Urho3D/bin/Data/LuaScripts/05_AnimatingScene.lua
hdunderscore 467c4bd4e8 - Updated sample mouse mode setup.
- (Web) Removed some of the exit engine logic.
2016-03-27 20:01:22 +11:00

161 lines
6.5 KiB
Lua

-- Animating 3D scene example.
-- This sample demonstrates:
-- - Creating a 3D scene and using a script component to animate the objects
-- - Controlling scene ambience with the Zone component
-- - Attaching a light to an object (the camera)
require "LuaScripts/Utilities/Sample"
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create the scene content
CreateScene()
-- Create the UI content
CreateInstructions()
-- Setup the viewport for displaying the scene
SetupViewport()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Hook up to the frame update events
SubscribeToEvents()
end
function CreateScene()
scene_ = Scene()
-- Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
-- (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_:CreateComponent("Octree")
-- Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
-- 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
-- and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering several zones can exist
local zoneNode = scene_:CreateChild("Zone")
local zone = zoneNode:CreateComponent("Zone")
-- Set same volume as the Octree, set a close bluish fog and some ambient light
zone.boundingBox = BoundingBox(-1000.0, 1000.0)
zone.ambientColor = Color(0.05, 0.1, 0.15)
zone.fogColor = Color(0.1, 0.2, 0.3)
zone.fogStart = 10.0
zone.fogEnd = 100.0
-- Create randomly positioned and oriented box StaticModels in the scene
local NUM_OBJECTS = 2000
for i = 1, NUM_OBJECTS do
local boxNode = scene_:CreateChild("Box")
boxNode.position = Vector3(Random(200.0) - 100.0, Random(200.0) - 100.0, Random(200.0) - 100.0)
-- Orient using random pitch, yaw and roll Euler angles
boxNode.rotation = Quaternion(Random(360.0), Random(360.0), Random(360.0))
local boxObject = boxNode:CreateComponent("StaticModel")
boxObject.model = cache:GetResource("Model", "Models/Box.mdl")
boxObject.material = cache:GetResource("Material", "Materials/Stone.xml")
-- Add the Rotator script object which will rotate the scene node each frame, when the scene sends its update event.
-- This requires the C++ component LuaScriptInstance in the scene node, which acts as a container. We need to tell the
-- class name to instantiate the object
local object = boxNode:CreateScriptObject("Rotator")
object.rotationSpeed = {10.0, 20.0, 30.0}
end
-- Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
-- bring the far clip plane closer for more effective culling of distant objects
cameraNode = scene_:CreateChild("Camera")
local camera = cameraNode:CreateComponent("Camera")
camera.farClip = 100.0
-- Create a point light to the camera scene node
light = cameraNode:CreateComponent("Light")
light.lightType = LIGHT_POINT
light.range = 30.0
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText("Use WASD keys and mouse to move")
instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
-- Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER
instructionText.verticalAlignment = VA_CENTER
instructionText:SetPosition(0, ui.root.height / 4)
end
function SetupViewport()
-- 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
-- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
-- use, but now we just use full screen and default render path configured in the engine command line options
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 20.0
-- Mouse sensitivity as degrees per pixel
local MOUSE_SENSITIVITY = 0.1
-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
local mouseMove = input.mouseMove
yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
pitch = Clamp(pitch, -90.0, 90.0)
-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
-- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if input:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Move the camera, scale movement with time step
MoveCamera(timeStep)
end
-- Rotator script object class. Script objects to be added to a scene node must implement the empty ScriptObject interface
Rotator = ScriptObject()
function Rotator:Start()
self.rotationSpeed = {0.0, 0.0, 0.0}
end
function Rotator:Update(timeStep)
local x = self.rotationSpeed[1] * timeStep
local y = self.rotationSpeed[2] * timeStep
local z = self.rotationSpeed[3] * timeStep
self.node:Rotate(Quaternion(x, y, z))
end