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- // 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)
- #include "Scripts/Utilities/Sample.as"
- void 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();
- }
- void 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
- Node@ zoneNode = scene_.CreateChild("Zone");
- Zone@ zone = zoneNode.CreateComponent("Zone");
- // Set same volume as the Octree, set a close bluish fog and some ambient light
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
- zone.fogColor = Color(0.1f, 0.2f, 0.3f);
- zone.fogStart = 10.0f;
- zone.fogEnd = 100.0f;
- // Create randomly positioned and oriented box StaticModels in the scene
- const uint NUM_OBJECTS = 2000;
- for (uint i = 0; i < NUM_OBJECTS; ++i)
- {
- Node@ boxNode = scene_.CreateChild("Box");
- boxNode.position = 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.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
- StaticModel@ 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 ScriptInstance in the scene node, which acts as a container. We need to tell the
- // script file and class name to instantiate the object (scriptFile is a global property which refers to the currently
- // executing script file.) There is also a shortcut for creating the ScriptInstance component and the script object,
- // which is shown in a later sample, but this is what happens "under the hood."
- ScriptInstance@ instance = boxNode.CreateComponent("ScriptInstance");
- instance.CreateObject(scriptFile, "Rotator");
- // Retrieve the created script object and set its rotation speed member variable
- Rotator@ rotator = cast<Rotator>(instance.scriptObject);
- rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
- }
- // 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");
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 100.0f;
- // Create a point light to the camera scene node
- Light@ light = cameraNode.CreateComponent("Light");
- light.lightType = LIGHT_POINT;
- light.range = 30.0f;
- }
- void CreateInstructions()
- {
- // Construct new Text object, set string to display and font to use
- Text@ instructionText = ui.root.CreateChild("Text");
- instructionText.text = "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);
- }
- void 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
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void MoveCamera(float timeStep)
- {
- // Do not move if the UI has a focused element (the console)
- if (ui.focusElement !is null)
- return;
- // 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.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- if (input.keyDown['W'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['S'])
- cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['A'])
- cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- if (input.keyDown['D'])
- cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
- }
- void SubscribeToEvents()
- {
- // Subscribe HandleUpdate() function for processing update events
- SubscribeToEvent("Update", "HandleUpdate");
- }
- void HandleUpdate(StringHash eventType, VariantMap& eventData)
- {
- // Take the frame time step, which is stored as a float
- float timeStep = eventData["TimeStep"].GetFloat();
- // Move the camera, scale movement with time step
- MoveCamera(timeStep);
- }
- // Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
- class Rotator : ScriptObject
- {
- Vector3 rotationSpeed;
- // Update is called during the variable timestep scene update
- void Update(float timeStep)
- {
- node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
- }
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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