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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include <Urho3D/AngelScript/Script.h>
- #include <Urho3D/AngelScript/ScriptFile.h>
- #include <Urho3D/AngelScript/ScriptInstance.h>
- #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/Graphics/Zone.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include "AngelScriptIntegration.h"
- #include <Urho3D/DebugNew.h>
- URHO3D_DEFINE_APPLICATION_MAIN(AngelScriptIntegration)
- AngelScriptIntegration::AngelScriptIntegration(Context* context) :
- Sample(context)
- {
- // Instantiate and register the AngelScript subsystem so that we can use the ScriptInstance component
- context_->RegisterSubsystem(new Script(context_));
- }
- void AngelScriptIntegration::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateInstructions();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to the frame update events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void AngelScriptIntegration::CreateScene()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- scene_ = new Scene(context_);
- // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
- // (-1000, -1000, -1000) to (1000, 1000, 1000)
- scene_->CreateComponent<Octree>();
- // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
- // 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
- // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
- Node* zoneNode = scene_->CreateChild("Zone");
- auto* zone = zoneNode->CreateComponent<Zone>();
- // Set same volume as the Octree, set a close bluish fog and some ambient light
- zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
- zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
- zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
- zone->SetFogStart(10.0f);
- zone->SetFogEnd(100.0f);
- // Create randomly positioned and oriented box StaticModels in the scene
- const unsigned NUM_OBJECTS = 2000;
- for (unsigned i = 0; i < NUM_OBJECTS; ++i)
- {
- Node* boxNode = scene_->CreateChild("Box");
- boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
- // Orient using random pitch, yaw and roll Euler angles
- boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
- auto* boxObject = boxNode->CreateComponent<StaticModel>();
- boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- // Add our custom Rotator script object (using the ScriptInstance C++ component to instantiate / store it) which will
- // rotate the scene node each frame, when the scene sends its update event
- auto* instance = boxNode->CreateComponent<ScriptInstance>();
- instance->CreateObject(cache->GetResource<ScriptFile>("Scripts/Utilities/Rotator.as"), "Rotator");
- // Call the script object's "SetRotationSpeed" function. Function arguments need to be passed in a VariantVector
- VariantVector parameters;
- parameters.Push(Vector3(10.0f, 20.0f, 30.0f));
- instance->Execute("void SetRotationSpeed(const Vector3&in)", parameters);
- }
- // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
- // bring the far clip plane closer for more effective culling of distant objects
- cameraNode_ = scene_->CreateChild("Camera");
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(100.0f);
- // Create a point light to the camera scene node
- auto* light = cameraNode_->CreateComponent<Light>();
- light->SetLightType(LIGHT_POINT);
- light->SetRange(30.0f);
- }
- void AngelScriptIntegration::CreateInstructions()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- // Construct new Text object, set string to display and font to use
- auto* instructionText = ui->GetRoot()->CreateChild<Text>();
- instructionText->SetText("Use WASD keys and mouse/touch to move");
- instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // Position the text relative to the screen center
- instructionText->SetHorizontalAlignment(HA_CENTER);
- instructionText->SetVerticalAlignment(VA_CENTER);
- instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
- }
- void AngelScriptIntegration::SetupViewport()
- {
- auto* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void AngelScriptIntegration::SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(AngelScriptIntegration, HandleUpdate));
- }
- void AngelScriptIntegration::MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (GetSubsystem<UI>()->GetFocusElement())
- return;
- auto* 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
- if (input->GetKeyDown(KEY_W))
- cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_S))
- cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_A))
- cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
- if (input->GetKeyDown(KEY_D))
- cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
- }
- void AngelScriptIntegration::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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