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Add LightAnimation in AngelScript.[ci skip]

aster2013 11 years ago
parent
commit
d2f9db942a

+ 160 - 0
Bin/Data/Scripts/30_LightAnimation.as

@@ -0,0 +1,160 @@
+/// Light animation example.
+/// This sample is base on StaticScene, and it demonstrates:
+///     - Usage of attribute animation for light color animation
+
+#include "Scripts/Utilities/Sample.as"
+
+Scene@ scene_;
+Node@ cameraNode;
+float yaw = 0.0f;
+float pitch = 0.0f;
+
+void 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();
+}
+
+void 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)
+    Node@ planeNode = scene_.CreateChild("Plane");
+    planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
+    StaticModel@ 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)
+    Node@ lightNode = scene_.CreateChild("DirectionalLight");
+    lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
+    Light@ light = lightNode.CreateComponent("Light");
+    light.lightType = LIGHT_DIRECTIONAL;
+
+    // Create light color animation
+    AttributeAnimation@ colorAnimation = AttributeAnimation();
+    colorAnimation.SetKeyFrame(0.0f, Variant(Color(1.0f, 1.0f, 1.0f)));
+    colorAnimation.SetKeyFrame(1.0f, Variant(Color(1.0f, 0.0f, 0.0f)));
+    colorAnimation.SetKeyFrame(2.0f, Variant(Color(1.0f, 1.0f, 0.0f)));
+    colorAnimation.SetKeyFrame(3.0f, Variant(Color(0.0f, 1.0f, 0.0f)));
+    colorAnimation.SetKeyFrame(4.0f, Variant(Color(1.0f, 1.0f, 1.0f)));
+    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.
+    const uint NUM_OBJECTS = 200;
+    for (uint i = 0; i < NUM_OBJECTS; ++i)
+    {
+        Node@ mushroomNode = scene_.CreateChild("Mushroom");
+        mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
+        mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
+        mushroomNode.SetScale(0.5f + Random(2.0f));
+        StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
+        mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
+        mushroomObject.material = cache.GetResource("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 = Vector3(0.0f, 5.0f, 0.0f);
+}
+
+void CreateInstructions()
+{
+    // Construct new Text object, set string to display and font to use
+    Text@ instructionText = ui.root.CreateChild("Text");
+    instructionText.text = "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);
+}
+
+void 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
+    Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
+    renderer.viewports[0] = viewport;
+}
+
+void MoveCamera(float timeStep)
+{
+    // Do not move if the UI has a focused element (the console)
+    if (ui.focusElement !is null)
+        return;
+
+    // Movement speed as world units per second
+    const float MOVE_SPEED = 20.0f;
+    // Mouse sensitivity as degrees per pixel
+    const float MOUSE_SENSITIVITY = 0.1f;
+
+    // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
+    IntVector2 mouseMove = input.mouseMove;
+    yaw += MOUSE_SENSITIVITY * mouseMove.x;
+    pitch += MOUSE_SENSITIVITY * mouseMove.y;
+    pitch = Clamp(pitch, -90.0f, 90.0f);
+
+    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
+    cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
+
+    // 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.keyDown['W'])
+        cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['S'])
+        cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['A'])
+        cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+    if (input.keyDown['D'])
+        cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
+}
+
+void SubscribeToEvents()
+{
+    // Subscribe HandleUpdate() function for processing update events
+    SubscribeToEvent("Update", "HandleUpdate");
+}
+
+void HandleUpdate(StringHash eventType, VariantMap& eventData)
+{
+    // Take the frame time step, which is stored as a float
+    float timeStep = eventData["TimeStep"].GetFloat();
+
+    // Move the camera, scale movement with time step
+    MoveCamera(timeStep);
+}

+ 1 - 1
Source/Samples/30_LightAnimation/LightAnimation.h

@@ -34,7 +34,7 @@ class Scene;
 
 /// Light animation example.
 /// This sample is base on StaticScene, and it demonstrates:
-///     - Usage of attribute animation for light color animation.
+///     - Usage of attribute animation for light color animation
 class LightAnimation : public Sample
 {
     OBJECT(LightAnimation);