LightAnimation.cpp 11 KB

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  1. //
  2. // Copyright (c) 2008-2014 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/Scene/Animatable.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Core/CoreEvents.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/UI/Font.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Input/Input.h>
  29. #include <Urho3D/Graphics/Material.h>
  30. #include <Urho3D/Graphics/Model.h>
  31. #include <Urho3D/Graphics/Octree.h>
  32. #include <Urho3D/Scene/ObjectAnimation.h>
  33. #include <Urho3D/Graphics/Renderer.h>
  34. #include <Urho3D/Resource/ResourceCache.h>
  35. #include <Urho3D/Scene/Scene.h>
  36. #include <Urho3D/Graphics/StaticModel.h>
  37. #include <Urho3D/UI/Text.h>
  38. #include <Urho3D/UI/UI.h>
  39. #include <Urho3D/Scene/ValueAnimation.h>
  40. #include "LightAnimation.h"
  41. #include <Urho3D/Container/DebugNew.h>
  42. DEFINE_APPLICATION_MAIN(LightAnimation)
  43. LightAnimation::LightAnimation(Context* context) :
  44. Sample(context)
  45. {
  46. }
  47. void LightAnimation::Start()
  48. {
  49. // Execute base class startup
  50. Sample::Start();
  51. // Create the UI content
  52. CreateInstructions();
  53. // Create the scene content
  54. CreateScene();
  55. // Setup the viewport for displaying the scene
  56. SetupViewport();
  57. // Hook up to the frame update events
  58. SubscribeToEvents();
  59. }
  60. void LightAnimation::CreateScene()
  61. {
  62. ResourceCache* cache = GetSubsystem<ResourceCache>();
  63. scene_ = new Scene(context_);
  64. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  65. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  66. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  67. // optimizing manner
  68. scene_->CreateComponent<Octree>();
  69. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  70. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  71. // (100 x 100 world units)
  72. Node* planeNode = scene_->CreateChild("Plane");
  73. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  74. StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
  75. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  76. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  77. // Create a point light to the world so that we can see something.
  78. Node* lightNode = scene_->CreateChild("PointLight");
  79. Light* light = lightNode->CreateComponent<Light>();
  80. light->SetLightType(LIGHT_POINT);
  81. light->SetRange(10.0f);
  82. // Create light animation
  83. SharedPtr<ObjectAnimation> lightAnimation(new ObjectAnimation(context_));
  84. // Create light position animation
  85. SharedPtr<ValueAnimation> positionAnimation(new ValueAnimation(context_));
  86. // Use spline interpolation method
  87. positionAnimation->SetInterpolationMethod(IM_SPLINE);
  88. // Set spline tension
  89. positionAnimation->SetSplineTension(0.7f);
  90. positionAnimation->SetKeyFrame(0.0f, Vector3(-30.0f, 5.0f, -30.0f));
  91. positionAnimation->SetKeyFrame(1.0f, Vector3( 30.0f, 5.0f, -30.0f));
  92. positionAnimation->SetKeyFrame(2.0f, Vector3( 30.0f, 5.0f, 30.0f));
  93. positionAnimation->SetKeyFrame(3.0f, Vector3(-30.0f, 5.0f, 30.0f));
  94. positionAnimation->SetKeyFrame(4.0f, Vector3(-30.0f, 5.0f, -30.0f));
  95. // Set position animation
  96. lightAnimation->AddAttributeAnimation("Position", positionAnimation);
  97. // Create text animation
  98. SharedPtr<ValueAnimation> textAnimation(new ValueAnimation(context_));
  99. textAnimation->SetKeyFrame(0.0f, "WHITE");
  100. textAnimation->SetKeyFrame(1.0f, "RED");
  101. textAnimation->SetKeyFrame(2.0f, "YELLOW");
  102. textAnimation->SetKeyFrame(3.0f, "GREEN");
  103. textAnimation->SetKeyFrame(4.0f, "WHITE");
  104. GetSubsystem<UI>()->GetRoot()->GetChild(String("animatingText"))->SetAttributeAnimation("Text", textAnimation);
  105. // Create light color animation
  106. SharedPtr<ValueAnimation> colorAnimation(new ValueAnimation(context_));
  107. colorAnimation->SetKeyFrame(0.0f, Color::WHITE);
  108. colorAnimation->SetKeyFrame(1.0f, Color::RED);
  109. colorAnimation->SetKeyFrame(2.0f, Color::YELLOW);
  110. colorAnimation->SetKeyFrame(3.0f, Color::GREEN);
  111. colorAnimation->SetKeyFrame(4.0f, Color::WHITE);
  112. // Set Light component's color animation
  113. lightAnimation->AddAttributeAnimation("@Light/Color", colorAnimation);
  114. // Apply light animation to light node
  115. lightNode->SetObjectAnimation(lightAnimation);
  116. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  117. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  118. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  119. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  120. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  121. // scene.
