expanded light sample

minor improvements
This commit is contained in:
devZoGok
2021-10-19 19:06:41 +03:00
parent 1d102d091f
commit 9aa2981e70
11 changed files with 60 additions and 14 deletions
+1 -2
View File
@@ -4,8 +4,7 @@
using namespace std;
namespace vb01{
AnimationChannel::AnimationChannel(AnimationController *controller){
this->controller = controller;
AnimationChannel::AnimationChannel(){
}
AnimationChannel::~AnimationChannel(){
+2 -1
View File
@@ -13,7 +13,7 @@ namespace vb01{
class AnimationChannel{
public:
AnimationChannel(AnimationController*);
AnimationChannel();
~AnimationChannel();
void update();
void setAnimationName(std::string name);
@@ -31,6 +31,7 @@ namespace vb01{
inline void setForward(bool forward){this->forward = forward;}
inline bool isForward(){return forward;}
inline std::string getAnimationName(){return animationName;}
inline void setAnimationController(AnimationController *controller){this->controller = controller;}
private:
inline bool canUpdate(){return getTime() - lastUpdateTime > updateRate;}
int getMaxKeyframeNum(std::string);
+1 -1
View File
@@ -26,7 +26,7 @@ namespace vb01{
Animation *anim = new Animation("anim");
anim->addKeyframeChannel(kc);
channel = new AnimationChannel(controller);
channel = new AnimationChannel();
controller->addAnimationChannel(channel);
controller->addAnimation(anim);
channel->addAnimatable(bone);
+5
View File
@@ -40,4 +40,9 @@ namespace vb01{
}
return anim;
}
void AnimationController::addAnimationChannel(AnimationChannel *channel){
channels.push_back(channel);
channel->setAnimationController(this);
}
}
+1 -1
View File
@@ -19,9 +19,9 @@ namespace vb01{
~AnimationController(){}
void update();
Animation* getAnimation(std::string);
void addAnimationChannel(AnimationChannel *channel);
inline std::vector<Animation*> getAnimations(){return animations;}
inline void addAnimation(Animation *anim){animations.push_back(anim);}
inline void addAnimationChannel(AnimationChannel *channel){channels.push_back(channel);}
private:
std::vector<Animation*> animations;
std::vector<AnimationChannel*> channels;
+9 -1
View File
@@ -80,11 +80,19 @@ namespace vb01{
return keyframeChannel.keyframes[pastKeyframeId + (last ? 0 : 1)];
}
Keyframe KeyframeChannel::createKeyframe(KeyframeInterpolation interpolation, float frame, float value){
Keyframe KeyframeChannel::createKeyframe(KeyframeInterpolation interpolation, float value, float frame) {
Keyframe keyframe;
keyframe.interpolation = interpolation;
keyframe.frame = frame;
keyframe.value = value;
return keyframe;
}
KeyframeChannel KeyframeChannel::createKeyframeChannel(KeyframeChannelType type, Animatable *animatable, vector<Keyframe> keyframes){
KeyframeChannel keyframeChannel;
keyframeChannel.type = type;
keyframeChannel.animatable = animatable;
keyframeChannel.keyframes = keyframes;
return keyframeChannel;
}
}
+1
View File
@@ -68,6 +68,7 @@ namespace vb01{
static float interpolate(Keyframe, Keyframe, float);
static Keyframe findKeyframe(float, KeyframeChannel, bool);
static Keyframe createKeyframe(Keyframe::Interpolation, float, float);
static KeyframeChannel createKeyframeChannel(KeyframeChannel::Type, Animatable*, std::vector<Keyframe>);
};
typedef KeyframeChannel::Type KeyframeChannelType;
+34 -2
View File
@@ -3,6 +3,9 @@
#include "material.h"
#include "node.h"
#include "light.h"
#include "animation.h"
#include "animationController.h"
#include "animationChannel.h"
using namespace std;
using namespace vb01;
@@ -43,11 +46,40 @@ int main(){
Light *light = new Light(Light::SPOT);
light->setColor(Vector3(1, 1, 1));
Node *lightNode = new Node();
Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController());
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setOrientation(Quaternion(1.57, Vector3(1, 0, 0)));
lightNode->setPosition(Vector3(0, 2, 0));
lightNode->setPosition(Vector3(0, 5, 0));
KeyframeChannel kcA;
kcA.animatable = light;
kcA.type = KeyframeChannel::SPOTLIGHT_OUTER_ANGLE;
kcA.keyframes = vector<Keyframe>({
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60),
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .9, 120)
});
KeyframeChannel kcB;
kcA.animatable = light;
kcA.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE;
kcA.keyframes = vector<Keyframe>({
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60)
});
Animation *animation = new Animation("spotlightAnim");
animation->addKeyframeChannel(kcA);
animation->addKeyframeChannel(kcB);
AnimationController *controller = lightNode->getAnimationController();
controller->addAnimation(animation);
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
channel->addAnimatable(light);
channel->setLoop(true);
channel->setAnimationName("spotlightAnim");
while(true)
root->update();
+2 -2
View File
@@ -46,11 +46,11 @@ int main(){
Skeleton *skeleton = mesh->getSkeleton();
AnimationController *controller = skeleton->getAnimationController();
AnimationChannel *channel = new AnimationChannel(controller);
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
channel->addAnimatable(skeleton->getBone("bone"));
channel->setAnimationName("morph");
channel->setLoop(true);
controller->addAnimationChannel(channel);
Box *box = new Box(Vector3(1, 1, 1) * .25);
Material *boxMat = new Material();
+2 -2
View File
@@ -45,12 +45,12 @@ int main(){
Skeleton *skeleton = mesh->getSkeleton();
AnimationController *controller = skeleton->getAnimationController();
AnimationChannel *channel = new AnimationChannel(controller);
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
channel->addAnimatable(skeleton->getBone("handIK.R"));
channel->addAnimatable(skeleton->getBone("elbowIK.R"));
channel->setAnimationName("righArmAnim");
channel->setLoop(true);
controller->addAnimationChannel(channel);
skeleton->getBone("handIK.L")->setPosePos(Vector3(1.5, -1.5, 0));
+2 -2
View File
@@ -95,11 +95,11 @@ int main(){
AnimationController *controller = textNode->getAnimationController();
controller->addAnimation(anim);
AnimationChannel *channel = new AnimationChannel(controller);
AnimationChannel *channel = new AnimationChannel();
controller->addAnimationChannel(channel);
channel->addAnimatable(texture);
channel->setAnimationName("tex");
channel->setLoop(true);
controller->addAnimationChannel(channel);
}
while(true){