skeletal animation sample improvement

This commit is contained in:
devZoGok
2022-03-31 19:09:10 +03:00
parent 08e67ea6b5
commit 20c44aaefa
+24 -19
View File
@@ -6,7 +6,6 @@
#include "animationController.h"
#include "animationChannel.h"
#include "assetManager.h"
#include "imageReader.h"
#include <ft2build.h>
#include FT_FREETYPE_H
@@ -17,7 +16,8 @@ using namespace vb01;
int main(){
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
string skyboxTextures[] = {
const int numTextures = 6;
string skyboxTextures[numTextures] = {
TEX_PATH + "top.jpg",
TEX_PATH + "bottom.jpg",
TEX_PATH + "left.jpg",
@@ -25,12 +25,10 @@ int main(){
TEX_PATH + "front.jpg",
TEX_PATH + "back.jpg"
};
AssetManager::getSingleton()->load(skyboxTextures[0]);
AssetManager::getSingleton()->load(skyboxTextures[1]);
AssetManager::getSingleton()->load(skyboxTextures[2]);
AssetManager::getSingleton()->load(skyboxTextures[3]);
AssetManager::getSingleton()->load(skyboxTextures[4]);
AssetManager::getSingleton()->load(skyboxTextures[5]);
//Loads the assets to be stored and retrievable at a later time
for(int i = 0; i < numTextures; i++)
AssetManager::getSingleton()->load(skyboxTextures[i]);
/*
* Gets Root object to start the sample,
@@ -45,24 +43,25 @@ int main(){
* Places the camera in front of the model.
*/
Camera *cam = root->getCamera();
cam->setPosition(Vector3(0, 0, 1) * 20);
cam->setPosition(Vector3(0, 0.25, 1) * 20);
cam->lookAt(Vector3(0, 0, -1).norm(), Vector3(0, 1, 0).norm());
Model *model = new Model(MODEL_PATH + "kek.vb");
AssetManager::getSingleton()->load(MODEL_PATH + "kek.xml");
Model *model = new Model(MODEL_PATH + "kek.xml");
Material *mat = new Material(PATH + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", true);
string images[] = {TEX_PATH + "defaultTexture.jpg"};
AssetManager::getSingleton()->load(images[0]);
Texture *texture = new Texture(images, 1, false);
mat->addTexUniform("textures[0]", texture, true);
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", true);
model->setMaterial(mat);
rootNode->attachChild(model);
int numChildren = model->getNumChildren();
Node *node = model->getChild(1);
Mesh *mesh = node->getMesh(0);
Skeleton *skeleton = mesh->getSkeleton();
/*
* The AnimationController plays the animations set in the AnimationChannel objects.
* AnimationChannel objects require an animation and animatable objects, e.g. textures to work.
@@ -70,13 +69,19 @@ int main(){
AnimationController *controller = AnimationController::getSingleton();
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
/*
* Here we see that it is possible to transform skeleton
* bones either manually or via an animation.
*/
Skeleton *skeleton = model->getChild(0)->getSkeleton(0);
skeleton->getBone("handIK.L")->setPosePos(Vector3(1.5, -1.5, 0));
channel->addAnimatable(skeleton->getBone("handIK.R"));
channel->addAnimatable(skeleton->getBone("elbowIK.R"));
channel->setAnimationName("righArmAnim");
channel->setLoop(true);
skeleton->getBone("handIK.L")->setPosePos(Vector3(1.5, -1.5, 0));
while(true){
root->update();
}