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urho3dwidget.cpp
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urho3dwidget.cpp
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#include "urho3dwidget.h"
#include <SDL/SDL.h>
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Light.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Model.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/StaticModel.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/Math/Quaternion.h>
#include <Urho3D/Math/Vector3.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/UI/UIElement.h>
#include <QApplication>
#include <QCloseEvent>
#include <QKeyEvent>
#include <QMap>
#include <QPainter>
#include <QPoint>
#include <QResizeEvent>
#include <QTimerEvent>
Urho3dWidget::Urho3dWidget(Urho3D::Context *context, QWidget *parent)
: QWidget(parent),
Urho3D::Object(context),
engine_(nullptr),
scene_(nullptr),
cameraNode_(nullptr)
// here there is now scene_ and cameraNode_ ready for use.
// but for the simple demos, currently not needed yet
{
// start timer to refresh engine at each frame
timerId = startTimer(0);
setFocusPolicy(Qt::StrongFocus);
}
Urho3dWidget::~Urho3dWidget() {}
void Urho3dWidget::Start() {
using namespace Urho3D;
createScene();
auto *cache = GetSubsystem<ResourceCache>();
// Construct new Text object
SharedPtr<Text> helloText(new Text(context_));
// Set String to display
helloText->SetText("Hello World from Urho3D inside Qt5 Widgets !");
// Set font and text color
helloText->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 20);
helloText->SetColor(Color(0.0f, 1.0f, 0.0f));
// Align Text center-screen
helloText->SetHorizontalAlignment(HA_CENTER);
helloText->SetVerticalAlignment(VA_CENTER);
// Add Text instance to the UI root element
GetSubsystem<UI>()->GetRoot()->AddChild(helloText);
setupViewport();
SubscribeToEvent(E_UPDATE, URHO3D_HANDLER(Urho3dWidget, HandleUpdate));
}
void Urho3dWidget::Stop() {
if (engine_.NotNull() && engine_->IsInitialized()) {
engine_->Exit();
}
}
void Urho3dWidget::Setup() {
Urho3D::VariantMap engineParameters_;
engineParameters_["FullScreen"] = false;
engineParameters_["WindowWidth"] = 1280;
engineParameters_["WindowHeight"] = 720;
engineParameters_["WindowResizable"] = true;
#ifdef Q_OS_WIN32
engineParameters_["ForceGL2"] = true;
#endif
engineParameters_["ResourcePrefixPaths"] =
";D:/masteraplikasi/transferh11nov/urho3d/msvc/release/share/Resources";
engineParameters_["ExternalWindow"] = (void *)winId();
engine_ = new Urho3D::Engine(context_);
engine_->Initialize(engineParameters_);
}
void Urho3dWidget::closeEvent(QCloseEvent *e) {
e->accept();
engine_->Exit();
}
void Urho3dWidget::timerEvent(QTimerEvent *e) {
QWidget::timerEvent(e);
// FIXME : Uncommenting following line sometimes crashes the ui in release
// build
// still don't know why. But, I believe this should be better removed.
// qApp->processEvents();
if (engine_.NotNull() && engine_->IsInitialized()) {
engine_->RunFrame();
}
}
void Urho3dWidget::resizeEvent(QResizeEvent *e) {
if (engine_->IsInitialized()) {
int width = e->size().width();
int height = e->size().height();
Urho3D::Graphics *graphics = GetSubsystem<Urho3D::Graphics>();
SDL_Window *win = (SDL_Window *)graphics->GetWindow();
SDL_SetWindowSize(win, width, height);
}
}
void Urho3dWidget::keyPressEvent(QKeyEvent *e) {
if (cameraNode_.NotNull()) {
if (e->key() == Qt::Key_W)
cameraNode_->Translate(Urho3D::Vector3::FORWARD * MOVE_SPEED * timeStep);
if (e->key() == Qt::Key_S)
cameraNode_->Translate(Urho3D::Vector3::BACK * MOVE_SPEED * timeStep);
if (e->key() == Qt::Key_A)
cameraNode_->Translate(Urho3D::Vector3::LEFT * MOVE_SPEED * timeStep);
if (e->key() == Qt::Key_D)
cameraNode_->Translate(Urho3D::Vector3::RIGHT * MOVE_SPEED * timeStep);
}
}
void Urho3dWidget::HandleUpdate(Urho3D::StringHash eventType,
Urho3D::VariantMap &eventData) {
Q_UNUSED(eventType)
timeStep = eventData["TimeStep"].GetFloat();
if (cameraNode_.NotNull()) MoveCamera();
}
void Urho3dWidget::createScene() {
auto *cache = GetSubsystem<Urho3D::ResourceCache>();
scene_ = new Urho3D::Scene(context_);
scene_->CreateComponent<Urho3D::Octree>();
Urho3D::Node *planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Urho3D::Vector3(100.0f, 1.0f, 100.0f));
auto *planeObject = planeNode->CreateComponent<Urho3D::StaticModel>();
planeObject->SetModel(cache->GetResource<Urho3D::Model>("Models/Plane.mdl"));
planeObject->SetMaterial(
cache->GetResource<Urho3D::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)
Urho3D::Node *lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Urho3D::Vector3(
0.6f, -1.0f,
0.8f)); // The direction vector does not need to be normalized
auto *light = lightNode->CreateComponent<Urho3D::Light>();
light->SetLightType(Urho3D::LIGHT_DIRECTIONAL);
cameraNode_ = scene_->CreateChild("Camera");
cameraNode_->CreateComponent<Urho3D::Camera>();
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Urho3D::Vector3(0.0f, 5.0f, 0.0f));
}
void Urho3dWidget::setupViewport() {
auto *renderer = GetSubsystem<Urho3D::Renderer>();
// 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
Urho3D::SharedPtr<Urho3D::Viewport> viewport(new Urho3D::Viewport(
context_, scene_, cameraNode_->GetComponent<Urho3D::Camera>()));
renderer->SetViewport(0, viewport);
}
void Urho3dWidget::MoveCamera() {
// if (GetSubsystem<Urho3D::UI>()->GetFocusElement()) return;
auto *input = GetSubsystem<Urho3D::Input>();
// Mouse sensitivity as degrees per pixel
const float MOUSE_SENSITIVITY = 1.2f;
// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp
// the pitch between -90 and 90 degrees
Urho3D::IntVector2 mouseMove = input->GetMouseMove();
yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
pitch_ = Urho3D::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(Urho3D::Quaternion(pitch_, yaw_, 0.0f));
}