本文整理汇总了C++中Light::SetCastShadows方法的典型用法代码示例。如果您正苦于以下问题:C++ Light::SetCastShadows方法的具体用法?C++ Light::SetCastShadows怎么用?C++ Light::SetCastShadows使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Light
的用法示例。
在下文中一共展示了Light::SetCastShadows方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Tile
TileMaster::TileMaster(Context *context, MasterControl* masterControl):
Object(context),
masterControl_{masterControl}
{
rootNode_ = masterControl_->world.scene->CreateChild("TileMaster");
//Create hexagonal field
//Lays a field of hexagons at the origin
int bigHexSize = 23;
for (int i = 0; i < bigHexSize; i++) {
for (int j = 0; j < bigHexSize; j++) {
if (i < (bigHexSize - bigHexSize / 4) + j / 2 && //Exclude bottom right
i > (bigHexSize / 4) - (j + 1) / 2 && //Exclude bottom left
i + 1 < (bigHexSize - bigHexSize / 4) + ((bigHexSize - j + 1)) / 2 && //Exclude top right
i - 1 > (bigHexSize / 4) - ((bigHexSize - j + 2) / 2)) { //Exclude top left
Vector3 tilePos = Vector3((-bigHexSize / 2.0f + i) * 2.0f + j % 2, -0.1f, (-bigHexSize / 2.0f + j + 0.5f) * 1.8f);
tileMap_[IntVector2(i, j)] = new Tile(context_, this, tilePos);
}
}
}
//Add a directional light to the arena. Enable cascaded shadows on it
Node* lightNode = rootNode_->CreateChild("Sun");
lightNode->SetPosition(Vector3::UP*5.0f);
lightNode->SetRotation(Quaternion(90.0f, 0.0f, 0.0f));
Light* playLight = lightNode->CreateComponent<Light>();
playLight->SetLightType(LIGHT_DIRECTIONAL);
playLight->SetBrightness(0.8f);
playLight->SetRange(10.0f);
playLight->SetColor(Color(1.0f, 0.9f, 0.95f));
playLight->SetCastShadows(false);
}
示例2: Object
CameraMaster::CameraMaster(
Context *context,
MasterControl *masterControl
) :
Object(context),
masterControl_{masterControl}
{
SubscribeToEvent(E_SCENEUPDATE, HANDLER(CameraMaster, HandleSceneUpdate));
//Create the camera. Limit far clip distance to match the fog
translationNode_ = masterControl_->world_.scene->CreateChild("CamTrans");
rotationNode_ = translationNode_->CreateChild("CamRot");
camera_ = rotationNode_->CreateComponent<Camera>();
camera_->SetFarClip(1024.0f);
//Set an initial position for the camera scene node above the origin
//translationNode_->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
translationNode_->SetPosition(Vector3(0.0, 3.0,-20.0));
rotationNode_->SetRotation(Quaternion(0.0f, 90.0f, 0.0f));
rigidBody_ = translationNode_->CreateComponent<RigidBody>();
rigidBody_->SetAngularDamping(10.0f);
CollisionShape* collisionShape = translationNode_->CreateComponent<CollisionShape>();
collisionShape->SetSphere(0.1f);
rigidBody_->SetMass(1.0f);
Node* lightNode = translationNode_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.0f, -1.0f, 0.0f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_POINT);
light->SetBrightness(0.5f);
light->SetColor(Color(0.7f, 0.9f, 0.6f));
light->SetCastShadows(false);
SetupViewport();
}
示例3: CreateScene
void Labyrinth::CreateScene()
{
// ADDED
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// TODO vzdialenost kamery podla rozlisenia obrazovky
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
scene_->CreateComponent<DebugRenderer>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
// TODO treb vytunit poziciu kamery a jej rotaciu
cameraNode_ = new Node(context_);
cameraNode_->SetName("cameraNode");
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// aby to vyzeralo ako 2.5D treba prepnut ortho na true
/*camera->SetOrthographic(false);
cameraNode_->SetPosition(Vector3(10, 90, 10));
cameraNode_->SetRotation(Quaternion(75, 0, 0));
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));*/
camera->SetOrthographic(false);
cameraNode_->SetPosition(Vector3(0, 10, 0));
cameraNode_->SetRotation(Quaternion(90, 0, 0));
// Create static scene content. First create a zone for ambient lightning and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(1000.0f);
zone->SetFogEnd(1000.0f);
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(1.0f);
// ------------------------------------------
CreateFloor(20, 14);
}
示例4: CreateScene
void Navigation::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create some mushrooms
const unsigned NUM_MUSHROOMS = 100;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
// Create randomly sized boxes. If boxes are big enough, make them occluders
const unsigned NUM_BOXES = 20;
for (unsigned i = 0; i < NUM_BOXES; ++i)
{
Node* boxNode = scene_->CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
boxNode->SetScale(size);
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
