Refactored SkeletalAnimation example to use a custom component as well.
This commit is contained in:
Lasse Öörni 2013-08-19 19:45:27 +00:00
Родитель 40d345ab24
Коммит 0f4fbda5fb
12 изменённых файлов: 645 добавлений и 82 удалений

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@ -30,6 +30,9 @@
namespace Urho3D
{
class IndexBuffer;
class VertexBuffer;
/// %Decal vertex.
struct DecalVertex
{

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@ -86,13 +86,13 @@ void StaticScene::CreateScene()
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a directional light to the world so that we can see something. The light scene node's orientation controls the
// light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
// The light will use default settings (white light, no shadows)
Node* lightNode = scene_->CreateChild("Directional light");
lightNode->SetDirection(Vector3(-1.0f, -1.0f, -1.0f)); // The direction vector does not need to be normalized
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
@ -108,7 +108,7 @@ void StaticScene::CreateScene()
Node* mushroomNode = scene_->CreateChild("Mushroom");
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(1.0f + Random(1.0f));
mushroomNode->SetScale(0.5f + Random(2.0f));
StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));

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@ -1,36 +1,36 @@
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Component.h"
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
/// Custom component for rotating a scene node.
class Rotator : public Component
{
public:
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Component.h"
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
/// Custom component for rotating a scene node.
class Rotator : public Component
{
public:
/// Construct.
Rotator(Context* context);
@ -46,8 +46,8 @@ protected:
private:
/// Handle scene update event.
void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
/// Rotation speed.
Vector3 rotationSpeed_;
};
void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
/// Rotation speed.
Vector3 rotationSpeed_;
};

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@ -0,0 +1,75 @@
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "AnimatedModel.h"
#include "AnimationState.h"
#include "Mover.h"
#include "Scene.h"
#include "SceneEvents.h"
Mover::Mover(Context* context) :
Component(context),
moveSpeed_(0.0f),
rotationSpeed_(0.0f)
{
}
void Mover::SetParameters(float moveSpeed, float rotationSpeed, const BoundingBox& bounds)
{
moveSpeed_ = moveSpeed;
rotationSpeed_ = rotationSpeed;
bounds_ = bounds;
}
void Mover::OnNodeSet(Node* node)
{
// If the node pointer is nonzero, this component has been created into a scene node. Subscribe to the variable timestep
// scene update event now. If the node pointer is zero, the component is being removed from a scene node at destruction
// time. In that case we do nothing
if (node)
{
Scene* scene = node->GetScene();
// The scene pointer will be nonzero if the scene node belongs to a scene (it is also legal to create free-standing
// scene nodes)
if (scene)
SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(Mover, HandleSceneUpdate));
}
}
void Mover::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
{
// Get the timestep from the update event
using namespace SceneUpdate;
float timeStep = eventData[P_TIMESTEP].GetFloat();
node_->TranslateRelative(Vector3::FORWARD * moveSpeed_ * timeStep);
// If in risk of going outside the plane, rotate the model right
Vector3 pos = node_->GetPosition();
if (pos.x_ < bounds_.min_.x_ || pos.x_ > bounds_.max_.x_ || pos.z_ < bounds_.min_.z_ || pos.z_ > bounds_.max_.z_)
node_->Yaw(rotationSpeed_ * timeStep);
// Get the model's first (only) animation state and advance its time. Note the convenience accessor to other components
// in the same scene node
AnimationState* state = GetComponent<AnimatedModel>()->GetAnimationStates()[0];
state->AddTime(timeStep);
}

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@ -0,0 +1,61 @@
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Component.h"
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
/// Custom component for moving the animated model and rotating at area edges.
class Mover : public Component
{
public:
/// Construct.
Mover(Context* context);
/// Set motion parameters: forward movement speed, rotation speed, and movement boundaries.
void SetParameters(float moveSpeed, float rotateSpeed, const BoundingBox& bounds);
/// Return forward movement speed.
float GetMoveSpeed() const { return moveSpeed_; }
/// Return rotation speed.
float GetRotationSpeed() const { return rotationSpeed_; }
/// Return movement boundaries.
const BoundingBox& GetBounds() const { return bounds_; }
protected:
/// Handle node being assigned.
virtual void OnNodeSet(Node* node);
private:
/// Handle scene update event.
void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
/// Forward movement speed.
float moveSpeed_;
/// Rotation speed.
float rotationSpeed_;
/// Movement boundaries.
BoundingBox bounds_;
};

