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Adding LightAnimation example

Josh Engebretson 9 years ago
parent
commit
1929b3b622

+ 155 - 0
FeatureExamples/Resources/Scripts/30_LightAnimation.cs

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+//
+// Copyright (c) 2008-2015 the Urho3D project.
+// Copyright (c) 2015 Xamarin Inc
+//
+// 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.
+//
+using AtomicEngine;
+
+namespace FeatureExamples
+{
+	public class LightAnimationSample : Sample
+	{
+		Scene scene;
+
+		public LightAnimationSample() : base() { }
+
+        public override void Start()
+        {
+			base.Start();
+			SetupInstructions();
+			CreateScene();
+			SetupViewport();
+		}
+
+		void SetupInstructions()
+		{
+            SimpleCreateInstructions("Use WASD keys and mouse/touch to move");
+		}
+
+        protected override void Update(float timeStep)
+        {
+			SimpleMoveCamera3D(timeStep);
+			base.Update(timeStep);
+		}
+
+		void SetupViewport()
+		{
+			var renderer = GetSubsystem<Renderer>();
+			renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
+		}
+
+		void CreateScene()
+		{
+			var cache = GetSubsystem<ResourceCache>();
+
+			scene = new Scene();
+
+			// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
+			// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
+			// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
+			// optimizing manner
+			scene.CreateComponent<Octree>();
+
+			// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
+			// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
+			// (100 x 100 world units)
+			Node planeNode = scene.CreateChild("Plane");
+			planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
+			StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
+			planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
+			planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
+
+			// Create a point light to the world so that we can see something.
+			Node lightNode = scene.CreateChild("PointLight");
+			Light light = lightNode.CreateComponent<Light>();
+			light.LightType = LightType.LIGHT_POINT;
+			light.Range = (10.0f);
+
+			// Create light animation
+			ObjectAnimation lightAnimation=new ObjectAnimation();
+
+			// Create light position animation
+			ValueAnimation positionAnimation=new ValueAnimation();
+			// Use spline interpolation method
+			positionAnimation.InterpolationMethod= InterpMethod.IM_SPLINE;
+			// Set spline tension
+			positionAnimation.SplineTension=0.7f;
+
+			positionAnimation.SetKeyFrame(0.0f, new Vector3(-30.0f, 5.0f, -30.0f));
+			positionAnimation.SetKeyFrame(1.0f, new Vector3(30.0f, 5.0f, -30.0f));
+			positionAnimation.SetKeyFrame(2.0f, new Vector3(30.0f, 5.0f, 30.0f));
+			positionAnimation.SetKeyFrame(3.0f, new Vector3(-30.0f, 5.0f, 30.0f));
+			positionAnimation.SetKeyFrame(4.0f, new Vector3(-30.0f, 5.0f, -30.0f));
+			// Set position animation
+			lightAnimation.AddAttributeAnimation("Position", positionAnimation, WrapMode.WM_LOOP, 1f);
+
+			// Create text animation
+            /*
+			ValueAnimation textAnimation=new ValueAnimation();
+			textAnimation.SetKeyFrame(0.0f, "WHITE");
+			textAnimation.SetKeyFrame(1.0f, "RED");
+			textAnimation.SetKeyFrame(2.0f, "YELLOW");
+			textAnimation.SetKeyFrame(3.0f, "GREEN");
+			textAnimation.SetKeyFrame(4.0f, "WHITE");
+			var uiElement = UI.Root.GetChild("animatingText", false);
+			uiElement.SetAttributeAnimation("Text", textAnimation, WrapMode.Loop, 1f);
+            */
+
+			// Create light color animation
+			ValueAnimation colorAnimation=new ValueAnimation();
+			colorAnimation.SetKeyFrame(0.0f, Color.White);
+			colorAnimation.SetKeyFrame(1.0f, Color.Red);
+			colorAnimation.SetKeyFrame(2.0f, Color.Yellow);
+			colorAnimation.SetKeyFrame(3.0f, Color.Green);
+			colorAnimation.SetKeyFrame(4.0f, Color.White);
+			// Set Light component's color animation
+			lightAnimation.AddAttributeAnimation("@Light/Color", colorAnimation, WrapMode.WM_LOOP, 1f);
+
+			// Apply light animation to light node
+			lightNode.ObjectAnimation=lightAnimation;
+
+			// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
+			// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
+			// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
+			// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
+			// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
+			// scene.
+			const uint numObjects = 200;
+			for (uint i = 0; i < numObjects; ++i)
+			{
+				Node mushroomNode = scene.CreateChild("Mushroom");
+				mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
+				mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
+				mushroomNode.SetScale(0.5f + NextRandom(2.0f));
+				StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
+				mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
+				mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
+			}
+
+			// Create a scene node for the camera, which we will move around
+			// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
+			CameraNode = scene.CreateChild("Camera");
+			CameraNode.CreateComponent<Camera>();
+
+			// Set an initial position for the camera scene node above the plane
+			CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
+		}
+	}
+}

+ 5 - 0
FeatureExamples/Resources/Scripts/30_LightAnimation.cs.asset

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+{
+	"version": 1,
+	"guid": "259e4ec6a35677192a1c437c54f96d67",
+	"CSharpImporter": null
+}