boxObject->SetCastShadows(true);
if (size >= 3.0f)
boxObject->SetOccluder(true);
}
// Create a NavigationMesh component to the scene root
NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>();
// Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the
// navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable
scene_->CreateComponent<Navigable>();
// Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes
// in the scene and still update the mesh correctly
navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f));
// Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use
// physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example)
// it will use renderable geometry instead
navMesh->Build();
// Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
示例5: CreateScene
void CharacterDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Create the floor object
Node* floorNode = scene_->CreateChild("Floor");
floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
StaticModel* object = floorNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
RigidBody* body = floorNode->CreateComponent<RigidBody>();
// Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
// inside geometry
body->SetCollisionLayer(2);
CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
// Create mushrooms of varying sizes
const unsigned NUM_MUSHROOMS = 60;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* objectNode = scene_->CreateChild("Mushroom");
objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
objectNode->SetScale(2.0f + Random(5.0f));
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetTriangleMesh(object->GetModel(), 0);
}
// Create movable boxes. Let them fall from the sky at first
const unsigned NUM_BOXES = 100;
for (unsigned i = 0; i < NUM_BOXES; ++i)
{
float scale = Random(2.0f) + 0.5f;
Node* objectNode = scene_->CreateChild("Box");
objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
objectNode->SetScale(scale);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
// Bigger boxes will be heavier and harder to move
body->SetMass(scale * 2.0f);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
}
}
示例6: _ApplyChanges
void DataViewer_GameObject::_ApplyChanges()
{
if ( _changeList["GameObject"] )
{
_selectedObject->SetSavable( _ReadWidget_Bool( _dataGameObject.savable ) );
_selectedObject->SetEnabled( _ReadWidget_Bool( _dataGameObject.enable ) );
_selectedObject->SetName( _ReadWidget_String( _dataGameObject.name ) );
_Colorize_GameObject( _selectedObject->IsEnabled() );
_Colorize_Transform( _selectedObject->IsEnabled() );
I_Component* comp;
comp = _selectedObject->GetComponent<Camera>();
if ( comp != NULL )
{
_Colorize_Camera( _selectedObject->IsEnabled() && comp->IsEnabled() );
}
comp = _selectedObject->GetComponent<Light>();
if ( comp != NULL )
{
_Colorize_Light( _selectedObject->IsEnabled() && comp->IsEnabled() );
}
comp = _selectedObject->GetComponent<MeshDrawing>();
if ( comp != NULL )
{
_Colorize_MeshDrawing( _selectedObject->IsEnabled() && comp->IsEnabled() );
}
for (auto& dataScript : _dataScripts)
{
Script* script = _selectedObject->GetComponent<Script>( dataScript.scriptName );
_Colorize_Script( _selectedObject->IsEnabled() && script->IsEnabled(), dataScript );
}
_changeList["GameObject"] = false;
return;
}
if ( _changeList["Transform_Local"] )
{
Transform* transform = _selectedObject->GetComponent<Transform>();
transform->SetPositionLocal( _ReadWidget_Vector3( _dataTransform.posLocal ) );
transform->SetEulerRotationLocal( _ReadWidget_Vector3( _dataTransform.rotLocal ) );
transform->SetScaleLocal( _ReadWidget_Vector3( _dataTransform.scaleLocal ) );
_changeList["Transform_Local"] = false;
return;
}
if ( _changeList["Transform_World"] )
{
Transform* transform = _selectedObject->GetComponent<Transform>();
transform->SetPositionWorld( _ReadWidget_Vector3( _dataTransform.posWorld ) );
transform->SetEulerRotationWorld( _ReadWidget_Vector3( _dataTransform.rotWorld ) );
transform->SetScaleWorld( _ReadWidget_Vector3( _dataTransform.scaleWorld ) );
_changeList["Transform_World"] = false;
return;
}
if ( _changeList["Light"] )
{
Light* light = _selectedObject->GetComponent<Light>();
light->SetEnabled( _ReadWidget_Bool( _dataLight.enable ) );
light->SetType( EnumConvertor::s2e_LightType[ _ReadWidget_Choice( _dataLight.type ) ] );
light->SetColor( _ReadWidget_Vector3( _dataLight.color ) );
light->SetIntensity( _ReadWidget_Float( _dataLight.intensity ) );
light->SetRange( _ReadWidget_Float( _dataLight.range ) );
