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Added AnimatingScene sample.

Lasse Öörni 12 tahun lalu
induk
melakukan
e2d2c01636

+ 1 - 1
Source/Samples/04_StaticScene/StaticScene.cpp

@@ -170,7 +170,7 @@ void StaticScene::MoveCamera(float timeStep)
     pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
     pitch_ = Clamp(pitch_, -90.0f, 90.0f);
     
-    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero.
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
     
     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed

+ 201 - 0
Source/Samples/05_AnimatingScene/AnimatingScene.cpp

@@ -0,0 +1,201 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#include "Engine.h"
+#include "Camera.h"
+#include "CoreEvents.h"
+#include "Font.h"
+#include "Graphics.h"
+#include "Input.h"
+#include "Material.h"
+#include "Model.h"
+#include "Octree.h"
+#include "Renderer.h"
+#include "ResourceCache.h"
+#include "Rotator.h"
+#include "StaticModel.h"
+#include "Text.h"
+#include "UI.h"
+#include "Zone.h"
+
+#include "AnimatingScene.h"
+
+#include "DebugNew.h"
+
+// Expands to this example's entry-point
+DEFINE_APPLICATION_MAIN(AnimatingScene)
+
+AnimatingScene::AnimatingScene(Context* context) :
+    Sample(context),
+    yaw_(0.0f),
+    pitch_(0.0f)
+{
+    // Register an object factory for our custom Rotator component so that we can create them to scene nodes
+    context->RegisterFactory<Rotator>();
+}
+
+void AnimatingScene::Start()
+{
+    // Execute base class startup
+    Sample::Start();
+
+    // 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();
+}
+
+void AnimatingScene::CreateScene()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    
+    scene_ = new 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
+    Node* zoneNode = scene_->CreateChild("Zone");
+    Zone* zone = zoneNode->CreateComponent<Zone>();
+    // Set same volume as the Octree, set a close bluish fog and some ambient light
+    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
+    zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
+    zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
+    zone->SetFogStart(10.0f);
+    zone->SetFogEnd(100.0f);
+    
+    // Create randomly positioned and oriented box StaticModels in the scene
+    const unsigned NUM_OBJECTS = 2000;
+    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
+    {
+        Node* boxNode = scene_->CreateChild("Box");
+        StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
+        boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
+        // Orient using random pitch, yaw and roll Euler angles
+        boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
+        boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
+        boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
+        // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
+        // Simply set same rotation speed for all objects
+        Rotator* rotator = boxNode->CreateComponent<Rotator>();
+        rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
+    }
+    
+    // Create a scene node for the camera, which we will move around. 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");
+    Camera* camera = cameraNode_->CreateComponent<Camera>();
+    camera->SetFarClip(100.0f);
+    
+    // Create a point light to the camera scene node
+    Light* light = cameraNode_->CreateComponent<Light>();
+    light->SetLightType(LIGHT_POINT);
+    light->SetRange(30.0f);
+}
+
+void AnimatingScene::CreateInstructions()
+{
+    ResourceCache* cache = GetSubsystem<ResourceCache>();
+    UI* ui = GetSubsystem<UI>();
+    
+    // Construct new Text object, set string to display and font to use
+    Text* instructionText = ui->GetRoot()->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->SetHorizontalAlignment(HA_CENTER);
+    instructionText->SetVerticalAlignment(VA_CENTER);
+    instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
+}
+
+void AnimatingScene::SetupViewport()
+{
+    Renderer* renderer = GetSubsystem<Renderer>();
+    
+    // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
+    SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
+    renderer->SetViewport(0, viewport);
+}
+
+void AnimatingScene::MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    UI* ui = GetSubsystem<UI>();
+    if (ui->GetFocusElement())
+        return;
+    
+    Input* input = GetSubsystem<Input>();
+    
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+    
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input->GetMouseMove();
+    yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
+    pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
+    pitch_ = Clamp(pitch_, -90.0f, 90.0f);
+    
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
+    
+    // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    if (input->GetKeyDown('W'))
+        cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('S'))
+        cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('A'))
+        cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
+    if (input->GetKeyDown('D'))
+        cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
+}
+
+void AnimatingScene::SubscribeToEvents()
+{
+    // Subscribes HandleUpdate() method for processing update events
+    SubscribeToEvent(E_UPDATE, HANDLER(AnimatingScene, HandleUpdate));
+}
+
+void AnimatingScene::HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Event parameters are always defined inside a namespace corresponding to the event's name
+    using namespace Update;
+
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+    
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}

