Files
vb01/morphAnimationSample.cpp
T
2021-11-10 20:23:15 +02:00

84 lines
2.4 KiB
C++

#include "root.h"
#include "model.h"
#include "material.h"
#include "mesh.h"
#include "skeleton.h"
#include "animationController.h"
#include "animationChannel.h"
#include "box.h"
#include <ft2build.h>
#include FT_FREETYPE_H
using namespace std;
using namespace vb01;
int main(){
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
string skyboxTextures[] = {
TEX_PATH + "top.jpg",
TEX_PATH + "bottom.jpg",
TEX_PATH + "left.jpg",
TEX_PATH + "right.jpg",
TEX_PATH + "front.jpg",
TEX_PATH + "back.jpg"
};
/*
* Gets Root object to start the sample,
* also passes the base path for asset retrieval.
*/
Root *root = Root::getSingleton();
root->start(800, 600, PATH, "Morph animation sample");
root->createSkybox(skyboxTextures);
Node *rootNode = root->getRootNode();
/*
* Places the camera to the side of the model.
*/
Camera *cam = root->getCamera();
cam->setPosition(Vector3(-1, 0.25, .2) * 20);
cam->lookAt(Vector3(1, 0, 0).norm(), Vector3(0, 1, 0).norm());
Model *model = new Model(MODEL_PATH + "kek.vb");
Material *mat = new Material(PATH + "texture");
mat->addVariable("lightingEnabled", false);
mat->addVariable("texturingEnabled", true);
string images[] = {TEX_PATH + "defaultTexture.jpg"};
Texture *texture = new Texture(images, 1);
mat->addVariable("textures[0]", texture, 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.
*/
AnimationController *controller = skeleton->getAnimationController();
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
channel->addAnimatable(skeleton->getBone("bone"));
channel->setAnimationName("morph");
channel->setLoop(true);
/*
* Creates a box attached to the bone controlling the shape keys.
*/
Box *box = new Box(Vector3(1, 1, 1) * .25);
Material *boxMat = new Material(PATH + "texture");
boxMat->addVariable("texturingEnabled", false);
boxMat->addVariable("diffuseColor", Vector4(1, 0, 0, 1));
box->setMaterial(boxMat);
skeleton->getBone("bone")->attachMesh(box);
while(true){
root->update();
}
return 0;
}