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