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