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C++ StaticModel类代码示例

本文整理汇总了C++中StaticModel的典型用法代码示例。如果您正苦于以下问题:C++ StaticModel类的具体用法?C++ StaticModel怎么用?C++ StaticModel使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了StaticModel类的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: GetContext

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));
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:98,代码来源:Water.cpp

示例2: Scene

void Physics::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
    // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
    // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
    // Finally, create a DebugRenderer component so that we can draw physics debug geometry
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<PhysicsWorld>();
    scene_->CreateComponent<DebugRenderer>();

    // 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(300.0f);
    zone->SetFogEnd(500.0f);

    // 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 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 a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
        Node* floorNode = scene_->CreateChild("Floor");
        floorNode->SetPosition(Vector3(0.0f, -0.5f, 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>();
        // 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);
    }

    {
        // Create a pyramid of movable physics objects
        for (int y = 0; y < 8; ++y)
        {
            for (int x = -y; x <= y; ++x)
            {
                Node* boxNode = scene_->CreateChild("Box");
                boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f));
                StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
                boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
                boxObject->SetCastShadows(true);

                // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
                // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
                // objects are significant
                RigidBody* body = boxNode->CreateComponent<RigidBody>();
                body->SetMass(1.0f);
                body->SetFriction(0.75f);
                CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
                shape->SetBox(Vector3::ONE);
            }
        }
    }

    // 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(context_);
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(500.0f);

    // Set an initial position for the camera scene node above the floor
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
}
开发者ID:ElishaMcNutt,项目名称:Clockwork,代码行数:95,代码来源:Physics.cpp

示例3: Scene

void SkeletalAnimation::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 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);
            state->SetTime(Random(walkAnimation->GetLength()));
        }

        // 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);
    }

    // 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));
}
开发者ID:FeodorFitsner,项目名称:Urho3D,代码行数:80,代码来源:SkeletalAnimation.cpp

示例4: String


//.........这里部分代码省略.........
        Vector3(3.66952991486f,-0.00619999971241f,0.732804954052f),
        Vector3(3.72557497025f,-0.00619999971241f,0.641584992409f),
        Vector3(3.53317499161f,-0.00904999952763f,1.00545012951f),
        Vector3(3.5650601387f,-0.00619999971241f,0.886059999466f),
        Vector3(3.40220499039f,-0.00429999921471f,1.02564501762f),
        Vector3(3.82462024689f,-0.00239999918267f,0.349364906549f),
        Vector3(3.70352506638f,-0.0052499989979f,0.491724967957f),
        Vector3(3.60558986664f,-0.0052499989979f,0.511260032654f),
        Vector3(3.44979000092f,-0.00429999921471f,0.630430102348f),
        Vector3(3.3455851078f,-0.0052499989979f,0.875915110111f),
        Vector3(2.3500752449f,-0.0052499989979f,1.56273007393f),
        Vector3(3.1991353035f,-0.00144999939948f,1.08977997303f),
        Vector3(3.26395010948f,-0.00144999939948f,1.17536497116f),
        Vector3(2.79603528976f,-0.00714999902993f,1.73529994488f),
        Vector3(2.81455516815f,-0.00144999939948f,1.42764496803f),
        Vector3(3.25786995888f,-0.00144999939948f,1.38491988182f),
        Vector3(3.21765995026f,-0.00619999971241f,1.58336496353f),
        Vector3(3.04369020462f,-0.00429999921471f,1.68953490257f),
        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));
开发者ID:ghidra,项目名称:urho_vania,代码行数:67,代码来源:Stage2.cpp

示例5: Scene

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);
}
开发者ID:richelbilderbeek,项目名称:travis_qmake_gcc_cpp11_urho3d,代码行数:67,代码来源:mastercontrol.cpp

示例6: Scene

void PhysicsStressTest::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    
    scene_ = new Scene(context_);
    
    // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
    // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
    // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
    // Finally, create a DebugRenderer component so that we can draw physics debug geometry
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<PhysicsWorld>();
    scene_->CreateComponent<DebugRenderer>();
    
