168 lines
7.1 KiB
ActionScript
168 lines
7.1 KiB
ActionScript
// 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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#include "Scripts/Utilities/Sample.as"
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void Start()
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{
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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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}
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void CreateScene()
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{
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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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Node@ zoneNode = scene_.CreateChild("Zone");
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Zone@ 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(-1000.0f, 1000.0f);
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zone.ambientColor = Color(0.05f, 0.1f, 0.15f);
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zone.fogColor = Color(0.1f, 0.2f, 0.3f);
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zone.fogStart = 10.0f;
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zone.fogEnd = 100.0f;
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// Create randomly positioned and oriented box StaticModels in the scene
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const uint NUM_OBJECTS = 2000;
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for (uint i = 0; i < NUM_OBJECTS; ++i)
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{
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Node@ boxNode = scene_.CreateChild("Box");
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boxNode.position = Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f);
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// Orient using random pitch, yaw and roll Euler angles
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boxNode.rotation = Quaternion(Random(360.0f), Random(360.0f), Random(360.0f));
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StaticModel@ 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 ScriptInstance in the scene node, which acts as a container. We need to tell the
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// script file and class name to instantiate the object (scriptFile is a global property which refers to the currently
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// executing script file.) There is also a shortcut for creating the ScriptInstance component and the script object,
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// which is shown in a later sample, but this is what happens "under the hood."
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ScriptInstance@ instance = boxNode.CreateComponent("ScriptInstance");
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instance.CreateObject(scriptFile, "Rotator");
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// Retrieve the created script object and set its rotation speed member variable
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Rotator@ rotator = cast<Rotator>(instance.scriptObject);
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rotator.rotationSpeed = Vector3(10.0f, 20.0f, 30.0f);
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}
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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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Camera@ camera = cameraNode.CreateComponent("Camera");
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camera.farClip = 100.0f;
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// Create a point light to the camera scene node
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Light@ light = cameraNode.CreateComponent("Light");
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light.lightType = LIGHT_POINT;
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light.range = 30.0f;
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text = "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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}
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void SetupViewport()
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{
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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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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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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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IntVector2 mouseMove = input.mouseMove;
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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.rotation = Quaternion(pitch, yaw, 0.0f);
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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.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float 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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}
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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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class Rotator : ScriptObject
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{
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Vector3 rotationSpeed;
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// Update is called during the variable timestep scene update
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void Update(float timeStep)
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{
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node.Rotate(Quaternion(rotationSpeed.x * timeStep, rotationSpeed.y * timeStep, rotationSpeed.z * timeStep));
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}
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions = "";
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