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04_StaticScene.lua 7.1 KB

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  1. -- Static 3D scene example.
  2. -- This sample demonstrates:
  3. -- - Creating a 3D scene with static content;
  4. -- - Displaying the scene using the Renderer subsystem;
  5. -- - Handling keyboard and mouse input to move a freelook camera;
  6. require "LuaScripts/Utilities/Sample"
  7. local scene_ = nil
  8. local cameraNode = nil
  9. local yaw = 0.0
  10. local pitch = 0.0
  11. local context = GetContext()
  12. local cache = GetCache()
  13. local input = GetInput()
  14. local renderer = GetRenderer()
  15. local ui = GetUI()
  16. function Start()
  17. -- Execute the common startup for samples
  18. SampleStart()
  19. -- Create the scene content
  20. CreateScene()
  21. -- Create the UI content
  22. CreateInstructions()
  23. -- Setup the viewport for displaying the scene
  24. SetupViewport()
  25. -- Hook up to the frame update events
  26. SubscribeToEvents()
  27. end
  28. function CreateScene()
  29. scene_ = Scene(context)
  30. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  31. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  32. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  33. -- optimizing manner
  34. scene_:CreateComponent("Octree")
  35. -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  36. -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  37. -- (100 x 100 world units)
  38. local planeNode = scene_:CreateChild("Plane")
  39. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  40. local planeObject = planeNode:CreateComponent("StaticModel")
  41. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  42. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  43. -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  44. -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  45. -- The light will use default settings (white light, no shadows)
  46. local lightNode = scene_:CreateChild("DirectionalLight")
  47. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  48. local light = lightNode:CreateComponent("Light")
  49. light.lightType = LIGHT_DIRECTIONAL
  50. -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  51. -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  52. -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  53. -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  54. -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  55. -- scene.
  56. local NUM_OBJECTS = 200
  57. for i = 1, NUM_OBJECTS do
  58. local mushroomNode = scene_:CreateChild("Mushroom")
  59. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  60. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  61. mushroomNode:SetScale(0.5 + Random(2.0))
  62. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  63. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  64. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  65. end
  66. -- Create a scene node for the camera, which we will move around
  67. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  68. cameraNode = scene_:CreateChild("Camera")
  69. cameraNode:CreateComponent("Camera")
  70. -- Set an initial position for the camera scene node above the plane
  71. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  72. end
  73. function CreateInstructions()
  74. -- Construct new Text object, set string to display and font to use
  75. local instructionText = ui.root:CreateChild("Text")
  76. instructionText:SetText("Use WASD keys and mouse to move")
  77. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  78. -- Position the text relative to the screen center
  79. instructionText.horizontalAlignment = HA_CENTER
  80. instructionText.verticalAlignment = VA_CENTER
  81. instructionText:SetPosition(0, ui.root.height / 4)
  82. end
  83. function SetupViewport()
  84. -- 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
  85. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  86. -- use, but now we just use full screen and default render path configured in the engine command line options
  87. local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
  88. renderer:SetViewport(0, viewport)
  89. end
  90. function MoveCamera(timeStep)
  91. -- Do not move if the UI has a focused element (the console)
  92. if ui.focusElement ~= nil then
  93. return
  94. end
  95. -- Movement speed as world units per second
  96. local MOVE_SPEED = 20.0
  97. -- Mouse sensitivity as degrees per pixel
  98. local MOUSE_SENSITIVITY = 0.1
  99. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  100. local mouseMove = input.mouseMove
  101. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  102. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  103. pitch = Clamp(pitch, -90.0, 90.0)
  104. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  105. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  106. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  107. -- Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
  108. -- multiply the desired direction with the node's orientation quaternion, and use just Translate()
  109. if input:GetKeyDown(KEY_W) then
  110. cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  111. end
  112. if input:GetKeyDown(KEY_S) then
  113. cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  114. end
  115. if input:GetKeyDown(KEY_A) then
  116. cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  117. end
  118. if input:GetKeyDown(KEY_D) then
  119. cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  120. end
  121. end
  122. function SubscribeToEvents()
  123. -- Subscribe HandleUpdate() function for processing update events
  124. SubscribeToEvent("Update", "HandleUpdate")
  125. end
  126. function HandleUpdate(eventType, eventData)
  127. -- Take the frame time step, which is stored as a float
  128. local timeStep = eventData:GetFloat("TimeStep")
  129. -- Move the camera, scale movement with time step
  130. MoveCamera(timeStep)
  131. end