#include "root.h" #include "node.h" #include "box.h" #include "material.h" #include "keyframeChannel.h" #include "animationController.h" #include "animationChannel.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, "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 */ Box *driverBox = new Box(Vector3(1, 1, 1) * .25); Node *driver = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "", new AnimationController()); Material *driverMat = new Material(); driverMat->setTexturingEnabled(false); driverMat->setDiffuseColor(Vector4(0, 1, 0, 1)); driverBox->setMaterial(driverMat); driver->attachMesh(driverBox); rootNode->attachChild(driver); Box *leftBox = new Box(Vector3(1, 1, 1) * .25); Node *leftNode = new Node(); Material *leftMat = new Material(); leftMat->setTexturingEnabled(false); leftMat->setDiffuseColor(Vector4(1, 0, 0, 1)); leftBox->setMaterial(leftMat); leftNode->attachMesh(leftBox); rootNode->attachChild(leftNode); leftNode->setPosition(Vector3(-1, 0, 0)); Box *rightBox = new Box(Vector3(1, 1, 1) * .25); Node *rightNode = new Node(); Material *rightMat = new Material(); rightMat->setTexturingEnabled(false); rightMat->setDiffuseColor(Vector4(0, 0, 1, 1)); rightBox->setMaterial(rightMat); rightNode->attachMesh(rightBox); rootNode->attachChild(rightNode); rightNode->setPosition(Vector3(1, 0, 0)); /* * 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; kcL.type = KeyframeChannel::DIFFUSE_COLOR_X; kcL.keyframes = vector({ KeyframeChannel::createKeyframe(Keyframe::LINEAR, 1, 0), KeyframeChannel::createKeyframe(Keyframe::LINEAR, 0, 1) }); KeyframeChannel kcR; kcR.animatable = rightNode; 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; 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 Keyframe. */ driver->addDriver(new Driver(kcL, Driver::POS_Y)); driver->addDriver(new Driver(kcR, Driver::POS_Y)); Animation *anim = new Animation("anim"); 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 = driver->getAnimationController(); controller->addAnimation(anim); AnimationChannel *channel = new AnimationChannel(); controller->addAnimationChannel(channel); channel->addAnimatable(driver); channel->setAnimationName("anim"); channel->setLoop(true); while(true){ root->update(); } return 0; }