467c4bd4e8
- (Web) Removed some of the exit engine logic.
161 lines
6.5 KiB
Lua
161 lines
6.5 KiB
Lua
-- Animating 3D scene example.
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-- This sample demonstrates:
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-- - Creating a 3D scene and using a script component to animate the objects
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-- - Controlling scene ambience with the Zone component
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-- - Attaching a light to an object (the camera)
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require "LuaScripts/Utilities/Sample"
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function Start()
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-- Execute the common startup for samples
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SampleStart()
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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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CreateInstructions()
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-- Setup the viewport for displaying the scene
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SetupViewport()
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-- Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE)
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-- Hook up to the frame update events
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SubscribeToEvents()
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end
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function CreateScene()
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scene_ = Scene()
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-- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
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-- (-1000, -1000, -1000) to (1000, 1000, 1000)
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scene_:CreateComponent("Octree")
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-- Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
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-- it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y
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-- and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering several zones can exist
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local zoneNode = scene_:CreateChild("Zone")
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local zone = zoneNode:CreateComponent("Zone")
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-- Set same volume as the Octree, set a close bluish fog and some ambient light
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zone.boundingBox = BoundingBox(-1000.0, 1000.0)
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zone.ambientColor = Color(0.05, 0.1, 0.15)
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zone.fogColor = Color(0.1, 0.2, 0.3)
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zone.fogStart = 10.0
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zone.fogEnd = 100.0
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-- Create randomly positioned and oriented box StaticModels in the scene
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local NUM_OBJECTS = 2000
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for i = 1, NUM_OBJECTS do
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local boxNode = scene_:CreateChild("Box")
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boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
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-- Orient using random pitch, yaw and roll Euler angles
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boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
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local boxObject = boxNode:CreateComponent("StaticModel")
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boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
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boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
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-- Add the Rotator script object which will rotate the scene node each frame, when the scene sends its update event.
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-- This requires the C++ component LuaScriptInstance in the scene node, which acts as a container. We need to tell the
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-- class name to instantiate the object
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local object = boxNode:CreateScriptObject("Rotator")
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object.rotationSpeed = {10.0, 20.0, 30.0}
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end
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-- Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
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-- bring the far clip plane closer for more effective culling of distant objects
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cameraNode = scene_:CreateChild("Camera")
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local camera = cameraNode:CreateComponent("Camera")
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camera.farClip = 100.0
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-- Create a point light to the camera scene node
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light = cameraNode:CreateComponent("Light")
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light.lightType = LIGHT_POINT
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light.range = 30.0
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end
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function CreateInstructions()
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-- Construct new Text object, set string to display and font to use
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local instructionText = ui.root:CreateChild("Text")
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instructionText:SetText("Use WASD keys and mouse to move")
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instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
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-- Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER
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instructionText.verticalAlignment = VA_CENTER
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instructionText:SetPosition(0, ui.root.height / 4)
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end
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function SetupViewport()
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-- 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
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-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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-- use, but now we just use full screen and default render path configured in the engine command line options
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local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
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renderer:SetViewport(0, viewport)
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end
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function MoveCamera(timeStep)
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-- Do not move if the UI has a focused element (the console)
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if ui.focusElement ~= nil then
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return
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end
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-- Movement speed as world units per second
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local MOVE_SPEED = 20.0
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-- Mouse sensitivity as degrees per pixel
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local MOUSE_SENSITIVITY = 0.1
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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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local mouseMove = input.mouseMove
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yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
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pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
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pitch = Clamp(pitch, -90.0, 90.0)
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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.rotation = Quaternion(pitch, yaw, 0.0)
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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) then
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cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_S) then
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cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_A) then
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cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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if input:GetKeyDown(KEY_D) then
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cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
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end
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end
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function SubscribeToEvents()
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-- Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate")
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end
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function HandleUpdate(eventType, eventData)
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-- Take the frame time step, which is stored as a float
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local timeStep = eventData["TimeStep"]:GetFloat()
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-- Move the camera, scale movement with time step
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MoveCamera(timeStep)
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end
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-- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
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Rotator = ScriptObject()
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function Rotator:Start()
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self.rotationSpeed = {0.0, 0.0, 0.0}
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end
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function Rotator:Update(timeStep)
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local x = self.rotationSpeed[1] * timeStep
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local y = self.rotationSpeed[2] * timeStep
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local z = self.rotationSpeed[3] * timeStep
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self.node:Rotate(Quaternion(x, y, z))
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end
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