30_LightAnimation.lua 8.2 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. require "LuaScripts/Utilities/Sample"
  5. function Start()
  6. -- Execute the common startup for samples
  7. SampleStart()
  8. -- Create the UI content
  9. CreateInstructions()
  10. -- Create the scene content
  11. CreateScene()
  12. -- Setup the viewport for displaying the scene
  13. SetupViewport()
  14. -- Set the mouse mode to use in the sample
  15. SampleInitMouseMode(MM_RELATIVE)
  16. -- Hook up to the frame update events
  17. SubscribeToEvents()
  18. end
  19. function CreateScene()
  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. local planeNode = scene_:CreateChild("Plane")
  30. planeNode.scale = Vector3(100.0, 1.0, 100.0)
  31. local 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. local lightNode = scene_:CreateChild("DirectionalLight")
  36. local light = lightNode:CreateComponent("Light")
  37. light.lightType = LIGHT_POINT
  38. light.range = 10.0
  39. -- Create light color animation
  40. local colorAnimation = ValueAnimation:new()
  41. colorAnimation:SetKeyFrame(0.0, Variant(Color.WHITE))
  42. colorAnimation:SetKeyFrame(1.0, Variant(Color.RED))
  43. colorAnimation:SetKeyFrame(2.0, Variant(Color.YELLOW))
  44. colorAnimation:SetKeyFrame(3.0, Variant(Color.GREEN))
  45. colorAnimation:SetKeyFrame(4.0, Variant(Color.WHITE))
  46. light:SetAttributeAnimation("Color", colorAnimation)
  47. -- Create text animation
  48. local textAnimation = ValueAnimation:new()
  49. textAnimation:SetKeyFrame(0.0, Variant("WHITE"))
  50. textAnimation:SetKeyFrame(1.0, Variant("RED"))
  51. textAnimation:SetKeyFrame(2.0, Variant("YELLOW"))
  52. textAnimation:SetKeyFrame(3.0, Variant("GREEN"))
  53. textAnimation:SetKeyFrame(4.0, Variant("WHITE"))
  54. ui.root:GetChild("animatingText"):SetAttributeAnimation("Text", textAnimation)
  55. -- Create light position animation
  56. local positionAnimation = ValueAnimation:new()
  57. -- Use spline interpolation method
  58. positionAnimation.interpolationMethod = IM_SPLINE
  59. -- Set spline tension
  60. positionAnimation.splineTension = 0.7
  61. positionAnimation:SetKeyFrame(0.0, Variant(Vector3(-30.0, 5.0, -30.0)))
  62. positionAnimation:SetKeyFrame(1.0, Variant(Vector3( 30.0, 5.0, -30.0)))
  63. positionAnimation:SetKeyFrame(2.0, Variant(Vector3( 30.0, 5.0, 30.0)))
  64. positionAnimation:SetKeyFrame(3.0, Variant(Vector3(-30.0, 5.0, 30.0)))
  65. positionAnimation:SetKeyFrame(4.0, Variant(Vector3(-30.0, 5.0, -30.0)))
  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. local NUM_OBJECTS = 200
  74. for i = 1, NUM_OBJECTS do
  75. local mushroomNode = scene_:CreateChild("Mushroom")
  76. mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
  77. mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
  78. mushroomNode:SetScale(0.5 + Random(2.0))
  79. local mushroomObject = mushroomNode:CreateComponent("StaticModel")
  80. mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
  81. mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
  82. end
  83. -- Create a scene node for the camera, which we will move around
  84. -- The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
  85. cameraNode = scene_:CreateChild("Camera")
  86. cameraNode:CreateComponent("Camera")
  87. -- Set an initial position for the camera scene node above the plane
  88. cameraNode.position = Vector3(0.0, 5.0, 0.0)
  89. end
  90. function CreateInstructions()
  91. -- Construct new Text object, set string to display and font to use
  92. local instructionText = ui.root:CreateChild("Text")
  93. instructionText:SetText("Use WASD keys and mouse to move")
  94. local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
  95. instructionText:SetFont(font, 15)
  96. -- Position the text relative to the screen center
  97. instructionText.horizontalAlignment = HA_CENTER
  98. instructionText.verticalAlignment = VA_CENTER
  99. instructionText:SetPosition(0, ui.root.height / 4)
  100. -- Animating text
  101. local text = ui.root:CreateChild("Text", "animatingText")
  102. text:SetFont(font, 15)
  103. text.horizontalAlignment = HA_CENTER
  104. text.verticalAlignment = VA_CENTER
  105. text:SetPosition(0, ui.root.height / 4 + 20)
  106. end
  107. function SetupViewport()
  108. -- 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
  109. -- at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
  110. -- use, but now we just use full screen and default render path configured in the engine command line options
  111. local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
  112. renderer:SetViewport(0, viewport)
  113. end
  114. function MoveCamera(timeStep)
  115. -- Do not move if the UI has a focused element (the console)
  116. if ui.focusElement ~= nil then
  117. return
  118. end
  119. -- Movement speed as world units per second
  120. local MOVE_SPEED = 20.0
  121. -- Mouse sensitivity as degrees per pixel
  122. local MOUSE_SENSITIVITY = 0.1
  123. -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
  124. local mouseMove = input.mouseMove
  125. yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
  126. pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
  127. pitch = Clamp(pitch, -90.0, 90.0)
  128. -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  129. cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
  130. -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
  131. -- Use the Translate() function (default local space) to move relative to the node's orientation.
  132. if input:GetKeyDown(KEY_W) then
  133. cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
  134. end
  135. if input:GetKeyDown(KEY_S) then
  136. cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
  137. end
  138. if input:GetKeyDown(KEY_A) then
  139. cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  140. end
  141. if input:GetKeyDown(KEY_D) then
  142. cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
  143. end
  144. end
  145. function SubscribeToEvents()
  146. -- Subscribe HandleUpdate() function for processing update events
  147. SubscribeToEvent("Update", "HandleUpdate")
  148. end
  149. function HandleUpdate(eventType, eventData)
  150. -- Take the frame time step, which is stored as a float
  151. local timeStep = eventData["TimeStep"]:GetFloat()
  152. -- Move the camera, scale movement with time step
  153. MoveCamera(timeStep)
  154. end