light->SetSpotAngle( _ReadWidget_Float( _dataLight.spotAngle ) );
light->SetCastShadows( _ReadWidget_Bool( _dataLight.castShadows ) );
_Colorize_Light( light->IsEnabled() && _selectedObject->IsEnabled() );
_changeList["Light"] = false;
return;
}
if ( _changeList["Camera"] )
{
Camera* camera = _selectedObject->GetComponent<Camera>();
camera->SetEnabled( _ReadWidget_Bool( _dataCamera.enable ) );
camera->SetType( EnumConvertor::s2e_CameraType[ _ReadWidget_Choice( _dataCamera.type ) ] );
camera->SetOrthoSize( _ReadWidget_Vector2( _dataCamera.orthoSize ) );
camera->SetFovYAngle( _ReadWidget_Float( _dataCamera.fovYAngle ) );
camera->SetAspectRatio( _ReadWidget_Float( _dataCamera.aspectRatio ) );
camera->SetNearClipping( _ReadWidget_Float( _dataCamera.nearClipping ) );
camera->SetFarClipping( _ReadWidget_Float( _dataCamera.farClipping ) );
_Colorize_Camera( camera->IsEnabled() && _selectedObject->IsEnabled() );
_changeList["Camera"] = false;
return;
}
if ( _changeList["MeshDrawing"] )
//.........这里部分代码省略.........
示例7: CreateScene
void VehicleDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create scene subsystem components
scene_->CreateComponent<Octree>();
scene_->CreateComponent<PhysicsWorld>();
// Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene,
// so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load
cameraNode_ = new Node(context_);
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(500.0f);
GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));
// Create static scene content. First create a zone for ambient lighting and fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(300.0f);
zone->SetFogEnd(500.0f);
zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f));
// Create a directional light with cascaded shadow mapping
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Create heightmap terrain with collision
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3::ZERO);
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
RigidBody* body = terrainNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry
CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>();
shape->SetTerrain();
// Create 1000 mushrooms in the terrain. Always face outward along the terrain normal
const unsigned NUM_MUSHROOMS = 1000;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
{
Node* objectNode = scene_->CreateChild("Mushroom");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) - 0.1f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position)));
objectNode->SetScale(3.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
object->SetCastShadows(true);
RigidBody* body = objectNode->CreateComponent<RigidBody>();
body->SetCollisionLayer(2);
CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
shape->SetTriangleMesh(object->GetModel(), 0);
}
}
示例8: Scene
void Urho3DTemplate::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
//Create octree, use default volume (-1000, -1000, -1000) to (1000,1000,1000)
//Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
//Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
//Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
//Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
//Set cascade splits at 10, 50, 200 world unitys, fade shadows at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
//Create some mushrooms
const unsigned NUM_MUSHROOMS = 100;
for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
//Create randomly sized boxes. If boxes are big enough make them occluders
const unsigned NUM_BOXES = 20;
for (unsigned i = 0; i <NUM_BOXES; ++i)
{
Node* boxNode = scene_->CreateChild("Box");
float size = 1.0f + Random(10.0f);
boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f));
boxNode->SetScale(size);
StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
boxObject->SetCastShadows(true);
if (size >= 3.0f)
boxObject->SetOccluder(true);
}
//Create Jack node that will follow the path
jackNode_ = scene_->CreateChild("Jack");
jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f));
AnimatedModel* modelObject = jackNode_->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Model/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(true);
//Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
//Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
示例9: CreateScene
void RibbonTrailDemo::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_->CreateComponent<Octree>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Create a directional light to the world.