    // 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 a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
        Node* floorNode = scene_->CreateChild("Floor");
        floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
        floorNode->SetScale(Vector3(500.0f, 1.0f, 500.0f));
        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
        RigidBody* body = floorNode->CreateComponent<RigidBody>();
        CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
        shape->SetBox(Vector3::ONE);
    }
    
    {
        // Create static mushrooms with triangle mesh collision
        const unsigned NUM_MUSHROOMS = 50;
        for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
        {
            Node* mushroomNode = scene_->CreateChild("Mushroom");
            mushroomNode->SetPosition(Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f));
            mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
            mushroomNode->SetScale(5.0f + Random(5.0f));
            StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
            mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
            mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
            mushroomObject->SetCastShadows(true);

            RigidBody* body = mushroomNode->CreateComponent<RigidBody>();
            CollisionShape* shape = mushroomNode->CreateComponent<CollisionShape>();
            // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter
            shape->SetTriangleMesh(mushroomObject->GetModel());
        }
    }
    
    {
        // Create a large amount of falling physics objects
        const unsigned NUM_OBJECTS = 1000;
        for (unsigned i = 0; i < NUM_OBJECTS; ++i)
        {
            Node* boxNode = scene_->CreateChild("Box");
            boxNode->SetPosition(Vector3(0.0f, i * 2.0f + 100.0f, 0.0f));
            StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
            boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
            boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
            boxObject->SetCastShadows(true);
            
            // Give the RigidBody mass to make it movable and also adjust friction
            RigidBody* body = boxNode->CreateComponent<RigidBody>();
            body->SetMass(1.0f);
            body->SetFriction(1.0f);
            // Disable collision event signaling to reduce CPU load of the physics simulation
            body->SetCollisionEventMode(COLLISION_NEVER);
            CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
            shape->SetBox(Vector3::ONE);
        }
    }
    
    // Create the camera. Limit far clip distance 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(context_);
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(300.0f);
    
    // Set an initial position for the camera scene node above the floor
    cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
//.........这里部分代码省略.........
开发者ID:Gotusso,项目名称:Urho3D,代码行数:101,代码来源:PhysicsStressTest.cpp

示例7: Scene

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);
}
开发者ID:sabotage3d,项目名称:heXon,代码行数:64,代码来源:mastercontrol.cpp

示例8: bounds

//-------------------
//-------------------
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.........
开发者ID:ghidra,项目名称:urho_vania,代码行数:101,代码来源:VaniaDebugEnv.cpp

示例9: Scene

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));
}
开发者ID:xujingsy,项目名称:Urho3D_xujing,代码行数:61,代码来源:GameApplication.cpp

示例10: Scene

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);
    }
}
开发者ID:AGreatFish,项目名称:Urho3D,代码行数:76,代码来源:VehicleDemo.cpp

示例11: Scene

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(0.00025f, 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 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>("Models/Jack.mdl"));
    modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml"));
    modelObject->SetCastShadows(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 and looking down
    cameraNode_->SetPosition(Vector3(0.0f, 50.0f, 0.0f));
    pitch_ = 80.0f;
    cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
}
开发者ID:nonconforme,项目名称:Urho3D,代码行数:89,代码来源:Navigation.cpp

示例12: Scene

void LuaIntegration::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create the Octree component to the scene so that drawable objects can be rendered. Use default volume
    // (-1000, -1000, -1000) to (1000, 1000, 1000)
    scene_->CreateComponent<Octree>();

    // Create a Zone component into a child scene node. The Zone controls ambient lighting and fog settings. Like the Octree,
    // it also defines its volume with a bounding box, but can be rotated (so it does not need to be aligned to the world X, Y
    // and Z axes.) Drawable objects "pick up" the zone they belong to and use it when rendering; several zones can exist
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    // Set same volume as the Octree, set a close bluish fog and some ambient light
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetAmbientColor(Color(0.05f, 0.1f, 0.15f));
    zone->SetFogColor(Color(0.1f, 0.2f, 0.3f));
    zone->SetFogStart(10.0f);
    zone->SetFogEnd(100.0f);
    
