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