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00005f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create first box for face camera trail demo with 1 column.
boxNode1_ = scene_->CreateChild("Box1");
StaticModel* box1 = boxNode1_->CreateComponent<StaticModel>();
box1->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
box1->SetCastShadows(true);
RibbonTrail* boxTrail1 = boxNode1_->CreateComponent<RibbonTrail>();
boxTrail1->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
boxTrail1->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
boxTrail1->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
boxTrail1->SetWidth(0.5f);
boxTrail1->SetUpdateInvisible(true);
// Create second box for face camera trail demo with 4 column.
// This will produce less distortion than first trail.
boxNode2_ = scene_->CreateChild("Box2");
StaticModel* box2 = boxNode2_->CreateComponent<StaticModel>();
box2->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
box2->SetCastShadows(true);
RibbonTrail* boxTrail2 = boxNode2_->CreateComponent<RibbonTrail>();
boxTrail2->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml"));
boxTrail2->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f));
boxTrail2->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f));
boxTrail2->SetWidth(0.5f);
boxTrail2->SetTailColumn(4);
boxTrail2->SetUpdateInvisible(true);
// Load ninja animated model for bone trail demo.
Node* ninjaNode = scene_->CreateChild("Ninja");
ninjaNode->SetPosition(Vector3(5.0f, 0.0f, 0.0f));
ninjaNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f));
AnimatedModel* ninja = ninjaNode->CreateComponent<AnimatedModel>();
ninja->SetModel(cache->GetResource<Model>("Models/NinjaSnowWar/Ninja.mdl"));
ninja->SetMaterial(cache->GetResource<Material>("Materials/NinjaSnowWar/Ninja.xml"));
ninja->SetCastShadows(true);
// Create animation controller and play attack animation.
ninjaAnimCtrl_ = ninjaNode->CreateComponent<AnimationController>();
ninjaAnimCtrl_->PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f);
// Add ribbon trail to tip of sword.
Node* swordTip = ninjaNode->GetChild("Joint29", true);
swordTrail_ = swordTip->CreateComponent<RibbonTrail>();
// Set sword trail type to bone and set other parameters.
swordTrail_->SetTrailType(TT_BONE);
swordTrail_->SetMaterial(cache->GetResource<Material>("Materials/SlashTrail.xml"));
swordTrail_->SetLifetime(0.22f);
swordTrail_->SetStartColor(Color(1.0f, 1.0f, 1.0f, 0.75f));
swordTrail_->SetEndColor(Color(0.2f, 0.5f, 1.0f, 0.0f));
swordTrail_->SetTailColumn(4);
swordTrail_->SetUpdateInvisible(true);
// Add floating text for info.
Node* boxTextNode1 = scene_->CreateChild("BoxText1");
boxTextNode1->SetPosition(Vector3(-1.0f, 2.0f, 0.0f));
Text3D* boxText1 = boxTextNode1->CreateComponent<Text3D>();
boxText1->SetText(String("Face Camera Trail (4 Column)"));
boxText1->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
Node* boxTextNode2 = scene_->CreateChild("BoxText2");
boxTextNode2->SetPosition(Vector3(-6.0f, 2.0f, 0.0f));
Text3D* boxText2 = boxTextNode2->CreateComponent<Text3D>();
boxText2->SetText(String("Face Camera Trail (1 Column)"));
boxText2->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
Node* ninjaTextNode2 = scene_->CreateChild("NinjaText");
ninjaTextNode2->SetPosition(Vector3(4.0f, 2.5f, 0.0f));
Text3D* ninjaText = ninjaTextNode2->CreateComponent<Text3D>();
ninjaText->SetText(String("Bone Trail (4 Column)"));
ninjaText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);
// Create the camera.
cameraNode_ = scene_->CreateChild("Camera");
cameraNode_->CreateComponent<Camera>();
//.........这里部分代码省略.........
示例10: CreateScene
void MasterControl::CreateScene()
{
world_.scene = new Scene(context_);
//Create octree, use default volume (-1000, -1000, -1000) to (1000,1000,1000)
{
world_.scene->CreateComponent<Octree>();
}
//Create the physics
{
PhysicsWorld * const physicsWorld = world_.scene->CreateComponent<PhysicsWorld>();
physicsWorld->SetGravity(Vector3::ZERO);
}
world_.scene->CreateComponent<DebugRenderer>();
//Create an invisible plane for mouse raycasting
world_.voidNode = world_.scene->CreateChild("Void");
//Location is set in update since the plane moves with the camera.
