| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158 |
- -- Animating 3D scene example.
- -- This sample demonstrates:
- -- - Creating a 3D scene and using a script component to animate the objects
- -- - Controlling scene ambience with the Zone component
- -- - Attaching a light to an object (the camera)
- require "LuaScripts/Utilities/Sample"
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- 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()
- end
- function CreateScene()
- scene_ = Scene()
- -- 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
- local zoneNode = scene_:CreateChild("Zone")
- local zone = zoneNode:CreateComponent("Zone")
- -- Set same volume as the Octree, set a close bluish fog and some ambient light
- zone.boundingBox = BoundingBox(-1000.0, 1000.0)
- zone.ambientColor = Color(0.05, 0.1, 0.15)
- zone.fogColor = Color(0.1, 0.2, 0.3)
- zone.fogStart = 10.0
- zone.fogEnd = 100.0
- -- Create randomly positioned and oriented box StaticModels in the scene
- local NUM_OBJECTS = 2000
- for i = 1, NUM_OBJECTS do
- local boxNode = scene_:CreateChild("Box")
- boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
- -- Orient using random pitch, yaw and roll Euler angles
- boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
- local boxObject = boxNode:CreateComponent("StaticModel")
- boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
- boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
- -- Add the Rotator script object which will rotate the scene node each frame, when the scene sends its update event.
- -- This requires the C++ component LuaScriptInstance in the scene node, which acts as a container. We need to tell the
- -- class name to instantiate the object
- local object = boxNode:CreateScriptObject("Rotator")
- object.rotationSpeed = {10.0, 20.0, 30.0}
- end
- -- 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")
- local camera = cameraNode:CreateComponent("Camera")
- camera.farClip = 100.0
- -- Create a point light to the camera scene node
- light = cameraNode:CreateComponent("Light")
- light.lightType = LIGHT_POINT
- light.range = 30.0
- end
- function CreateInstructions()
- -- Construct new Text object, set string to display and font to use
- local instructionText = ui.root:CreateChild("Text")
- instructionText:SetText("Use WASD keys and mouse to move")
- instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
- -- Position the text relative to the screen center
- instructionText.horizontalAlignment = HA_CENTER
- instructionText.verticalAlignment = VA_CENTER
- instructionText:SetPosition(0, ui.root.height / 4)
- end
- function SetupViewport()
- -- 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
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function MoveCamera(timeStep)
- -- Do not move if the UI has a focused element (the console)
- if ui.focusElement ~= nil then
- return
- end
- -- Movement speed as world units per second
- local MOVE_SPEED = 20.0
- -- Mouse sensitivity as degrees per pixel
- local MOUSE_SENSITIVITY = 0.1
- -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
- local mouseMove = input.mouseMove
- yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
- pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
- pitch = Clamp(pitch, -90.0, 90.0)
- -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- local delta = MOVE_SPEED * timeStep
- if input:GetKeyDown(KEY_W) then
- cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_S) then
- cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_A) then
- cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- if input:GetKeyDown(KEY_D) then
- cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
- end
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData:GetFloat("TimeStep")
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- -- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
- Rotator = ScriptObject()
- function Rotator:Start()
- self.rotationSpeed = {0.0, 0.0, 0.0}
- end
- function Rotator:Update(timeStep)
- local x = self.rotationSpeed[1] * timeStep
- local y = self.rotationSpeed[2] * timeStep
- local z = self.rotationSpeed[3] * timeStep
- self.node:Rotate(Quaternion(x, y, z))
- end
|