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- // 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"
- 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 point light to the world so that we can see something.
- Node@ lightNode = scene_.CreateChild("DirectionalLight");
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_POINT;
- light.range = 10.0f;
- // Create light color animation
- ValueAnimation@ colorAnimation = ValueAnimation();
- colorAnimation.SetKeyFrame(0.0f, Variant(WHITE));
- colorAnimation.SetKeyFrame(1.0f, Variant(RED));
- colorAnimation.SetKeyFrame(2.0f, Variant(YELLOW));
- colorAnimation.SetKeyFrame(3.0f, Variant(GREEN));
- colorAnimation.SetKeyFrame(4.0f, Variant(WHITE));
- light.SetAttributeAnimation("Color", colorAnimation);
- // Create light position animation
- ValueAnimation@ positionAnimation = ValueAnimation();
- // Use spline interpolation method
- positionAnimation.interpolationMethod = IM_SPLINE;
- // Set spline tension
- positionAnimation.splineTension = 0.7f;
- positionAnimation.SetKeyFrame(0.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
- positionAnimation.SetKeyFrame(1.0f, Variant(Vector3( 30.0f, 5.0f, -30.0f)));
- positionAnimation.SetKeyFrame(2.0f, Variant(Vector3( 30.0f, 5.0f, 30.0f)));
- positionAnimation.SetKeyFrame(3.0f, Variant(Vector3(-30.0f, 5.0f, 30.0f)));
- positionAnimation.SetKeyFrame(4.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
- lightNode.SetAttributeAnimation("Position", positionAnimation);
- // 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);
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions = "";
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