Urho3D/bin/Data/LuaScripts/30_LightAnimation.lua
2016-05-11 11:27:29 +03:00

200 lines
9.3 KiB
Lua

-- Light animation example.
-- This sample is base on StaticScene, and it demonstrates:
-- - Usage of attribute animation for light color & UI animation
require "LuaScripts/Utilities/Sample"
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create the UI content
CreateInstructions()
-- Create the scene content
CreateScene()
-- Setup the viewport for displaying the scene
SetupViewport()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE)
-- Hook up to the frame update events
SubscribeToEvents()
end
function 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)
local planeNode = scene_:CreateChild("Plane")
planeNode.scale = Vector3(100.0, 1.0, 100.0)
local 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.
local lightNode = scene_:CreateChild("DirectionalLight")
local light = lightNode:CreateComponent("Light")
light.lightType = LIGHT_POINT
light.range = 10.0
-- Create light color animation
local colorAnimation = ValueAnimation:new()
colorAnimation:SetKeyFrame(0.0, Variant(Color(1,1,1)))
colorAnimation:SetKeyFrame(1.0, Variant(Color(1,0,0)))
colorAnimation:SetKeyFrame(2.0, Variant(Color(1,1,0)))
colorAnimation:SetKeyFrame(3.0, Variant(Color(0,1,0)))
colorAnimation:SetKeyFrame(4.0, Variant(Color(1,1,1)))
light:SetAttributeAnimation("Color", colorAnimation)
-- Create text animation
local textAnimation = ValueAnimation:new()
textAnimation:SetKeyFrame(0.0, Variant("WHITE"))
textAnimation:SetKeyFrame(1.0, Variant("RED"))
textAnimation:SetKeyFrame(2.0, Variant("YELLOW"))
textAnimation:SetKeyFrame(3.0, Variant("GREEN"))
textAnimation:SetKeyFrame(4.0, Variant("WHITE"))
ui.root:GetChild("animatingText"):SetAttributeAnimation("Text", textAnimation)
-- Create UI element animation
-- (note: a spritesheet and "Image Rect" attribute should be used in real use cases for better performance)
local spriteAnimation = ValueAnimation:new()
spriteAnimation:SetKeyFrame(0.0, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/1.png")))
spriteAnimation:SetKeyFrame(0.1, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/2.png")))
spriteAnimation:SetKeyFrame(0.2, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/3.png")))
spriteAnimation:SetKeyFrame(0.3, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/4.png")))
spriteAnimation:SetKeyFrame(0.4, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/5.png")))
spriteAnimation:SetKeyFrame(0.5, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/1.png")))
ui.root:GetChild("animatingSprite"):SetAttributeAnimation("Texture", spriteAnimation)
-- Create light position animation
local positionAnimation = ValueAnimation:new()
-- Use spline interpolation method
positionAnimation.interpolationMethod = IM_SPLINE
-- Set spline tension
positionAnimation.splineTension = 0.7
positionAnimation:SetKeyFrame(0.0, Variant(Vector3(-30.0, 5.0, -30.0)))
positionAnimation:SetKeyFrame(1.0, Variant(Vector3( 30.0, 5.0, -30.0)))
positionAnimation:SetKeyFrame(2.0, Variant(Vector3( 30.0, 5.0, 30.0)))
positionAnimation:SetKeyFrame(3.0, Variant(Vector3(-30.0, 5.0, 30.0)))
positionAnimation:SetKeyFrame(4.0, Variant(Vector3(-30.0, 5.0, -30.0)))
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.
local NUM_OBJECTS = 200
for i = 1, NUM_OBJECTS do
local mushroomNode = scene_:CreateChild("Mushroom")
mushroomNode.position = Vector3(Random(90.0) - 45.0, 0.0, Random(90.0) - 45.0)
mushroomNode.rotation = Quaternion(0.0, Random(360.0), 0.0)
mushroomNode:SetScale(0.5 + Random(2.0))
local mushroomObject = mushroomNode:CreateComponent("StaticModel")
mushroomObject.model = cache:GetResource("Model", "Models/Mushroom.mdl")
mushroomObject.material = cache:GetResource("Material", "Materials/Mushroom.xml")
end
-- 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(0.0, 5.0, 0.0)
end
function CreateInstructions()
-- Construct new Text object, set string to display and font to use
local instructionText = ui.root:CreateChild("Text")
instructionText:SetText("Use WASD keys and mouse to move")
local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
instructionText:SetFont(font, 15)
-- Position the text relative to the screen center
instructionText.horizontalAlignment = HA_CENTER
instructionText.verticalAlignment = VA_CENTER
instructionText:SetPosition(0, ui.root.height / 4)
-- Animating text
local text = ui.root:CreateChild("Text", "animatingText")
text:SetFont(font, 15)
text.horizontalAlignment = HA_CENTER
text.verticalAlignment = VA_CENTER
text:SetPosition(0, ui.root.height / 4 + 20)
-- Animating sprite in the top left corner
local sprite = ui.root:CreateChild("Sprite", "animatingSprite")
sprite:SetPosition(8, 8)
sprite:SetSize(64, 64)
end
function 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
local viewport = Viewport:new(scene_, cameraNode:GetComponent("Camera"))
renderer:SetViewport(0, viewport)
end
function MoveCamera(timeStep)
-- Do not move if the UI has a focused element (the console)
if ui.focusElement ~= nil then
return
end
-- Movement speed as world units per second
local MOVE_SPEED = 20.0
-- Mouse sensitivity as degrees per pixel
local MOUSE_SENSITIVITY = 0.1
-- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
local mouseMove = input.mouseMove
yaw = yaw +MOUSE_SENSITIVITY * mouseMove.x
pitch = pitch + MOUSE_SENSITIVITY * mouseMove.y
pitch = Clamp(pitch, -90.0, 90.0)
-- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
-- 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:GetKeyDown(KEY_W) then
cameraNode:Translate(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_S) then
cameraNode:Translate(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_A) then
cameraNode:Translate(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
if input:GetKeyDown(KEY_D) then
cameraNode:Translate(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
end
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
end
function HandleUpdate(eventType, eventData)
-- Take the frame time step, which is stored as a float
local timeStep = eventData["TimeStep"]:GetFloat()
-- Move the camera, scale movement with time step
MoveCamera(timeStep)
end