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+// Static 3D scene example.
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+// This sample demonstrates:
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+// - Creating a 2D scene with sprite
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+// - Displaying the scene using the Renderer subsystem
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+// - Handling keyboard to move and zoom 2D camera
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+
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+#include "Scripts/Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+Array<Node@> spriteNodes;
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+
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+void Start()
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+{
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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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+}
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+
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+void CreateScene()
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+{
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+ scene_ = Scene();
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene_.CreateComponent("Octree");
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+
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+ // Create a scene node for the camera, which we will move around
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+ // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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+ cameraNode = scene_.CreateChild("Camera");
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
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+
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+ Camera@ camera = cameraNode.CreateComponent("Camera");
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+ camera.orthographic = true;
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+
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+ uint width = graphics.width;
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+ uint height = graphics.height;
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+ camera.SetOrthoSize(Vector2(width, height));
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+
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+ Sprite2D@ sprite = cache.GetResource("Sprite2D", "Urho2D/Aster.png");
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+ if (sprite is null)
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+ return;
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+
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+ uint halfWidth = width * 0.5f;
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+ uint halfHeight = height * 0.5f;
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+ // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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+ // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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+ // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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+ // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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+ // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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+ // scene.
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+ const uint NUM_SPRITES = 200;
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+ for (uint i = 0; i < NUM_SPRITES; ++i)
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+ {
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+ Node@ spriteNode = scene_.CreateChild("StaticSprite2D");
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+ spriteNode.position = Vector3(Random(-halfWidth, halfWidth), Random(-halfHeight, halfHeight), 0.0f);
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+
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+ StaticSprite2D@ staticSprite = spriteNode.CreateComponent("StaticSprite2D");
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+ // Set color
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+ staticSprite.color = Color(Random(1.0f), Random(1.0f), Random(1.0f), 1.0f);
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+ // Set blend mode
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+ staticSprite.blendMode = BLEND_ALPHA;
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+ // Set sprite
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+ staticSprite.sprite = sprite;
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+
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+ spriteNode.vars["MoveSpeed"] = Vector3(Random(-200.0f, 200.0f), Random(-200.0f, 200.0f), 0.0f);
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+ spriteNode.vars["RotateSpeed"] = Random(-90.0f, 90.0f);
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+
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+ spriteNodes.Push(spriteNode);
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+ }
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+
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+ Animation2D@ animation = cache.GetResource("Animation2D", "Urho2D/GoldIcon.anm");
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+ if (animation is null)
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+ return;
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+ Node@ spriteNode = scene_.CreateChild("AnimatedSprite2D");
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+ spriteNode.position = Vector3(0.0f, 0.0f, -1.0f);
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+
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+ AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
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+ // Set animation
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+ animatedSprite.animation = animation;
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+ // Set blend mode
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+ animatedSprite.blendMode = BLEND_ALPHA;
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+}
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+
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+void CreateInstructions()
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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.root.CreateChild("Text");
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+ instructionText.text = "Use WASD keys and mouse to move, Use PageUp PageDown to zoom.";
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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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+}
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+
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+void SetupViewport()
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+{
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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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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void 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 (ui.focusElement !is null)
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 400.0f;
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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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+ // Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
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+ // multiply the desired direction with the node's orientation quaternion, and use just Translate()
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+ if (input.keyDown['W'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, -1.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+
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+ if (input.keyDown[KEY_PAGEUP])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 1.01f;
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+ }
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+
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+ if (input.keyDown[KEY_PAGEDOWN])
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+ {
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+ Camera@ camera = cameraNode.GetComponent("Camera");
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+ camera.zoom = camera.zoom * 0.99f;
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+ }
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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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["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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+ float halfWidth = graphics.width * 0.5f;
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+ float halfHeight = graphics.height * 0.5f;
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+
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+ // Go through all sprites
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+ for (uint i = 0; i < spriteNodes.length; ++i)
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+ {
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+ Node@ spriteNode = spriteNodes[i];
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+
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+ Vector3 moveSpeed = spriteNode.vars["MoveSpeed"].GetVector3();
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+ Vector3 newPosition = spriteNode.position + moveSpeed * timeStep;
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+
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+ if (newPosition.x < -halfWidth || newPosition.x > halfWidth)
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+ {
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+ newPosition.x = spriteNode.position.x;
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+ moveSpeed.x = -moveSpeed.x;
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+ spriteNode.vars["MoveSpeed"] = moveSpeed;
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+ }
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+
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+ if (newPosition.y < -halfHeight || newPosition.y > halfHeight)
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+ {
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+ newPosition.y = spriteNode.position.y;
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+ moveSpeed.y = -moveSpeed.y;
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+ spriteNode.vars["MoveSpeed"] = moveSpeed;
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+ }
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+
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+ spriteNode.position = newPosition;
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+ spriteNode.Roll(spriteNode.vars["RotateSpeed"].GetFloat() * timeStep);
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+ }
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+}
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+
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