-- Signed distance field text example. -- This sample demonstrates: -- - Creating a 3D scene with static content -- - Creating a 3D text use SDF Font -- - Displaying the scene using the Renderer subsystem -- - Handling keyboard and mouse input to move a freelook 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. This is required before adding any drawable components, or else nothing will -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically -- optimizing manner scene_:CreateComponent("Octree") -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger -- (100 x 100 world units) local planeNode = scene_:CreateChild("Plane") planeNode.scale = Vector3(100.0, 1.0, 100.0) local planeObject = planeNode:CreateComponent("StaticModel") planeObject.model = cache:GetResource("Model", "Models/Plane.mdl") planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml") -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector. -- The light will use default settings (white light, no shadows) local lightNode = scene_:CreateChild("DirectionalLight") lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized local light = lightNode:CreateComponent("Light") light.lightType = LIGHT_DIRECTIONAL -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the -- scene. local NUM_OBJECTS = 200 for i = 1, NUM_OBJECTS do local mushroomNode = scene_:CreateChild("Mushroom") mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0) mushroomNode:SetScale(0.5 + Random(2.0)) local mushroomObject = mushroomNode:CreateComponent("StaticModel") mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl") mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml") local mushroomTitleNode = mushroomNode:CreateChild("MushroomTitle") mushroomTitleNode.position = Vector3(0.0, 1.2, 0.0) local mushroomTitleText = mushroomTitleNode:CreateComponent("Text3D") mushroomTitleText.text = "Mushroom " .. i mushroomTitleText:SetFont(cache:GetResource("Font", "Fonts/BlueHighway.sdf"), 24) mushroomTitleText.color = Color(1.0, 0.0, 0.0) if (i % 3) == 1 then mushroomTitleText.color = Color(0.0, 1.0, 0.0) mushroomTitleText.textEffect = TE_SHADOW mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5) end if (i % 3) == 2 then mushroomTitleText.color = Color(1.0, 1.0, 0.0) mushroomTitleText.textEffect = TE_STROKE mushroomTitleText.effectColor = Color(0.5, 0.5, 0.5) end mushroomTitleText:SetAlignment(HA_CENTER, VA_CENTER) end -- Create a scene node for the camera, which we will move around -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically) cameraNode = scene_:CreateChild("Camera") cameraNode:CreateComponent("Camera") -- Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0, 5.0, 0.0) 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 -- Use the Translate() function (default local space) to move relative to the node's orientation. 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