1 //
2 // Copyright (c) 2008-2017 the Urho3D project.
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a copy
5 // of this software and associated documentation files (the "Software"), to deal
6 // in the Software without restriction, including without limitation the rights
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8 // copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
10 //
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
13 //
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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19 // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
20 // THE SOFTWARE.
21 //
22
23 #include <Urho3D/AngelScript/Script.h>
24 #include <Urho3D/AngelScript/ScriptFile.h>
25 #include <Urho3D/AngelScript/ScriptInstance.h>
26 #include <Urho3D/Core/CoreEvents.h>
27 #include <Urho3D/Engine/Engine.h>
28 #include <Urho3D/Graphics/Camera.h>
29 #include <Urho3D/Graphics/Graphics.h>
30 #include <Urho3D/Graphics/Material.h>
31 #include <Urho3D/Graphics/Model.h>
32 #include <Urho3D/Graphics/Octree.h>
33 #include <Urho3D/Graphics/Renderer.h>
34 #include <Urho3D/Graphics/StaticModel.h>
35 #include <Urho3D/Graphics/Zone.h>
36 #include <Urho3D/Input/Input.h>
37 #include <Urho3D/Resource/ResourceCache.h>
38 #include <Urho3D/Scene/Scene.h>
39 #include <Urho3D/UI/Font.h>
40 #include <Urho3D/UI/Text.h>
41 #include <Urho3D/UI/UI.h>
42
43 #include "AngelScriptIntegration.h"
44
45 #include <Urho3D/DebugNew.h>
46
URHO3D_DEFINE_APPLICATION_MAIN(AngelScriptIntegration)47 URHO3D_DEFINE_APPLICATION_MAIN(AngelScriptIntegration)
48
49 AngelScriptIntegration::AngelScriptIntegration(Context* context) :
50 Sample(context)
51 {
52 // Instantiate and register the AngelScript subsystem so that we can use the ScriptInstance component
53 context_->RegisterSubsystem(new Script(context_));
54 }
55
Start()56 void AngelScriptIntegration::Start()
57 {
58 // Execute base class startup
59 Sample::Start();
60
61 // Create the scene content
62 CreateScene();
63
64 // Create the UI content
65 CreateInstructions();
66
67 // Setup the viewport for displaying the scene
68 SetupViewport();
69
70 // Hook up to the frame update events
71 SubscribeToEvents();
72
73 // Set the mouse mode to use in the sample
74 Sample::InitMouseMode(MM_RELATIVE);
75 }
76
CreateScene()77 void AngelScriptIntegration::CreateScene()
78 {
79 ResourceCache* cache = GetSubsystem<ResourceCache>();
80
81 scene_ = new Scene(context_);
82
83 // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
84 // (-1000, -1000, -1000) to (1000, 1000, 1000)
85 scene_->CreateComponent<Octree>();
86
87 // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
88 // 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
89 // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
90 Node* zoneNode = scene_->CreateChild("Zone");
91 Zone* zone = zoneNode->CreateComponent<Zone>();
92 // Set same volume as the Octree, set a close bluish fog and some ambient light
93 zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
94 zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
95 zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
96 zone->SetFogStart(10.0f);
97 zone->SetFogEnd(100.0f);
98
99 // Create randomly positioned and oriented box StaticModels in the scene
100 const unsigned NUM_OBJECTS = 2000;
101 for (unsigned i = 0; i < NUM_OBJECTS; ++i)
102 {
103 Node* boxNode = scene_->CreateChild("Box");
104 boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
105 // Orient using random pitch, yaw and roll Euler angles
106 boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
107 StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
108 boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
109 boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
110
111 // Add our custom Rotator script object (using the ScriptInstance C++ component to instantiate / store it) which will
112 // rotate the scene node each frame, when the scene sends its update event
113 ScriptInstance* instance = boxNode->CreateComponent<ScriptInstance>();
114 instance->CreateObject(cache->GetResource<ScriptFile>("Scripts/Utilities/Rotator.as"), "Rotator");
115 // Call the script object's "SetRotationSpeed" function. Function arguments need to be passed in a VariantVector
116 VariantVector parameters;
117 parameters.Push(Vector3(10.0f, 20.0f, 30.0f));
118 instance->Execute("void SetRotationSpeed(const Vector3&in)", parameters);
119 }
120
121 // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
122 // bring the far clip plane closer for more effective culling of distant objects
123 cameraNode_ = scene_->CreateChild("Camera");
124 Camera* camera = cameraNode_->CreateComponent<Camera>();
125 camera->SetFarClip(100.0f);
126
127 // Create a point light to the camera scene node
128 Light* light = cameraNode_->CreateComponent<Light>();
129 light->SetLightType(LIGHT_POINT);
130 light->SetRange(30.0f);
131 }
132
CreateInstructions()133 void AngelScriptIntegration::CreateInstructions()
134 {
135 ResourceCache* cache = GetSubsystem<ResourceCache>();
136 UI* ui = GetSubsystem<UI>();
137
138 // Construct new Text object, set string to display and font to use
139 Text* instructionText = ui->GetRoot()->CreateChild<Text>();
140 instructionText->SetText("Use WASD keys and mouse/touch to move");
141 instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
142
143 // Position the text relative to the screen center
144 instructionText->SetHorizontalAlignment(HA_CENTER);
145 instructionText->SetVerticalAlignment(VA_CENTER);
146 instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
147 }
148
SetupViewport()149 void AngelScriptIntegration::SetupViewport()
150 {
151 Renderer* renderer = GetSubsystem<Renderer>();
152
153 // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
154 SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
155 renderer->SetViewport(0, viewport);
156 }
157
SubscribeToEvents()158 void AngelScriptIntegration::SubscribeToEvents()
159 {
160 // Subscribe HandleUpdate() function for processing update events
161 SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(AngelScriptIntegration, HandleUpdate));
162 }
163
MoveCamera(float timeStep)164 void AngelScriptIntegration::MoveCamera(float timeStep)
165 {
166 // Do not move if the UI has a focused element (the console)
167 if (GetSubsystem<UI>()->GetFocusElement())
168 return;
169
170 Input* input = GetSubsystem<Input>();
171
172 // Movement speed as world units per second
173 const float MOVE_SPEED = 20.0f;
174 // Mouse sensitivity as degrees per pixel
175 const float MOUSE_SENSITIVITY = 0.1f;
176
177 // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
178 IntVector2 mouseMove = input->GetMouseMove();
179 yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
180 pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
181 pitch_ = Clamp(pitch_, -90.0f, 90.0f);
182
183 // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
184 cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
185
186 // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
187 if (input->GetKeyDown(KEY_W))
188 cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
189 if (input->GetKeyDown(KEY_S))
190 cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
191 if (input->GetKeyDown(KEY_A))
192 cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
193 if (input->GetKeyDown(KEY_D))
194 cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
195 }
196
HandleUpdate(StringHash eventType,VariantMap & eventData)197 void AngelScriptIntegration::HandleUpdate(StringHash eventType, VariantMap& eventData)
198 {
199 using namespace Update;
200
201 // Take the frame time step, which is stored as a float
202 float timeStep = eventData[P_TIMESTEP].GetFloat();
203
204 // Move the camera, scale movement with time step
205 MoveCamera(timeStep);
206 }
207