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Port Animating Scene to lua, test for LuaScriptInstance class.

Aster Jian 12 years ago
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17bcc5b9e7
1 changed files with 182 additions and 0 deletions
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      Bin/Data/LuaScripts/05_AnimatingScene.lua

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Bin/Data/LuaScripts/05_AnimatingScene.lua

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+-- Animating 3D scene example.
+-- This sample demonstrates:
+--     - Creating a 3D scene and using a script component to animate the objects;
+--     - Controlling scene ambience with the Zone component;
+--     - Attaching a light to an object (the camera);
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_ = nil
+local cameraNode = nil
+local yaw = 0.0
+local pitch = 0.0
+
+local context = GetContext()
+
+local cache = GetCache()
+local input = GetInput()
+local renderer = GetRenderer()
+local ui = GetUI()
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+
+    -- Create the UI content
+    CreateInstructions()
+
+    -- Setup the viewport for displaying the scene
+    SetupViewport()
+
+    -- Hook up to the frame update events
+    SubscribeToEvents()
+end
+
+function Stop()
+end
+
+function CreateScene()
+    scene_ = Scene(context)
+
+    -- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
+    -- (-1000, -1000, -1000) to (1000, 1000, 1000)
+    scene_:CreateComponent("Octree")
+
+    -- Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
+    -- it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y
+    -- and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering several zones can exist
+    local zoneNode = scene_:CreateChild("Zone")
+    local zone = zoneNode:CreateComponent("Zone")
+    -- Set same volume as the Octree, set a close bluish fog and some ambient light
+    zone.boundingBox = BoundingBox(-1000.0, 1000.0)
+    zone.ambientColor = Color(0.05, 0.1, 0.15)
+    zone.fogColor = Color(0.1, 0.2, 0.3)
+    zone.fogStart = 10.0
+    zone.fogEnd = 100.0
+
+    -- Create randomly positioned and oriented box StaticModels in the scene
+    local NUM_OBJECTS = 2000
+    for i = 1, NUM_OBJECTS do
+        local boxNode = scene_:CreateChild("Box")
+        boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
+        -- Orient using random pitch, yaw and roll Euler angles
+        boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
+        local boxObject = boxNode:CreateComponent("StaticModel")
+        boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
+        boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
+
+        -- Add the Rotator script object which will rotate the scene node each frame, when the scene sends its update event.
+        -- This requires the C++ component LuaScriptInstance in the scene node, which acts as a container. We need to tell the 
+        -- script file and class name to instantiate the object (scriptFile is a global property which refers to the currently
+        -- executing script file.) There is also a shortcut for creating the LuaScriptInstance component and the script object,
+        -- which is shown in a later sample, but this is what happens "under the hood."
+        local instance = boxNode:CreateComponent("LuaScriptInstance")
+        instance:CreateObject("Rotator")
+        instance.object.rotationSpeed = Vector3(10.0, 20.0, 30.0)
+    end
+
+    -- Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
+    -- bring the far clip plane closer for more effective culling of distant objects
+    cameraNode = scene_:CreateChild("Camera")
+    local camera = cameraNode:CreateComponent("Camera")
+    camera.farClip = 100.0
+
+    -- Create a point light to the camera scene node
+    light = cameraNode:CreateComponent("Light")
+    light.lightType = LIGHT_POINT
+    light.range = 30.0
+end
+
+function CreateInstructions()
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText:SetText("Use WASD keys and mouse to move")
+    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
+
+    -- Position the text relative to the screen center
+    instructionText.horizontalAlignment = HA_CENTER
+    instructionText.verticalAlignment= VA_CENTER
+    instructionText:SetPosition(0, ui.root.height / 4)
+end
+
+function SetupViewport()
+    -- 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
+    local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function MoveCamera(timeStep)
+    -- Do not move if the UI has a focused element (the console)
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 20.0
+    -- Mouse sensitivity as degrees per pixel
+    local MOUSE_SENSITIVITY = 0.1
+
+    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    local mouseMove = input.mouseMove
+    yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
+    pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
+    pitch = Clamp(pitch, -90.0, 90.0)
+
+    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate")
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end
+
+
+
+-- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
+Rotator = ScriptObject()
+
+function Rotator:Start()
+    self.rotationSpeed = Vector3(0.0, 0.0, 0.0)
+    self:SubscribeToEvent("Update", "Rotator.Update")
+end
+
+function Rotator:Stop()
+end
+
+-- Update is called during the variable timestep scene update
+function Rotator.Update(self, eventType, eventData)
+    local timeStep = eventData:GetFloat("TimeStep")
+    local x = self.rotationSpeed.x * timeStep
+    local y = self.rotationSpeed.y * timeStep
+    local z = self.rotationSpeed.z * timeStep
+    self:GetNode():Rotate(Quaternion(x, y, z))
+end
+