04_StaticScene.lua 7.0 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. function Start()
  12. -- Execute the common startup for samples
  13. SampleStart()
  14. -- Create the scene content
  15. CreateScene()
  16. -- Create the UI content
  17. CreateInstructions()
  18. -- Setup the viewport for displaying the scene
  19. SetupViewport()
  20. -- Hook up to the frame update events
  21. SubscribeToEvents()
  22. end
  23. function CreateScene()
  24. scene_ = Scene()
  25. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  26. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  27. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  28. -- optimizing manner
  29. scene_:CreateComponent("Octree")
  30. -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  31. -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  32. -- (100 x 100 world units)
  33. local planeNode = scene_:CreateChild("Plane")
  34. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  35. local planeObject = planeNode:CreateComponent("StaticModel")
  36. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  37. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  38. -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  39. -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  40. -- The light will use default settings (white light, no shadows)
  41. local lightNode = scene_:CreateChild("DirectionalLight")
  42. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  43. local light = lightNode:CreateComponent("Light")
  44. light.lightType = LIGHT_DIRECTIONAL
  45. -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  46. -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  47. -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  48. -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  49. -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  50. -- scene.
  51. local NUM_OBJECTS = 200
  52. for i = 1, NUM_OBJECTS do
  53. local mushroomNode = scene_:CreateChild("Mushroom")
  54. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  55. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  56. mushroomNode:SetScale(0.5 + Random(2.0))
  57. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  58. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  59. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  60. end
  61. -- Create a scene node for the camera, which we will move around
  62. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  63. cameraNode = scene_:CreateChild("Camera")
  64. cameraNode:CreateComponent("Camera")
  65. -- Set an initial position for the camera scene node above the plane
  66. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  67. end
  68. function CreateInstructions()
  69. -- Construct new Text object, set string to display and font to use
  70. local instructionText = ui.root:CreateChild("Text")
  71. instructionText:SetText("Use WASD keys and mouse to move")
  72. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  73. -- Position the text relative to the screen center
  74. instructionText.horizontalAlignment = HA_CENTER
  75. instructionText.verticalAlignment = VA_CENTER
  76. instructionText:SetPosition(0, ui.root.height / 4)
  77. end
  78. function SetupViewport()
  79. -- 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
  80. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  81. -- use, but now we just use full screen and default render path configured in the engine command line options
  82. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  83. renderer:SetViewport(0, viewport)
  84. end
  85. function MoveCamera(timeStep)
  86. -- Do not move if the UI has a focused element (the console)
  87. if ui.focusElement ~= nil then
  88. return
  89. end
  90. -- Movement speed as world units per second
  91. local MOVE_SPEED = 20.0
  92. -- Mouse sensitivity as degrees per pixel
  93. local MOUSE_SENSITIVITY = 0.1
  94. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  95. local mouseMove = input.mouseMove
  96. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  97. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  98. pitch = Clamp(pitch, -90.0, 90.0)
  99. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  100. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  101. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  102. -- Use the TranslateRelative() function to move relative to the node's orientation. Alternatively we could
  103. -- multiply the desired direction with the node's orientation quaternion, and use just Translate()
  104. if input:GetKeyDown(KEY_W) then
  105. cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  106. end
  107. if input:GetKeyDown(KEY_S) then
  108. cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  109. end
  110. if input:GetKeyDown(KEY_A) then
  111. cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  112. end
  113. if input:GetKeyDown(KEY_D) then
  114. cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  115. end
  116. end
  117. function SubscribeToEvents()
  118. -- Subscribe HandleUpdate() function for processing update events
  119. SubscribeToEvent("Update", "HandleUpdate")
  120. end
  121. function HandleUpdate(eventType, eventData)
  122. -- Take the frame time step, which is stored as a float
  123. local timeStep = eventData:GetFloat("TimeStep")
  124. -- Move the camera, scale movement with time step
  125. MoveCamera(timeStep)
  126. end