+ 70 - 0
Source/Samples/05_AnimatingScene/AnimatingScene.h

@@ -0,0 +1,70 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#pragma once
+
+#include "Sample.h"
+#include "Scene.h"
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Animating 3D scene example.
+/// This sample demonstrates:
+///     - Creating a 3D scene and using a custom component to animate the objects;
+///     - Controlling scene ambience with the Zone component;
+///     - Attaching a light to an object (the camera);
+class AnimatingScene : public Sample
+{
+    // Mandatory when deriving from Object, enables type information
+    OBJECT(AnimatingScene)
+
+public:
+    /// Construct.
+    AnimatingScene(Context* context);
+
+    /// Setup after engine initialization and before running the main loop.
+    virtual void Start();
+
+private:
+    /// Constructs the scene content.
+    void CreateScene();
+    /// Constructs an instruction text to the UI.
+    void CreateInstructions();
+    /// Sets up a viewport for displaying the scene.
+    void SetupViewport();
+    /// Reads input and moves the camera.
+    void MoveCamera(float timeStep);
+    /// Subscribe to application-wide logic update events.
+    void SubscribeToEvents();
+    /// Callback method invoked when a logic update event is dispatched.
+    void HandleUpdate(StringHash eventType, VariantMap& eventData);
+
+    /// Scene.
+    SharedPtr<Scene> scene_;
+    /// Camera scene node.
+    SharedPtr<Node> cameraNode_;
+    /// Camera yaw angle.
+    float yaw_;
+    /// Camera pitch angle.
+    float pitch_;
+};

+ 32 - 0
Source/Samples/05_AnimatingScene/CMakeLists.txt

@@ -0,0 +1,32 @@
+#
+# Copyright (c) 2008-2013 the Urho3D project.
+#
+# Permission is hereby granted, free of charge, to any person obtaining a copy
+# of this software and associated documentation files (the "Software"), to deal
+# in the Software without restriction, including without limitation the rights
+# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the Software is
+# furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included in
+# all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+# THE SOFTWARE.
+#
+
+# Define target name
+set (TARGET_NAME 05_AnimatingScene)
+
+# Define source files
+file (GLOB CPP_FILES *.cpp)
+file (GLOB H_FILES *.h)
+set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
+
+# Setup target with resource copying
+setup_main_executable ()

+ 62 - 0
Source/Samples/05_AnimatingScene/Rotator.cpp

@@ -0,0 +1,62 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#include "Rotator.h"
+#include "Scene.h"
+#include "SceneEvents.h"
+
+Rotator::Rotator(Context* context) :
+    Component(context),
+    rotationSpeed_(Vector3::ZERO)
+{
+}
+
+void Rotator::SetRotationSpeed(const Vector3& speed)
+{
+    rotationSpeed_ = speed;
+}
+
+void Rotator::OnNodeSet(Node* node)
+{
+    // If the node pointer is nonzero, this component has been created into a scene node. Subscribe to the variable timestep
+    // scene update event now. If the node pointer is zero, the component is being removed from a scene node at destruction
+    // time. In that case we do nothing
+    if (node)
+    {
+        Scene* scene = node->GetScene();
+        // The scene pointer will be nonzero if the scene node belongs to a scene (it is also legal to create free-standing
+        // scene nodes)
+        if (scene)
+            SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(Rotator, HandleSceneUpdate));
+    }
+}
+
+void Rotator::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Get the timestep from the update event
+    using namespace SceneUpdate;
+    float timeStep = eventData[P_TIMESTEP].GetFloat();
+    
+    // Components have their scene node as a member variable for convenient access. Rotate the scene node now: construct a
+    // rotation quaternion from Euler angles, scale rotation speed with the scene update time step
+    node_->Rotate(Quaternion(rotationSpeed_.x_ * timeStep, rotationSpeed_.y_ * timeStep, rotationSpeed_.z_ * timeStep));
+}

+ 53 - 0
Source/Samples/05_AnimatingScene/Rotator.h

@@ -0,0 +1,53 @@
+//
+// Copyright (c) 2008-2013 the Urho3D project.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#pragma once
+
+#include "Component.h"
+
+// All Urho3D classes reside in namespace Urho3D
+using namespace Urho3D;
+
+/// Custom component for rotating a scene node.
+class Rotator : public Component
+{
+public:
+    /// Construct.
+    Rotator(Context* context);
+    
+    /// Set rotation speed about the Euler axes. Will be scaled with scene update time step.
+    void SetRotationSpeed(const Vector3& speed);
+    
+    /// Return rotation speed.
+    const Vector3& GetRotationSpeed() const { return rotationSpeed_; }
+    
+protected:
+    /// Handle node being assigned.
+    virtual void OnNodeSet(Node* node);
+    
+private:
+    /// Handle scene update event.
+    void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
+    
+    /// Rotation speed.
+    Vector3 rotationSpeed_;
+};

+ 2 - 0
Source/Samples/CMakeLists.txt

@@ -41,3 +41,5 @@ add_subdirectory (01_HelloWorld)
 add_subdirectory (02_HelloGUI)
 add_subdirectory (03_Sprites)
 add_subdirectory (04_StaticScene)
+add_subdirectory (05_AnimatingScene)
+