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- // Urho2D particle example.
- // This sample demonstrates:
- // - Creating a 2D scene with particle
- // - Displaying the scene using the Renderer subsystem
- // - Handling mouse move to move particle
- #include "Scripts/Utilities/Sample.as"
- Scene@ scene_;
- Node@ cameraNode;
- Node@ particleNode;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Set mouse visible
- input.mouseVisible = true;
- // 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. 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 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");
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 0.0f, -10.0f);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.orthographic = true;
- camera.SetOrthoSize(Vector2(graphics.width, graphics.height));
- ParticleModel2D@ particleModel = cache.GetResource("ParticleModel2D", "Urho2D/LavaFlow.plist");
- if (particleModel is null)
- return;
- particleNode = scene_.CreateChild("ParticleEmitter2D");
- ParticleEmitter2D@ particleEmitter = particleNode.CreateComponent("ParticleEmitter2D");
- particleEmitter.model = particleModel;
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "Use mouse to move the particle.";
- 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 SubscribeToEvents()
- {
- SubscribeToEvent("MouseMove", "HandleMouseMove");
- }
- void HandleMouseMove(StringHash eventType, VariantMap& eventData)
- {
- if (particleNode !is null)
- {
- int x = eventData["x"].GetInt();
- int y = eventData["y"].GetInt();
- particleNode.position = Vector3(x - graphics.width * 0.5f, -y + graphics.height * 0.5f, 0.0);
- }
- }
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