world_.voidNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
StaticModel* planeModel = world_.voidNode->CreateComponent<StaticModel>();
planeModel->SetModel(cache_->GetResource<Model>("Models/Plane.mdl"));
planeModel->SetMaterial(cache_->GetResource<Material>("Materials/Terrain.xml"));
CreateBackground();
{
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
// generate the necessary 3D texture coordinates for cube mapping
Node* skyNode = world_.scene->CreateChild("Sky");
skyNode->SetScale(500.0f); // The scale actually does not matter
Skybox* skybox = skyNode->CreateComponent<Skybox>();
skybox->SetModel(cache_->GetResource<Model>("Models/Box.mdl"));
skybox->SetMaterial(cache_->GetResource<Material>("Materials/Skybox.xml"));
}
//Create a directional light to the world. Enable cascaded shadows on it
{
Node* lightNode = world_.scene->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.0f, -1.0f, 0.0f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetBrightness(1.0f);
light->SetColor(Color(1.0f, 0.8f, 0.7f));
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
//Set cascade splits at 10, 50, 200 world unitys, fade shadows at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(7.0f, 23.0f, 42.0f, 500.0f, 0.8f));
}
//Create a second directional light without shadows
{
Node * const lightNode = world_.scene->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.0, 1.0, 0.0));
Light * const light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetBrightness(0.25);
light->SetColor(Color(1.0, 1.0, 1.0));
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
}
//Create camera
world_.camera = new CameraMaster(context_, this);
}
示例11: Setup
//-------------------
//-------------------
void VaniaDebugEnv::Setup(SharedPtr<Scene> scene, SharedPtr<Node> cameraNode)
{
scene_ = scene;
cameraNode_ = cameraNode;
ResourceCache* cache = GetSubsystem<ResourceCache>();
// Create scene node & StaticModel component for showing a static plane
/*Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));*/
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create animated models
/*const unsigned NUM_MODELS = 100;
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f));
for (unsigned i = 0; i < NUM_MODELS; ++i)
{
Node* modelNode = scene_->CreateChild("Jack");
modelNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(true);
// Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
// animation, The alternative would be to use an AnimationController component which updates the animation automatically,
// but we need to update the model's position manually in any case
Animation* walkAnimation = cache->GetResource<Animation>("Models/Jack_Walk.ani");
AnimationState* state = modelObject->AddAnimationState(walkAnimation);
// The state would fail to create (return null) if the animation was not found
if (state)
{
// Enable full blending weight and looping
state->SetWeight(1.0f);
state->SetLooped(true);
}
// Create our custom Mover component that will move & animate the model during each frame's update
//Mover* mover = modelNode->CreateComponent<Mover>();
//mover->SetParameters(MODEL_MOVE_SPEED, MODEL_ROTATE_SPEED, bounds);
}*/
{
Node* floorNode = scene_->CreateChild("Floor");
floorNode->SetPosition(Vector3(0.0f, -1.0f, 0.0f));
floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));
// Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
// parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
// in the physics simulation
RigidBody* body = floorNode->CreateComponent<RigidBody>();
CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
body->SetCollisionLayer(32);
body->SetCollisionMask(63);
// Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
// rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
shape->SetBox(Vector3::ONE);
}
/*Node* stateNode = scene_->CreateChild("state");
stateNode->SetPosition(positions_[0]);
StaticModel* stateModel = stateNode->CreateComponent<StaticModel>();
stateModel->SetModel( cache->GetResource<Model>(String("Models/States/")+states_[0]) );*/
// Create the camera. Limit far clip distance to match the fog
//cameraNode_ = scene_->CreateChild("Camera");
//Camera* camera = cameraNode_->CreateComponent<Camera>();
//camera->SetFarClip(300.0f);
//.........这里部分代码省略.........