    LuaFile* scriptFile = cache->GetResource<LuaFile>("LuaScripts/Rotator.lua");
    if (!scriptFile)
        return;

    // Create randomly positioned and oriented box StaticModels in the scene
    const unsigned NUM_OBJECTS = 2000;
    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* boxNode = scene_->CreateChild("Box");
        boxNode->SetPosition(Vector3(Random(200.0f) - 100.0f, Random(200.0f) - 100.0f, Random(200.0f) - 100.0f));
        // Orient using random pitch, yaw and roll Euler angles
        boxNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
        StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
        boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
        boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
        
        // Add our custom Rotator script object (using the LuaScriptInstance C++ component to instantiate / store it) which will
        // rotate the scene node each frame, when the scene sends its update event
        LuaScriptInstance* instance = boxNode->CreateComponent<LuaScriptInstance>();
        instance->CreateObject(scriptFile, "Rotator");
        
        // Call the script object's "SetRotationSpeed" function.
        WeakPtr<LuaFunction> function = instance->GetScriptObjectFunction("SetRotationSpeed");
        if (function && function->BeginCall(instance))
        {
            function->PushUserType(Vector3(10.0f, 20.0f, 30.0f), "Vector3");
            function->EndCall();
        }
    }
    
    // Create the camera. Let the starting position be at the world origin. As the fog limits maximum visible distance, we can
    // bring the far clip plane closer for more effective culling of distant objects
    cameraNode_ = scene_->CreateChild("Camera");
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(100.0f);
    
    // Create a point light to the camera scene node
    Light* light = cameraNode_->CreateComponent<Light>();
    light->SetLightType(LIGHT_POINT);
    light->SetRange(30.0f);
}
开发者ID:zhzhxtrrk,项目名称:Urho3D,代码行数:63,代码来源:LuaIntegration.cpp

示例13: Scene

void SignedDistanceFieldText::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
    // show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
    // is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
    // optimizing manner
    scene_->CreateComponent<Octree>();

    // Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
    // plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
    // (100 x 100 world units)
    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 so that we can see something. The light scene node's orientation controls the
    // light direction; we will use the SetDirection() function which calculates the orientation from a forward direction vector.
    // The light will use default settings (white light, no shadows)
    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);

    // Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
    // quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
    // LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
    // see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
    // same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
    // scene.
    const unsigned NUM_OBJECTS = 200;
    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* mushroomNode = scene_->CreateChild("Mushroom");
        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
        mushroomNode->SetScale(0.5f + Random(2.0f));
        StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
        mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
        mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));

        Node* mushroomTitleNode = mushroomNode->CreateChild("MushroomTitle");
        mushroomTitleNode->SetPosition(Vector3(0.0f, 1.2f, 0.0f));
        Text3D* mushroomTitleText = mushroomTitleNode->CreateComponent<Text3D>();
        mushroomTitleText->SetText("Mushroom " + String(i));
        mushroomTitleText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24);

        mushroomTitleText->SetColor(Color::RED);
        
        if (i % 3 == 1)
        {
            mushroomTitleText->SetColor(Color::GREEN);
            mushroomTitleText->SetTextEffect(TE_SHADOW);
            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
        }
        else if (i % 3 == 2)
        {
            mushroomTitleText->SetColor(Color::YELLOW);
            mushroomTitleText->SetTextEffect(TE_STROKE);
            mushroomTitleText->SetEffectColor(Color(0.5f, 0.5f, 0.5f));
        }

        mushroomTitleText->SetAlignment(HA_CENTER, VA_CENTER);
    }

    // Create a scene node for the camera, which we will move around
    // The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
    cameraNode_ = scene_->CreateChild("Camera");
    cameraNode_->CreateComponent<Camera>();

