Example #1
0
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));
}
Example #2
0
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));
}
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));
}
Example #4
0
//-------------------
//-------------------
void Stage2::Setup(SharedPtr<Scene> scene, SharedPtr<Node> cameraNode)
{

    const String states_[50] = 
    {
        String("state_1.001.mdl"),
        String("state_2.001.mdl"),
        String("state_3.001.mdl"),
        String("state_4.001.mdl"),
        String("state_5.001.mdl"),
        String("state_6.001.mdl"),
        String("state_7.001.mdl"),
        String("state_8.001.mdl"),
        String("state_9.001.mdl"),
        String("state_10.001.mdl"),
        String("state_11.001.mdl"),
        String("state_12.001.mdl"),
        String("state_13.001.mdl"),
        String("state_14.001.mdl"),
        String("state_15.001.mdl"),
        String("state_16.001.mdl"),
        String("state_17.001.mdl"),
        String("state_18.001.mdl"),
        String("state_19.001.mdl"),
        String("state_20.001.mdl"),
        String("state_21.001.mdl"),
        String("state_22.001.mdl"),
        String("state_23.001.mdl"),
        String("state_24.001.mdl"),
        String("state_25.001.mdl"),
        String("state_26.001.mdl"),
        String("state_27.001.mdl"),
        String("state_28.001.mdl"),
        String("state_29.001.mdl"),
        String("state_30.001.mdl"),
        String("state_31.001.mdl"),
        String("state_32.001.mdl"),
        String("state_33.001.mdl"),
        String("state_34.001.mdl"),
        String("state_35.001.mdl"),
        String("state_36.001.mdl"),
        String("state_37.001.mdl"),
        String("state_38.001.mdl"),
        String("state_39.001.mdl"),
        String("state_40.001.mdl"),
        String("state_41.001.mdl"),
        String("state_42.001.mdl"),
        String("state_43.001.mdl"),
        String("state_44.001.mdl"),
        String("state_45.001.mdl"),
        String("state_46.001.mdl"),
        String("state_47.001.mdl"),
        String("state_48.001.mdl"),
        String("state_49.001.mdl"),
        String("state_50.001.mdl")
    };
    const Vector3 positions_[50] = 
    {
        Vector3(0.21888011694f,0.0156500004232f,2.09723997116f),
        Vector3(2.54229521751f,-0.00904999952763f,1.75292992592f),
        Vector3(2.41885995865f,-0.00999999977648f,1.90676009655f),
        Vector3(0.673485100269f,0.0166000016034f,2.30860519409f),
        Vector3(0.369050145149f,0.0175500009209f,1.11237001419f),
        Vector3(0.516425132751f,0.0185000002384f,0.181779891253f),
        Vector3(0.423860132694f,0.0185000002384f,0.481095075607f),
        Vector3(0.577625155449f,0.0185000002384f,1.04367494583f),
        Vector3(0.837990105152f,0.0185000002384f,1.52935504913f),
        Vector3(0.935640096664f,0.0185000002384f,1.02947998047f),
        Vector3(0.837135195732f,0.0185000002384f,0.446817427874f),
        Vector3(1.17873501778f,0.0185000002384f,0.342575073242f),
        Vector3(1.26694011688f,0.0185000002384f,0.743340015411f),
        Vector3(1.27813506126f,0.0185000002384f,1.56136512756f),
        Vector3(1.73834013939f,0.0175500009209f,1.89084005356f),
        Vector3(1.36196017265f,0.0185000002384f,1.13154006004f),
        Vector3(1.85952007771f,0.0185000002384f,1.51079499722f),
        Vector3(1.88827514648f,0.000450000166893f,1.21628499031f),
        Vector3(1.77227497101f,0.0175500009209f,0.656964957714f),
        Vector3(1.77993512154f,-0.00144999939948f,0.365104973316f),
        Vector3(2.22174501419f,-0.0052499989979f,0.468360185623f),
        Vector3(2.69981503487f,-0.0052499989979f,0.614735066891f),
        Vector3(2.4618601799f,-0.0052499989979f,0.627650141716f),
        Vector3(2.53034496307f,-0.00810000021011f,1.0825150013f),
        Vector3(2.75453519821f,-0.00714999902993f,1.07339000702f),
        Vector3(2.99251008034f,-0.00714999902993f,0.980669975281f),
        Vector3(3.74992036819f,-0.00810000021011f,0.702120065689f),
        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));
        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>();
        // 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);
    }

    for (unsigned j=0; j<50; ++j)
    {
        Node* stateNode = scene_->CreateChild("state");
        Vector3 corrected = Vector3(positions_[j].z_,positions_[j].y_,positions_[j].x_)*10.0f;
        stateNode->SetPosition(corrected);
        StaticModel* stateModel = stateNode->CreateComponent<StaticModel>();
        //stateModel->SetModel( cache->GetResource<Model>(String("Models/States/")+states_[j]) );
        stateModel->SetModel( cache->GetResource<Model>(String("Models/States/state_"+String(j+1)+".001.mdl") ) );
        