示例12: CreateScene
void Water::CreateScene()
{
ResourceCache* cache = GetContext()->m_ResourceCache.get();
scene_ = new Scene(GetContext());
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
scene_->CreateComponent<Octree>();
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
zone->SetFogStart(500.0f);
zone->SetFogEnd(750.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
light->SetSpecularIntensity(0.5f);
// Apply slightly overbright lighting to match the skybox
light->SetColor(Color(1.2f, 1.2f, 1.2f));
// Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
// illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
// generate the necessary 3D texture coordinates for cube mapping
Node* skyNode = scene_->CreateChild("Sky");
skyNode->SetScale(500.0f); // The scale actually does not matter
Skybox* skybox = skyNode->CreateComponent<Skybox>();
skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));
// Create heightmap terrain
Node* terrainNode = scene_->CreateChild("Terrain");
terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
Terrain* terrain = terrainNode->CreateComponent<Terrain>();
terrain->SetPatchSize(64);
terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
terrain->SetSmoothing(true);
terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
// The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
// terrain patches and other objects behind it
terrain->SetOccluder(true);
// Create 1000 boxes in the terrain. Always face outward along the terrain normal
unsigned NUM_OBJECTS = 1000;
for (unsigned i = 0; i < NUM_OBJECTS; ++i)
{
Node* objectNode = scene_->CreateChild("Box");
Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
position.y_ = terrain->GetHeight(position) + 2.25f;
objectNode->SetPosition(position);
// Create a rotation quaternion from up vector to terrain normal
objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
objectNode->SetScale(5.0f);
StaticModel* object = objectNode->CreateComponent<StaticModel>();
object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
object->SetCastShadows(true);
}
Node* shipNode = scene_->CreateChild("Ship");
shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f));
//shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
shipNode->SetScale(0.5f + Random(2.0f));
StaticModel* shipObject = shipNode->CreateComponent<StaticModel>();
shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl"));
shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml"));
shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml"));
shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml"));
shipObject->SetCastShadows(true);
// Create a water plane object that is as large as the terrain
waterNode_ = scene_->CreateChild("Water");
waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
StaticModel* water = waterNode_->CreateComponent<StaticModel>();
water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml"));
// Set a different viewmask on the water plane to be able to hide it from the reflection camera
water->SetViewMask(0x80000000);
// Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
// the scene, because we want it to be unaffected by scene load / save
cameraNode_ = new Node(GetContext());
Camera* camera = cameraNode_->CreateComponent<Camera>();
camera->setFarClipDistance(750.0f);
// Set an initial position for the camera scene node above the ground
cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
}
示例13: bounds
//.........这里部分代码省略.........
Vector3(3.07175517082f,-0.00999999977648f,2.11033010483f),
Vector3(1.79783010483f,0.0185000002384f,0.926185011864f),
Vector3(2.24017524719f,-0.00619999971241f,0.882490038872f),
Vector3(2.32092523575f,-0.0052499989979f,1.23307991028f),
Vector3(2.81634521484f,-0.00429999921471f,1.25435996056f)
};
scene_ = scene;
cameraNode_ = cameraNode;
ResourceCache* cache = GetSubsystem<ResourceCache>();
// Create scene node & StaticModel component for showing a static plane
/*Node* planeNode = scene_->CreateChild("Plane");
planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));*/
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
// Create animated models
/*const unsigned NUM_MODELS = 100;
const float MODEL_MOVE_SPEED = 2.0f;
const float MODEL_ROTATE_SPEED = 100.0f;
const BoundingBox bounds(Vector3(-47.0f, 0.0f, -47.0f), Vector3(47.0f, 0.0f, 47.0f));
for (unsigned i = 0; i < NUM_MODELS; ++i)
{
Node* modelNode = scene_->CreateChild("Jack");
modelNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
modelNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
AnimatedModel* modelObject = modelNode->CreateComponent<AnimatedModel>();
modelObject->SetModel(cache->GetResource<Model>("Models/Jack.mdl"));
modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
modelObject->SetCastShadows(true);
// Create an AnimationState for a walk animation. Its time position will need to be manually updated to advance the
// animation, The alternative would be to use an AnimationController component which updates the animation automatically,
