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Updated 3D Asset Viewer #2
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----------------------------------------- | |
-- Models | |
-- Written by John Millard | |
----------------------------------------- | |
-- Description: | |
-- Domonstrates model loading in Craft. | |
----------------------------------------- | |
Tag = class() | |
function Tag:init(entity, name) | |
self.entity = entity | |
self.name = name | |
end | |
-- Use this function to perform your initial setup | |
function setup() | |
PrintExplanation() | |
scene = craft.scene() | |
packs = | |
{ | |
asset.builtin.Blocky_Characters, | |
asset.builtin.Watercraft, | |
asset.builtin.RacingKit, | |
asset.builtin.SpaceKit, | |
asset.builtin.CastleKit, | |
asset.builtin.Primitives, | |
asset.builtin.Nature | |
} | |
-- Setup camera and lighting | |
scene.ambientColor = color(61, 61, 61, 255) | |
scene.sun:get(craft.light).intensity = 1.0 | |
scene.sun.rotation = quat.eulerAngles(-45, 125, 0) | |
scene.sky.active = false | |
viewer = scene.camera:add(OrbitViewer, vec3(0,0,0), 75, 10, 200) | |
viewer.ry = 225 | |
viewer.rx = 45 | |
AssetPack = 1 | |
loadModels(packs[AssetPack]) | |
parameter.watch("packs[AssetPack].name") | |
parameter.action("Next Pack", function() | |
AssetPack = math.min(AssetPack+1, #packs) | |
loadModels(packs[AssetPack]) | |
end) | |
parameter.action("Previous Pack", function() | |
AssetPack = math.max(AssetPack-1, 1) | |
loadModels(packs[AssetPack]) | |
end) | |
parameter.boolean("ShowBounds", false) | |
end | |
function loadModels(pack) | |
local modelList = {} | |
for _,v in pairs(pack.all) do | |
if v.type == MODELS then | |
table.insert(modelList, v) | |
end | |
end | |
if models then | |
for k,v in pairs(models) do | |
v:destroy() | |
end | |
end | |
-- Load models | |
models = {} | |
for _,v in pairs(modelList) do | |
local model = scene:entity() | |
local mr = model:add(craft.renderer) | |
mr.model = craft.model(v) | |
-- Tag the model for later | |
model:add(Tag, pack.name..":"..v.name) | |
table.insert(models, model) | |
end | |
local x, z = 0,0 | |
local maxRowDepth = 0 | |
local center = vec3() | |
for k,model in pairs(models) do | |
local mr = model:get(craft.renderer) | |
local bounds = mr.model.bounds | |
model.x = x - bounds.max.x | |
model.z = z - bounds.offset.z | |
x = x - bounds.size.x - 2 | |
maxRowDepth = math.max(maxRowDepth, bounds.size.z) | |
if x < -120 then | |
x = 0 | |
z = z + maxRowDepth + 2 | |
maxRowDepth = 0 | |
end | |
center = center + model.position | |
end | |
center = center / #models | |
viewer.target = center | |
end | |
function updateViewer() | |
local m = models[ModelNumber] | |
local b = m:get(craft.renderer).model.bounds | |
viewer.target = m.position + b.center | |
end | |
function update(dt) | |
scene:update(dt) | |
if ShowBounds then | |
for k,v in pairs(models) do | |
local b = v:get(craft.renderer).model.bounds | |
b2 = bounds(b.min, b.max) | |
b2:translate(v.position) | |
scene.debug:bounds(b2, color(255,255,255,255)) | |
end | |
end | |
end | |
-- This function gets called once every frame | |
function draw() | |
update(DeltaTime) | |
scene:draw() | |
end | |
function PrintExplanation() | |
output.clear() | |
print("Loading models is easy, simply create an entity and add a renderer component.") | |
print("Set the mesh using craft.model(asset)") | |
print("In this example we have used assetList to get all models from each asset pack") | |
print("Models will try to load a material if there is one, otherwise a blank material will be used.") | |
end | |
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