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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/ObjectAnimation.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/Scene/ValueAnimation.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "LightAnimation.h"
- #include <Urho3D/DebugNew.h>
- DEFINE_APPLICATION_MAIN(LightAnimation)
- LightAnimation::LightAnimation(Context* context) :
- Sample(context)
- {
- }
- void LightAnimation::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the UI content
- CreateInstructions();
- // Create the scene content
- CreateScene();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- }
- void LightAnimation::CreateScene()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // 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 child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
- // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
- // (100 x 100 world units)
- Node* planeNode = scene_->CreateChild("Plane");
- planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
- StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
- planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
- planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
- // Create a point light to the world so that we can see something.
- Node* lightNode = scene_->CreateChild("PointLight");
- Light* light = lightNode->CreateComponent<Light>();
- light->SetLightType(LIGHT_POINT);
- light->SetRange(10.0f);
- // Create light animation
- SharedPtr<ObjectAnimation> lightAnimation(new ObjectAnimation(context_));
- // Create light position animation
- SharedPtr<ValueAnimation> positionAnimation(new ValueAnimation(context_));
- // Use spline interpolation method
- positionAnimation->SetInterpolationMethod(IM_SPLINE);
- // Set spline tension
- positionAnimation->SetSplineTension(0.7f);
- positionAnimation->SetKeyFrame(0.0f, Vector3(-30.0f, 5.0f, -30.0f));
- positionAnimation->SetKeyFrame(1.0f, Vector3( 30.0f, 5.0f, -30.0f));
- positionAnimation->SetKeyFrame(2.0f, Vector3( 30.0f, 5.0f, 30.0f));
- positionAnimation->SetKeyFrame(3.0f, Vector3(-30.0f, 5.0f, 30.0f));
- positionAnimation->SetKeyFrame(4.0f, Vector3(-30.0f, 5.0f, -30.0f));
- // Set position animation
- lightAnimation->AddAttributeAnimation("Position", positionAnimation);
- // Create text animation
- SharedPtr<ValueAnimation> textAnimation(new ValueAnimation(context_));
- textAnimation->SetKeyFrame(0.0f, "WHITE");
- textAnimation->SetKeyFrame(1.0f, "RED");
- textAnimation->SetKeyFrame(2.0f, "YELLOW");
- textAnimation->SetKeyFrame(3.0f, "GREEN");
- textAnimation->SetKeyFrame(4.0f, "WHITE");
- GetSubsystem<UI>()->GetRoot()->GetChild(String("animatingText"))->SetAttributeAnimation("Text", textAnimation);
- // Create light color animation
- SharedPtr<ValueAnimation> colorAnimation(new ValueAnimation(context_));
- colorAnimation->SetKeyFrame(0.0f, Color::WHITE);
- colorAnimation->SetKeyFrame(1.0f, Color::RED);
- colorAnimation->SetKeyFrame(2.0f, Color::YELLOW);
- colorAnimation->SetKeyFrame(3.0f, Color::GREEN);
- colorAnimation->SetKeyFrame(4.0f, Color::WHITE);
- // Set Light component's color animation
- lightAnimation->AddAttributeAnimation("@Light/Color", colorAnimation);
- // Apply light animation to light node
- lightNode->SetObjectAnimation(lightAnimation);
- // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
- // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
- // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
- // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
- // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
- // scene.
- const unsigned NUM_OBJECTS = 200;
- for (unsigned i = 0; i < NUM_OBJECTS; ++i)
- {
- Node* mushroomNode = scene_->CreateChild("Mushroom");
- mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
- mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
- mushroomNode->SetScale(0.5f + Random(2.0f));
- StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
- mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
- mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
- }
- // 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");
- cameraNode_->CreateComponent<Camera>();
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- }
- void LightAnimation::CreateInstructions()
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- UI* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- Text* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText("Use WASD keys and mouse/touch to move");
- Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
- instructionText->SetFont(font, 15);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- // Animating text
- Text* text = ui->GetRoot()->CreateChild<Text>("animatingText");
- text->SetFont(font, 15);
- text->SetHorizontalAlignment(HA_CENTER);
- text->SetVerticalAlignment(VA_CENTER);
- text->SetPosition(0, ui->GetRoot()->GetHeight() / 4 + 20);
- }
- void LightAnimation::SetupViewport()
- {
- Renderer* renderer = GetSubsystem<Renderer>();
- // 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
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void LightAnimation::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- Input* input = GetSubsystem<Input>();
- // Movement speed as world units per second
- const float MOVE_SPEED = 20.0f;
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, -90.0f, 90.0f);
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- // Use the Translate() function (default local space) to move relative to the node's orientation.
- if (input->GetKeyDown('W'))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('S'))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('A'))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown('D'))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void LightAnimation::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, HANDLER(LightAnimation, HandleUpdate));
- }
- void LightAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace Update;
- // Take the frame time step, which is stored as a float
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
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