Sunday, April 11, 2010

ImageCube

It's been a few days since my last post, but I've been endeavoring to make strides toward fully 3D UI concepts and it hasn't been altogether easy to do. It is relatively straight-forward to create a 2D UI and it's even relatively easy to create a 3D game, but developing a powerful and easy-to-use engine that provides both full 3D and advanced user-interface development functionality is a more complicated road to take.

The following video shows my ImageCube leveraging 3D, adjustable properties, easings, and my new effects framework. This is all still very early development, but as you can see the "effects" essentially make up a work-flow of actions to take in sequence. At the moment I've got:
  • CompositeEffect - executes multiple effects in sequence
  • PauseEffect - creates a delay
  • PropertyChangeEffect - will apply a value to a property upon invocation, primarily designed to work with AdjustableProperties
  • PropertySetEffect - immediately applies a value to the property ignoring any existing adjusters



Here's the code:
package org.sgine.ui

import org.sgine.core.Resource

import org.sgine.easing.Elastic
import org.sgine.easing.Linear

import org.sgine.effect.CompositeEffect
import org.sgine.effect.PropertyChangeEffect
import org.sgine.effect.PropertySetEffect

import org.sgine.math.mutable.MatrixPropertyContainer

import org.sgine.property.adjust.EasingNumericAdjuster

import org.sgine.render.Renderer
import org.sgine.render.scene.RenderableScene

import org.sgine.scene.GeneralNodeContainer

object TestCube {
 def main(args: Array[String]): Unit = {
  val r = Renderer.createFrame(1024, 768, "Test Cube", 4, 8, 4, 4)
  r.verticalSync := false
  
  val scene = new GeneralNodeContainer()
  
  val cube = new ImageCube()
  cube.location.z := -1500.0
  cube.rotation.x.adjuster = new EasingNumericAdjuster(Linear.easeIn, 2.0)
  cube.rotation.y.adjuster = new EasingNumericAdjuster(Linear.easeIn, 4.0)
  cube.rotation.z.adjuster = new EasingNumericAdjuster(Linear.easeIn, 6.0)
  cube.location.x.adjuster = new EasingNumericAdjuster(Elastic.easeInOut, 4.0)
  cube(Resource("resource/sgine_256.png"), 256.0, 256.0)
  scene += cube
  
  r.renderable := RenderableScene(scene, showFPS = true)
  
  // Rotate the cube perpetually on the x-axis
  val rx1 = new PropertyChangeEffect(cube.rotation.x, Math.Pi * 2.0)
  val rx2 = new PropertySetEffect(cube.rotation.x, 0.0)
  val rotateX = new CompositeEffect(rx1, rx2)
  rotateX.repeat = -1
  
  // Rotate the cube perpetually on the y-axis
  val ry1 = new PropertyChangeEffect(cube.rotation.y, Math.Pi * 2.0)
  val ry2 = new PropertySetEffect(cube.rotation.y, 0.0)
  val rotateY = new CompositeEffect(ry1, ry2)
  rotateY.repeat = -1
  
  // Rotate the cube perpetually on the z-axis
  val rz1 = new PropertyChangeEffect(cube.rotation.z, Math.Pi * 2.0)
  val rz2 = new PropertySetEffect(cube.rotation.z, 0.0)
  val rotateZ = new CompositeEffect(rz1, rz2)
  rotateZ.repeat = -1
  
  // Move the cube back and forth perpetually on the x-axis
  val me1 = new PropertyChangeEffect(cube.location.x, -600.0)
  val me2 = new PropertyChangeEffect(cube.location.x, 600.0)
  val move = new CompositeEffect(me1, me2)
  move.repeat = -1
  
  // Start effects
  rotateX.start()
  rotateY.start()
  rotateZ.start()
  move.start()
 }
}

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