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@ -33,6 +33,7 @@
#include "Light.h"
#include "Material.h"
#include "Model.h"
#include "Mover.h"
#include "Octree.h"
#include "Renderer.h"
#include "ResourceCache.h"
@ -53,6 +54,8 @@ SkeletalAnimation::SkeletalAnimation(Context* context) :
pitch_(0.0f),
drawDebug_(false)
{
// Register an object factory for our custom Mover component so that we can create them to scene nodes
context->RegisterFactory<Mover>();
}
void SkeletalAnimation::Start()
@ -90,7 +93,7 @@ void SkeletalAnimation::CreateScene()
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a Zone component for ambient lighting & fog color control
Node* zoneNode = scene_->CreateChild("Zone");
@ -103,7 +106,7 @@ void SkeletalAnimation::CreateScene()
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("Directional light");
lightNode->SetDirection(Vector3(-1.0f, -1.0f, -1.0f)); // The direction vector does not need to be normalized
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
@ -113,6 +116,10 @@ void SkeletalAnimation::CreateScene()
// Create animated models
const unsigned NUM_OBJECTS = 100;
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f));
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* modelNode = scene_->CreateChild("Jack");
@ -131,6 +138,10 @@ void SkeletalAnimation::CreateScene()
// Enable full blending weight and looping
state->SetWeight(1.0f);
state->SetLooped(true);
// Create our custom Mover component that will move & animate the model during each frame's update
Mover* mover = modelNode->CreateComponent<Mover>();
mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
}
// Create the camera. Limit far clip distance to match the fog
@ -149,7 +160,10 @@ void SkeletalAnimation::CreateInstructions()
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys and mouse to move\nSpace to toggle debug geometry");
instructionText->SetText(
"Use WASD keys and mouse to move\n"
"Space to toggle debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
@ -201,33 +215,6 @@ void SkeletalAnimation::MoveCamera(float timeStep)
cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void SkeletalAnimation::MoveModels(float timeStep)
{
// We could store all the created models into our own array, like in the Sprites example. However, we can also query the
// scene for all nodes with an AnimatedModel component. That is slightly slower, as each node's components have to be looped
// through. We know the nodes are on the root level, so we do not need to do the query as recursive
PODVector<Node*> modelNodes;
scene_->GetChildrenWithComponent<AnimatedModel>(modelNodes);
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
for (unsigned i = 0; i < modelNodes.Size(); ++i)
{
Node* modelNode = modelNodes[i];
modelNode->TranslateRelative(Vector3::FORWARD * MODEL_MOVE_SPEED * timeStep);
// If in risk of going outside the plane, rotate the model right
Vector3 pos = modelNode->GetPosition();
if (pos.x_ < -47.0f || pos.x_ > 47.0f || pos.z_ < -47.0f || pos.z_ > 47.0f)
modelNode->Yaw(timeStep * MODEL_ROTATE_SPEED);
// Get the model's first (only) animation state and advance its time
AnimationState* state = modelNode->GetComponent<AnimatedModel>()->GetAnimationStates()[0];
state->AddTime(timeStep);
}
}
void SkeletalAnimation::SubscribeToEvents()
{
// Subscribes HandleUpdate() method for processing update events
@ -246,9 +233,8 @@ void SkeletalAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera and the animating models, scale movement with time step
// Move the camera, scale movement with time step
MoveCamera(timeStep);
MoveModels(timeStep);
// Check for space pressed and toggle debug geometry
if (GetSubsystem<Input>()->GetKeyPress(KEY_SPACE))

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@ -56,8 +56,6 @@ private:
void SetupViewport();
/// Reads input and moves the camera.
void MoveCamera(float timeStep);
/// Moves the animated models that have been created.
void MoveModels(float timeStep);
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Callback method invoked when a logic update event is dispatched.

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@ -138,8 +138,8 @@ void Billboards::CreateScene()
}
// Create billboard sets (floating smoke)
const unsigned NUM_BILLBOARDNODES = 40;
const unsigned NUM_BILLBOARDS = 15;
const unsigned NUM_BILLBOARDNODES = 25;
const unsigned NUM_BILLBOARDS = 10;
for (unsigned i = 0; i < NUM_BILLBOARDNODES; ++i)
{
@ -154,7 +154,7 @@ void Billboards::CreateScene()
for (unsigned j = 0; j < NUM_BILLBOARDS; ++j)
{
Billboard* bb = billboardObject->GetBillboard(j);
bb->position_ = Vector3(Random(15.0f) - 7.5f, Random(8.0f) - 4.0f, Random(15.0f) - 7.5f);
bb->position_ = Vector3(Random(12.0f) - 6.0f, Random(8.0f) - 4.0f, Random(12.0f) - 6.0f);
bb->size_ = Vector2(Random(2.0f) + 3.0f, Random(2.0f) + 3.0f);
bb->rotation_ = Random() * 360.0f;
bb->enabled_ = true;
@ -190,9 +190,9 @@ void Billboards::CreateScene()
light->SetShadowBias(BiasParameters(0.00002f, 0.0f));
// Configure shadow fading for the lights. When they are far away enough, the lights eventually become unshadowed for
// better CPU performance
light->SetShadowDistance(200.0f);
light->SetShadowFadeDistance(150.0f);
// better GPU performance. Note that we could also set the maximum distance for each object to cast shadows
light->SetShadowFadeDistance(100.0f); // Fade start distance
light->SetShadowDistance(125.0f); // Fade end distance, shadows are disabled
// Set half resolution for the shadow maps for increased performance
light->SetShadowResolution(0.5f);
// The spot lights will not have anything near them, so move the near plane of the shadow camera farther
@ -216,7 +216,10 @@ void Billboards::CreateInstructions()
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("Use WASD keys and mouse to move\nSpace to toggle debug geometry\n");
instructionText->SetText(
"Use WASD keys and mouse to move\n"
"Space to toggle debug geometry"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center

