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----------------------------------------------------
---- Project: Tutorial 2
---- Description: create tables, create shape,
---- create mesh, setup camera, add
---- object to scene.
----
---- Created by: Roswell_r, 2008 for ApocalyX Engine
----------------------------------------------------
---- Modules ----
---- This is used for our group of functions starting with callback.
callback = {}
---- ApocalyX uses the axis So we're going to create a face/polygon
---- +y| /+z 0 (0, 1, 0)
---- +x | / / \
---- ------0------ / \
---- /| -x / \
---- -z/ |-y (1, -1, 0) 2------1 (-1, -1, 0)
----
tri = { }
---- Contains our vertex data, specifying each point in space
tri.vertices = { 0, 1, 0,
-1, -1, 0,
1, -1, 0 }
tri.normals = { }
tri.mappings = { }
---- The following Contains the faces of the triangle. We specify 2 faces
---- because part of engine optimisation is to not render the face behind the
---- triangle, to do that would waste valuable cpu time. The engine performs
---- back face culling which it does not render the back face. A function of
---- the SHAPE object is setTwoSided which tells the engine to render this
---- shape without back face culling and you would get a double sided face.
----
---- But instead we will specfy here that we want a two sided triangle.
----
tri.faces = { 0, 1, 2,
0, 2, 1 }
function callback.init()
---- We set the title of our render window. We then also set the size
---- of our window. This is part of the WIN object.
setTitle("Tutorial 2: First polygon a triangle Shape & Mesh")
setDimension(800, 600)
---- empty() and emptyOverlay() empty the 3D scene objects and 2D
---- scene objects. These methods are part of the WORLD object.
empty()
emptyOverlay()
---- This removes the partial help menu located on the left hand side
---- during rendering. With the following command it will simply
---- display "F1 Show/Hide Help". If you want to disable the help menu
---- completely use the command hideHelp(). These methods are part of
---- the WIN object.
showHelpReduced()
---- This sets the blanking colour of the scene. This is colour
---- fills the screen after each frame. Part of the WORLD object.
setClear(0.0,0.0,1.0)
---- This creates a new shape based on our array of vertices, normals
---- which are blank, our texture mappings which are also blank and
---- our array of faces.
local triShape = Shape(tri.vertices, tri.normals, tri.mappings, tri.faces)
---- We've only created a shape which is made up of our vertices and
---- faces we now have to add that shape to our mesh. We can use this
---- shape later for another mesh or we can manipulate the vertex data
---- at a later time. We also give it a default Material().
triMesh = Mesh(triShape, Material())
---- Here we set the perspective of the camera. Part of WORLD object.
---- The parameters here are degrees of freedom, meaning degress from
---- the camera to render. The second two values are the clipping
---- plane and they specify render objects from 1 to 1000 units of
---- depth in the scene. [TODO: explain this better]
setPerspective(60, 1, 1000)
---- This obtains the default camera for our world. Also WORLD object.
local camera = getCamera()
---- Here we reset the camera's position and rotation. Part of the
---- REFERENCE class.
camera:reset()
---- Because the triangle is positioned at 0,0,0 we need to take a
---- step back before we will actually see anything on the screen. So
---- we move the camera back 3 units so we have a nice view of the
---- mesh. This is part of the REFERENCE class.
camera:moveForward(-3)
---- Add our mesh to our world. This adds the mesh at its current
---- position 0,0,0 and will be rendered in our scene. This is part of
---- the WORLD object.
addObject(triMesh)
end
function callback.update()
---- Here we could move out objects around and take input
---- Currently we're rotating the Triangle mesh around the Y axis.
triMesh:rotAround(1 * getTimeStep())
end
function callback.final()
---- empty() and emptyOverlay() empty the 3D scene objects and 2D
---- scene objects. This tutorial has no objects but it is always
---- good practice to clear the scene. These again are part of the
---- WORLD object.
emptyOverlay()
empty()
end
----SCENE SETUP----
---- This is where the engine actually gets initilised. The render loop is
---- controlled by ApocalyX and you gain control back through the CallBack
---- functions.
---- What this means is when ApocalyX Engine starts it runs our function
---- callback.init specified in the first parameter.
---- Before the engine renders its next frame to the screen it also runs our
---- function callback.update specified in the second parameter.
---- When you close the program or end the scene the engine runs our function
---- callback.final specified in the third parameter. This is used to free up
---- any resources or you might want to save some data.
setScene(Scene(callback.init,callback.update,callback.final))
---- Scene is a construct method of Scene object and is used for setScene which
---- is part of the WIN object.
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