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https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
updated morph animation sample
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@@ -6,6 +6,8 @@
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#include "animationController.h"
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#include "animationChannel.h"
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#include "box.h"
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#include "assetManager.h"
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#include <ft2build.h>
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#include FT_FREETYPE_H
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@@ -14,7 +16,9 @@ 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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const int numTextures = 6;
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string skyboxTextures[numTextures] = {
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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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@@ -23,6 +27,10 @@ int main(){
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TEX_PATH + "back.jpg"
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};
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//Loads the assets to be stored and retrievable at a later time
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for(int i = 0; i < numTextures; i++)
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AssetManager::getSingleton()->load(skyboxTextures[i]);
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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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@@ -39,20 +47,22 @@ int main(){
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cam->setPosition(Vector3(-1, 0.25, .2) * 20);
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cam->lookAt(Vector3(1, 0, 0).norm(), Vector3(0, 1, 0).norm());
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Model *model = new Model(MODEL_PATH + "kek.vb");
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string modelPath = MODEL_PATH + "kek.xml";
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AssetManager::getSingleton()->load(modelPath);
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Model *model = new Model(modelPath);
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Material *mat = new Material(PATH + "texture");
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mat->addBoolUniform("lightingEnabled", false);
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mat->addBoolUniform("texturingEnabled", true);
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string images[] = {TEX_PATH + "defaultTexture.jpg"};
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AssetManager::getSingleton()->load(images[0]);
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Texture *texture = new Texture(images, 1, false);
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mat->addTexUniform("textures[0]", texture, true);
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model->setMaterial(mat);
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rootNode->attachChild(model);
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int numChildren = model->getNumChildren();
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Node *node = model->getChild(1);
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Mesh *mesh = node->getMesh(0);
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Skeleton *skeleton = mesh->getSkeleton();
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Skeleton *skeleton = model->getChild(0)->getSkeleton(0);
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/*
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* The AnimationController plays the animations set in the AnimationChannel objects.
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