04_StaticScene.lua 6.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145
  1. -- Static 3D scene example.
  2. -- This sample demonstrates:
  3. -- - Creating a 3D scene with static content
  4. -- - Displaying the scene using the Renderer subsystem
  5. -- - Handling keyboard and mouse input to move a freelook camera
  6. require "LuaScripts/Utilities/Sample"
  7. function Start()
  8. -- Execute the common startup for samples
  9. SampleStart()
  10. -- Create the scene content
  11. CreateScene()
  12. -- Create the UI content
  13. CreateInstructions()
  14. -- Setup the viewport for displaying the scene
  15. SetupViewport()
  16. -- Hook up to the frame update events
  17. SubscribeToEvents()
  18. end
  19. function CreateScene()
  20. scene_ = Scene()
  21. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  22. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  23. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  24. -- optimizing manner
  25. scene_:CreateComponent("Octree")
  26. -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  27. -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  28. -- (100 x 100 world units)
  29. local planeNode = scene_:CreateChild("Plane")
  30. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  31. local planeObject = planeNode:CreateComponent("StaticModel")
  32. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  33. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  34. -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  35. -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  36. -- The light will use default settings (white light, no shadows)
  37. local lightNode = scene_:CreateChild("DirectionalLight")
  38. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  39. local light = lightNode:CreateComponent("Light")
  40. light.lightType = LIGHT_DIRECTIONAL
  41. -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  42. -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  43. -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  44. -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  45. -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  46. -- scene.
  47. local NUM_OBJECTS = 200
  48. for i = 1, NUM_OBJECTS do
  49. local mushroomNode = scene_:CreateChild("Mushroom")
  50. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  51. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  52. mushroomNode:SetScale(0.5 + Random(2.0))
  53. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  54. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  55. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  56. end
  57. -- Create a scene node for the camera, which we will move around
  58. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  59. cameraNode = scene_:CreateChild("Camera")
  60. cameraNode:CreateComponent("Camera")
  61. -- Set an initial position for the camera scene node above the plane
  62. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  63. end
  64. function CreateInstructions()
  65. -- Construct new Text object, set string to display and font to use
  66. local instructionText = ui.root:CreateChild("Text")
  67. instructionText:SetText("Use WASD keys and mouse to move")
  68. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  69. -- Position the text relative to the screen center
  70. instructionText.horizontalAlignment = HA_CENTER
  71. instructionText.verticalAlignment = VA_CENTER
  72. instructionText:SetPosition(0, ui.root.height / 4)
  73. end
  74. function SetupViewport()
  75. -- 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
  76. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  77. -- use, but now we just use full screen and default render path configured in the engine command line options
  78. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  79. renderer:SetViewport(0, viewport)
  80. end
  81. function MoveCamera(timeStep)
  82. -- Do not move if the UI has a focused element (the console)
  83. if ui.focusElement ~= nil then
  84. return
  85. end
  86. -- Movement speed as world units per second
  87. local MOVE_SPEED = 20.0
  88. -- Mouse sensitivity as degrees per pixel
  89. local MOUSE_SENSITIVITY = 0.1
  90. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  91. local mouseMove = input.mouseMove
  92. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  93. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  94. pitch = Clamp(pitch, -90.0, 90.0)
  95. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  96. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  97. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  98. -- Use the Translate() function (default local space) to move relative to the node's orientation.
  99. if input:GetKeyDown(KEY_W) then
  100. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  101. end
  102. if input:GetKeyDown(KEY_S) then
  103. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  104. end
  105. if input:GetKeyDown(KEY_A) then
  106. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  107. end
  108. if input:GetKeyDown(KEY_D) then
  109. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  110. end
  111. end
  112. function SubscribeToEvents()
  113. -- Subscribe HandleUpdate() function for processing update events
  114. SubscribeToEvent("Update", "HandleUpdate")
  115. end
  116. function HandleUpdate(eventType, eventData)
  117. -- Take the frame time step, which is stored as a float
  118. local timeStep = eventData:GetFloat("TimeStep")
  119. -- Move the camera, scale movement with time step
  120. MoveCamera(timeStep)
  121. end