        RigidBody* body = stateNode->CreateComponent<RigidBody>();
        body->SetMass(1.0f);
        body->SetFriction(0.75f);
        CollisionShape* sshape = stateNode->CreateComponent<CollisionShape>();
        sshape->SetConvexHull(cache->GetResource<Model>(String("Models/States/state_convex_"+String(j+1)+".001.mdl") ));
        //LOGINFO(positions_[j].ToString());

        stateNode->SetPosition(stateNode->GetWorldPosition()+Vector3(0.0f,20.0f+float(j)*0.5,0.0f));
    }
    /*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);

    // Set an initial position for the camera scene node above the plane
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));

    //give the camera the logic I want
    //CameraLogic* cameralogic = cameraNode_->CreateComponent<CameraLogic>();
}
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);
}
Example #6
0
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));
}
Example #7
0
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);
}
Example #8
0
//-------------------
//-------------------
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);

    // Set an initial position for the camera scene node above the plane
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));

    //give the camera the logic I want
    //CameraLogic* cameralogic = cameraNode_->CreateComponent<CameraLogic>();
}
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));
}
Example #10
0
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);
    }
}
Example #11
0
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));
}
Example #12
0
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);
}
Example #13
0
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));
}
Example #14
0
//! 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;
		return mStaticModelMap[filename];
	}
	else {
		char buffer[246];
		sprintf(buffer, "Error loading model: %s", filename.c_str());
		MessageBox(0, buffer, "Error!", 0);
		mStaticModelMap[filename] = LoadStaticModel("models/box.obj");
		return mStaticModelMap[filename];
	}
}
Example #15
0
	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;
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 2] = x + 1 + z * texture.width;
				// Triangle 2
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 3] = x + 1 + z * texture.width;
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 4] = x + (z + 1) * texture.width;
				mesh.indices[(x + z * (texture.width - 1)) * 6 + 5] = x + 1 + (z + 1) * texture.width;
			}
		}

		// Now loop through each vertex vector, and average out all the normals stored.
		for (int i = 0; i < mesh.vertices.size(); ++i)
		{
			mesh.vertices[i].Normal = glm::normalize(mesh.vertices[i].Normal);
		}

		terrain->AddMesh(mesh);
		terrain->BuildBuffers(vulkanBase);

		// Add to the map
		mModelMap[filename] = terrain;

		return terrain;
	}
Example #16
0
void Ragdolls::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>();
        // We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
        // the spheres will eventually come to rest
        body->SetRollingFriction(0.15f);
        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 animated models
    for (int z = -1; z <= 1; ++z)
    {
        for (int x = -4; x <= 4; ++x)
        {
            Node* modelNode = scene_->CreateChild("Jack");
            modelNode->SetPosition(Vector3(x * 5.0f, 0.0f, z * 5.0f));
            modelNode->SetRotation(Quaternion(0.0f, 180.0f, 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);
            // Set the model to also update when invisible to avoid staying invisible when the model should come into
            // view, but does not as the bounding box is not updated
            modelObject->SetUpdateInvisible(true);

            // Create a rigid body and a collision shape. These will act as a trigger for transforming the
            // model into a ragdoll when hit by a moving object
            RigidBody* body = modelNode->CreateComponent<RigidBody>();
            // The Trigger mode makes the rigid body only detect collisions, but impart no forces on the
            // colliding objects
            body->SetTrigger(true);
            CollisionShape* shape = modelNode->CreateComponent<CollisionShape>();
            // Create the capsule shape with an offset so that it is correctly aligned with the model, which
            // has its origin at the feet
            shape->SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));

            // Create a custom component that reacts to collisions and creates the ragdoll
            modelNode->CreateComponent<CreateRagdoll>();
        }
    }

    // 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));
}
Example #17
0
	StaticModel * ModelLoader::LoadModel(VulkanBase* vulkanBase, std::string filename)
	{
		// Check if the model already is loaded
		if (mModelMap.find(filename) != mModelMap.end())
			return mModelMap[filename];

		StaticModel* model = nullptr;
		Assimp::Importer importer;

		// Load scene from the file.
		const aiScene* scene = importer.ReadFile(filename, aiProcess_FlipWindingOrder | aiProcess_Triangulate | aiProcess_PreTransformVertices | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals | aiProcess_JoinIdenticalVertices);

		if (scene != nullptr)
		{
			model = new StaticModel;

