195 lines
7.0 KiB
C++
195 lines
7.0 KiB
C++
//
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// Copyright (c) 2008-2020 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Button.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/UIEvents.h>
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#include "SceneAndUILoad.h"
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#include <Urho3D/DebugNew.h>
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URHO3D_DEFINE_APPLICATION_MAIN(SceneAndUILoad)
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SceneAndUILoad::SceneAndUILoad(Context* context) :
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Sample(context)
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{
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}
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void SceneAndUILoad::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateUI();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Subscribe to global events for camera movement
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void SceneAndUILoad::CreateScene()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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scene_ = new Scene(context_);
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// Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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// which scene.LoadXML() will read
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SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
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scene_->LoadXML(*file);
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// Create the camera (not included in the scene file)
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cameraNode_ = scene_->CreateChild("Camera");
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cameraNode_->CreateComponent<Camera>();
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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
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}
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void SceneAndUILoad::CreateUI()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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// Set up global UI style into the root UI element
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auto* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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ui->GetRoot()->SetDefaultStyle(style);
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// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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// control the camera, and when visible, it will interact with the UI
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SharedPtr<Cursor> cursor(new Cursor(context_));
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cursor->SetStyleAuto();
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ui->SetCursor(cursor);
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// Set starting position of the cursor at the rendering window center
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auto* graphics = GetSubsystem<Graphics>();
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cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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// Load UI content prepared in the editor and add to the UI hierarchy
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SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
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ui->GetRoot()->AddChild(layoutRoot);
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// Subscribe to button actions (toggle scene lights when pressed then released)
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auto* button = layoutRoot->GetChildStaticCast<Button>("ToggleLight1", true);
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if (button)
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SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SceneAndUILoad, ToggleLight1));
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button = layoutRoot->GetChildStaticCast<Button>("ToggleLight2", true);
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if (button)
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SubscribeToEvent(button, E_RELEASED, URHO3D_HANDLER(SceneAndUILoad, ToggleLight2));
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}
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void SceneAndUILoad::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void SceneAndUILoad::SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for camera motion
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SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(SceneAndUILoad, HandleUpdate));
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}
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void SceneAndUILoad::MoveCamera(float timeStep)
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{
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// Right mouse button controls mouse cursor visibility: hide when pressed
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auto* ui = GetSubsystem<UI>();
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auto* input = GetSubsystem<Input>();
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ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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// Do not move if the UI has a focused element
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if (ui->GetFocusElement())
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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// Only move the camera when the cursor is hidden
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if (!ui->GetCursor()->IsVisible())
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{
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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}
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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if (input->GetKeyDown(KEY_W))
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cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_S))
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cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_A))
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cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input->GetKeyDown(KEY_D))
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cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SceneAndUILoad::HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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using namespace Update;
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// Take the frame time step, which is stored as a float
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float timeStep = eventData[P_TIMESTEP].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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void SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
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{
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Node* lightNode = scene_->GetChild("Light1", true);
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if (lightNode)
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lightNode->SetEnabled(!lightNode->IsEnabled());
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}
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void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
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{
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Node* lightNode = scene_->GetChild("Light2", true);
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if (lightNode)
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lightNode->SetEnabled(!lightNode->IsEnabled());
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}
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