#include "root.h" #include "node.h" #include "box.h" #include "material.h" #include "keyframeChannel.h" #include "animationController.h" #include "animationChannel.h" #include "assetManager.h" using namespace std; using namespace vb01; int main(){ const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/"; const int numTextures = 6; string skyboxTextures[numTextures] = { TEX_PATH + "top.jpg", TEX_PATH + "bottom.jpg", TEX_PATH + "left.jpg", TEX_PATH + "right.jpg", TEX_PATH + "front.jpg", TEX_PATH + "back.jpg" }; //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, * also passes the base path for asset retrieval. */ Root *root = Root::getSingleton(); root->start(800, 600, PATH, "Driver sample"); root->createSkybox(skyboxTextures); Node *rootNode = root->getRootNode(); /* * Places the camera at an angle to the cubes. */ Camera *cam = root->getCamera(); cam->setPosition(Vector3(1, 1, 1) * 2); cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm()); /* * Populate the scene with cubes */ Vector3 size = Vector3(1, 1, 1) * .25; Box *driverBox = new Box(size); Node *driver = new Node(); string shaderPath = PATH + "texture"; Material *driverMat = new Material(shaderPath); driverMat->addBoolUniform("texturingEnabled", false); driverMat->addVec4Uniform("diffuseColor", Vector4(0, 1, 0, 1)); driverBox->setMaterial(driverMat); driver->attachMesh(driverBox); rootNode->attachChild(driver); Box *leftBox = new Box(size); Node *leftNode = new Node(Vector3(-1, 0, 0)); Material *leftMat = new Material(shaderPath); leftMat->addBoolUniform("texturingEnabled", false); leftMat->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1)); leftBox->setMaterial(leftMat); leftNode->attachMesh(leftBox); rootNode->attachChild(leftNode); Box *rightBox = new Box(size); Node *rightNode = new Node(Vector3(1, 0, 0)); Material *rightMat = new Material(shaderPath); rightMat->addBoolUniform("texturingEnabled", false); rightMat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1)); rightBox->setMaterial(rightMat); rightNode->attachMesh(rightBox); rootNode->attachChild(rightNode); /* * KeyframeChannel structs determine what object and how it will be animated. * They also use keyframes which in turn are determined by their interpolation types, * values that are returned for animatable parameters, e.g. x coordinate for position * and frame number. */ KeyframeChannel kcL; kcL.animatable = leftMat->getUniform("diffuseColor")->getName(); kcL.type = KeyframeChannel::UNIFORM_1; kcL.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 0), KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 1) }); KeyframeChannel kcR; kcR.animatable = rightNode->getName(); kcR.type = KeyframeChannel::SCALE_Z; kcR.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 0), KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 1) }); KeyframeChannel kcD; kcD.animatable = driver->getName(); kcD.type = KeyframeChannel::POS_Y; kcD.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 0), KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 29), KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 40) }); /* * A Driver class is given a transform component, e.g, y coordinate of the position * and uses it to play the KeyframeChannel. */ driver->addDriver(new Driver(leftMat->getUniform("diffuseColor"), kcL, Driver::POS_Y)); driver->addDriver(new Driver(rightNode, kcR, Driver::POS_Y)); string animName = "anim"; Animation *anim = new Animation(animName); anim->addKeyframeChannel(kcD); /* * The AnimationController plays the animations set in the AnimationChannel objects. * AnimationChannel objects require an animation and animatable objects, e.g. textures to work. */ AnimationController *controller = AnimationController::getSingleton(); controller->addAnimation(anim); AnimationChannel *channel = new AnimationChannel(); controller->addAnimationChannel(channel); channel->addAnimatable(driver); channel->setAnimationName(animName); channel->setLoop(true); while(true){ root->update(); } return 0; }