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C++ StaticModel::SetCastShadows方法代码示例

本文整理汇总了C++中StaticModel::SetCastShadows方法的典型用法代码示例。如果您正苦于以下问题:C++ StaticModel::SetCastShadows方法的具体用法?C++ StaticModel::SetCastShadows怎么用?C++ StaticModel::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StaticModel的用法示例。


在下文中一共展示了StaticModel::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: SpawnObject

void Ragdolls::SpawnObject()
{
    ResourceCache* cache = GetContext()->m_ResourceCache.get();

    Node* boxNode = scene_->CreateChild("Sphere");
    boxNode->SetPosition(cameraNode_->GetPosition());
    boxNode->SetRotation(cameraNode_->GetRotation());
    boxNode->SetScale(0.25f);
    StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
    boxObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
    boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
    boxObject->SetCastShadows(true);

    RigidBody* body = boxNode->CreateComponent<RigidBody>();
    body->SetMass(1.0f);
    body->SetRollingFriction(0.15f);
    CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
    shape->SetSphere(1.0f);

    const float OBJECT_VELOCITY = 10.0f;

    // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
    // to overcome gravity better
    body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:25,代码来源:Ragdolls.cpp

示例2: Init

void Vehicle::Init()
{
    // This function is called only from the main program when initially creating the vehicle, not on scene load
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    StaticModel* hullObject = node_->CreateComponent<StaticModel>();
    hullBody_ = node_->CreateComponent<RigidBody>();
    CollisionShape* hullShape = node_->CreateComponent<CollisionShape>();

    node_->SetScale(Vector3(1.5f, 1.0f, 3.0f));
    hullObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
    hullObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
    hullObject->SetCastShadows(true);
    hullShape->SetBox(Vector3::ONE);
    hullBody_->SetMass(4.0f);
    hullBody_->SetLinearDamping(0.2f); // Some air resistance
    hullBody_->SetAngularDamping(0.5f);
    hullBody_->SetCollisionLayer(1);

    InitWheel("FrontLeft", Vector3(-0.6f, -0.4f, 0.3f), frontLeft_, frontLeftID_);
    InitWheel("FrontRight", Vector3(0.6f, -0.4f, 0.3f), frontRight_, frontRightID_);
    InitWheel("RearLeft", Vector3(-0.6f, -0.4f, -0.3f), rearLeft_, rearLeftID_);
    InitWheel("RearRight", Vector3(0.6f, -0.4f, -0.3f), rearRight_, rearRightID_);

    GetWheelComponents();
}
开发者ID:ClockTeam,项目名称:Clockwork,代码行数:26,代码来源:Vehicle.cpp

示例3: SpawnObject

void PhysicsStressTest::SpawnObject()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    
    // Create a smaller box at camera position
    Node* boxNode = scene_->CreateChild("SmallBox");
    boxNode->SetPosition(cameraNode_->GetPosition());
    boxNode->SetRotation(cameraNode_->GetRotation());
    boxNode->SetScale(0.25f);
    StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
    boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
    boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
    boxObject->SetCastShadows(true);
    
    // Create physics components, use a smaller mass also
    RigidBody* body = boxNode->CreateComponent<RigidBody>();
    body->SetMass(0.25f);
    body->SetFriction(0.75f);
    CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
    shape->SetBox(Vector3::ONE);
    
    const float OBJECT_VELOCITY = 10.0f;
    
    // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
    // to overcome gravity better
    body->SetLinearVelocity(cameraNode_->GetRotation() * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY);
}
开发者ID:madmaurice,项目名称:Urho3D,代码行数:27,代码来源:PhysicsStressTest.cpp

示例4: add_object

Node* GameApplication::add_object(Node* pParentNode, const String& nodeName,enObjectType type,float x,float y,float z,const char* modelUrl,const char* material)
{
	ResourceCache* cache = GetSubsystem<ResourceCache>();

	Node* pNode = pParentNode->CreateChild(nodeName);
	pNode->SetPosition(Vector3(x, y, z));

	if(type == enObjectType_StaticModel)
	{
		StaticModel* pModel = pNode->CreateComponent<StaticModel>();
		pModel->SetModel(cache->GetResource<Model>(modelUrl));
		if(material != NULL)
			pModel->SetMaterial(0,cache->GetResource<Material>(material));

		pModel->SetCastShadows(true);
	}
	else
	{
		AnimatedModel* pAniModel = pNode->CreateComponent<AnimatedModel>();
		pAniModel->SetModel(cache->GetResource<Model>(modelUrl));
		if(material != NULL)
			pAniModel->SetMaterial(0,cache->GetResource<Material>(material));

		pAniModel->SetCastShadows(true);
	}

	return pNode;
}
开发者ID:xujingsy,项目名称:Urho3D_xujing,代码行数:28,代码来源:GameApplication.cpp

示例5: InitSelection

void Board::InitSelection()
{
    selectedBall_ = nullptr;
    selectionNode_ = node_->CreateChild("Selection");
    selectionNode_->SetRotation(Quaternion(-90.f, 0.0f, 0.0f));
    selectionNode_->SetEnabled(false);
    StaticModel* staticModel = selectionNode_->CreateComponent<StaticModel>();
    staticModel->SetModel(SelectionModel);
    staticModel->SetMaterial(0, SelectionMaterial0);
    staticModel->SetMaterial(1, SelectionMaterial1);
    staticModel->SetCastShadows(true);
}
开发者ID:1vanK,项目名称:Urho3D-Color-Lines,代码行数:12,代码来源:Board.cpp

