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