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@ -0,0 +1,32 @@
#
# Copyright (c) 2008-2013 the Urho3D project.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# Define target name
set (TARGET_NAME 08_Decals)
# Define source files
file (GLOB CPP_FILES *.cpp)
file (GLOB H_FILES *.h)
set (SOURCE_FILES ${CPP_FILES} ${H_FILES} ${COMMON_SAMPLE_H_FILES})
# Setup target with resource copying
setup_main_executable ()

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@ -0,0 +1,327 @@
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "Camera.h"
#include "CoreEvents.h"
#include "Cursor.h"
#include "DebugRenderer.h"
#include "DecalSet.h"
#include "Engine.h"
#include "Font.h"
#include "Graphics.h"
#include "Input.h"
#include "Light.h"
#include "Material.h"
#include "Model.h"
#include "Octree.h"
#include "Renderer.h"
#include "ResourceCache.h"
#include "StaticModel.h"
#include "Text.h"
#include "UI.h"
#include "XMLFile.h"
#include "Zone.h"
#include "Decals.h"
#include "DebugNew.h"
// Expands to this example's entry-point
DEFINE_APPLICATION_MAIN(Decals)
Decals::Decals(Context* context) :
Sample(context),
yaw_(0.0f),
pitch_(0.0f),
drawDebug_(false)
{
}
void Decals::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to the frame update and render post-update events
SubscribeToEvents();
}
void Decals::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
// (-1000, -1000, -1000) to (1000, 1000, 1000). Also create a DebugRenderer component so that we can draw
// debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a Zone component for ambient lighting & fog color control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("Directional light");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create some mushrooms
const unsigned NUM_MUSHROOMS = 240;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* mushroomNode = scene_->CreateChild("Mushroom");
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(0.5f + Random(2.0f));
StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
mushroomObject->SetCastShadows(true);
}
// Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before
// rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility
const unsigned NUM_BOXES = 20;
for (unsigned i = 0; i < NUM_BOXES; ++i)
{
Node* boxNode = scene_->CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
boxNode->SetScale(size);
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
boxObject->SetCastShadows(true);
if (size >= 5.0f)
boxObject->SetOccluder(true);
}
// Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
void Decals::CreateUI()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
// control the camera, and when visible, it will point the raycast target
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
Graphics* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText(
"Use WASD keys to move\n"
"LMB = paint decal, RMB = rotate view\n"
"Space to toggle debug geometry\n"
"O to toggle occlusion culling"
);
instructionText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
// Position the text relative to the screen center
instructionText->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void Decals::SetupViewport()
{
Renderer* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void Decals::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
UI* ui = GetSubsystem<UI>();
if (ui->GetFocusElement())
return;
Input* input = GetSubsystem<Input>();
// Movement speed as world units per second
const float MOVE_SPEED = 20.0f;
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 0.1f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
// Only move the camera when the cursor is hidden
if (!ui->GetCursor()->IsVisible())
{
IntVector2 mouseMove = input->GetMouseMove();
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
pitch_ = Clamp(pitch_, -90.0f, 90.0f);
// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}
// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
if (input->GetKeyDown('W'))
cameraNode_->TranslateRelative(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown('S'))
cameraNode_->TranslateRelative(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown('A'))
cameraNode_->TranslateRelative(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown('D'))
cameraNode_->TranslateRelative(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void Decals::PaintDecal()
{
UI* ui = GetSubsystem<UI>();
Graphics* graphics = GetSubsystem<Graphics>();
IntVector2 pos = ui->GetCursorPosition();
// Make sure no UI element in front of the cursor
if (ui->GetElementAt(pos, true))
return;
Camera* camera = cameraNode_->GetComponent<Camera>();
Ray cameraRay = camera->GetScreenRay((float)pos.x_ / graphics->GetWidth(), (float)pos.y_ / graphics->GetHeight());
// Raycast up to 250 world units distance, pick only geometry objects, not eg. zones or lights, only get the first
// (closest) hit
PODVector<RayQueryResult> results;
RayOctreeQuery query(results, cameraRay, RAY_TRIANGLE, 250.0f, DRAWABLE_GEOMETRY);
scene_->GetComponent<Octree>()->RaycastSingle(query);
if (results.Size())
{
RayQueryResult& result = results[0];
// Calculate hit position in world space
Vector3 rayHitPos = cameraRay.origin_ + cameraRay.direction_ * result.distance_;
// Check if target scene node already has a DecalSet component. If not, create now
Node* targetNode = result.drawable_->GetNode();
DecalSet* decal = targetNode->GetComponent<DecalSet>();
if (!decal)
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
decal = targetNode->CreateComponent<DecalSet>();
decal->SetMaterial(cache->GetResource<Material>("Materials/UrhoDecal.xml"));
}
// Add a square decal to the decal set using the geometry of the drawable that was hit, orient it to face the camera,
// use full texture UV's (0,0) to (1,1). Note that if we create several decals to a large object (such as the ground
// plane) over a large area using just one DecalSet component, the decals will all be culled as one unit. If that is
// undesirable, it may be necessary to create more than one DecalSet based on the distance
decal->AddDecal(result.drawable_, rayHitPos, cameraNode_->GetWorldRotation(), 0.5f, 1.0f, 1.0f, Vector2::ZERO,
Vector2::ONE);
}
}
void Decals::SubscribeToEvents()
{
// Subscribes HandleUpdate() method for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(Decals, HandleUpdate));
// Subscribes HandlePostRenderUpdate() method for processing the post-render update event, sent after Renderer subsystem is
// done with defining the draw calls for the viewports (but before actually executing them)
SubscribeToEvent(E_POSTRENDERUPDATE, HANDLER(Decals, HandlePostRenderUpdate));
}
void Decals::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
// Event parameters are always defined inside a namespace corresponding to the event's name
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
Input* input = GetSubsystem<Input>();
// Right mouse button controls mouse cursor visibility: hide when pressed
UI* ui = GetSubsystem<UI>();
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
// Paint a decal when the left mouse button is pressed
if (input->GetMouseButtonPress(MOUSEB_LEFT))
PaintDecal();
// Check for space pressed and toggle debug geometry
if (input->GetKeyPress(KEY_SPACE))
drawDebug_ = !drawDebug_;
// Check for toggling of occlusion
if (input->GetKeyPress('O'))
{
Renderer* renderer = GetSubsystem<Renderer>();
// 5000 is the default amount of maximum triangles to software-rasterize for occlusion, so EORing acts as a toggle
renderer->SetMaxOccluderTriangles(renderer->GetMaxOccluderTriangles() ^ 5000);
}
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}
void Decals::HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
{
// If draw debug mode is enabled, draw viewport debug geometry, which will show eg. drawable bounding boxes and skeleton
// bones. Disable depth test so that we can see the effect of occlusion
if (drawDebug_)
GetSubsystem<Renderer>()->DrawDebugGeometry(false);
}

