contrib/model_viewer: move the globe example as a custom model
[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 if args.length > 0 then
55 # Load a model passed as the first command line argument
56 var model_path = args.first
57 if model_path.has_prefix("assets/") then model_path = model_path.substring_from(7)
58
59 var model = new Model(model_path)
60 models.unshift model
61 end
62
63 world_camera.near = 1.0
64 world_camera.far = 1000.0
65
66 for model in models do model.load
67 for texture in asset_textures_by_name.values do texture.load
68
69 # Display the first model
70 model = models[model_index]
71
72 # Setup UI
73 # Use 800 px in height as screen reference
74 ui_camera.reset_height 800.0
75
76 var prev_sprite = new Sprite(ui_prev,
77 ui_camera.bottom_left.offset(200, -40, 0))
78 prev_sprite.scale = 0.5
79 ui_sprites.add prev_sprite
80
81 var next_sprite = new Sprite(ui_next,
82 ui_camera.bottom_right.offset(-165, -40, 0))
83 next_sprite.scale = 0.5
84 ui_sprites.add next_sprite
85 end
86
87 # Set the currently displayed model
88 fun model=(model: Model)
89 do
90 var actor = new Actor(model, new Point3d[Float](0.0, 0.0, 0.0))
91
92 model = model.leaves.first
93 actor.center.x -= model.mesh.center.x
94 actor.center.y += model.mesh.center.y
95 actor.center.z -= model.mesh.center.z
96
97 var height = model.mesh.dimensions.y
98 world_camera.reset_height(height * 3.0)
99
100 actors.clear
101 actors.add actor
102 end
103
104 # Cycle to the next or previous model, changing the index by `d`
105 fun cycle_model(d: Int)
106 do
107 model_index = (model_index + d + models.length) % models.length
108 model = models[model_index]
109 end
110
111 redef fun accept_event(event)
112 do
113 var display = display
114 if display == null then return super
115
116 if event isa QuitEvent then
117 exit 0
118 else if event isa KeyEvent and event.is_down then
119 if event.is_arrow_right then
120 cycle_model 1
121 else if event.is_arrow_left then
122 cycle_model -1
123 end
124 else if event isa PointerEvent and event.pressed then
125 if event.x.to_i > display.width / 2 then
126 cycle_model 1
127 else cycle_model -1
128 end
129
130 return super
131 end
132
133 private var clock = new Clock
134
135 redef fun update(dt)
136 do
137 super
138
139 var t = clock.total.to_f
140
141 # Rotate the model
142 actors.first.rotation = t
143
144 # Move the light source
145 var dist_to_light = 20.0
146 t *= 1.33
147 light.position.x = dist_to_light * t.cos
148 light.position.y = 4.0
149 light.position.z = dist_to_light * t.sin
150 end
151 end