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Add some movement to the example scene

This commit is contained in:
Joshua Goins 2022-02-08 10:19:30 -05:00
parent 368b033929
commit 31238c20ad
2 changed files with 25 additions and 5 deletions

View file

@ -1,8 +1,16 @@
#pragma once
#include "app.hpp"
#include "object.hpp"
class ExampleApp : public prism::app {
public:
void initialize_render() override;
void update(float delta_time) override;
private:
Object main_object, camera_obj;
float main_object_spin = 0.0f;
float main_object_movement = 0.0f;
};

View file

@ -18,13 +18,13 @@ void ExampleApp::initialize_render() {
engine->create_empty_scene();
auto scene = engine->get_scene();
auto camera_obj = scene->add_object();
camera_obj = scene->add_object();
auto& camera = scene->add<Camera>(camera_obj);
camera_look_at(*scene, camera_obj, {2, 2, -2}, {0, 0, 0});
auto sun_obj = scene->add_object();
auto& sun = scene->add<Light>(sun_obj);
sun.type = Light::Type::Point;
sun.use_dynamic_shadows = true;
auto& sun_trans = scene->get<Transform>(sun_obj);
sun_trans.position = {-2, 5, 1};
@ -32,17 +32,19 @@ void ExampleApp::initialize_render() {
auto& second_sun = scene->add<Light>(second_sun_obj);
second_sun.type = Light::Type::Point;
second_sun.color = {1, 0, 0};
second_sun.use_dynamic_shadows = true;
scene->get<Transform>(second_sun_obj).position = {-14, 1, -1};
auto third_sun_obj = scene->add_object();
auto& third_sun = scene->add<Light>(third_sun_obj);
third_sun.type = Light::Type::Point;
third_sun.color = {0, 0, 1};
third_sun.use_dynamic_shadows = true;
scene->get<Transform>(third_sun_obj).position = {3, 1, -1};
auto sphere_obj = scene->add_object();
auto& sphere_render = scene->add<Renderable>(sphere_obj);
sphere_render.mesh = assetm->get<Mesh>(prism::path(prism::app_domain / "models/sphere.model"));
main_object = scene->add_object();
auto& sphere_render = scene->add<Renderable>(main_object);
sphere_render.mesh = assetm->get<Mesh>(prism::path(prism::app_domain / "models/bunny.model"));
sphere_render.materials = { assetm->get<Material>(prism::path(prism::app_domain / "materials/Material.material")) };
auto sibenik_obj = scene->add_object();
@ -57,3 +59,13 @@ void ExampleApp::initialize_render() {
auto probe_obj = scene->add_object();
scene->add<EnvironmentProbe>(probe_obj).size = {80, 30, 25};
}
void ExampleApp::update(const float delta_time) {
main_object_spin += delta_time * 5.0f;
main_object_movement += delta_time * 0.5f;
engine->get_scene()->get<Transform>(main_object).position.x = sin(main_object_movement) * 8.0f;
engine->get_scene()->get<Transform>(main_object).rotation = euler_to_quat({0, radians(main_object_spin), 0});
camera_look_at(*engine->get_scene(), camera_obj, prism::float3{2, 2, -2} + engine->get_scene()->get<Transform>(main_object).position, engine->get_scene()->get<Transform>(main_object).position);
}