This page has been translated automatically.
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

7. Creating and Setting Up a Camera

<< RETURN TO THE PREVIOUS SECTION

A camera is a viewport to the world, without it you actually won't be able to see anything. Cameras in UNIGINE are managed using players. When you add a new player, it creates a camera and specifies controls, masks, postprocess materials for this camera.

In order to set a new player as active one we should use the Game class which is designed as a singleton.

Notice
In order to use the Game class we must include the UnigineGame.h library.

The following code illustrates creation of a PlayerSpectator and setting it as the active game camera.

Notice
By default the player uses a standard set of controls which can be overriden if necessary.
Source code (C++)
#include <UnigineGame.h>
using namespace Unigine;

/* ... */

int AppWorldLogic::init() 
{

	// creating a new PlayerSpectator instance
	PlayerSpectatorPtr playerSpectator = PlayerSpectator::create();

	// setting necessary parameters: FOV, ZNear, ZFar, view direction vector and position.
	playerSpectator->setFov(90.0f);
	playerSpectator->setZNear(0.1f);
	playerSpectator->setZFar(10000.0f);
	playerSpectator->setViewDirection(Math::vec3(0.0f, 1.0f, 0.0f));
	playerSpectator->setWorldPosition(Math::dvec3(-1.6f, -1.7f, 1.7f));

	// setting the Player to the Game singleton instance
	Game::get()->setPlayer(playerSpectator->getPlayer());
	playerSpectator->release();
	
	return 1;
}

Additional information:

Project Progress

In our project we are going to use only one PlayerSpectator. To create and initialize it let us write a method called initPlayer.

In the AppWorldLogic.h file, we include the UnigineGame.h library, define a smart pointer for our player and declare our initPlayer method.

Source code (C++)
// AppWorldLogic.h
/* ... */
#include <UnigineGame.h>

/* ... */

class AppWorldLogic : public Unigine::WorldLogic {
	
public:

/* .. */

private:

/* .. */

	int initPlayer();
	
/* .. */

	// player
	Unigine::PlayerSpectatorPtr player;
	
/* .. */
};

In the AppWorldLogic.cpp file let us implement our initPlayer method and insert it into the AppWorldLogic::init() method.

Source code (C++)
// AppWorldLogic.cpp

/* .. */

/// method performing initialization of the player
int AppWorldLogic::initPlayer()
{
	// creating a new PlayerSpectator instance
	player = PlayerSpectator::create();

	// setting player's FOV, ZNear, ZFar
	player->setFov(90.0f);
	player->setZNear(0.1f);
	player->setZFar(10000.0f);

	// setting player's view direction vector and position
	player->setPosition(Math::Vec3(3.0f));
	player->setDirection(Math::vec3(-1.0f), Math::vec3(0.0f, 0.0f, -1.0f));

	// setting the player to the Game singleton instance
	Game::get()->setPlayer(player->getPlayer());
	player->release();

	//reporting progress to the console
	Log::warning("\nPlayer initialization OK!\n\n");

	return 1;
}

/* .. */
	
int AppWorldLogic::init() 
{

/* .. */

	// creating a player
	initPlayer();

/* .. */
	
	return 1;
}
/* .. */

Source Files

You can copy the code below and paste it to the corresponding source files of your project:

AppWorldLogic.h

Source code (C++)
#ifndef __APP_WORLD_LOGIC_H__
#define __APP_WORLD_LOGIC_H__

#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>


class AppWorldLogic : public Unigine::WorldLogic {
	
public:
	AppWorldLogic();
	virtual ~AppWorldLogic();
	
	virtual int init();
	
	virtual int update();
	virtual int render();
	virtual int flush();
	
	virtual int shutdown();
	virtual int destroy();
	
	virtual int save(const Unigine::StreamPtr &stream);
	virtual int restore(const Unigine::StreamPtr &stream);
private:
	Unigine::Editor *editor;
	Unigine::PlayerSpectatorPtr player;

	// auxiliary functions
	int addMeshToScene(const char *file_name, const char *mesh_name, const char *material_name, Unigine::Math::Vec3 position);

	// initialization functions
	int initObjects();
	int initPlayer();

	// scene objects vector
	Unigine::Vector <Unigine::ObjectMeshDynamicPtr> Objects;
};

#endif // __APP_WORLD_LOGIC_H__

AppWorldLogic.cpp

Source code (C++)
#include "AppWorldLogic.h"
// World logic, it takes effect only when the world is loaded.
// These methods are called right after corresponding world script's (UnigineScript) methods.
using namespace Unigine;
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------- AUXILIARY FUNCTIONS AND METHODS ----------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------

