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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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+#include "Scripts/Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+float yaw = 0.0f;
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+float pitch = 0.0f;
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+
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+void Start()
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+{
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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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+}
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+
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+void CreateScene()
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+{
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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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+ Node@ planeNode = scene_.CreateChild("Plane");
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+ planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
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+ StaticModel@ 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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+ Node@ lightNode = scene_.CreateChild("DirectionalLight");
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+ lightNode.direction = Vector3(0.6f, -1.0f, 0.8f); // The direction vector does not need to be normalized
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+ Light@ 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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+ AttributeAnimation@ colorAnimation = AttributeAnimation();
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+ colorAnimation.SetKeyFrame(0.0f, Variant(Color(1.0f, 1.0f, 1.0f)));
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+ colorAnimation.SetKeyFrame(1.0f, Variant(Color(1.0f, 0.0f, 0.0f)));
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+ colorAnimation.SetKeyFrame(2.0f, Variant(Color(1.0f, 1.0f, 0.0f)));
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+ colorAnimation.SetKeyFrame(3.0f, Variant(Color(0.0f, 1.0f, 0.0f)));
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+ colorAnimation.SetKeyFrame(4.0f, Variant(Color(1.0f, 1.0f, 1.0f)));
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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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+ const uint NUM_OBJECTS = 200;
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+ for (uint i = 0; i < NUM_OBJECTS; ++i)
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+ {
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+ Node@ mushroomNode = scene_.CreateChild("Mushroom");
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+ mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
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+ mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
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+ mushroomNode.SetScale(0.5f + Random(2.0f));
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+ StaticModel@ 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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+ }
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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(0.0f, 5.0f, 0.0f);
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+}
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+
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+void CreateInstructions()
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+{
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+ // Construct new Text object, set string to display and font to use
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+ Text@ instructionText = ui.root.CreateChild("Text");
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+ instructionText.text = "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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+}
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+
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+void SetupViewport()
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+{
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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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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (ui.focusElement !is null)
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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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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+ IntVector2 mouseMove = input.mouseMove;
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+ yaw += MOUSE_SENSITIVITY * mouseMove.x;
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+ pitch += MOUSE_SENSITIVITY * mouseMove.y;
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+ pitch = Clamp(pitch, -90.0f, 90.0f);
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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, 0.0f);
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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.keyDown['W'])
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+ cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData["TimeStep"].GetFloat();
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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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+}
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