LuaIntegration.cpp 8.7 KB

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  1. //
  2. // Copyright (c) 2008-2017 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/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/Graphics.h>
  26. #include <Urho3D/Graphics/Material.h>
  27. #include <Urho3D/Graphics/Model.h>
  28. #include <Urho3D/Graphics/Octree.h>
  29. #include <Urho3D/Graphics/Renderer.h>
  30. #include <Urho3D/Graphics/StaticModel.h>
  31. #include <Urho3D/Graphics/Zone.h>
  32. #include <Urho3D/Input/Input.h>
  33. #include <Urho3D/LuaScript/LuaFile.h>
  34. #include <Urho3D/LuaScript/LuaFunction.h>
  35. #include <Urho3D/LuaScript/LuaScript.h>
  36. #include <Urho3D/LuaScript/LuaScriptInstance.h>
  37. #include <Urho3D/Resource/ResourceCache.h>
  38. #include <Urho3D/Scene/Scene.h>
  39. #include <Urho3D/UI/Font.h>
  40. #include <Urho3D/UI/Text.h>
  41. #include <Urho3D/UI/UI.h>
  42. #include "LuaIntegration.h"
  43. #include <Urho3D/DebugNew.h>
  44. URHO3D_DEFINE_APPLICATION_MAIN(LuaIntegration)
  45. LuaIntegration::LuaIntegration(Context* context) :
  46. Sample(context)
  47. {
  48. // Instantiate and register the Lua script subsystem so that we can use the LuaScriptInstance component
  49. context_->RegisterSubsystem(new LuaScript(context_));
  50. }
  51. void LuaIntegration::Start()
  52. {
  53. // Execute base class startup
  54. Sample::Start();
  55. // Create the scene content
  56. CreateScene();
  57. // Create the UI content
  58. CreateInstructions();
  59. // Setup the viewport for displaying the scene
  60. SetupViewport();
  61. // Hook up to the frame update events
  62. SubscribeToEvents();
  63. // Set the mouse mode to use in the sample
  64. Sample::InitMouseMode(MM_RELATIVE);
  65. }
  66. void LuaIntegration::CreateScene()
  67. {
  68. auto* cache = GetSubsystem<ResourceCache>();
  69. scene_ = new Scene(context_);
  70. // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
  71. // (-1000, -1000, -1000) to (1000, 1000, 1000)
  72. scene_->CreateComponent<Octree>();
  73. // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
  74. // 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
  75. // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
  76. Node* zoneNode = scene_->CreateChild("Zone");
  77. auto* zone = zoneNode->CreateComponent<Zone>();
  78. // Set same volume as the Octree, set a close bluish fog and some ambient light
  79. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  80. zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
  81. zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
  82. zone->SetFogStart(10.0f);
  83. zone->SetFogEnd(100.0f);
  84. auto* scriptFile = cache->GetResource<LuaFile>("LuaScripts/Utilities/Rotator.lua");
  85. if (!scriptFile)
  86. return;
  87. // Create randomly positioned and oriented box StaticModels in the scene
  88. const unsigned NUM_OBJECTS = 2000;
  89. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  90. {
  91. Node* boxNode = scene_->CreateChild("Box");
  92. boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
  93. // Orient using random pitch, yaw and roll Euler angles
  94. boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  95. auto* boxObject = boxNode->CreateComponent<StaticModel>();
  96. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  97. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  98. // Add our custom Rotator script object (using the LuaScriptInstance C++ component to instantiate / store it) which will
  99. // rotate the scene node each frame, when the scene sends its update event
  100. auto* instance = boxNode->CreateComponent<LuaScriptInstance>();
  101. instance->CreateObject(scriptFile, "Rotator");
  102. // Call the script object's "SetRotationSpeed" function.
  103. LuaFunction* function = instance->GetScriptObjectFunction("SetRotationSpeed");
  104. if (function && function->BeginCall(instance))
  105. {
  106. function->PushUserType(Vector3(10.0f, 20.0f, 30.0f), "Vector3");
  107. function->EndCall();
  108. }
  109. }
  110. // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
  111. // bring the far clip plane closer for more effective culling of distant objects
  112. cameraNode_ = scene_->CreateChild("Camera");
  113. auto* camera = cameraNode_->CreateComponent<Camera>();
  114. camera->SetFarClip(100.0f);
  115. // Create a point light to the camera scene node
  116. auto* light = cameraNode_->CreateComponent<Light>();
  117. light->SetLightType(LIGHT_POINT);
  118. light->SetRange(30.0f);
  119. }
  120. void LuaIntegration::CreateInstructions()
  121. {
  122. auto* cache = GetSubsystem<ResourceCache>();
  123. auto* ui = GetSubsystem<UI>();
  124. // Construct new Text object, set string to display and font to use
  125. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  126. instructionText->SetText("Use WASD keys and mouse/touch to move");
  127. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  128. // Position the text relative to the screen center
  129. instructionText->SetHorizontalAlignment(HA_CENTER);
  130. instructionText->SetVerticalAlignment(VA_CENTER);
  131. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  132. }
  133. void LuaIntegration::SetupViewport()
  134. {
  135. auto* renderer = GetSubsystem<Renderer>();
  136. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  137. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  138. renderer->SetViewport(0, viewport);
  139. }
  140. void LuaIntegration::SubscribeToEvents()
  141. {
  142. // Subscribe HandleUpdate() function for processing update events
  143. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(LuaIntegration, HandleUpdate));
  144. }
  145. void LuaIntegration::MoveCamera(float timeStep)
  146. {
  147. // Do not move if the UI has a focused element (the console)
  148. if (GetSubsystem<UI>()->GetFocusElement())
  149. return;
  150. auto* input = GetSubsystem<Input>();
  151. // Movement speed as world units per second
  152. const float MOVE_SPEED = 20.0f;
  153. // Mouse sensitivity as degrees per pixel
  154. const float MOUSE_SENSITIVITY = 0.1f;
  155. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  156. IntVector2 mouseMove = input->GetMouseMove();
  157. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  158. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  159. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  160. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  161. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  162. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  163. if (input->GetKeyDown(KEY_W))
  164. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  165. if (input->GetKeyDown(KEY_S))
  166. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  167. if (input->GetKeyDown(KEY_A))
  168. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  169. if (input->GetKeyDown(KEY_D))
  170. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  171. }
  172. void LuaIntegration::HandleUpdate(StringHash eventType, VariantMap& eventData)
  173. {
  174. using namespace Update;
  175. // Take the frame time step, which is stored as a float
  176. float timeStep = eventData[P_TIMESTEP].GetFloat();
  177. // Move the camera, scale movement with time step
  178. MoveCamera(timeStep);
  179. }