// but we need to update the model's position manually in any case
Animation* walkAnimation = cache->GetResource<Animation>("Models/Jack_Walk.ani");
AnimationState* state = modelObject->AddAnimationState(walkAnimation);
// The state would fail to create (return null) if the animation was not found
if (state)
{
// Enable full blending weight and looping
state->SetWeight(1.0f);
state->SetLooped(true);
}
示例14: CreateScene
void MasterControl::CreateScene()
{
world.scene = new Scene(context_);
world.octree = world.scene->CreateComponent<Octree>();
physicsWorld_ = world.scene->CreateComponent<PhysicsWorld>();
physicsWorld_->SetGravity(Vector3::ZERO);
world.scene->CreateComponent<DebugRenderer>();
//Create a Zone component for ambient ing & fog control
Node* zoneNode = world.scene->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(Vector3(-100.0f, -50.0f, -100.0f),Vector3(100.0f, 0.0f, 100.0f)));
zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
zone->SetFogColor(Color(0.0f, 0.0f, 0.0f));
zone->SetFogStart(56.8f);
zone->SetFogEnd(61.8f);
//Add a directional light to the world. Enable cascaded shadows on it
Node* lightNode = world.scene->CreateChild("PointLight");
lightNode->SetPosition(Vector3::UP*5.0);
lightNode->SetRotation(Quaternion(90.0f, 0.0f, 0.0f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetBrightness(1.0f);
light->SetRange(7.0f);
light->SetColor(Color(1.0f, 0.9f, 0.95f));
light->SetCastShadows(false);
light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
//Set cascade splits at 10, 50, 200 world unitys, fade shadows at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(7.0f, 23.0f, 42.0f, 500.0f, 0.8f));
//Create cursor
world.cursor.sceneCursor = world.scene->CreateChild("Cursor");
//world.cursor.sceneCursor->SetPosition(Vector3(0.0f,0.0f,0.0f));
StaticModel* cursorObject = world.cursor.sceneCursor->CreateComponent<StaticModel>();
cursorObject->SetModel(cache_->GetResource<Model>("Resources/Models/Hexagon.mdl"));
cursorObject->SetMaterial(cache_->GetResource<Material>("Resources/Materials/Glow.xml"));
world.cursor.sceneCursor->SetEnabled(false);
//Create an invisible plane for mouse raycasting
world.voidNode = world.scene->CreateChild("Void");
//Location is set in update since the plane moves with the camera.
world.voidNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
StaticModel* planeObject = world.voidNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache_->GetResource<Model>("Models/Plane.mdl"));
planeObject->SetMaterial(cache_->GetResource<Material>("Resources/Materials/Invisible.xml"));
//Create camera
world.camera = new heXoCam(context_, this);
//Create arena
tileMaster_ = new TileMaster(context_, this);
for (int i = 0; i < 6; i++){
new ArenaEdge(context_, this, (60.0f * i)+30.0f);
}
spawnMaster_ = new SpawnMaster(context_, this);
player_ = new Player(context_, this);
apple_ = new Apple(context_, this);
heart_ = new Heart(context_, this);
}
示例15: CreateScene
void GameApplication::CreateScene()
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
scene_ = new Scene(context_);
// Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
// Also create a DebugRenderer component so that we can draw debug geometry
scene_->CreateComponent<Octree>();
scene_->CreateComponent<DebugRenderer>();
// Create scene node & StaticModel component for showing a static plane
Node* planeNode = scene_->CreateChild("Plane");
//planeNode->SetScale(Vector3(100.0f, 1.0f, 100.0f));
StaticModel* planeObject = planeNode->CreateComponent<StaticModel>();
planeObject->SetModel(cache->GetResource<Model>("Models/dikuang.mdl"));
Material* material = cache->GetResource<Material>("Materials/Water.xml");
planeObject->SetMaterial(material); //dikuang
// Create a Zone component for ambient lighting & fog control
Node* zoneNode = scene_->CreateChild("Zone");
Zone* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.3f, 0.3f, 0.3f));
zone->SetFogColor(Color(0.5f, 0.5f, 0.7f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light to the world. Enable cascaded shadows on it
Node* lightNode = scene_->CreateChild("DirectionalLight");
lightNode->SetDirection(Vector3(0.2f, -0.5f, -0.1f));
Light* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
// light->SetSpecularIntensity(3);
light->SetBrightness(1);
light->SetCastShadows(true);
light->SetShadowBias(BiasParameters(0.0001f, 0.5f));
// Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
InitGridModels();
// Create the camera. Limit far clip distance to match the fog
cameraNode_ = scene_->CreateChild("Camera");
Camera* camera = cameraNode_->CreateComponent<Camera>();
//float fZoom = camera->GetFov();
//camera->SetFov(fZoom);
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.2318,7.5248,-0.2721));
yaw_ = 0.10003410;
pitch_ = 90;
// cameraNode_->SetPosition(Vector3(5.0f, 5.0f, -15.0f));
//pitch_ = 19;
cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}