示例6: Random

Node* Urho3DTemplate::CreateMushroom(const Vector3 &pos)
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    Node* mushroomNode = scene_->CreateChild("Mushroom");
    mushroomNode->SetPosition(pos);
    mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
    mushroomNode->SetScale(2.0f + Random(0.5f));
    StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>();
    mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl"));
    mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml"));
    mushroomObject->SetCastShadows(true);

    return mushroomNode;
}
开发者ID:richelbilderbeek,项目名称:TestVoxelWidget,代码行数:15,代码来源:qtvoxelwidget.cpp

示例7: Setup

void Weapon::Setup()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    node_->SetPosition(Vector3(0.2f, 0.2f, 0.2f));//objectNode

    // Create the rendering component + animation controller
    //AnimatedModel* object = node_->CreateComponent<AnimatedModel>();
    StaticModel* object = node_->CreateComponent<StaticModel>();
    object->SetModel(cache->GetResource<Model>("Models/"+mesh_));
    object->SetMaterial(cache->GetResource<Material>("Materials/"+material_+".xml"));
    object->SetCastShadows(true);

    lefthand_grip_ = node_->CreateChild("lefthand_grip");
    lefthand_grip_->SetPosition(lefthand_off_); 

}
开发者ID:ghidra,项目名称:urho_framework,代码行数:17,代码来源:Weapon.cpp

示例8: InitWheel

void Vehicle::InitWheel(const String& name, const Vector3& offset, WeakPtr<Node>& wheelNode, unsigned& wheelNodeID)
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    // Note: do not parent the wheel to the hull scene node. Instead create it on the root level and let the physics
    // constraint keep it together
    wheelNode = GetScene()->CreateChild(name);
    wheelNode->SetPosition(node_->LocalToWorld(offset));
    wheelNode->SetRotation(node_->GetRotation() * (offset.x_ >= 0.0 ? Quaternion(0.0f, 0.0f, -90.0f) :
        Quaternion(0.0f, 0.0f, 90.0f)));
    wheelNode->SetScale(Vector3(0.8f, 0.5f, 0.8f));
    // Remember the ID for serialization
    wheelNodeID = wheelNode->GetID();

    StaticModel* wheelObject = wheelNode->CreateComponent<StaticModel>();
    RigidBody* wheelBody = wheelNode->CreateComponent<RigidBody>();
    CollisionShape* wheelShape = wheelNode->CreateComponent<CollisionShape>();
    Constraint* wheelConstraint = wheelNode->CreateComponent<Constraint>();

    wheelObject->SetModel(cache->GetResource<Model>("Models/Cylinder.mdl"));
    wheelObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
    wheelObject->SetCastShadows(true);
    wheelShape->SetSphere(1.0f);
    wheelBody->SetFriction(1.0f);
    wheelBody->SetMass(1.0f);
    wheelBody->SetLinearDamping(0.2f); // Some air resistance
    wheelBody->SetAngularDamping(0.75f); // Could also use rolling friction
    wheelBody->SetCollisionLayer(1);
    wheelConstraint->SetConstraintType(CONSTRAINT_HINGE);
    wheelConstraint->SetOtherBody(GetComponent<RigidBody>()); // Connect to the hull body
    wheelConstraint->SetWorldPosition(wheelNode->GetPosition()); // Set constraint's both ends at wheel's location
    wheelConstraint->SetAxis(Vector3::UP); // Wheel rotates around its local Y-axis
    wheelConstraint->SetOtherAxis(offset.x_ >= 0.0 ? Vector3::RIGHT : Vector3::LEFT); // Wheel's hull axis points either left or right
    wheelConstraint->SetLowLimit(Vector2(-180.0f, 0.0f)); // Let the wheel rotate freely around the axis
    wheelConstraint->SetHighLimit(Vector2(180.0f, 0.0f));
    wheelConstraint->SetDisableCollision(true); // Let the wheel intersect the vehicle hull
}
开发者ID:ClockTeam,项目名称:Clockwork,代码行数:37,代码来源:Vehicle.cpp

示例9: CreateScene

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:madmaurice,项目名称:Urho3D,代码行数:101,代码来源:PhysicsStressTest.cpp

示例10: CreateScene

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:03050903,项目名称:Urho3D,代码行数:95,代码来源:Physics.cpp

示例11: 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);
    }
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:76,代码来源:VehicleDemo.cpp

示例12: CreateScene

void MultipleViewports::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 = 240;
    for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
    {
        Node* mushroomNode = scene_->CreateChild("Mushroom");
        mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f));
        mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
        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"));
        mushroomObject->SetCastShadows(true);
    }
    
    // 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 the cameras. Limit far clip distance to match the fog
    cameraNode_ = scene_->CreateChild("Camera");
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(300.0f);
    
    // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward
    // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles
    rearCameraNode_ = cameraNode_->CreateChild("RearCamera");
    rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP));
    Camera* rearCamera = rearCameraNode_->CreateComponent<Camera>();
    rearCamera->SetFarClip(300.0f);
    // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's
    // "view override flags" for this. We could also disable eg. shadows or force low material quality
    // if we wanted
    rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION);
    
    // Set an initial position for the front 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:86,代码来源:MultipleViewports.cpp

示例13: 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));
}
开发者ID:richelbilderbeek,项目名称:TestVoxelWidget,代码行数:75,代码来源:qtvoxelwidget.cpp

示例14: 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));
}
开发者ID:PeteX,项目名称:Urho3D,代码行数:79,代码来源:Navigation.cpp

示例15: 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));
}
开发者ID:nemerle,项目名称:lutefisk3d,代码行数:98,代码来源:Water.cpp


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