30_LightAnimation.as 8.4 KB

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  1. // Light animation example.
  2. // This sample is base on StaticScene, and it demonstrates:
  3. // - Usage of attribute animation for light color animation
  4. #include "Scripts/Utilities/Sample.as"
  5. void Start()
  6. {
  7. // Execute the common startup for samples
  8. SampleStart();
  9. // Create the UI content
  10. CreateInstructions();
  11. // Create the scene content
  12. CreateScene();
  13. // Setup the viewport for displaying the scene
  14. SetupViewport();
  15. // Hook up to the frame update events
  16. SubscribeToEvents();
  17. }
  18. void CreateScene()
  19. {
  20. scene_ = Scene();
  21. // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
  22. // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
  23. // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
  24. // optimizing manner
  25. scene_.CreateComponent("Octree");
  26. // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
  27. // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
  28. // (100 x 100 world units)
  29. Node@ planeNode = scene_.CreateChild("Plane");
  30. planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
  31. StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
  32. planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
  33. planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
  34. // Create a point light to the world so that we can see something.
  35. Node@ lightNode = scene_.CreateChild("DirectionalLight");
  36. Light@ light = lightNode.CreateComponent("Light");
  37. light.lightType = LIGHT_POINT;
  38. light.range = 10.0f;
  39. // Create light color animation
  40. ValueAnimation@ colorAnimation = ValueAnimation();
  41. colorAnimation.SetKeyFrame(0.0f, Variant(WHITE));
  42. colorAnimation.SetKeyFrame(1.0f, Variant(RED));
  43. colorAnimation.SetKeyFrame(2.0f, Variant(YELLOW));
  44. colorAnimation.SetKeyFrame(3.0f, Variant(GREEN));
  45. colorAnimation.SetKeyFrame(4.0f, Variant(WHITE));
  46. light.SetAttributeAnimation("Color", colorAnimation);
  47. // Create text animation
  48. ValueAnimation@ textAnimation = ValueAnimation();
  49. textAnimation.SetKeyFrame(0.0f, Variant("WHITE"));
  50. textAnimation.SetKeyFrame(1.0f, Variant("RED"));
  51. textAnimation.SetKeyFrame(2.0f, Variant("YELLOW"));
  52. textAnimation.SetKeyFrame(3.0f, Variant("GREEN"));
  53. textAnimation.SetKeyFrame(4.0f, Variant("WHITE"));
  54. ui.root.GetChild("animatingText").SetAttributeAnimation("Text", textAnimation);
  55. // Create light position animation
  56. ValueAnimation@ positionAnimation = ValueAnimation();
  57. // Use spline interpolation method
  58. positionAnimation.interpolationMethod = IM_SPLINE;
  59. // Set spline tension
  60. positionAnimation.splineTension = 0.7f;
  61. positionAnimation.SetKeyFrame(0.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
  62. positionAnimation.SetKeyFrame(1.0f, Variant(Vector3( 30.0f, 5.0f, -30.0f)));
  63. positionAnimation.SetKeyFrame(2.0f, Variant(Vector3( 30.0f, 5.0f, 30.0f)));
  64. positionAnimation.SetKeyFrame(3.0f, Variant(Vector3(-30.0f, 5.0f, 30.0f)));
  65. positionAnimation.SetKeyFrame(4.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
  66. lightNode.SetAttributeAnimation("Position", positionAnimation);
  67. // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
  68. // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
  69. // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
  70. // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
  71. // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
  72. // scene.
  73. const uint NUM_OBJECTS = 200;
  74. for (uint i = 0; i < NUM_OBJECTS; ++i)
  75. {
  76. Node@ mushroomNode = scene_.CreateChild("Mushroom");
  77. mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
  78. mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
  79. mushroomNode.SetScale(0.5f + Random(2.0f));
  80. StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
  81. mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
  82. mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
  83. }
  84. // Create a scene node for the camera, which we will move around
  85. // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  86. cameraNode = scene_.CreateChild("Camera");
  87. cameraNode.CreateComponent("Camera");
  88. // Set an initial position for the camera scene node above the plane
  89. cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
  90. }
  91. void CreateInstructions()
  92. {
  93. // Construct new Text object, set string to display and font to use
  94. Text@ instructionText = ui.root.CreateChild("Text");
  95. instructionText.text = "Use WASD keys and mouse to move";
  96. Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
  97. instructionText.SetFont(font, 15);
  98. // Position the text relative to the screen center
  99. instructionText.horizontalAlignment = HA_CENTER;
  100. instructionText.verticalAlignment = VA_CENTER;
  101. instructionText.SetPosition(0, ui.root.height / 4);
  102. // Animating text
  103. Text@ text = ui.root.CreateChild("Text", "animatingText");
  104. text.SetFont(font, 15);
  105. text.horizontalAlignment = HA_CENTER;
  106. text.verticalAlignment = VA_CENTER;
  107. text.SetPosition(0, ui.root.height / 4 + 20);
  108. }
  109. void SetupViewport()
  110. {
  111. // 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
  112. // at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  113. // use, but now we just use full screen and default render path configured in the engine command line options
  114. Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
  115. renderer.viewports[0] = viewport;
  116. }
  117. void MoveCamera(float timeStep)
  118. {
  119. // Do not move if the UI has a focused element (the console)
  120. if (ui.focusElement !is null)
  121. return;
  122. // Movement speed as world units per second
  123. const float MOVE_SPEED = 20.0f;
  124. // Mouse sensitivity as degrees per pixel
  125. const float MOUSE_SENSITIVITY = 0.1f;
  126. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  127. IntVector2 mouseMove = input.mouseMove;
  128. yaw += MOUSE_SENSITIVITY * mouseMove.x;
  129. pitch += MOUSE_SENSITIVITY * mouseMove.y;
  130. pitch = Clamp(pitch, -90.0f, 90.0f);
  131. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  132. cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
  133. // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  134. // Use the Translate() function (default local space) to move relative to the node's orientation.
  135. if (input.keyDown['W'])
  136. cameraNode.Translate(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
  137. if (input.keyDown['S'])
  138. cameraNode.Translate(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
  139. if (input.keyDown['A'])
  140. cameraNode.Translate(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  141. if (input.keyDown['D'])
  142. cameraNode.Translate(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
  143. }
  144. void SubscribeToEvents()
  145. {
  146. // Subscribe HandleUpdate() function for processing update events
  147. SubscribeToEvent("Update", "HandleUpdate");
  148. }
  149. void HandleUpdate(StringHash eventType, VariantMap& eventData)
  150. {
  151. // Take the frame time step, which is stored as a float
  152. float timeStep = eventData["TimeStep"].GetFloat();
  153. // Move the camera, scale movement with time step
  154. MoveCamera(timeStep);
  155. }
  156. // Create XML patch instructions for screen joystick layout specific to this sample app
  157. String patchInstructions = "";