MiniMap::MiniMap(WORLDid gID, SCENEid sMiniID, Lyubu *lyubu, int x_pos, int y_pos, int width, int height )
{
	FnWorld gw;
	FnScene scene;
	FnViewport vp;
	FnCamera camera;
	FnObject camStand;
	FnTerrain terrain;
	//adr_turn = this->turn;
	/*
	pos_begin[0]=3569.0;
	pos_begin[1]=-3208.0;
	pos_begin[2]=1000.0f;
	*/
	gw.Object(gID);

	//miniMap
	gw.SetObjectPath("Data\\NTU4\\Scenes");
	FnScene miniScene;
	miniScene.Object(sMiniID);
	miniTerrainID = miniScene.CreateObject(ROOT);
	FnObject miniTerrain;
	miniTerrain.Object(miniTerrainID);
	miniTerrain.Load("terrain");
	miniTerrain.SetOpacity(0.8f);

	// create a camera stand for minimap
	miniMapStandID = miniScene.CreateObject(ROOT);

	gw.SetObjectPath("Data\\NTU4\\Characters");
	anchorID = miniScene.CreateObject(miniMapStandID);
	FnObject anchor;
	anchor.Object(anchorID);
	anchor.Load("arrowGreen");
	float pos[]={0,0,10};
	anchor.SetPosition(pos);

   // create a camera for minimap
	miniMapCameraID = miniScene.CreateCamera(miniMapStandID);
	FnCamera miniCamera;
	miniCamera.Object(miniMapCameraID);
	miniCamera.Translate(0.0f, 0.0f, 5000.0f, REPLACE);
	miniCamera.SetNear(5.0f);
	miniCamera.SetFar(100000.0f);
	miniCamera.Rotate(Z_AXIS, 180.0f, LOCAL);

	// create a light for minimap camera
	FnLight miniLight;
	miniLight.Object(miniScene.CreateLight(miniMapCameraID));
	miniLight.SetIntensity(1.0f);
	miniLight.SetRange(9500.0f);

	vpMiniMapID = gw.CreateViewport(x_pos, y_pos, width, height);
}
Beispiel #2
0
/*-------------------------------------
  constructor of classic shadow object
  C.Wang 0608, 2007
 --------------------------------------*/
FuCShadowModify::FuCShadowModify(SCENEid sID, int rgID)
{
   // initialize the shadow
   mHost = sID;
   mShadowMat = FAILED_MATERIAL_ID;
   mViewport = FAILED_ID;
   mRenderTarget = FAILED_MATERIAL_ID;

   // create the camera
   FnScene scene;
   FnObject seed;

   scene.Object(sID);
   m_lightCam.Object( scene.CreateCamera(ROOT) );

   // backup the rendering group
   int oldRG = scene.GetCurrentRenderGroup();

   if (rgID >= 0) {
      // set current rendering group
      scene.SetCurrentRenderGroup(rgID);
   }

   // create the seed object for displaying the shadow
   mSeed = scene.CreateObject(ROOT);
   seed.Object(mSeed);
   seed.BindPostRenderFunction(FuShadowDisplayCallback);
   seed.SetRenderOption(ALPHA, TRUE);
   FuCShadowModify **s = (FuCShadowModify **)seed.InitData(sizeof(FuCShadowModify *));
   *s = this;

   mShadowHeightOffset = 0.4f;
   mShadowSize = 50.0f;

   // recover current rendering group
   scene.SetCurrentRenderGroup(oldRG);

}