StaticScene.cpp 8.9 KB

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  1. //
  2. // Copyright (c) 2008-2021 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/Input/Input.h>
  32. #include <Urho3D/Resource/ResourceCache.h>
  33. #include <Urho3D/Scene/Scene.h>
  34. #include <Urho3D/UI/Font.h>
  35. #include <Urho3D/UI/Text.h>
  36. #include <Urho3D/UI/UI.h>
  37. #include "StaticScene.h"
  38. #include <Urho3D/DebugNew.h>
  39. URHO3D_DEFINE_APPLICATION_MAIN(StaticScene)
  40. StaticScene::StaticScene(Context* context) :
  41. Sample(context)
  42. {
  43. }
  44. void StaticScene::Start()
  45. {
  46. // Execute base class startup
  47. Sample::Start();
  48. // Create the scene content
  49. CreateScene();
  50. // Create the UI content
  51. CreateInstructions();
  52. // Setup the viewport for displaying the scene
  53. SetupViewport();
  54. // Hook up to the frame update events
  55. SubscribeToEvents();
  56. // Set the mouse mode to use in the sample
  57. Sample::InitMouseMode(MM_RELATIVE);
  58. }
  59. void StaticScene::CreateScene()
  60. {
  61. auto* cache = GetSubsystem<ResourceCache>();
  62. scene_ = new Scene(context_);
  63. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  64. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  65. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  66. // optimizing manner
  67. scene_->CreateComponent<Octree>();
  68. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  69. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  70. // (100 x 100 world units)
  71. Node* planeNode = scene_->CreateChild("Plane");
  72. planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
  73. auto* planeObject = planeNode->CreateComponent<StaticModel>();
  74. planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
  75. planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
  76. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  77. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  78. // The light will use default settings (white light, no shadows)
  79. Node* lightNode = scene_->CreateChild("DirectionalLight");
  80. lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
  81. auto* light = lightNode->CreateComponent<Light>();
  82. light->SetLightType(LIGHT_DIRECTIONAL);
  83. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  84. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  85. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  86. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  87. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  88. // scene.
  89. const unsigned NUM_OBJECTS = 200;
  90. for (unsigned i = 0; i < NUM_OBJECTS; ++i)
  91. {
  92. Node* mushroomNode = scene_->CreateChild("Mushroom");
  93. mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
  94. mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
  95. mushroomNode->SetScale(0.5f + Random(2.0f));
  96. auto* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
  97. mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
  98. mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
  99. }
  100. // Create a scene node for the camera, which we will move around
  101. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  102. cameraNode_ = scene_->CreateChild("Camera");
  103. cameraNode_->CreateComponent<Camera>();
  104. // Set an initial position for the camera scene node above the plane
  105. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  106. }
  107. void StaticScene::CreateInstructions()
  108. {
  109. auto* cache = GetSubsystem<ResourceCache>();
  110. auto* ui = GetSubsystem<UI>();
  111. // Construct new Text object, set string to display and font to use
  112. auto* instructionText = ui->GetRoot()->CreateChild<Text>();
  113. instructionText->SetText("Use WASD keys and mouse/touch to move");
  114. instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  115. // Position the text relative to the screen center
  116. instructionText->SetHorizontalAlignment(HA_CENTER);
  117. instructionText->SetVerticalAlignment(VA_CENTER);
  118. instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  119. }
  120. void StaticScene::SetupViewport()
  121. {
  122. auto* renderer = GetSubsystem<Renderer>();
  123. // 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
  124. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  125. // use, but now we just use full screen and default render path configured in the engine command line options
  126. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  127. renderer->SetViewport(0, viewport);
  128. }
  129. void StaticScene::MoveCamera(float timeStep)
  130. {
  131. // Do not move if the UI has a focused element (the console)
  132. if (GetSubsystem<UI>()->GetFocusElement())
  133. return;
  134. auto* input = GetSubsystem<Input>();
  135. // Movement speed as world units per second
  136. const float MOVE_SPEED = 20.0f;
  137. // Mouse sensitivity as degrees per pixel
  138. const float MOUSE_SENSITIVITY = 0.1f;
  139. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  140. IntVector2 mouseMove = input->GetMouseMove();
  141. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  142. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  143. pitch_ = Clamp(pitch_, -90.0f, 90.0f);
  144. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  145. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  146. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  147. // Use the Translate() function (default local space) to move relative to the node's orientation.
  148. if (input->GetKeyDown(KEY_W))
  149. cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  150. if (input->GetKeyDown(KEY_S))
  151. cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  152. if (input->GetKeyDown(KEY_A))
  153. cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  154. if (input->GetKeyDown(KEY_D))
  155. cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  156. }
  157. void StaticScene::SubscribeToEvents()
  158. {
  159. // Subscribe HandleUpdate() function for processing update events
  160. SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(StaticScene, HandleUpdate));
  161. }
  162. void StaticScene::HandleUpdate(StringHash eventType, VariantMap& eventData)
  163. {
  164. using namespace Update;
  165. // Take the frame time step, which is stored as a float
  166. float timeStep = eventData[P_TIMESTEP].GetFloat();
  167. // Move the camera, scale movement with time step
  168. MoveCamera(timeStep);
  169. }