1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
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
)
21 android_manifest_activity
"""android:screenOrientation="landscape""""
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_v
1_1.obj
"),
41 # Index of the current model in `models`
44 # Texture "Previous model
"
45 var ui_prev = new Texture("ui
/prev
.png
")
47 # Texture "Next model
"
48 var ui_next = new Texture("ui
/next
.png
")
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)
59 var model = new Model(model_path)
63 world_camera.near = 1.0
64 world_camera.far = 1000.0
66 for model in models do model.load
67 for texture in asset_textures_by_name.values do texture.load
69 # Display the first model
70 model = models[model_index]
73 # Use 800 px in height as screen reference
74 ui_camera.reset_height 800.0
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
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
87 # Set the currently displayed model
88 fun model=(model: Model)
90 var actor = new Actor(model, new Point3d[Float](0.0, 0.0, 0.0))
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
97 var height = model.mesh.dimensions.y
98 world_camera.reset_height(height * 3.0)
104 # Cycle to the next or previous model, changing the index by `d`
105 fun cycle_model(d: Int)
107 model_index = (model_index + d + models.length) % models.length
108 model = models[model_index]
111 redef fun accept_event(event)
113 var display = display
114 if display == null then return super
116 if event isa QuitEvent then
118 else if event isa KeyEvent and event.is_down then
119 if event.is_arrow_right then
121 else if event.is_arrow_left then
124 else if event isa PointerEvent and event.pressed then
125 if event.x.to_i > display.width / 2 then
133 private var clock = new Clock
139 var t = clock.total.to_f
142 actors.first.rotation = t
144 # Move the light source
145 var dist_to_light = 20.0
147 light.position.x = dist_to_light * t.cos
148 light.position.y = 4.0
149 light.position.z = dist_to_light * t.sin