コード例 #1
0
void LuaScriptEventInvoker::HandleLuaScriptEvent(StringHash eventType, VariantMap& eventData)
{
    LuaFunction* function = static_cast<LuaFunction*>(GetEventHandler()->GetUserData());
    if (!function)
        return;

    // Keep instance alive during invoking
    SharedPtr<LuaScriptInstance> instance(instance_);
    if (instance)
    {
        if (function->BeginCall(instance))
        {
            function->PushUserType(eventType, "StringHash");
            function->PushUserType(eventData, "VariantMap");
            function->EndCall();
        }
    }
    else
    {
        if (function->BeginCall())
        {
            function->PushUserType(eventType, "StringHash");
            function->PushUserType(eventData, "VariantMap");
            function->EndCall();
        }
    }
}
コード例 #2
0
ファイル: LuaIntegration.cpp プロジェクト: 1vanK/Urho3D
void LuaIntegration::CreateScene()
{
    auto* 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)
    scene_->CreateComponent<Octree>();

    // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
    // 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
    // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
    Node* zoneNode = scene_->CreateChild("Zone");
    auto* zone = zoneNode->CreateComponent<Zone>();
    // Set same volume as the Octree, set a close bluish fog and some ambient light
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
    zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
    zone->SetFogStart(10.0f);
    zone->SetFogEnd(100.0f);

    auto* scriptFile = cache->GetResource<LuaFile>("LuaScripts/Utilities/Rotator.lua");
    if (!scriptFile)
        return;

    // Create randomly positioned and oriented box StaticModels in the scene
    const unsigned NUM_OBJECTS = 2000;
    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* boxNode = scene_->CreateChild("Box");
        boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
        // Orient using random pitch, yaw and roll Euler angles
        boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
        auto* boxObject = boxNode->CreateComponent<StaticModel>();
        boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
        boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));

        // Add our custom Rotator script object (using the LuaScriptInstance C++ component to instantiate / store it) which will
        // rotate the scene node each frame, when the scene sends its update event
        auto* instance = boxNode->CreateComponent<LuaScriptInstance>();
        instance->CreateObject(scriptFile, "Rotator");

        // Call the script object's "SetRotationSpeed" function.
        LuaFunction* function = instance->GetScriptObjectFunction("SetRotationSpeed");
        if (function && function->BeginCall(instance))
        {
            function->PushUserType(Vector3(10.0f, 20.0f, 30.0f), "Vector3");
            function->EndCall();
        }
    }

    // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
    // bring the far clip plane closer for more effective culling of distant objects
    cameraNode_ = scene_->CreateChild("Camera");
    auto* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(100.0f);

    // Create a point light to the camera scene node
    auto* light = cameraNode_->CreateComponent<Light>();
    light->SetLightType(LIGHT_POINT);
    light->SetRange(30.0f);
}