Exhaustion::Exhaustion(kick::GameObject *gameObject) : Component(gameObject) { MeshRenderer* mr = gameObject->addComponent<MeshRenderer>(); Material *material = new Material(); material->setShader(Project::loadShader("poly-assets/shaders/unlit_vertex_colored.shader")); mr->setMaterial(material); Mesh *mesh = new Mesh(); mesh->setMeshData(loadPlyData("poly-assets/models","cloud.ply")); mr->setMesh(mesh); }
void Terrain::addPlant(Transform *parent, vec3 pos){ static int plantCounter = 0; plantCounter++; Mesh* plantMesh = plants[plantCounter % plants.size()]; auto gameObject = Engine::activeScene()->createGameObject("Terrain"); MeshRenderer* meshRenderer = gameObject->addComponent<MeshRenderer>(); meshRenderer->setMesh(plantMesh); Material *material = new Material(); material->setShader(Project::loadShader("poly-assets/shaders/diffuse_vertex_colored.shader")); meshRenderer->setMaterial(material); vec3 finalPos = (vec3)(parent->globalMatrix()*vec4(pos,1.0f)); gameObject->transform()->setLocalPosition(finalPos); gameObject->transform()->setLocalScale(vec3(1)*linearRand(0.5f,1.5f)); gameObject->transform()->setLocalRotationEuler(vec3(0,(float)linearRand(-M_PI,M_PI),0)); }
void Terrain::addCloud(vec3 pos, vec3 min, vec3 max){ static MeshData* cloudMesh = loadPlyData("poly-assets/models","cloud.ply"); static Mesh *mesh = new Mesh(); mesh->setMeshData(cloudMesh); auto gameObject = Engine::activeScene()->createGameObject("Cloud"); gameObject->addComponent<Cloud>(min, max); MeshRenderer* meshRenderer = gameObject->addComponent<MeshRenderer>(); meshRenderer->setMesh(mesh); Material *material = new Material(); material->setShader(Project::loadShader("poly-assets/shaders/unlit_vertex_colored.shader")); meshRenderer->setMaterial(material); gameObject->transform()->setLocalPosition(pos); gameObject->transform()->setLocalScale(vec3(1)*linearRand(0.5f,5.0f)); gameObject->transform()->setLocalRotationEuler(vec3(0,(float)linearRand(-M_PI,M_PI),0)); }
void Terrain::buildTerrain(vec2 offset, Mesh *mesh, MeshData* meshData, vec3 min, vec3 max){ auto gameObject = Engine::activeScene()->createGameObject("Terrain"); MeshRenderer* meshRenderer = gameObject->addComponent<MeshRenderer>(); meshRenderer->setMesh(mesh); Material *material = new Material(); material->setShader(Project::loadShader("poly-assets/shaders/unlit_vertex_colored.shader")); meshRenderer->setMaterial(material); gameObject->transform()->setPosition(vec3{offset.x*200*worldScale, 0, offset.y*200*worldScale}); gameObject->transform()->setLocalScale(vec3{worldScale, 1, worldScale}); gameObject->transform()->setLocalRotationEuler(vec3{0,M_PI*(offset.x+offset.y),0}); auto& indices = meshData->submeshIndices(0); auto& pos = meshData->position(); for (int i=0;i<190;i++){ // find random triangle int index = (int)linearRand(0.0f, indices.size()/3-1.0f)*3; vec3 p1 = pos[index]; vec3 p2 = pos[index+1]; vec3 p3 = pos[index+2]; if (p1.y <-0.1){ continue; } bool horizontal =glm::abs(p1.y- p2.y)+glm::abs(p2.y-p3.y)<0.1f; if (horizontal){ vec3 midpoint = (p1+p2+p3)*(1/3.0f); addPlant (gameObject->transform(), midpoint); } } for (int i=0;i<20;i++){ float x= linearRand((-100.0f),(100.0f)); float z= linearRand((-100.0f),(100.0f)); vec3 cloudPos = vec3(x,0,z) * worldScale + gameObject->transform()->position(); cloudPos.y = linearRand(20.0f,50.0f); addCloud(cloudPos, min, max); } }