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- -- Scene & UI load example.
- -- This sample demonstrates:
- -- - Loading a scene from a file and showing it
- -- - Loading a UI layout from a file and showing it
- -- - Subscribing to the UI layout's events
- require "LuaScripts/Utilities/Sample"
- function Start()
- -- Execute the common startup for samples
- SampleStart()
- -- Create the scene content
- CreateScene()
- -- Create the UI content
- CreateUI()
- -- Setup the viewport for displaying the scene
- SetupViewport()
- -- Set the mouse mode to use in the sample
- SampleInitMouseMode(MM_RELATIVE)
- -- Subscribe to global events for camera movement
- SubscribeToEvents()
- end
- function CreateScene()
- scene_ = Scene()
- -- Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
- -- which scene.LoadXML() will read
- local file = cache:GetFile("Scenes/SceneLoadExample.xml")
- scene_:LoadXML(file)
- -- In Lua the file returned by GetFile() needs to be deleted manually
- file:delete()
- -- Create the camera (not included in the scene file)
- cameraNode = scene_:CreateChild("Camera")
- cameraNode:CreateComponent("Camera")
- -- Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0, 2.0, -10.0)
- end
- function CreateUI()
- -- Set up global UI style into the root UI element
- local style = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
- ui.root.defaultStyle = style
- -- Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- -- control the camera, and when visible, it will interact with the UI
- local cursor = ui.root:CreateChild("Cursor")
- cursor:SetStyleAuto()
- ui.cursor = cursor
- -- Set starting position of the cursor at the rendering window center
- cursor:SetPosition(graphics.width / 2, graphics.height / 2)
- -- Load UI content prepared in the editor and add to the UI hierarchy
- local layoutRoot = ui:LoadLayout(cache:GetResource("XMLFile", "UI/UILoadExample.xml"))
- ui.root:AddChild(layoutRoot)
- -- Subscribe to button actions (toggle scene lights when pressed then released)
- local button = layoutRoot:GetChild("ToggleLight1", true)
- if button ~= nil then
- SubscribeToEvent(button, "Released", "ToggleLight1")
- end
- button = layoutRoot:GetChild("ToggleLight2", true)
- if button ~= nil then
- SubscribeToEvent(button, "Released", "ToggleLight2")
- end
- end
- function ToggleLight1()
- local lightNode = scene_:GetChild("Light1", true)
- if lightNode ~= nil then
- lightNode.enabled = not lightNode.enabled
- end
- end
- function ToggleLight2()
- local lightNode = scene_:GetChild("Light2", true)
- if lightNode ~= nil then
- lightNode.enabled = not lightNode.enabled
- end
- end
- function SetupViewport()
- -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
- renderer:SetViewport(0, viewport)
- end
- function SubscribeToEvents()
- -- Subscribe HandleUpdate() function for camera motion
- SubscribeToEvent("Update", "HandleUpdate")
- end
- function HandleUpdate(eventType, eventData)
- -- Take the frame time step, which is stored as a float
- local timeStep = eventData["TimeStep"]:GetFloat()
- -- Move the camera, scale movement with time step
- MoveCamera(timeStep)
- end
- function MoveCamera(timeStep)
- input.mouseVisible = input.mouseMode ~= MM_RELATIVE
- mouseDown = input:GetMouseButtonDown(MOUSEB_RIGHT)
- -- Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
- input.mouseGrabbed = mouseDown
- -- Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = not mouseDown
- -- Do not move if the UI has a focused element
- 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
- -- Only move the camera when the cursor is hidden
- if not ui.cursor.visible then
- 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)
- end
- -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
- 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
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