Beispiel #1
0
/**
*This function contains the code which allows items to be 
*grouped (contain each other) and considered one item. 
*Releasing an item you are dragging over another item (while
*holding shift) makes the first item the second items child.
*This means that the first item can nolonger be iteracted with
*and that moving or reordering the second item will cause the
*same to happen to the first item. Any number of items can be 
*made children of an item but if you make an item with a child 
*a child that items child will disapear.
*
*This satisfies the "move range of items" requirement, goal F
*and the "ojects can contain objects" requirement, goal I
*/
void homework2App::mouseUp(MouseEvent event){
	if(event.isShiftDown()&&event.isLeft()&&selectedNode_!=NULL){
		ListNode* currentNode = headNode_;

		do{
			if(currentNode->shape_->
				isInside(selectedNode_->shape_->x_,
				selectedNode_->shape_->y_))
			{
				selectedNode_ = selectedNode_->removeNode();
				currentNode->addChild(selectedNode_);
				selectedNode_ = NULL;
				break;
			}
			currentNode = currentNode->next_;
		}while(currentNode!=headNode_);
	}
}
Beispiel #2
0
int test_large_scene(Util::UI::Window * window, Util::UI::EventContext & eventContext) {
	// texture registry
	std::map<std::string, Util::Reference<Rendering::Texture> > textures;

	std::cout << "Create FrameContext...\n";
	FrameContext fc;

	unsigned int renderingFlags = /*BOUNDING_BOXES|SHOW_META_OBJECTS|*/FRUSTUM_CULLING/*|SHOW_COORD_SYSTEM*/;//|SHOW_COORD_SYSTEM;


	std::cout << "Create scene graph...\n";
	Util::Reference<GroupNode> root = new MinSG::ListNode();


	/// Skybox
	SkyboxState * sb = SkyboxState::createSkybox("Data/texture/?.bmp");
	root->addState(sb);


	/// Some shperes...
	{
		std::default_random_engine engine;
		std::uniform_real_distribution<float> coordinateDist(0.0f, 200.0f);
		
		std::vector<Util::Reference<Rendering::Mesh> > spheres;
		Util::Reference<Rendering::Mesh> icosahedron = Rendering::MeshUtils::PlatonicSolids::createIcosahedron();
		for(int i=0;i<6;++i)
			spheres.push_back(Rendering::MeshUtils::PlatonicSolids::createEdgeSubdivisionSphere(icosahedron.get(), i)); // 6... 81920 triangles each

		for (int i = 0; i < 1000; i++) {
			// create a real clone inclusive internal data!
			MinSG::GeometryNode * gn = new GeometryNode(spheres[std::uniform_int_distribution<std::size_t>(0, spheres.size() - 1)(engine)]->clone());
			gn->moveRel(Geometry::Vec3(coordinateDist(engine), coordinateDist(engine), coordinateDist(engine)));
			root->addChild(gn);
			gn->scale(0.1 + std::uniform_real_distribution<float>(0.0f, 1000.0f)(engine) / 400.0);
		}
	}

	/// Camera
	Node * schwein = loadModel(Util::FileName("Data/model/Schwein.low.t.ply"), MESH_AUTO_CENTER | MESH_AUTO_SCALE);

	ListNode * camera = new ListNode();
	CameraNode * camNode = new CameraNode();
	camNode->setViewport(Geometry::Rect_i(0, 0, 1024, 768));
	camNode->setNearFar(0.1, 2000);
	camNode->applyVerticalAngle(80);
	camNode->moveRel(Geometry::Vec3(0, 4, 10));
	camera->addChild(camNode);
	camera->addChild(schwein);
	schwein->moveRel(Geometry::Vec3(0, 0, 0));
	schwein->rotateLocal_deg(180, Geometry::Vec3(0, 1, 0));

	LightNode * myHeadLight = LightNode::createPointLight();
	myHeadLight->scale(1);
	myHeadLight->moveRel(Geometry::Vec3(0, 0, 0));
	camera->addChild(myHeadLight);
	LightingState * lightState = new LightingState;
	lightState->setLight(myHeadLight);
	root->addState(lightState);

	root->addChild(camera);


	/// Eventhandler
	MoveNodeHandler * eh = new MoveNodeHandler();
	MoveNodeHandler::initClaudius(eh, camera);


	// ---------------------------------------------------------------------------------------------

	Rendering::RenderingContext::clearScreen(Util::Color4f(0.5f, 0.5f, 0.5f, 0.5f));

	// ----
	GET_GL_ERROR();

	uint32_t fpsFrameCounter = 0;
	Util::Timer fpsTimer;

	std::cout << "\nEntering main loop...\n";


	// program main loop
	bool done = false;
	while (!done) {
		++fpsFrameCounter;
		double seconds = fpsTimer.getSeconds();
		if (seconds > 1.0) {
			double fps = static_cast<double> (fpsFrameCounter) / seconds;
			std::cout << "\r " << fps << " fps    ";
			std::cout.flush();
			fpsTimer.reset();
			fpsFrameCounter = 0;
		}

		// message processing loop
		eventContext.getEventQueue().process();
		while (eventContext.getEventQueue().getNumEventsAvailable() > 0) {
			Util::UI::Event event = eventContext.getEventQueue().popEvent();
			// check for messages
			switch (event.type) {
				// exit if the window is closed
				case Util::UI::EVENT_QUIT:
					done = true;
					break;


					// check for keypresses
				case Util::UI::EVENT_KEYBOARD: {
					if(event.keyboard.pressed && event.keyboard.key == Util::UI::KEY_ESCAPE) {
						done = true;
					}
					break;
				}

			} // end switch
		} // end of message processing

		// apply translation
		eh->execute();


		// clear screen
		Rendering::RenderingContext::clearScreen(Util::Color4f(0.0f, 0.0f, 0.0f, 1.0f));


		// enable Camera
		fc.setCamera(camNode);


		// render Scene
		root->display(fc, renderingFlags);

		window->swapBuffers();
		GET_GL_ERROR();
	} // end main loop


	// destroy scene graph
	MinSG::destroy(root.get());
	root = nullptr;

	// all is well ;)
	std::cout << "Exited cleanly\n";
	//system("pause");
	return EXIT_SUCCESS;
}