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@ -0,0 +1,76 @@
//
// Copyright (c) 2008-2013 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
#include "Scene.h"
// All Urho3D classes reside in namespace Urho3D
using namespace Urho3D;
/// Decals example.
/// This sample demonstrates:
/// - Performing a raycast to the octree and adding a decal to the hit location;
/// - Marking suitable (large) objects as occluders for occlusion culling;
/// - Displaying renderer debug geometry to see the effect of occlusion;
class Decals : public Sample
{
// Mandatory when deriving from Object, enables type information
OBJECT(Decals)
public:
/// Construct.
Decals(Context* context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
private:
/// Constructs the scene content.
void CreateScene();
/// Constructs user interface elements.
void CreateUI();
/// Sets up a viewport for displaying the scene.
void SetupViewport();
/// Reads input and moves the camera.
void MoveCamera(float timeStep);
/// Paint a decal using a ray cast from the mouse cursor.
void PaintDecal();
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Callback method invoked when a logic update event is dispatched.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Callback method invoked when the post-render update event is dispatched.
void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData);
/// Scene.
SharedPtr<Scene> scene_;
/// Camera scene node.
SharedPtr<Node> cameraNode_;
/// Camera yaw angle.
float yaw_;
/// Camera pitch angle.
float pitch_;
/// Flag for drawing debug geometry.
bool drawDebug_;
};

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@ -44,3 +44,5 @@ add_subdirectory (04_StaticScene)
add_subdirectory (05_AnimatingScene)
add_subdirectory (06_SkeletalAnimation)
add_subdirectory (07_Billboards)
add_subdirectory (08_Decals)