/// method adding a Dynamic Mesh Object to the scene. If an empty filename is passed the method creates a default box; otherwise, loads a mesh-file with a given name.
int AppWorldLogic::addMeshToScene(const char *file_name, const char *mesh_name, const char *material_name, Math::Vec3 position)
{
	MeshPtr mesh = Mesh::create();
	ObjectMeshDynamicPtr omd;
	if (file_name){				// loading a mesh from a specified file
		if (!mesh->load(file_name))
		{
			Log::error("\nError opening .mesh file!\n");
			mesh.clear();
			
			return 0;
		}
		else omd = ObjectMeshDynamic::create(mesh);
	}
	else																// creating a default box
	{
		mesh->addBoxSurface("box_surface", Math::vec3(0.5f));

		omd = ObjectMeshDynamic::create(mesh);
	}

	// setting node material, name and position
	omd->setMaterial(material_name, "*");
	omd->setName(mesh_name);
	omd->setWorldPosition(position);
	
	// passing node ownership to the editor as a runtime node
	omd->release();
	editor->addNode(omd->getNode());

	// updating the list of scene objects
	Objects.append(omd);

	// reporting progress to the console
	Log::message("-> Object %s added to the scene.\n", mesh_name);

	// clearing the mesh
	mesh->clear();

	return 1;

}
//-----------------------------------------------------------------------------------------------------------------------------
//---------------------------------------------- INITIALIZATION METHODS -------------------------------------------------------
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of the set of 4 boxes
int AppWorldLogic::initObjects()
{
	int index = 0;

	for (int x = 0; x < 2; x++)
	{
		for (int y = 0; y < 2; y++)
		{
			addMeshToScene(NULL, String::format("my_meshdynamic_%d", index).get(), "mesh_base", Math::Vec3(x, y, 1.0f));
			index++;
		}
	}

	// reporting progress to the console
	Log::warning("Objects generation OK!\n\n");

	return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
/// method performing initialization of the player
int AppWorldLogic::initPlayer()
{
	// creating a new PlayerSpectator instance
	player = PlayerSpectator::create();

	// setting player's FOV, ZNear, ZFar
	player->setFov(90.0f);
	player->setZNear(0.1f);
	player->setZFar(10000.0f);

	// setting player's view direction vector and position
	player->setPosition(Math::Vec3(3.0f));
	player->setDirection(Math::vec3(-1.0f), Math::vec3(0.0f, 0.0f, -1.0f));

	// setting the player to the Game singleton instance
	Game::get()->setPlayer(player->getPlayer());
	player->release();

	//reporting progress to the console
	Log::warning("\nPlayer initialization OK!\n\n");

	return 1;
}
//-----------------------------------------------------------------------------------------------------------------------------
AppWorldLogic::AppWorldLogic() {
	
}

AppWorldLogic::~AppWorldLogic() {
	
}

int AppWorldLogic::init() {
	// Write here code to be called on world initialization: initialize resources for your world scene during the world start.
	
	// getting a pointer to the Editor
	editor = Editor::get();

	// creating objects
	initObjects();

	// creating a player
	initPlayer();

	return 1;
}

// start of the main loop
int AppWorldLogic::update() {
	// Write here code to be called before updating each render frame: specify all graphics-related functions you want to be called every frame while your application executes.
	
	return 1;
}

int AppWorldLogic::render() {
	// The engine calls this function before rendering each render frame: correct behavior after the state of the node has been updated.
	
	return 1;
}

int AppWorldLogic::flush() {
	// Write here code to be called before updating each physics frame: control physics in your application and put non-rendering calculations.
	// The engine calls flush() with the fixed rate (60 times per second by default) regardless of the FPS value.
	// WARNING: do not create, delete or change transformations of nodes here, because rendering is already in progress.
	
	return 1;
}
// end of the main loop

int AppWorldLogic::shutdown() {
	// Write here code to be called on world shutdown: delete resources that were created during world script execution to avoid memory leaks.

	// deleting all created nodes
	for(int i = 0; i < Objects.size(); i++)
	{
		// removing current node from the scene
		editor->removeNode(Objects[i]->get()->getNode());
	}
	
	// updating the list of scene objects
	Objects.clear();

	// clearing the player pointer
	player.clear();

	return 1;
}

int AppWorldLogic::destroy() {
	// Write here code to be called when the video mode is changed or the application is restarted (i.e. video_restart is called). It is used to reinitialize the graphics context.
	
	return 1;
}

int AppWorldLogic::save(const Unigine::StreamPtr &stream) {
	// Write here code to be called when the world is saving its state (i.e. state_save is called): save custom user data to a file.
	
	UNIGINE_UNUSED(stream);
	return 1;
}

int AppWorldLogic::restore(const Unigine::StreamPtr &stream) {
	// Write here code to be called when the world is restoring its state (i.e. state_restore is called): restore custom user data to a file here.
	
	UNIGINE_UNUSED(stream);
	return 1;
}

PROCEED TO THE NEXT SECTION >>

Last update: 2017-10-20
Build: ()