04_StaticScene.as 7.0 KB

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  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. #include "Scripts/Utilities/Sample.as"
  7. void Start()
  8. {
  9. // Execute the common startup for samples
  10. SampleStart();
  11. // Create the scene content
  12. CreateScene();
  13. // Create the UI content
  14. CreateInstructions();
  15. // Setup the viewport for displaying the scene
  16. SetupViewport();
  17. // Set the mouse mode to use in the sample
  18. SampleInitMouseMode(MM_RELATIVE);
  19. // Hook up to the frame update events
  20. SubscribeToEvents();
  21. }
  22. void CreateScene()
  23. {
  24. scene_ = Scene();
  25. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  26. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  27. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  28. // optimizing manner
  29. scene_.CreateComponent("Octree");
  30. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  31. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  32. // (100 x 100 world units)
  33. Node@ planeNode = scene_.CreateChild("Plane");
  34. planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
  35. StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
  36. planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
  37. planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
  38. // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  39. // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  40. // The light will use default settings (white light, no shadows)
  41. Node@ lightNode = scene_.CreateChild("DirectionalLight");
  42. lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
  43. Light@ light = lightNode.CreateComponent("Light");
  44. light.lightType = LIGHT_DIRECTIONAL;
  45. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  46. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  47. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  48. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  49. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  50. // scene.
  51. const uint NUM_OBJECTS = 200;
  52. for (uint i = 0; i < NUM_OBJECTS; ++i)
  53. {
  54. Node@ mushroomNode = scene_.CreateChild("Mushroom");
  55. mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
  56. mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
  57. mushroomNode.SetScale(0.5f + Random(2.0f));
  58. StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
  59. mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
  60. mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
  61. }
  62. // Create a scene node for the camera, which we will move around
  63. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  64. cameraNode = scene_.CreateChild("Camera");
  65. cameraNode.CreateComponent("Camera");
  66. // Set an initial position for the camera scene node above the plane
  67. cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
  68. }
  69. void CreateInstructions()
  70. {
  71. // Construct new Text object, set string to display and font to use
  72. Text@ instructionText = ui.root.CreateChild("Text");
  73. instructionText.text = "Use WASD keys and mouse to move";
  74. instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
  75. // Position the text relative to the screen center
  76. instructionText.horizontalAlignment = HA_CENTER;
  77. instructionText.verticalAlignment = VA_CENTER;
  78. instructionText.SetPosition(0, ui.root.height / 4);
  79. }
  80. void SetupViewport()
  81. {
  82. // 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
  83. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  84. // use, but now we just use full screen and default render path configured in the engine command line options
  85. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  86. renderer.viewports[0] = viewport;
  87. }
  88. void MoveCamera(float timeStep)
  89. {
  90. // Do not move if the UI has a focused element (the console)
  91. if (ui.focusElement !is null)
  92. return;
  93. // Movement speed as world units per second
  94. const float MOVE_SPEED = 20.0f;
  95. // Mouse sensitivity as degrees per pixel
  96. const float MOUSE_SENSITIVITY = 0.1f;
  97. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  98. IntVector2 mouseMove = input.mouseMove;
  99. yaw += MOUSE_SENSITIVITY * mouseMove.x;
  100. pitch += MOUSE_SENSITIVITY * mouseMove.y;
  101. pitch = Clamp(pitch, -90.0f, 90.0f);
  102. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  103. cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
  104. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  105. // Use the Translate() function (default local space) to move relative to the node's orientation.
  106. if (input.keyDown[KEY_W])
  107. cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
  108. if (input.keyDown[KEY_S])
  109. cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
  110. if (input.keyDown[KEY_A])
  111. cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
  112. if (input.keyDown[KEY_D])
  113. cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
  114. }
  115. void SubscribeToEvents()
  116. {
  117. // Subscribe HandleUpdate() function for processing update events
  118. SubscribeToEvent("Update", "HandleUpdate");
  119. }
  120. void HandleUpdate(StringHash eventType, VariantMap& eventData)
  121. {
  122. // Take the frame time step, which is stored as a float
  123. float timeStep = eventData["TimeStep"].GetFloat();
  124. // Move the camera, scale movement with time step
  125. MoveCamera(timeStep);
  126. }
  127. // Create XML patch instructions for screen joystick layout specific to this sample app
  128. String patchInstructions = "";