Add LightAnimation sample, revert StaticScene.

This commit is contained in:
aster2013 2014-04-09 23:01:39 +08:00
Родитель afddbaef76
Коммит 00b57c1231
5 изменённых файлов: 319 добавлений и 24 удалений

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@ -21,7 +21,6 @@
//
#include "Camera.h"
#include "AttributeAnimation.h"
#include "CoreEvents.h"
#include "Engine.h"
#include "Font.h"
@ -40,7 +39,6 @@
#include "StaticScene.h"
#include "DebugNew.h"
#include "Animatable.h"
DEFINE_APPLICATION_MAIN(StaticScene)
@ -97,16 +95,7 @@ void StaticScene::CreateScene()
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
/// Create light color animation
SharedPtr<AttributeAnimation> colorAnimation(new AttributeAnimation(context_));
colorAnimation->SetKeyFrame(0.0f, Color::WHITE);
colorAnimation->SetKeyFrame(4.0f, Color::WHITE);
colorAnimation->SetKeyFrame(1.0f, Color::RED);
colorAnimation->SetKeyFrame(2.0f, Color::YELLOW);
colorAnimation->SetKeyFrame(3.0f, Color::GREEN);
light->SetAttributeAnimation("Color", colorAnimation);
// 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
@ -117,23 +106,12 @@ void StaticScene::CreateScene()
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* mushroomNode = scene_->CreateChild("Mushroom");
Vector3 position(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
mushroomNode->SetPosition(position);
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(0.5f + Random(2.0f));
StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
// Create mushroom position animation.
SharedPtr<AttributeAnimation> positionAnimaiton(new AttributeAnimation(context_));
// Set same value for begin and end key frames
positionAnimaiton->SetKeyFrame(0.0f, position);
positionAnimaiton->SetKeyFrame(3.0f, position);
positionAnimaiton->SetKeyFrame(1.0f, position + Vector3(Random(2.0f) - 1.0f, 0.0f, Random(2.0f) - 1.0f));
positionAnimaiton->SetKeyFrame(2.0f, position + Vector3(Random(2.0f) - 1.0f, 0.0f, Random(2.0f) - 1.0f));
mushroomNode->SetAttributeAnimation("Position", positionAnimaiton);
}
// Create a scene node for the camera, which we will move around

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@ -0,0 +1,33 @@
#
# Copyright (c) 2008-2014 the Urho3D project.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# Define target name
set (TARGET_NAME 30_LightAnimation)
# Define source files
define_source_files (EXTRA_H_FILES ${COMMON_SAMPLE_H_FILES})
# Setup target with resource copying
setup_main_executable ()
# Setup test cases
add_test (NAME ${TARGET_NAME} COMMAND ${TARGET_NAME} -timeout ${URHO3D_TEST_TIME_OUT})

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@ -0,0 +1,212 @@
//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "AttributeAnimation.h"
#include "Camera.h"
#include "CoreEvents.h"
#include "Engine.h"
#include "Font.h"
#include "Graphics.h"
#include "Input.h"
#include "LightAnimation.h"
#include "Material.h"
#include "Model.h"
#include "Octree.h"
#include "Renderer.h"
#include "ResourceCache.h"
#include "Scene.h"
#include "StaticModel.h"
#include "Text.h"
#include "UI.h"
#include "DebugNew.h"
#include "Animatable.h"
DEFINE_APPLICATION_MAIN(LightAnimation)
LightAnimation::LightAnimation(Context* context) :
Sample(context),
yaw_(0.0f),
pitch_(0.0f)
{
}
void LightAnimation::Start()
{
// Execute base class startup
Sample::Start();
// 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 LightAnimation::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// 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->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a directional light to the world so that we can see something. The light scene node's orientation controls the
// light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
// The light will use default settings (white light, no shadows)
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
/// Create light color animation
SharedPtr<AttributeAnimation> colorAnimation(new AttributeAnimation(context_));
colorAnimation->SetKeyFrame(0.0f, Color::WHITE);
colorAnimation->SetKeyFrame(1.0f, Color::RED);
colorAnimation->SetKeyFrame(2.0f, Color::YELLOW);
colorAnimation->SetKeyFrame(3.0f, Color::GREEN);
colorAnimation->SetKeyFrame(4.0f, Color::WHITE);
light->SetAttributeAnimation("Color", colorAnimation);
// 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 unsigned NUM_OBJECTS = 200;
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* mushroomNode = scene_->CreateChild("Mushroom");
mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
mushroomNode->SetScale(0.5f + Random(2.0f));
StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
mushroomObject->SetMaterial(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_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
void LightAnimation::CreateInstructions()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
UI* ui = GetSubsystem<UI>();
// Construct new Text object, set string to display and font to use
Text* instructionText = ui->GetRoot()->CreateChild<Text>();
instructionText->SetText("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->SetHorizontalAlignment(HA_CENTER);
instructionText->SetVerticalAlignment(VA_CENTER);
instructionText->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
}
void LightAnimation::SetupViewport()
{
Renderer* renderer = GetSubsystem<Renderer>();
// 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
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void LightAnimation::MoveCamera(float timeStep)
{
// Do not move if the UI has a focused element (the console)
if (GetSubsystem<UI>()->GetFocusElement())
return;
Input* input = GetSubsystem<Input>();
// 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->GetMouseMove();
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_->SetRotation(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->GetKeyDown('W'))
cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
if (input->GetKeyDown('S'))
cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
if (input->GetKeyDown('A'))
cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
if (input->GetKeyDown('D'))
cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
}
void LightAnimation::SubscribeToEvents()
{
// Subscribe HandleUpdate() function for processing update events
SubscribeToEvent(E_UPDATE, HANDLER(LightAnimation, HandleUpdate));
}
void LightAnimation::HandleUpdate(StringHash eventType, VariantMap& eventData)
{
using namespace Update;
// Take the frame time step, which is stored as a float
float timeStep = eventData[P_TIMESTEP].GetFloat();
// Move the camera, scale movement with time step
MoveCamera(timeStep);
}

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@ -0,0 +1,71 @@
//
// Copyright (c) 2008-2014 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
#include "Sample.h"
namespace Urho3D
{
class Node;
class Scene;
}
/// Light animation example.
/// This sample is base on StaticScene, and it demonstrates:
/// - Usage of attribute animation for light color animation.
class LightAnimation : public Sample
{
OBJECT(LightAnimation);
public:
/// Construct.
LightAnimation(Context* context);
/// Setup after engine initialization and before running the main loop.
virtual void Start();
private:
/// Construct the scene content.
void CreateScene();
/// Construct an instruction text to the UI.
void CreateInstructions();
/// Set up a viewport for displaying the scene.
void SetupViewport();
/// Read input and moves the camera.
void MoveCamera(float timeStep);
/// Subscribe to application-wide logic update events.
void SubscribeToEvents();
/// Handle the logic update event.
void HandleUpdate(StringHash eventType, VariantMap& eventData);
/// Scene.
SharedPtr<Scene> scene_;
/// Camera scene node.
SharedPtr<Node> cameraNode_;
/// Camera yaw angle.
float yaw_;
/// Camera pitch angle.
float pitch_;
};

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@ -67,3 +67,4 @@ add_subdirectory (26_ConsoleInput)
add_subdirectory (27_Urho2DPhysics)
add_subdirectory (28_Urho2DPhysicsRope)
add_subdirectory (29_SoundSynthesis)
add_subdirectory (30_LightAnimation)