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Add LightAnimation sample in Lua.[ci skip]

aster2013 11 years ago
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58b66ac3d2
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      Bin/Data/LuaScripts/30_LightAnimation.lua

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Bin/Data/LuaScripts/30_LightAnimation.lua

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+-- Light animation example.
+-- This sample is base on StaticScene, and it demonstrates:
+--     - Usage of attribute animation for light color animation
+
+require "LuaScripts/Utilities/Sample"
+
+local scene_ = nil
+local cameraNode = nil
+local yaw = 0.0
+local pitch = 0.0
+
+function Start()
+    -- Execute the common startup for samples
+    SampleStart()
+
+    -- Create the scene content
+    CreateScene()
+
+    -- Create the UI content
+    CreateInstructions()
+
+    -- Setup the viewport for displaying the scene
+    SetupViewport()
+
+    -- Hook up to the frame update events
+    SubscribeToEvents()
+end
+
+function CreateScene()
+    scene_ = 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)
+    local planeNode = scene_:CreateChild("Plane")
+    planeNode.scale = Vector3(100.0, 1.0, 100.0)
+    local planeObject = planeNode:CreateComponent("StaticModel")
+    planeObject.model = cache:GetResource("Model", "Models/Plane.mdl")
+    planeObject.material = cache:GetResource("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)
+    local lightNode = scene_:CreateChild("DirectionalLight")
+    lightNode.direction = Vector3(0.6, -1.0, 0.8) -- The direction vector does not need to be normalized
+    local light = lightNode:CreateComponent("Light")
+    light.lightType = LIGHT_DIRECTIONAL
+
+    -- Create light color animation
+    local colorAnimation = AttributeAnimation:new()
+    local variant = Variant()
+    variant:SetColor(Color.WHITE)
+    colorAnimation:SetKeyFrame(0.0, variant)
+    variant:SetColor(Color.RED)
+    colorAnimation:SetKeyFrame(1.0, variant)
+    variant:SetColor(Color.YELLOW)
+    colorAnimation:SetKeyFrame(2.0, variant)
+    variant:SetColor(Color.GREEN)
+    colorAnimation:SetKeyFrame(3.0, variant)
+    variant:SetColor(Color.WHITE)
+    colorAnimation:SetKeyFrame(4.0, variant)
+    light:SetAttributeAnimation("Color", colorAnimation)
+
+    -- 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.
+    local NUM_OBJECTS = 200
+    for i = 1, NUM_OBJECTS do
+        local mushroomNode = scene_:CreateChild("Mushroom")
+        mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
+        mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
+        mushroomNode:SetScale(0.5 + Random(2.0))
+        local mushroomObject = mushroomNode:CreateComponent("StaticModel")
+        mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
+        mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
+    end
+
+    -- 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 = Vector3(0.0, 5.0, 0.0)
+end
+
+function CreateInstructions()
+    -- Construct new Text object, set string to display and font to use
+    local instructionText = ui.root:CreateChild("Text")
+    instructionText:SetText("Use WASD keys and mouse to move")
+    instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
+
+    -- Position the text relative to the screen center
+    instructionText.horizontalAlignment = HA_CENTER
+    instructionText.verticalAlignment = VA_CENTER
+    instructionText:SetPosition(0, ui.root.height / 4)
+end
+
+function SetupViewport()
+    -- 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
+    local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
+    renderer:SetViewport(0, viewport)
+end
+
+function MoveCamera(timeStep)
+    -- Do not move if the UI has a focused element (the console)
+    if ui.focusElement ~= nil then
+        return
+    end
+
+    -- Movement speed as world units per second
+    local MOVE_SPEED = 20.0
+    -- Mouse sensitivity as degrees per pixel
+    local MOUSE_SENSITIVITY = 0.1
+
+    -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    local mouseMove = input.mouseMove
+    yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
+    pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
+    pitch = Clamp(pitch, -90.0, 90.0)
+
+    -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
+
+    -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
+    -- Use the Translate() function (default local space) to move relative to the node's orientation.
+    if input:GetKeyDown(KEY_W) then
+        cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_S) then
+        cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_A) then
+        cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+    if input:GetKeyDown(KEY_D) then
+        cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
+    end
+end
+
+function SubscribeToEvents()
+    -- Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate")
+end
+
+function HandleUpdate(eventType, eventData)
+    -- Take the frame time step, which is stored as a float
+    local timeStep = eventData:GetFloat("TimeStep")
+
+    -- Move the camera, scale movement with time step
+    MoveCamera(timeStep)
+end