LuaIntegration.cpp 8.7 KB

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  1. //
  2. // Copyright (c) 2008-2014 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/Urho3D.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Core/CoreEvents.h>
  25. #include <Urho3D/Engine/Engine.h>
  26. #include <Urho3D/UI/Font.h>
  27. #include <Urho3D/Graphics/Graphics.h>
  28. #include <Urho3D/Input/Input.h>
  29. #include <Urho3D/LuaScript/LuaFile.h>
  30. #include <Urho3D/LuaScript/LuaFunction.h>
  31. #include <Urho3D/LuaScript/LuaScript.h>
  32. #include <Urho3D/LuaScript/LuaScriptInstance.h>
  33. #include <Urho3D/Graphics/Material.h>
  34. #include <Urho3D/Graphics/Model.h>
  35. #include <Urho3D/Graphics/Octree.h>
  36. #include <Urho3D/Graphics/Renderer.h>
  37. #include <Urho3D/Resource/ResourceCache.h>
  38. #include <Urho3D/Scene/Scene.h>
  39. #include <Urho3D/Graphics/StaticModel.h>
  40. #include <Urho3D/UI/Text.h>
  41. #include <Urho3D/UI/UI.h>
  42. #include <Urho3D/Graphics/Zone.h>
  43. #include "LuaIntegration.h"
  44. #include <Urho3D/DebugNew.h>
  45. DEFINE_APPLICATION_MAIN(LuaIntegration)
  46. LuaIntegration::LuaIntegration(Context* context) :
  47. Sample(context)
  48. {
  49. // Instantiate and register the Lua script subsystem so that we can use the LuaScriptInstance component
  50. context_->RegisterSubsystem(new LuaScript(context_));
  51. }
  52. void LuaIntegration::Start()
  53. {
  54. // Execute base class startup
  55. Sample::Start();
  56. // Create the scene content
  57. CreateScene();
  58. // Create the UI content
  59. CreateInstructions();
  60. // Setup the viewport for displaying the scene
  61. SetupViewport();
  62. // Hook up to the frame update events
  63. SubscribeToEvents();
  64. }
  65. void LuaIntegration::CreateScene()
  66. {
  67. ResourceCache* cache = GetSubsystem<ResourceCache>();
  68. scene_ = new Scene(context_);
  69. // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
  70. // (-1000, -1000, -1000) to (1000, 1000, 1000)
  71. scene_->CreateComponent<Octree>();
  72. // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
  73. // 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
  74. // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
  75. Node* zoneNode = scene_->CreateChild("Zone");
  76. Zone* zone = zoneNode->CreateComponent<Zone>();
  77. // Set same volume as the Octree, set a close bluish fog and some ambient light
  78. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  79. zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
  80. zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
  81. zone->SetFogStart(10.0f);
  82. zone->SetFogEnd(100.0f);
  83. LuaFile* scriptFile = cache->GetResource<LuaFile>("LuaScripts/Rotator.lua");
  84. if (!scriptFile)
  85. return;
  86. // Create randomly positioned and oriented box StaticModels in the scene
  87. const unsigned NUM_OBJECTS = 2000;
  88. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  89. {
  90. Node* boxNode = scene_->CreateChild("Box");
  91. boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
  92. // Orient using random pitch, yaw and roll Euler angles
  93. boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
  94. StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
  95. boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  96. boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  97. // Add our custom Rotator script object (using the LuaScriptInstance C++ component to instantiate / store it) which will
  98. // rotate the scene node each frame, when the scene sends its update event
  99. LuaScriptInstance* instance = boxNode->CreateComponent<LuaScriptInstance>();
  100. instance->CreateObject(scriptFile, "Rotator");
  101. // Call the script object's "SetRotationSpeed" function.
  102. WeakPtr<LuaFunction> function = instance->GetScriptObjectFunction("SetRotationSpeed");
  103. if (function && function->BeginCall(instance))
  104. {
  105. function->PushUserType(Vector3(10.0f, 20.0f, 30.0f), "Vector3");
  106. function->EndCall();
  107. }
  108. }
  109. // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
  110. // bring the far clip plane closer for more effective culling of distant objects
  111. cameraNode_ = scene_->CreateChild("Camera");
  112. Camera* camera = cameraNode_->CreateComponent<Camera>();
  113. camera->SetFarClip(100.0f);
  114. // Create a point light to the camera scene node
  115. Light* light = cameraNode_->CreateComponent<Light>();
  116. light->SetLightType(LIGHT_POINT);
  117. light->SetRange(30.0f);
  118. }
  119. void LuaIntegration::CreateInstructions()
  120. {
  121. ResourceCache* cache = GetSubsystem<ResourceCache>();
  122. UI* ui = GetSubsystem<UI>();
  123. // Construct new Text object, set string to display and font to use
  124. Text* instructionText = ui->GetRoot()->CreateChild<Text>();
  125. instructionText->SetText("Use WASD keys and mouse/touch to move");
  126. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  127. // Position the text relative to the screen center
  128. instructionText->SetHorizontalAlignment(HA_CENTER);
  129. instructionText->SetVerticalAlignment(VA_CENTER);
  130. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  131. }
  132. void LuaIntegration::SetupViewport()
  133. {
  134. Renderer* renderer = GetSubsystem<Renderer>();
  135. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  136. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  137. renderer->SetViewport(0, viewport);
  138. }
  139. void LuaIntegration::SubscribeToEvents()
  140. {
  141. // Subscribe HandleUpdate() function for processing update events
  142. SubscribeToEvent(E_UPDATE, HANDLER(LuaIntegration, HandleUpdate));
  143. }
  144. void LuaIntegration::MoveCamera(float timeStep)
  145. {
  146. // Do not move if the UI has a focused element (the console)
  147. if (GetSubsystem<UI>()->GetFocusElement())
  148. return;
  149. Input* input = GetSubsystem<Input>();
  150. // Movement speed as world units per second
  151. const float MOVE_SPEED = 20.0f;
  152. // Mouse sensitivity as degrees per pixel
  153. const float MOUSE_SENSITIVITY = 0.1f;
  154. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  155. IntVector2 mouseMove = input->GetMouseMove();
  156. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  157. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  158. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  159. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  160. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  161. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  162. if (input->GetKeyDown('W'))
  163. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  164. if (input->GetKeyDown('S'))
  165. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  166. if (input->GetKeyDown('A'))
  167. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  168. if (input->GetKeyDown('D'))
  169. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  170. }
  171. void LuaIntegration::HandleUpdate(StringHash eventType, VariantMap& eventData)
  172. {
  173. using namespace Update;
  174. // Take the frame time step, which is stored as a float
  175. float timeStep = eventData[P_TIMESTEP].GetFloat();
  176. // Move the camera, scale movement with time step
  177. MoveCamera(timeStep);
  178. }