creation of animation containers

This commit is contained in:
arthur.jamet
2021-05-22 11:55:44 +02:00
parent fc46529232
commit 66c33b403c
21 changed files with 354 additions and 131 deletions
+42 -64
View File
@@ -6,98 +6,75 @@
*/
#include <iostream>
#include "Window.hpp"
#include "Drawables/2D/Text.hpp"
#include "Drawables/2D/Circle.hpp"
#include "Controllers/Keyboard.hpp"
#include "Camera/Camera3D.hpp"
#include "Drawables/3D/Grid.hpp"
#include "Drawables/3D/Cube.hpp"
#include <cmath>
#include "Wal.hpp"
#include "Camera/Camera3D.hpp"
#include "Controllers/Keyboard.hpp"
#include "Drawables/2D/Text.hpp"
#include "Drawables/3D/Grid.hpp"
#include "Drawables/Texture.hpp"
#include "Model/Model.hpp"
#include "Model/ModelAnimations.hpp"
#include "Vector/Vector3.hpp"
#include "Window.hpp"
int main()
{
WAL::Wal wal;
SetTraceLogLevel(LOG_WARNING);
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Bidibidibop", FLAG_WINDOW_RESIZABLE);
RAY::Camera::Camera3D camera(RAY::Vector3(10.0f, 10.0f, 10.0f),
RAY::Vector3(0.0f, 0.0f, 0.0f),
RAY::Vector3(0.0f, 1.0f, 0.0f),
45.0f, CAMERA_PERSPECTIVE
);
RAY::Model model("guy.iqm");
RAY::Texture texture("guytex.png");
RAY::ModelAnimations animations("guy.iqm");
RAY::Drawables::Drawables3D::Grid grid(10, 1.0f);
RAY::Drawables::Drawables2D::Text instructionText("PRESS SPACE to PLAY MODEL ANIMATION", 10, {10, 20} , MAROON);
model.setTextureToMaterial(MAP_DIFFUSE, texture);
RAY::Vector2 ballPosition = {(float)screenWidth / 2, (float)screenHeight / 2};
RAY::Window &window = RAY::Window::getInstance(screenWidth, screenHeight, "Ta mère en slip", FLAG_WINDOW_RESIZABLE);
RAY::Camera::Camera3D camera(RAY::Vector3{30.0f, 20.0f, 30.0f},
RAY::Vector3{0.0f, 0.0f, 0.0f},
RAY::Vector3{0.0f, 1.0f, 0.0f},
70.0,
CAMERA_PERSPECTIVE);
RAY::Drawables::Drawables3D::Grid grid(10, 5.0f);
RAY::Drawables::Drawables3D::Cube cube(RAY::Vector3(0, 0, 0),
RAY::Vector3(0, 0, 0),
RAY::Color(0, 0, 0, 0));
RAY::Vector3 position(0.0f, 0.0f, 0.0f); // Set model position
// Specify the amount of blocks in each direction
const int numBlocks = 15;
camera.setMode(CAMERA_FREE); // Set free camera mode
window.setFPS(60);
window.setFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!window.shouldClose()) // Detect window close button or ESC key
while (!window.shouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
double time = GetTime();
camera.update();
// Calculate time scale for cube position and size
float scale = (2.0f + (float)sin(time)) * 0.7f;
// Move camera around the scene
double cameraTime = time * 0.3;
camera.setPosition({(float)cos(cameraTime) * 40.0f, 20.0f, (float)sin(cameraTime) * 40.0f});
// Play animation when spacebar is held down
if (RAY::Controller::Keyboard::isDown(KEY_SPACE))
{
animations[0].incrementFrameCounter();
model.setAnimation(animations[0]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
window.setDrawingState(RAY::Window::DRAWING);
window.clear(RAYWHITE);
window.clear();
window.useCamera(camera);
window.useCamera(camera);
window.draw(grid);
window.draw(model, position, RAY::Vector3(1.0f, 0.0f, 0.0f), -90.0f, RAY::Vector3( 1.0f, 1.0f, 1.0f ));
for (int x = 0; x < numBlocks; x++) {
for (int y = 0; y < numBlocks; y++) {
for (int z = 0; z < numBlocks; z++) {
// Scale of the blocks depends on x/y/z positions
float blockScale = (x + y + z) / 30.0f;
window.draw(grid);
// Scatter makes the waving effect by adding blockScale over time
float scatter = sinf(blockScale * 20.0f + (float)(time * 4.0f));
window.unuseCamera();
// Calculate the cube position
cube.setPosition(RAY::Vector3{
static_cast<float>(x - numBlocks / 2) * (scale * 3.0f) + scatter,
static_cast<float>(y - numBlocks / 2) * (scale * 2.0f) + scatter,
static_cast<float>(z - numBlocks / 2) * (scale * 3.0f) + scatter
});
// Pick a color with a hue depending on cube position for the rainbow color effect
cube.setColor(RAY::Color(static_cast<float>(((x + y + z) * 18) % 360), 0.75f, 0.9f));
// Calculate cube size
float cubeSize = (2.4f - scale) * blockScale;
cube.setDimensions({cubeSize, cubeSize, cubeSize});
// And finally, draw the cube!
window.draw(cube);
}
}
}
window.unuseCamera();
window.draw(instructionText);
window.setDrawingState(RAY::Window::IDLE);
//----------------------------------------------------------------------------------
@@ -105,7 +82,8 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
window.close(); // Close window and OpenGL context
window.close(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;