068005942aa1cfb6e556a56246b0a2d1ec7bdf71
[nit.git] / contrib / model_viewer / src / model_viewer.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Portable game to destroy asteroids
16 module model_viewer is
17 app_name "Model Viewer"
18 app_namespace "org.nitlanguage.model_viewer"
19 app_version(1, 0, git_revision)
20
21 android_manifest_activity """android:screenOrientation="landscape""""
22 android_api_target 15
23 end
24
25 import gamnit::depth
26
27 import globe
28
29 redef class App
30
31 # All available models
32 var models: Array[Model] = [
33 new LeafModel(new Cube, new SmoothMaterial.default),
34 new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new SmoothMaterial.default),
35 new LeafModel(new Mesh.uv_sphere(4.0, 32, 16), new NormalsMaterial),
36 new Model("models/Tree_01.obj"),
37 new Model("models/Oak_Fall_01.obj"),
38 new Model("models/Quandtum_BA-2_v1_1.obj"),
39 new GlobeModel]
40
41 # Index of the current model in `models`
42 var model_index = 0
43
44 # Texture "Previous model"
45 var ui_prev = new Texture("ui/prev.png")
46
47 # Texture "Next model"
48 var ui_next = new Texture("ui/next.png")
49
50 redef fun on_create
51 do
52 super
53
54 # Show splash screen
55 var logo = new Texture("splash.png")
56 show_splash_screen logo
57
58 if model_path.has_prefix("assets/") then model_path = model_path.substring_from(7)
59 # Load all models passed as command line argument
60 for arg in args.to_a.reversed do
61
62 var model = new Model(arg)
63 models.unshift model
64 end
65
66 world_camera.near = 0.1
67 world_camera.far = 100.0
68
69 for model in models do model.load
70 for texture in asset_textures_by_name.values do texture.load
71
72 # Display the first model
73 model = models[model_index]
74
75 # Setup UI
76 # Use 800 px in height as screen reference
77 ui_camera.reset_height 800.0
78
79 var prev_sprite = new Sprite(ui_prev,
80 ui_camera.bottom_left.offset(200, 40, 0))
81 prev_sprite.scale = 0.5
82 ui_sprites.add prev_sprite
83
84 var next_sprite = new Sprite(ui_next,
85 ui_camera.bottom_right.offset(-165, 40, 0))
86 next_sprite.scale = 0.5
87 ui_sprites.add next_sprite
88 end
89
90 # Set the currently displayed model
91 fun model=(model: Model)
92 do
93 var actor = new Actor(model, new Point3d[Float](0.0, 0.0, 0.0))
94
95 model = model.leaves.first
96 actor.center.x -= model.mesh.center.x
97 actor.center.y -= model.mesh.center.y
98 actor.center.z -= model.mesh.center.z
99
100 var height = model.mesh.dimensions.y
101 world_camera.reset_height(height * 2.5)
102
103 actors.clear
104 actors.add actor
105 end
106
107 # Cycle to the next or previous model, changing the index by `d`
108 fun cycle_model(d: Int)
109 do
110 model_index = (model_index + d + models.length) % models.length
111 model = models[model_index]
112 end
113
114 redef fun accept_event(event)
115 do
116 var display = display
117 if display == null then return super
118
119 if event isa QuitEvent then
120 exit 0
121 else if event isa KeyEvent and event.is_down then
122 if event.is_arrow_right then
123 cycle_model 1
124 else if event.is_arrow_left then
125 cycle_model -1
126 end
127 else if event isa PointerEvent and event.depressed then
128 if event.x.to_i > display.width / 2 then
129 cycle_model 1
130 else cycle_model -1
131 end
132
133 return super
134 end
135
136 private var clock = new Clock
137
138 redef fun update(dt)
139 do
140 super
141
142 var t = clock.total.to_f
143
144 # Rotate the model
145 actors.first.rotation = t
146
147 # Move the light source
148 var dist_to_light = 20.0
149 t *= 1.33
150 light.position.x = dist_to_light * t.cos
151 light.position.y = 4.0
152 light.position.z = dist_to_light * t.sin
153 end
154 end