;
; ------------------------------------------------------------
;
; PureBasic - VertexAnimation
;
; (c) Fantaisie Software
;
; ------------------------------------------------------------
;
; shapekey.mesh + shapekey.material done by blendman, thanks :)
;Use [PageUp] and [PageDown]
IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"
Define.f MouseX, MouseY, Pose
#Mesh = 1
Macro Clamp(num, min, max)
If num<min
num=min
ElseIf num>max
num=max
EndIf
EndMacro
If InitEngine3D(3)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Models", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Packs/desert.zip", #PB_3DArchive_Zip)
Parse3DScripts()
InitSprite()
InitKeyboard()
InitMouse()
If Screen3DRequester()
WorldShadows(#PB_Shadow_Modulative)
;Ground
;
CreateMaterial(0, LoadTexture(0, "Dirt.jpg"))
CreatePlane(0, 1500, 1500, 40, 40, 15, 15)
CreateEntity(0,MeshID(0),MaterialID(0))
;- Mesh
LoadMesh(#Mesh, "Shapekey.mesh")
; Create a animation state For each vertex pose, using the pose name
Track = 0
KeyFrame = 0
PoseIndex = 0
Animation$ = MeshPoseName(#Mesh, PoseIndex)
CreateVertexAnimation(#Mesh, Animation$, 0) ; Create animation just for this pose
CreateVertexTrack(#Mesh, Animation$, Track) ; Create track for this pose
CreateVertexPoseKeyFrame(#Mesh, Animation$, Track, KeyFrame); Create a keyframe for this pose.
;- Entity
CreateEntity(1, MeshID(#Mesh), #PB_Material_None, 0, 50, 0)
ScaleEntity(1, 3, 3, 3)
StartEntityAnimation(1, Animation$)
;- SkyBox
SkyBox("Desert07.jpg")
;- Camera
CreateCamera(0, 0, 0, 100, 100)
MoveCamera(0, 10, EntityY(1) + 4, -10, #PB_Absolute)
CameraLookAt(0, EntityX(1), EntityY(1), EntityZ(1))
;- Light
CreateLight(0, RGB(255, 255, 255), -40, 100, 80)
AmbientColor(RGB(80, 80, 80))
Repeat
Screen3DEvents()
If ExamineMouse()
MouseX = -MouseDeltaX()/10
MouseY = -MouseDeltaY()/10
EndIf
If ExamineKeyboard()
If KeyboardPushed(#PB_Key_PageDown) And Pose < 1
Pose + 0.01
Clamp(Pose, 0, 1)
ElseIf KeyboardPushed(#PB_Key_PageUp) And Pose > 0
Pose - 0.01
Clamp(Pose, 0, 1)
EndIf
EndIf
; update the pose reference
UpdateVertexPoseReference(#Mesh, Animation$, Track, KeyFrame, PoseIndex, Pose)
; update animation state since we're fudging this manually
UpdateEntityAnimation(1, Animation$)
RotateCamera(0, MouseY, MouseX, 0, #PB_Relative)
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
EndIf
Else
MessageRequester("Error", "The 3D Engine can't be initialized",0)
EndIf
End