-- Animating 3D scene example. -- This sample demonstrates: -- - Creating a 3D scene and using a script component to animate the objects -- - Controlling scene ambience with the Zone component -- - Attaching a light to an object (the camera) require "LuaScripts/Utilities/Sample" function Start() -- Execute the common startup for samples SampleStart() -- 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() end function CreateScene() scene_ = Scene() -- 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 local zoneNode = scene_:CreateChild("Zone") local zone = zoneNode:CreateComponent("Zone") -- Set same volume as the Octree, set a close bluish fog and some ambient light zone.boundingBox = BoundingBox(-1000.0, 1000.0) zone.ambientColor = Color(0.05, 0.1, 0.15) zone.fogColor = Color(0.1, 0.2, 0.3) zone.fogStart = 10.0 zone.fogEnd = 100.0 -- Create randomly positioned and oriented box StaticModels in the scene local NUM_OBJECTS = 2000 for i = 1, NUM_OBJECTS do local boxNode = scene_:CreateChild("Box") boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0) -- Orient using random pitch, yaw and roll Euler angles boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0)) local boxObject = boxNode:CreateComponent("StaticModel") boxObject.model = cache:GetResource("Model", "Models/Box.mdl") boxObject.material = cache:GetResource("Material", "Materials/Stone.xml") -- Add the Rotator script object which will rotate the scene node each frame, when the scene sends its update event. -- This requires the C++ component LuaScriptInstance in the scene node, which acts as a container. We need to tell the -- class name to instantiate the object local object = boxNode:CreateScriptObject("Rotator") object.rotationSpeed = {10.0, 20.0, 30.0} end -- Create the camera. 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") local camera = cameraNode:CreateComponent("Camera") camera.farClip = 100.0 -- Create a point light to the camera scene node light = cameraNode:CreateComponent("Light") light.lightType = LIGHT_POINT light.range = 30.0 end function CreateInstructions() -- Construct new Text object, set string to display and font to use local instructionText = ui.root: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.horizontalAlignment = HA_CENTER instructionText.verticalAlignment = VA_CENTER instructionText:SetPosition(0, ui.root.height / 4) end function SetupViewport() -- 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 -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to -- use, but now we just use full screen and default render path configured in the engine command line options local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera")) renderer:SetViewport(0, viewport) end function MoveCamera(timeStep) -- Do not move if the UI has a focused element (the console) if ui.focusElement ~= nil then return end -- Movement speed as world units per second local MOVE_SPEED = 20.0 -- Mouse sensitivity as degrees per pixel local MOUSE_SENSITIVITY = 0.1 -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees local mouseMove = input.mouseMove yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y pitch = Clamp(pitch, -90.0, 90.0) -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero cameraNode.rotation = Quaternion(pitch, yaw, 0.0) -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed local delta = MOVE_SPEED * timeStep if input:GetKeyDown(KEY_W) then cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_S) then cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_A) then cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end if input:GetKeyDown(KEY_D) then cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep) end end function SubscribeToEvents() -- Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate") end function HandleUpdate(eventType, eventData) -- Take the frame time step, which is stored as a float local timeStep = eventData:GetFloat("TimeStep") -- Move the camera, scale movement with time step MoveCamera(timeStep) end -- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface Rotator = ScriptObject() function Rotator:Start() self.rotationSpeed = {0.0, 0.0, 0.0} end function Rotator:Update(timeStep) local x = self.rotationSpeed[1] * timeStep local y = self.rotationSpeed[2] * timeStep local z = self.rotationSpeed[3] * timeStep self.node:Rotate(Quaternion(x, y, z)) end