  122. const unsigned NUM_OBJECTS = 200;
  123. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  124. {
  125. Node* mushroomNode = scene_->CreateChild("Mushroom");
  126. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  127. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  128. mushroomNode->SetScale(0.5f + Random(2.0f));
  129. StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  130. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  131. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  132. }
  133. // Create a scene node for the camera, which we will move around
  134. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  135. cameraNode_ = scene_->CreateChild("Camera");
  136. cameraNode_->CreateComponent<Camera>();
  137. // Set an initial position for the camera scene node above the plane
  138. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  139. }
  140. void LightAnimation::CreateInstructions()
  141. {
  142. ResourceCache* cache = GetSubsystem<ResourceCache>();
  143. UI* ui = GetSubsystem<UI>();
  144. // Construct new Text object, set string to display and font to use
  145. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  146. instructionText->SetText("Use WASD keys and mouse/touch to move");
  147. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  148. instructionText->SetFont(font, 15);
  149. // Position the text relative to the screen center
  150. instructionText->SetHorizontalAlignment(HA_CENTER);
  151. instructionText->SetVerticalAlignment(VA_CENTER);
  152. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  153. // Animating text
  154. Text* text = ui->GetRoot()->CreateChild<Text>("animatingText");
  155. text->SetFont(font, 15);
  156. text->SetHorizontalAlignment(HA_CENTER);
  157. text->SetVerticalAlignment(VA_CENTER);
  158. text->SetPosition(0, ui->GetRoot()->GetHeight() / 4 + 20);
  159. }
  160. void LightAnimation::SetupViewport()
  161. {
  162. Renderer* renderer = GetSubsystem<Renderer>();
  163. // 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
  164. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  165. // use, but now we just use full screen and default render path configured in the engine command line options
  166. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  167. renderer->SetViewport(0, viewport);
  168. }
  169. void LightAnimation::MoveCamera(float timeStep)
  170. {
  171. // Do not move if the UI has a focused element (the console)
  172. if (GetSubsystem<UI>()->GetFocusElement())
  173. return;
  174. Input* input = GetSubsystem<Input>();
  175. // Movement speed as world units per second
  176. const float MOVE_SPEED = 20.0f;
  177. // Mouse sensitivity as degrees per pixel
  178. const float MOUSE_SENSITIVITY = 0.1f;
  179. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  180. IntVector2 mouseMove = input->GetMouseMove();
  181. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  182. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  183. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  184. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  185. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  186. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  187. // Use the Translate() function (default local space) to move relative to the node's orientation.
  188. if (input->GetKeyDown('W'))
  189. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  190. if (input->GetKeyDown('S'))
  191. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  192. if (input->GetKeyDown('A'))
  193. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  194. if (input->GetKeyDown('D'))
  195. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  196. }
  197. void LightAnimation::SubscribeToEvents()
  198. {
  199. // Subscribe HandleUpdate() function for processing update events
  200. SubscribeToEvent(E_UPDATE, HANDLER(LightAnimation, HandleUpdate));
  201. }
  202. void LightAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
  203. {
  204. using namespace Update;
  205. // Take the frame time step, which is stored as a float
  206. float timeStep = eventData[P_TIMESTEP].GetFloat();
  207. // Move the camera, scale movement with time step
  208. MoveCamera(timeStep);
  209. }