AnimatingScene.cpp 8.4 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <Urho3D/Urho3D.h>
  23. #include <Urho3D/Core/CoreEvents.h>
  24. #include <Urho3D/Engine/Engine.h>
  25. #include <Urho3D/Graphics/Camera.h>
  26. #include <Urho3D/Graphics/Graphics.h>
  27. #include <Urho3D/Graphics/Material.h>
  28. #include <Urho3D/Graphics/Model.h>
  29. #include <Urho3D/Graphics/Octree.h>
  30. #include <Urho3D/Graphics/Renderer.h>
  31. #include <Urho3D/Graphics/StaticModel.h>
  32. #include <Urho3D/Graphics/Zone.h>
  33. #include <Urho3D/Input/Input.h>
  34. #include <Urho3D/Resource/ResourceCache.h>
  35. #include <Urho3D/Scene/Scene.h>
  36. #include <Urho3D/UI/Font.h>
  37. #include <Urho3D/UI/Text.h>
  38. #include <Urho3D/UI/UI.h>
  39. #include "AnimatingScene.h"
  40. #include "Rotator.h"
  41. #include <Urho3D/DebugNew.h>
  42. DEFINE_APPLICATION_MAIN(AnimatingScene)
  43. AnimatingScene::AnimatingScene(Context* context) :
  44. Sample(context)
  45. {
  46. // Register an object factory for our custom Rotator component so that we can create them to scene nodes
  47. context->RegisterFactory<Rotator>();
  48. }
  49. void AnimatingScene::Start()
  50. {
  51. // Execute base class startup
  52. Sample::Start();
  53. // Create the scene content
  54. CreateScene();
  55. // Create the UI content
  56. CreateInstructions();
  57. // Setup the viewport for displaying the scene
  58. SetupViewport();
  59. // Hook up to the frame update events
  60. SubscribeToEvents();
  61. }
  62. void AnimatingScene::CreateScene()
  63. {
  64. ResourceCache* cache = GetSubsystem<ResourceCache>();
  65. scene_ = new Scene(context_);
  66. // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
  67. // (-1000, -1000, -1000) to (1000, 1000, 1000)
  68. scene_->CreateComponent<Octree>();
  69. // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
  70. // 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
  71. // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
  72. Node* zoneNode = scene_->CreateChild("Zone");
  73. Zone* zone = zoneNode->CreateComponent<Zone>();
  74. // Set same volume as the Octree, set a close bluish fog and some ambient light
  75. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  76. zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
  77. zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
  78. zone->SetFogStart(10.0f);
  79. zone->SetFogEnd(100.0f);
  80. // Create randomly positioned and oriented box StaticModels in the scene
  81. const unsigned NUM_OBJECTS = 2000;
  82. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  83. {
  84. Node* boxNode = scene_->CreateChild("Box");
  85. boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
  86. // Orient using random pitch, yaw and roll Euler angles
  87. boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  88. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  89. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  90. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  91. // Add our custom Rotator component which will rotate the scene node each frame, when the scene sends its update event.
  92. // The Rotator component derives from the base class LogicComponent, which has convenience functionality to subscribe
  93. // to the various update events, and forward them to virtual functions that can be implemented by subclasses. This way
  94. // writing logic/update components in C++ becomes similar to scripting.
  95. // Now we simply set same rotation speed for all objects
  96. Rotator* rotator = boxNode->CreateComponent<Rotator>();
  97. rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
  98. }
  99. // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
  100. // bring the far clip plane closer for more effective culling of distant objects
  101. cameraNode_ = scene_->CreateChild("Camera");
  102. Camera* camera = cameraNode_->CreateComponent<Camera>();
  103. camera->SetFarClip(100.0f);
  104. // Create a point light to the camera scene node
  105. Light* light = cameraNode_->CreateComponent<Light>();
  106. light->SetLightType(LIGHT_POINT);
  107. light->SetRange(30.0f);
  108. }
  109. void AnimatingScene::CreateInstructions()
  110. {
  111. ResourceCache* cache = GetSubsystem<ResourceCache>();
  112. UI* ui = GetSubsystem<UI>();
  113. // Construct new Text object, set string to display and font to use
  114. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  115. instructionText->SetText("Use WASD keys and mouse/touch to move");
  116. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  117. // Position the text relative to the screen center
  118. instructionText->SetHorizontalAlignment(HA_CENTER);
  119. instructionText->SetVerticalAlignment(VA_CENTER);
  120. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  121. }
  122. void AnimatingScene::SetupViewport()
  123. {
  124. Renderer* renderer = GetSubsystem<Renderer>();
  125. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  126. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  127. renderer->SetViewport(0, viewport);
  128. }
  129. void AnimatingScene::SubscribeToEvents()
  130. {
  131. // Subscribe HandleUpdate() function for processing update events
  132. SubscribeToEvent(E_UPDATE, HANDLER(AnimatingScene, HandleUpdate));
  133. }
  134. void AnimatingScene::MoveCamera(float timeStep)
  135. {
  136. // Do not move if the UI has a focused element (the console)
  137. if (GetSubsystem<UI>()->GetFocusElement())
  138. return;
  139. Input* input = GetSubsystem<Input>();
  140. // Movement speed as world units per second
  141. const float MOVE_SPEED = 20.0f;
  142. // Mouse sensitivity as degrees per pixel
  143. const float MOUSE_SENSITIVITY = 0.1f;
  144. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  145. IntVector2 mouseMove = input->GetMouseMove();
  146. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  147. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  148. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  149. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  150. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  151. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  152. if (input->GetKeyDown('W'))
  153. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  154. if (input->GetKeyDown('S'))
  155. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  156. if (input->GetKeyDown('A'))
  157. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  158. if (input->GetKeyDown('D'))
  159. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  160. }
  161. void AnimatingScene::HandleUpdate(StringHash eventType, VariantMap& eventData)
  162. {
  163. using namespace Update;
  164. // Take the frame time step, which is stored as a float
  165. float timeStep = eventData[P_TIMESTEP].GetFloat();
  166. // Move the camera, scale movement with time step
  167. MoveCamera(timeStep);
  168. }