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- //
- // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
- // Copyright (c) 2008-2016 the Urho3D project.
- //
- // 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.
- //
- #include <Atomic/Core/CoreEvents.h>
- #include <Atomic/Core/ProcessUtils.h>
- #include <Atomic/Input/Input.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Camera.h>
- #include <Atomic/Graphics/Graphics.h>
- #include <Atomic/Graphics/Material.h>
- #include <Atomic/Graphics/Model.h>
- #include <Atomic/Graphics/Octree.h>
- #include <Atomic/Graphics/Renderer.h>
- #include <Atomic/Graphics/StaticModel.h>
- #include <Atomic/Graphics/Texture2D.h>
- #include <Atomic/Graphics/Technique.h>
- #include <Atomic/Graphics/ParticleEffect.h>
- #include <Atomic/Graphics/ParticleEmitter.h>
- #include <Atomic/UI/UI.h>
- #include <Atomic/UI/UIEvents.h>
- #include <Atomic/UI/UIFontDescription.h>
- #include <Atomic/UI/UIView.h>
- #include <Atomic/UI/UIComponent.h>
- #include <Atomic/UI/UILayout.h>
- #include <Atomic/UI/UICheckBox.h>
- #include <Atomic/UI/UIImageWidget.h>
- #include <Atomic/UI/UITextField.h>
- #include <Atomic/UI/UIButton.h>
- #include <Atomic/UI/UIEditField.h>
- #include <Atomic/UI/UISeparator.h>
- #include <Atomic/UI/UIWindow.h>
- #include <Atomic/Resource/ResourceCache.h>
- #include <Atomic/Scene/Scene.h>
- #include "FeatureExamples.h"
- #include "HelloGui3D.h"
- #include <Atomic/DebugNew.h>
- HelloGui3D::HelloGui3D(Context* context) :
- Sample(context)
- {
- }
- void HelloGui3D::Start()
- {
- // Execute base class startup
- Sample::Start();
- SimpleCreateInstructions("Shift click on 3D UI to spawn fire");
- // Create 2D "Hello GUI"
- CreateUI();
- // Create the scene content
- CreateScene();
- SetupViewport();
- // Finally subscribe to the update event. Note that by subscribing events at this point we have already missed some events
- // like the ScreenMode event sent by the Graphics subsystem when opening the application window. To catch those as well we
- // could subscribe in the constructor instead.
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_FREE);
- }
- void HelloGui3D::Cleanup()
- {
- if (view3D_)
- {
- view3D_->Remove();
- }
- }
- void HelloGui3D::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // 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
- // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
- // use, but now we just use full screen and default render path configured in the engine command line options
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void HelloGui3D::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // 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>();
- // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
- // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
- // (100 x 100 world units)
- Node* planeNode = scene_->CreateChild("Box");
- planeNode->SetScale(Vector3(5.0f, 5.0f, 5.0f));
- planeNode->SetRotation(Quaternion(90, Vector3::LEFT));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- // Create a UIComponent and set it to render on the box model
- uiComponent_ = planeNode->CreateComponent<UIComponent>();
- uiComponent_->SetStaticModel(planeObject);
- // Create the same UIView as 2D, though for 3D, and set it as component's view
- uiComponent_->SetUIView(CreateUI(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)
- Node* lightNode = scene_->CreateChild("DirectionalLight");
- lightNode->SetDirection(Vector3::FORWARD); // The direction vector does not need to be normalized
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_DIRECTIONAL);
- // Create a scene node for the camera, which we will move around
- // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
- cameraNode_ = scene_->CreateChild("Camera");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(-3.0f, 0.0f, -30.0f));
- }
- UIView* HelloGui3D::CreateUI(bool renderToTexture)
- {
- int size = 220;
- UIView* view = renderToTexture ? new UIView(context_) : FeatureExamples::GetUIView();
- if (renderToTexture)
- {
- view3D_ = view;
- view->SetRenderToTexture(true, size, size);
- }
- UILayout* mainLayout = new UILayout(context_);
- mainLayout->SetAxis(UI_AXIS_Y);
