04_StaticScene.lua 6.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148
  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. -- Set the mouse mode to use in the sample
  17. SampleInitMouseMode(MM_RELATIVE)
  18. -- Hook up to the frame update events
  19. SubscribeToEvents()
  20. end
  21. function CreateScene()
  22. scene_ = Scene()
  23. -- Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  24. -- show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates it
  25. -- is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  26. -- optimizing manner
  27. scene_:CreateComponent("Octree")
  28. -- Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  29. -- plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  30. -- (100 x 100 world units)
  31. local planeNode = scene_:CreateChild("Plane")
  32. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  33. local planeObject = planeNode:CreateComponent("StaticModel")
  34. planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
  35. planeObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
  36. -- Create a directional light to the world so that we can see something. The light scene node's orientation controls the
  37. -- light direction we will use the SetDirection() function which calculates the orientation from a forward direction vector.
  38. -- The light will use default settings (white light, no shadows)
  39. local lightNode = scene_:CreateChild("DirectionalLight")
  40. lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
  41. local light = lightNode:CreateComponent("Light")
  42. light.lightType = LIGHT_DIRECTIONAL
  43. -- Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  44. -- quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  45. -- LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  46. -- see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  47. -- same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  48. -- scene.
  49. local NUM_OBJECTS = 200
  50. for i = 1, NUM_OBJECTS do
  51. local mushroomNode = scene_:CreateChild("Mushroom")
  52. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  53. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  54. mushroomNode:SetScale(0.5 + Random(2.0))
  55. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  56. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  57. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  58. end
  59. -- Create a scene node for the camera, which we will move around
  60. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  61. cameraNode = scene_:CreateChild("Camera")
  62. cameraNode:CreateComponent("Camera")
  63. -- Set an initial position for the camera scene node above the plane
  64. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  65. end
  66. function CreateInstructions()
  67. -- Construct new Text object, set string to display and font to use
  68. local instructionText = ui.root:CreateChild("Text")
  69. instructionText:SetText("Use WASD keys and mouse to move")
  70. instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
  71. -- Position the text relative to the screen center
  72. instructionText.horizontalAlignment = HA_CENTER
  73. instructionText.verticalAlignment = VA_CENTER
  74. instructionText:SetPosition(0, ui.root.height / 4)
  75. end
  76. function SetupViewport()
  77. -- 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
  78. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  79. -- use, but now we just use full screen and default render path configured in the engine command line options
  80. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  81. renderer:SetViewport(0, viewport)
  82. end
  83. function MoveCamera(timeStep)
  84. -- Do not move if the UI has a focused element (the console)
  85. if ui.focusElement ~= nil then
  86. return
  87. end
  88. -- Movement speed as world units per second
  89. local MOVE_SPEED = 20.0
  90. -- Mouse sensitivity as degrees per pixel
  91. local MOUSE_SENSITIVITY = 0.1
  92. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  93. local mouseMove = input.mouseMove
  94. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  95. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  96. pitch = Clamp(pitch, -90.0, 90.0)
  97. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  98. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  99. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  100. -- Use the Translate() function (default local space) to move relative to the node's orientation.
  101. if input:GetKeyDown(KEY_W) then
  102. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  103. end
  104. if input:GetKeyDown(KEY_S) then
  105. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  106. end
  107. if input:GetKeyDown(KEY_A) then
  108. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  109. end
  110. if input:GetKeyDown(KEY_D) then
  111. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  112. end
  113. end
  114. function SubscribeToEvents()
  115. -- Subscribe HandleUpdate() function for processing update events
  116. SubscribeToEvent("Update", "HandleUpdate")
  117. end
  118. function HandleUpdate(eventType, eventData)
  119. -- Take the frame time step, which is stored as a float
  120. local timeStep = eventData["TimeStep"]:GetFloat()
  121. -- Move the camera, scale movement with time step
  122. MoveCamera(timeStep)
  123. end