mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
#include "root.h"
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#include "model.h"
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#include "material.h"
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#include "mesh.h"
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#include "skeleton.h"
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#include "animationController.h"
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#include "animationChannel.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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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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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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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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//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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*/
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Skeletal animation 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 in front of the model.
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*/
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(0, 0.25, 1) * 20);
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cam->lookAt(Vector3(0, 0, -1).norm(), Vector3(0, 1, 0).norm());
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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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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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mat->addBoolUniform("lightingEnabled", false);
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mat->addBoolUniform("texturingEnabled", true);
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model->setMaterial(mat);
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rootNode->attachChild(model);
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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 = AnimationController::getSingleton();
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AnimationChannel *channel = new AnimationChannel();
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controller->addAnimationChannel(channel);
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/*
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* Here we see that it is possible to transform skeleton
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* bones either manually or via an animation.
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*/
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Skeleton *skeleton = model->getChild(0)->getSkeleton(0);
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skeleton->getBone("handIK.L")->setPosePos(Vector3(1.5, -1.5, 0));
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channel->addAnimatable(skeleton->getBone("handIK.R"));
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channel->addAnimatable(skeleton->getBone("elbowIK.R"));
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channel->setAnimationName("righArmAnim");
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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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