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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Camera.h"
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+#include "CoreEvents.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "LuaScript.h"
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+#include "LuaScriptInstance.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Octree.h"
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+#include "Renderer.h"
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+#include "ResourceCache.h"
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+#include "Scene.h"
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+#include "StaticModel.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "Zone.h"
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+
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+#include "LuaIntegration.h"
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+
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+#include "DebugNew.h"
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+
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+DEFINE_APPLICATION_MAIN(LuaIntegration)
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+
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+LuaIntegration::LuaIntegration(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(0.0f)
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+{
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+ // Instantiate and register the Lua script subsystem so that we can use the LuaScriptInstance component
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+ context_->RegisterSubsystem(new LuaScript(context_));
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+}
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+
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+void LuaIntegration::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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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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+}
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+
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+void LuaIntegration::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new 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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+ Node* zoneNode = scene_->CreateChild("Zone");
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+ Zone* 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->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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+ zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
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+ zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
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+ zone->SetFogStart(10.0f);
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+ zone->SetFogEnd(100.0f);
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+
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+ // Create randomly positioned and oriented box StaticModels in the scene
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+ const unsigned NUM_OBJECTS = 2000;
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+ for (unsigned i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node* boxNode = scene_->CreateChild("Box");
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+ boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
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+ // Orient using random pitch, yaw and roll Euler angles
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+ boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
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+ StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
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+ boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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+ boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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+
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+ // Add our custom Rotator script object (using the LuaScriptInstance C++ component to instantiate / store it) which will
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+ // rotate the scene node each frame, when the scene sends its update event
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+ LuaScriptInstance* instance = boxNode->CreateComponent<LuaScriptInstance>();
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+ instance->CreateObject("LuaScripts/Rotator.lua", "Rotator");
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+ // Call the script object's "SetRotationSpeed" function. Function arguments need to be passed in a VariantVector
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+ VariantVector parameters;
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+ parameters.Push(10.0f);
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+ parameters.Push(20.0f);
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+ parameters.Push(30.0f);
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+ instance->Execute("SetRotationSpeed", parameters);
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+ }
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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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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(100.0f);
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+
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+ // Create a point light to the camera scene node
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+ Light* light = cameraNode_->CreateComponent<Light>();
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+ light->SetLightType(LIGHT_POINT);
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+ light->SetRange(30.0f);
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+}
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+
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+void LuaIntegration::CreateInstructions()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Construct new Text object, set string to display and font to use
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+ Text* instructionText = ui->GetRoot()->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->SetHorizontalAlignment(HA_CENTER);
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+ instructionText->SetVerticalAlignment(VA_CENTER);
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+ instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+}
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+
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+void LuaIntegration::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void LuaIntegration::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent(E_UPDATE, HANDLER(LuaIntegration, HandleUpdate));
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+}
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+
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+void LuaIntegration::MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (GetSubsystem<UI>()->GetFocusElement())
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+ return;
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+
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+ Input* input = GetSubsystem<Input>();
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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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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+ IntVector2 mouseMove = input->GetMouseMove();
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+ yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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+ pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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+ pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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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('W'))
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+ cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+void LuaIntegration::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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+
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData[P_TIMESTEP].GetFloat();
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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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+}
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