    // Set an initial position for the camera scene node above the plane
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
开发者ID:Hevedy,项目名称:Urho3D,代码行数:77,代码来源:SignedDistanceFieldText.cpp

示例14: StaticModel

//! Loads and returns a static model from a file.
StaticModel* ModelImporter::LoadStaticModel(string filename)
{
	// Is the model already loaded?
	if(mStaticModelMap.find(filename) != mStaticModelMap.end())
		return mStaticModelMap[filename];

	Assimp::Importer importer;
	mFilename =	filename;
	StaticModel* model = NULL;

	// Important! Makes sure that if the angle between two face normals is > 80 they are not smoothed together.
	// Since the angle between a cubes face normals is 90 the lighting looks very bad if we don't specify this.
	importer.SetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, 80.0f);	
	importer.SetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS, 1);
	importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE);

	// Load scene from the file.
	const aiScene* scene = importer.ReadFile(filename, 
		aiProcess_CalcTangentSpace		| 
		aiProcess_Triangulate			| 
		aiProcess_GenSmoothNormals		|
		aiProcess_SplitLargeMeshes		|
		aiProcess_ConvertToLeftHanded	|
		aiProcess_SortByPType);

	// Successfully loaded the scene.
	if(scene)
	{
		// Create the model that is getting filled out.
		model = new StaticModel();

		// Loop through all meshes.
		for(int i = 0; i < scene->mNumMeshes; i++)
		{
			aiMesh* assimpMesh = scene->mMeshes[i];
			vector<Vertex>	vertices;
			vector<UINT>	indices;

			// Add vertices to the vertex list.
			for(int i = 0; i < assimpMesh->mNumVertices; i++) 
			{
				aiVector3D v = assimpMesh->mVertices[i];
				aiVector3D n = assimpMesh->mNormals[i];
				aiVector3D t = aiVector3D(0, 0, 0);
				if(assimpMesh->HasTextureCoords(0))
					t = assimpMesh->mTextureCoords[0][i];

				n = n.Normalize();
				Vertex vertex(v.x, v.y, v.z, n.x, n.y, n.z, 0, 0, 0, t.x, t.y);
				vertices.push_back(vertex);
			}

			// Add indices to the index list.
			for(int i = 0; i < assimpMesh->mNumFaces; i++) 
				for(int j = 0; j < assimpMesh->mFaces[i].mNumIndices; j++) 
					indices.push_back(assimpMesh->mFaces[i].mIndices[j]);

			// Get the path to the texture in the directory.
			aiString path;
			aiMaterial* material = scene->mMaterials[assimpMesh->mMaterialIndex];
			material->Get(AI_MATKEY_TEXTURE_DIFFUSE(0), path);
			FindValidPath(&path);

			// Extract all the ambient, diffuse and specular colors.
			aiColor4D ambient, diffuse, specular;
			material->Get(AI_MATKEY_COLOR_AMBIENT, ambient);
			material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
			material->Get(AI_MATKEY_COLOR_SPECULAR, specular);

			// Create the mesh and its primitive.
			StaticMesh* mesh = new StaticMesh();
			Primitive* primitive = new Primitive(GlobalApp::GetD3DDevice(), vertices, indices);
			mesh->SetPrimitive(primitive);
			mesh->SetVertices(vertices);
			mesh->SetIndices(indices);
			mPrimtiveFactory->AddPrimitive(path.C_Str(), primitive);

			// Any texture?
			if(_stricmp(path.C_Str(), "") != 0)
				mesh->LoadTexture(path.C_Str());

			// Any normal map?
			aiString nmap;
			material->Get(AI_MATKEY_TEXTURE_HEIGHT(0), nmap);
			FindValidPath(&nmap);
			if(_stricmp(nmap.C_Str(), "") != 0)	
				mesh->SetNormalMap(GlobalApp::GetGraphics()->LoadTexture(nmap.C_Str()));

