// 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) #include "Scripts/Utilities/Sample.as" void 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(); } void 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 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.boundingBox = BoundingBox(-1000.0f, 1000.0f); zone.ambientColor = Color(0.05f, 0.1f, 0.15f); zone.fogColor = Color(0.1f, 0.2f, 0.3f); zone.fogStart = 10.0f; zone.fogEnd = 100.0f; // Create randomly positioned and oriented box StaticModels in the scene const uint NUM_OBJECTS = 2000; for (uint i = 0; i < NUM_OBJECTS; ++i) { Node@ boxNode = scene_.CreateChild("Box"); boxNode.position = 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.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)); StaticModel@ 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 ScriptInstance in the scene node, which acts as a container. We need to tell the // script file and class name to instantiate the object (scriptFile is a global property which refers to the currently // executing script file.) There is also a shortcut for creating the ScriptInstance component and the script object, // which is shown in a later sample, but this is what happens "under the hood." ScriptInstance@ instance = boxNode.CreateComponent("ScriptInstance"); instance.CreateObject(scriptFile, "Rotator"); // Retrieve the created script object and set its rotation speed member variable Rotator@ rotator = cast(instance.scriptObject); rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f); } // 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"); Camera@ camera = cameraNode.CreateComponent("Camera"); camera.farClip = 100.0f; // Create a point light to the camera scene node Light@ light = cameraNode.CreateComponent("Light"); light.lightType = LIGHT_POINT; light.range = 30.0f; } void CreateInstructions() { // Construct new Text object, set string to display and font to use Text@ instructionText = ui.root.CreateChild("Text"); instructionText.text = "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); } void 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 Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera")); renderer.viewports[0] = viewport; } void MoveCamera(float timeStep) { // Do not move if the UI has a focused element (the console) if (ui.focusElement !is null) return; // 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.mouseMove; 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.rotation = Quaternion(pitch, yaw, 0.0f); // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed if (input.keyDown['W']) cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['S']) cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep); if (input.keyDown['A']) cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); if (input.keyDown['D']) cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep); } void SubscribeToEvents() { // Subscribe HandleUpdate() function for processing update events SubscribeToEvent("Update", "HandleUpdate"); } void HandleUpdate(StringHash eventType, VariantMap& eventData) { // Take the frame time step, which is stored as a float float timeStep = eventData["TimeStep"].GetFloat(); // Move the camera, scale movement with time step MoveCamera(timeStep); } // Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface class Rotator : ScriptObject { Vector3 rotationSpeed; // Update is called during the variable timestep scene update void Update(float timeStep) { node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep)); } } // Create XML patch instructions for screen joystick layout specific to this sample app String patchInstructions = "";