(StringHash eventType, VariantMap& eventData)
  216. {
  217. BackToSelector();
  218. }
  219. void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
  220. {
  221. using namespace Update;
  222. // Take the frame time step, which is stored as a float
  223. float timeStep = eventData[P_TIMESTEP].GetFloat();
  224. Vector3 hitPos;
  225. Drawable* hitDrawable;
  226. if (Raycast(250.0f, hitPos, hitDrawable))
  227. {
  228. view3D_->SetActive(true);
  229. }
  230. else
  231. {
  232. view3D_->SetActive(false);
  233. }
  234. // Move the camera, scale movement with time step
  235. MoveCamera(timeStep);
  236. }