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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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+#include "Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+float yaw = 0.0f;
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+float pitch = 0.0f;
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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 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.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
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+ zone.fogColor = Color(0.1f, 0.2f, 0.3f);
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+ zone.fogStart = 10.0f;
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+ zone.fogEnd = 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 uint NUM_OBJECTS = 2000;
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+ for (uint i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node@ boxNode = scene_.CreateChild("Box");
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+ boxNode.position = 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.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
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+ StaticModel@ 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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+ // Note that creating a script object into a scene node requires both a script file reference (scriptFile is the file
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+ // we are executing now) and the class name. On the C++ side, this will create a ScriptInstance component to the node,
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+ // which holds the script object. Then, simply set same rotation speed for all objects
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+ Rotator@ rotator = cast<Rotator>(boxNode.CreateScriptObject(scriptFile, "Rotator"));
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+ rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
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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.farClip = 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.lightType = LIGHT_POINT;
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+ light.range = 30.0f;
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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";
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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 = 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.mouseMove;
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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.rotation = 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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+ // 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, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * 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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+
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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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+
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+// Rotator script object. Script objects to be added to a scene node must implement the ScriptObject interface
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+class Rotator : ScriptObject
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+{
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+ Vector3 rotationSpeed;
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+
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+ // Update is called during variable timestep scene update
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+ void Update(float timeStep)
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+ {
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+ node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
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+ }
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+}
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