-- Scene & UI load example. -- This sample demonstrates: -- - Loading a scene from a file and showing it -- - Loading a UI layout from a file and showing it -- - Subscribing to the UI layout's events require "LuaScripts/Utilities/Sample" function Start() -- Execute the common startup for samples SampleStart() -- Create the scene content CreateScene() -- Create the UI content CreateUI() -- Setup the viewport for displaying the scene SetupViewport() -- Set the mouse mode to use in the sample SampleInitMouseMode(MM_RELATIVE) -- Subscribe to global events for camera movement SubscribeToEvents() end function CreateScene() scene_ = Scene() -- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system -- which scene.LoadXML() will read local file = cache:GetFile("Scenes/SceneLoadExample.xml") scene_:LoadXML(file) -- In Lua the file returned by GetFile() needs to be deleted manually file:delete() -- Create the camera (not included in the scene file) cameraNode = scene_:CreateChild("Camera") cameraNode:CreateComponent("Camera") -- Set an initial position for the camera scene node above the plane cameraNode.position = Vector3(0.0, 2.0, -10.0) end function CreateUI() -- Set up global UI style into the root UI element local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml") ui.root.defaultStyle = style -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will -- control the camera, and when visible, it will interact with the UI local cursor = ui.root:CreateChild("Cursor") cursor:SetStyleAuto() ui.cursor = cursor -- Set starting position of the cursor at the rendering window center cursor:SetPosition(graphics.width / 2, graphics.height / 2) -- Load UI content prepared in the editor and add to the UI hierarchy local layoutRoot = ui:LoadLayout(cache:GetResource("XMLFile", "UI/UILoadExample.xml")) ui.root:AddChild(layoutRoot) -- Subscribe to button actions (toggle scene lights when pressed then released) local button = layoutRoot:GetChild("ToggleLight1", true) if button ~= nil then SubscribeToEvent(button, "Released", "ToggleLight1") end button = layoutRoot:GetChild("ToggleLight2", true) if button ~= nil then SubscribeToEvent(button, "Released", "ToggleLight2") end end function ToggleLight1() local lightNode = scene_:GetChild("Light1", true) if lightNode ~= nil then lightNode.enabled = not lightNode.enabled end end function ToggleLight2() local lightNode = scene_:GetChild("Light2", true) if lightNode ~= nil then lightNode.enabled = not lightNode.enabled end end function SetupViewport() -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera")) renderer:SetViewport(0, viewport) end function SubscribeToEvents() -- Subscribe HandleUpdate() function for camera motion SubscribeToEvent("Update", "HandleUpdate") end function HandleUpdate(eventType, eventData) -- Take the frame time step, which is stored as a float local timeStep = eventData["TimeStep"]:GetFloat() -- Move the camera, scale movement with time step MoveCamera(timeStep) end function MoveCamera(timeStep) input.mouseVisible = input.mouseMode ~= MM_RELATIVE mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT) -- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI input.mouseGrabbed = mouseDown -- Right mouse button controls mouse cursor visibility: hide when pressed ui.cursor.visible = not mouseDown -- Do not move if the UI has a focused element 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 -- Only move the camera when the cursor is hidden if not ui.cursor.visible then 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) end -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed 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