- mainLayout->SetSpacing(16);
- UILayout* topLayout = new UILayout(context_);
- topLayout->SetAxis(UI_AXIS_X);
- topLayout->SetSpacing(8);
- UIImageWidget* imageWidget = new UIImageWidget(context_);
- imageWidget->SetImage("Textures/atomic_logo.png");
- topLayout->AddChild(imageWidget);
- UILayout* sideLayout = new UILayout(context_);
- sideLayout->SetAxis(UI_AXIS_Y);
- UICheckBox* checkBox = new UICheckBox(context_);
- checkBox->SetId("Checkbox");
- sideLayout->AddChild(checkBox);
- UIButton* button = new UIButton(context_);
- button->SetText("Button");
- button->SetId("Button");
- sideLayout->AddChild(button);
- topLayout->AddChild(sideLayout);
- mainLayout->AddChild(topLayout);
- UISeparator* sep = new UISeparator(context_);
- mainLayout->AddChild(sep);
- UIEditField* edit = new UIEditField(context_);
- edit->SetLayoutMinWidth(220);
- edit->SetId("EditField");
- edit->SetTextAlign(UI_TEXT_ALIGN_CENTER);
- edit->SetText(renderToTexture ? "I crave adventure!" : "I enjoy a simple life.");
- mainLayout->AddChild(edit);
- SharedPtr<UIWindow> window( new UIWindow(context_) );
- UI_WINDOW_SETTINGS settings = (UI_WINDOW_SETTINGS) (renderToTexture ? (UI_WINDOW_SETTINGS_NONE) :
- (UI_WINDOW_SETTINGS_TITLEBAR | UI_WINDOW_SETTINGS_CLOSE_BUTTON));
- window->SetSettings(settings);
- window->SetText(renderToTexture ? "GUI 3D" : "GUI 2D");
- window->AddChild(mainLayout);
- window->SetSize(renderToTexture ? view->GetWidth() : size, renderToTexture ? view->GetHeight() : size);
- view->AddChild(window);
- if (!renderToTexture)
- {
- window->SetPosition(view->GetWidth()/4, view->GetHeight()/2 - (size/2));
- }
- else
- {
- window->Center();
- }
- return view;
- }
- bool HelloGui3D::Raycast(float maxDistance, Vector3& hitPos, Vector3& hitNormal, Drawable*& hitDrawable)
- {
- hitDrawable = 0;
- Input* input = GetSubsystem<Input>();
- IntVector2 pos = input->GetMousePosition();
- // Check the cursor is visible and there is no UI element in front of the cursor
- if (!input->IsMouseVisible())
- return false;
- Graphics* graphics = GetSubsystem<Graphics>();
- Camera* camera = cameraNode_->GetComponent<Camera>();
- Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
- // Pick only geometry objects, not eg. zones or lights, only get the first (closest) hit
- PODVector<RayQueryResult> results;
- RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, maxDistance, DRAWABLE_GEOMETRY);
- scene_->GetComponent<Octree>()->Raycast(query);
- for (unsigned i = 0; i < results.Size(); i++)
- {
- RayQueryResult& result = results[i];
- if (uiComponent_->GetStaticModel() != result.drawable_)
- continue;
- hitPos = result.position_;
- hitNormal = result.normal_;
- hitDrawable = result.drawable_;
- return true;
- }
- return false;
- }
- void HelloGui3D::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, ATOMIC_HANDLER(HelloGui3D, HandleUpdate));
- }
- void HelloGui3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- if (!view3D_)
- return;
- Vector3 hitPos;
- Vector3 hitNormal;
- Drawable* hitDrawable;
- bool result = Raycast(250.0f, hitPos, hitNormal, hitDrawable);
- Input* input = GetSubsystem<Input>();
- if (!input->GetMouseButtonDown(MOUSEB_LEFT))
- {
- if (!result)
- {
- view3D_->ResignFocus();
- }
- else
- {
- view3D_->SetFocus();
- }
- }
- if (input->GetMouseButtonPress(MOUSEB_LEFT) && input->GetQualifierDown(QUAL_SHIFT))
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- Node* node = uiComponent_->GetNode()->CreateChild("GreatBallOfFire");
- node->SetScale(0.3f);
- node->SetWorldPosition(hitPos + (hitNormal * .15f));
- node->SetWorldDirection(hitNormal);
- node->Pitch(90);
- ParticleEmitter* emitter = node->CreateComponent<ParticleEmitter>();
- emitter->SetEffect(cache->GetResource<ParticleEffect>("Particle/UIFire.xml"));
- }
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- Node* node = uiComponent_->GetStaticModel()->GetNode();
- node->Yaw(6.0f * timeStep * 1.5f);
- node->Roll(-6.0f * timeStep * 1.5f);
- node->Pitch(-6.0f * timeStep * 1.5f);
- Time* time = GetSubsystem<Time>();
- Vector3 pos = node->GetPosition();
- pos.z_ = 3.0f * Sin<float>(time->GetElapsedTime() * 100.0f * 1.5f);
- //node->SetPosition(pos);
- }
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