			// [NOTE] The material is set to white.
			mesh->SetMaterial(Material(Colors::White)); // Was  before [NOTE]

			model->SetFilename(filename);

			// Add the mesh to the model.
			model->AddMesh(mesh);
		}

		// Add to the model map and return it.
		mStaticModelMap[filename] = model;
//.........这里部分代码省略.........
开发者ID:simplerr,项目名称:Devbox,代码行数:101,代码来源:ModelImporter.cpp

示例15: LoadTGATextureData

	StaticModel* ModelLoader::GenerateTerrain(VulkanBase* vulkanBase, std::string filename)
	{
		// Check if the model already is loaded
		if (mModelMap.find(filename) != mModelMap.end())
			return mModelMap[filename];

		// Load the terrain froma .tga file
		TextureData texture;
		LoadTGATextureData((char*)filename.c_str(), &texture);

		StaticModel* terrain = new StaticModel;
		Mesh mesh;

		int vertexCount = texture.width * texture.height;
		int triangleCount = (texture.width - 1) * (texture.height - 1) * 2;
		int x, z;

		mesh.vertices.resize(vertexCount);
		mesh.indices.resize(triangleCount * 3);

		printf("bpp %d\n", texture.bpp);
		for (x = 0; x < texture.width; x++)
			for (z = 0; z < texture.height; z++)
			{
				// Vertex array. You need to scale this properly
				float height = texture.imageData[(x + z * texture.width) * (texture.bpp / 8)] / 15.0f;

				vec3 pos = vec3(x / 1.0, height, z / 1.0);
				vec3 normal = vec3(0, 0, 0);
				vec2 uv = vec2(x / (float)texture.width, z / (float)texture.height);

				Vertex vertex = Vertex(pos, normal, uv, vec3(0, 0, 0), vec3(1.0, 1.0, 1.0));
				mesh.vertices[x + z * texture.width] = vertex;
			}

		// Normal vectors. You need to calculate these.
		for (x = 0; x < texture.width; x++)
		{
			for (z = 0; z < texture.height; z++)
			{
				vec3 p1, p2, p3;
				vec3 edge = { 0.0f, 0.0f, 0.0f };
				int i1;

				// p1 [x-1][z-1]
				if (x < 1 && z < 1)
					i1 = (x + 1 + (z + 1) * texture.width);
				else
					i1 = (x - 1 + (z - 1) * texture.width);

				// TODO: NOTE: HAX
				if (i1 < 0)
					i1 = 0;

				p1 = mesh.vertices[i1].Pos;

				// p1 [x-1][z] (if on the edge use [x+1] instead of [x-1])
				int i2;
				if (x < 1)
					i2 = (x + 1 + (z)* texture.width);
				else
					i2 = (x - 1 + (z)* texture.width);

				p2 = mesh.vertices[i2].Pos;

				// p1 [x][z-1]
				int i3;
				if (z < 1)
					i3 = (x + (z + 1) * texture.width);
				else
					i3 = (x + (z - 1) * texture.width);

				p3 = mesh.vertices[i3].Pos;

				vec3 e1 = p2 - p1;
				vec3 e2 = p3 - p1;
				vec3 normal = glm::cross(e2, e1);

				if (normal != vec3(0, 0, 0))
					int asda = 1;

				normal = glm::normalize(normal);

				//i = (x + 1 + (z + 1) * texture.width);
				mesh.vertices[i1].Normal += normal;
				mesh.vertices[i2].Normal += normal;
				mesh.vertices[i3].Normal += normal;

				// NOTE: Testing
				//mesh.vertices[i].Normal = vec3(0, 0, 0);
			}
		}

		for (x = 0; x < texture.width - 1; x++)
		{
			for (z = 0; z < texture.height - 1; z++)
			{
				// Triangle 1
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 0] = x + z * texture.width;
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 1] = x + (z + 1) * texture.width;
//.........这里部分代码省略.........
开发者ID:simplerr,项目名称:Project-Vulkan,代码行数:101,代码来源:ModelLoader.cpp


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