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+//
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+// Copyright (c) 2008-2015 the Urho3D project.
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+// Copyright (c) 2015 Xamarin Inc
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+using AtomicEngine;
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+
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+namespace FeatureExamples
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+{
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+ public class LightAnimationSample : Sample
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+ {
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+ Scene scene;
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+
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+ public LightAnimationSample() : base() { }
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+
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+ public override void Start()
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+ {
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+ base.Start();
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+ SetupInstructions();
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+ CreateScene();
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+ SetupViewport();
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+ }
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+
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+ void SetupInstructions()
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+ {
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+ SimpleCreateInstructions("Use WASD keys and mouse/touch to move");
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+ }
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+
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+ protected override void Update(float timeStep)
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+ {
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+ SimpleMoveCamera3D(timeStep);
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+ base.Update(timeStep);
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+ }
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+
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+ void SetupViewport()
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+ {
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+ var renderer = GetSubsystem<Renderer>();
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+ renderer.SetViewport(0, new Viewport(scene, CameraNode.GetComponent<Camera>()));
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+ }
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+
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+ void CreateScene()
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+ {
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+ var cache = GetSubsystem<ResourceCache>();
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+
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+ scene = new Scene();
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+
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+ // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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+ // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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+ // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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+ // optimizing manner
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+ scene.CreateComponent<Octree>();
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+
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+ // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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+ // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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+ // (100 x 100 world units)
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+ Node planeNode = scene.CreateChild("Plane");
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+ planeNode.Scale=new Vector3(100.0f, 1.0f, 100.0f);
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+ StaticModel planeObject = planeNode.CreateComponent<StaticModel>();
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+ planeObject.Model = (cache.Get<Model>("Models/Plane.mdl"));
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+ planeObject.SetMaterial(cache.Get<Material>("Materials/StoneTiled.xml"));
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+
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+ // Create a point light to the world so that we can see something.
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+ Node lightNode = scene.CreateChild("PointLight");
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+ Light light = lightNode.CreateComponent<Light>();
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+ light.LightType = LightType.LIGHT_POINT;
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+ light.Range = (10.0f);
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+
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+ // Create light animation
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+ ObjectAnimation lightAnimation=new ObjectAnimation();
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+
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+ // Create light position animation
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+ ValueAnimation positionAnimation=new ValueAnimation();
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+ // Use spline interpolation method
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+ positionAnimation.InterpolationMethod= InterpMethod.IM_SPLINE;
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+ // Set spline tension
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+ positionAnimation.SplineTension=0.7f;
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+
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+ positionAnimation.SetKeyFrame(0.0f, new Vector3(-30.0f, 5.0f, -30.0f));
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+ positionAnimation.SetKeyFrame(1.0f, new Vector3(30.0f, 5.0f, -30.0f));
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+ positionAnimation.SetKeyFrame(2.0f, new Vector3(30.0f, 5.0f, 30.0f));
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+ positionAnimation.SetKeyFrame(3.0f, new Vector3(-30.0f, 5.0f, 30.0f));
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+ positionAnimation.SetKeyFrame(4.0f, new Vector3(-30.0f, 5.0f, -30.0f));
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+ // Set position animation
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+ lightAnimation.AddAttributeAnimation("Position", positionAnimation, WrapMode.WM_LOOP, 1f);
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+
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+ // Create text animation
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+ /*
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+ ValueAnimation textAnimation=new ValueAnimation();
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+ textAnimation.SetKeyFrame(0.0f, "WHITE");
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+ textAnimation.SetKeyFrame(1.0f, "RED");
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+ textAnimation.SetKeyFrame(2.0f, "YELLOW");
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+ textAnimation.SetKeyFrame(3.0f, "GREEN");
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+ textAnimation.SetKeyFrame(4.0f, "WHITE");
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+ var uiElement = UI.Root.GetChild("animatingText", false);
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+ uiElement.SetAttributeAnimation("Text", textAnimation, WrapMode.Loop, 1f);
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+ */
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+
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+ // Create light color animation
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+ ValueAnimation colorAnimation=new ValueAnimation();
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+ colorAnimation.SetKeyFrame(0.0f, Color.White);
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+ colorAnimation.SetKeyFrame(1.0f, Color.Red);
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+ colorAnimation.SetKeyFrame(2.0f, Color.Yellow);
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+ colorAnimation.SetKeyFrame(3.0f, Color.Green);
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+ colorAnimation.SetKeyFrame(4.0f, Color.White);
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+ // Set Light component's color animation
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+ lightAnimation.AddAttributeAnimation("@Light/Color", colorAnimation, WrapMode.WM_LOOP, 1f);
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+
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+ // Apply light animation to light node
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+ lightNode.ObjectAnimation=lightAnimation;
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+
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+ // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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+ // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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+ // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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+ // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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+ // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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+ // scene.
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+ const uint numObjects = 200;
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+ for (uint i = 0; i < numObjects; ++i)
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+ {
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+ Node mushroomNode = scene.CreateChild("Mushroom");
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+ mushroomNode.Position = (new Vector3(NextRandom(90.0f) - 45.0f, 0.0f, NextRandom(90.0f) - 45.0f));
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+ mushroomNode.Rotation=new Quaternion(0.0f, NextRandom(360.0f), 0.0f);
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+ mushroomNode.SetScale(0.5f + NextRandom(2.0f));
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+ StaticModel mushroomObject = mushroomNode.CreateComponent<StaticModel>();
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+ mushroomObject.Model = (cache.Get<Model>("Models/Mushroom.mdl"));
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+ mushroomObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
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+ }
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+
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+ // Create a scene node for the camera, which we will move around
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+ // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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+ CameraNode = scene.CreateChild("Camera");
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+ CameraNode.CreateComponent<Camera>();
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+
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+ // Set an initial position for the camera scene node above the plane
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+ CameraNode.Position = (new Vector3(0.0f, 5.0f, 0.0f));
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+ }
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+ }
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+}
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