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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