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22 
23 #include <Urho3D/Core/CoreEvents.h>
24 #include <Urho3D/Engine/Engine.h>
25 #include <Urho3D/Graphics/Camera.h>
26 #include <Urho3D/Graphics/Graphics.h>
27 #include <Urho3D/Graphics/Material.h>
28 #include <Urho3D/Graphics/Model.h>
29 #include <Urho3D/Graphics/Octree.h>
30 #include <Urho3D/Graphics/Renderer.h>
31 #include <Urho3D/Graphics/StaticModel.h>
32 #include <Urho3D/Input/Input.h>
33 #include <Urho3D/Resource/ResourceCache.h>
34 #include <Urho3D/Scene/Scene.h>
35 #include <Urho3D/UI/Font.h>
36 #include <Urho3D/UI/Text.h>
37 #include <Urho3D/UI/UI.h>
38 
39 #include "StaticScene.h"
40 
41 #include <Urho3D/DebugNew.h>
42 
URHO3D_DEFINE_APPLICATION_MAIN(StaticScene)43 URHO3D_DEFINE_APPLICATION_MAIN(StaticScene)
44 
45 StaticScene::StaticScene(Context* context) :
46     Sample(context)
47 {
48 }
49 
Start()50 void StaticScene::Start()
51 {
52     // Execute base class startup
53     Sample::Start();
54 
55     // Create the scene content
56     CreateScene();
57 
58     // Create the UI content
59     CreateInstructions();
60 
61     // Setup the viewport for displaying the scene
62     SetupViewport();
63 
64     // Hook up to the frame update events
65     SubscribeToEvents();
66 
67     // Set the mouse mode to use in the sample
68     Sample::InitMouseMode(MM_RELATIVE);
69 }
70 
CreateScene()71 void StaticScene::CreateScene()
72 {
73     ResourceCache* cache = GetSubsystem<ResourceCache>();
74 
75     scene_ = new Scene(context_);
76 
77     // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
78     // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
79     // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
80     // optimizing manner
81     scene_->CreateComponent<Octree>();
82 
83     // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
84     // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
85     // (100 x 100 world units)
86     Node* planeNode = scene_->CreateChild("Plane");
87     planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
88     StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
89     planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
90     planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
91 
92     // Create a directional light to the world so that we can see something. The light scene node's orientation controls the
93     // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
94     // The light will use default settings (white light, no shadows)
95     Node* lightNode = scene_->CreateChild("DirectionalLight");
96     lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
97     Light* light = lightNode->CreateComponent<Light>();
98     light->SetLightType(LIGHT_DIRECTIONAL);
99 
100     // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
101     // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
102     // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
103     // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
104     // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
105     // scene.
106     const unsigned NUM_OBJECTS = 200;
107     for (unsigned i = 0; i < NUM_OBJECTS; ++i)
108     {
109         Node* mushroomNode = scene_->CreateChild("Mushroom");
110         mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
111         mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
112         mushroomNode->SetScale(0.5f + Random(2.0f));
113         StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
114         mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
115         mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
116     }
117 
118     // Create a scene node for the camera, which we will move around
119     // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
120     cameraNode_ = scene_->CreateChild("Camera");
121     cameraNode_->CreateComponent<Camera>();
122 
123     // Set an initial position for the camera scene node above the plane
124     cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
125 }
126 
CreateInstructions()127 void StaticScene::CreateInstructions()
128 {
129     ResourceCache* cache = GetSubsystem<ResourceCache>();
130     UI* ui = GetSubsystem<UI>();
131 
132     // Construct new Text object, set string to display and font to use
133     Text* instructionText = ui->GetRoot()->CreateChild<Text>();
134     instructionText->SetText("Use WASD keys and mouse/touch to move");
135     instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
136 
137     // Position the text relative to the screen center
138     instructionText->SetHorizontalAlignment(HA_CENTER);
139     instructionText->SetVerticalAlignment(VA_CENTER);
140     instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
141 }
142 
SetupViewport()143 void StaticScene::SetupViewport()
144 {
145     Renderer* renderer = GetSubsystem<Renderer>();
146 
147     // 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
148     // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
149     // use, but now we just use full screen and default render path configured in the engine command line options
150     SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
151     renderer->SetViewport(0, viewport);
152 }
153 
MoveCamera(float timeStep)154 void StaticScene::MoveCamera(float timeStep)
155 {
156     // Do not move if the UI has a focused element (the console)
157     if (GetSubsystem<UI>()->GetFocusElement())
158         return;
159 
160     Input* input = GetSubsystem<Input>();
161 
162     // Movement speed as world units per second
163     const float MOVE_SPEED = 20.0f;
164     // Mouse sensitivity as degrees per pixel
165     const float MOUSE_SENSITIVITY = 0.1f;
166 
167     // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
168     IntVector2 mouseMove = input->GetMouseMove();
169     yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
170     pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
171     pitch_ = Clamp(pitch_, -90.0f, 90.0f);
172 
173     // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
174     cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
175 
176     // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
177     // Use the Translate() function (default local space) to move relative to the node's orientation.
178     if (input->GetKeyDown(KEY_W))
179         cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
180     if (input->GetKeyDown(KEY_S))
181         cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
182     if (input->GetKeyDown(KEY_A))
183         cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
184     if (input->GetKeyDown(KEY_D))
185         cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
186 }
187 
SubscribeToEvents()188 void StaticScene::SubscribeToEvents()
189 {
190     // Subscribe HandleUpdate() function for processing update events
191     SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(StaticScene, HandleUpdate));
192 }
193 
HandleUpdate(StringHash eventType,VariantMap & eventData)194 void StaticScene::HandleUpdate(StringHash eventType, VariantMap& eventData)
195 {
196     using namespace Update;
197 
198     // Take the frame time step, which is stored as a float
199     float timeStep = eventData[P_TIMESTEP].GetFloat();
200 
201     // Move the camera, scale movement with time step
202     MoveCamera(timeStep);
203 }
204