			// Loop over all meshes
			for (int meshId = 0; meshId < scene->mNumMeshes; meshId++)
			{
				aiMesh* assimpMesh = scene->mMeshes[meshId];

				// Get the diffuse color
				aiColor3D color(0.f, 0.f, 0.f);
				scene->mMaterials[assimpMesh->mMaterialIndex]->Get(AI_MATKEY_COLOR_DIFFUSE, color);

				Mesh mesh;

				// Load vertices
				for (int vertexId = 0; vertexId < assimpMesh->mNumVertices; vertexId++)
				{
					aiVector3D v = assimpMesh->mVertices[vertexId];
					aiVector3D n = assimpMesh->mNormals[vertexId];
					aiVector3D t = aiVector3D(0, 0, 0);

					if (assimpMesh->HasTextureCoords(0))
						t = assimpMesh->mTextureCoords[0][vertexId];

					n = n.Normalize();
					Vertex vertex(v.x, v.y, v.z, n.x, n.y, n.z, 0, 0, 0, t.x, t.y, color.r, color.g, color.b);

					mesh.vertices.push_back(vertex);
				}

				// Load indices
				for (int faceId = 0; faceId < assimpMesh->mNumFaces; faceId++)
				{
					for (int indexId = 0; indexId < assimpMesh->mFaces[faceId].mNumIndices; indexId++)
						mesh.indices.push_back(assimpMesh->mFaces[faceId].mIndices[indexId]);
				}

				model->AddMesh(mesh);
			}

			// Add the model to the model map
			model->BuildBuffers(vulkanBase);		// Build the models buffers here
			mModelMap[filename] = model;
		}
		else {
			// Loading of model failed
			assert(scene);
		}

		return model;
	}
void RenderToTexture::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    {
        // Create the scene which will be rendered to a texture
        rttScene_ = new Scene(context_);

        // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
        rttScene_->CreateComponent<Octree>();

        // Create a Zone for ambient light & fog control
        Node* zoneNode = rttScene_->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);

        // 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 = rttScene_->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 component which will rotate the scene node each frame, when the scene sends its update event.
            // Simply set same rotation speed for all objects
            Rotator* rotator = boxNode->CreateComponent<Rotator>();
            rotator->SetRotationSpeed(Vector3(10.0f, 20.0f, 30.0f));
        }

        // Create a camera for the render-to-texture scene. Simply leave it at the world origin and let it observe the scene
        rttCameraNode_ = rttScene_->CreateChild("Camera");
        Camera* camera = rttCameraNode_->CreateComponent<Camera>();
        camera->SetFarClip(100.0f);

        // Create a point light to the camera scene node
        Light* light = rttCameraNode_->CreateComponent<Light>();
        light->SetLightType(LIGHT_POINT);
        light->SetRange(30.0f);
    }

    {
        // Create the scene in which we move around
        scene_ = new Scene(context_);

        // Create octree, use also 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(0.1f, 0.1f, 0.1f));
        zone->SetFogStart(100.0f);
        zone->SetFogEnd(300.0f);

        // Create a directional light without shadows
        Node* lightNode = scene_->CreateChild("DirectionalLight");
        lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
        Light* light = lightNode->CreateComponent<Light>();
        light->SetLightType(LIGHT_DIRECTIONAL);
        light->SetColor(Color(0.2f, 0.2f, 0.2f));
        light->SetSpecularIntensity(1.0f);

        // Create a "floor" consisting of several tiles
        for (int y = -5; y <= 5; ++y)
        {
            for (int x = -5; x <= 5; ++x)
            {
                Node* floorNode = scene_->CreateChild("FloorTile");
                floorNode->SetPosition(Vector3(x * 20.5f, -0.5f, y * 20.5f));
                floorNode->SetScale(Vector3(20.0f, 1.0f, 20.f));
                StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
                floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
            }
        }

        // Create a "screen" like object for viewing the second scene. Construct it from two StaticModels, a box for the frame
        // and a plane for the actual view
        {
            Node* boxNode = scene_->CreateChild("ScreenBox");
            boxNode->SetPosition(Vector3(0.0f, 10.0f, 0.0f));
            boxNode->SetScale(Vector3(21.0f, 16.0f, 0.5f));
            StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
            boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
            boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));

            Node* screenNode = scene_->CreateChild("Screen");
            screenNode->SetPosition(Vector3(0.0f, 10.0f, -0.27f));
            screenNode->SetRotation(Quaternion(-90.0f, 0.0f, 0.0f));
            screenNode->SetScale(Vector3(20.0f, 0.0f, 15.0f));
            StaticModel* screenObject = screenNode->CreateComponent<StaticModel>();
            screenObject->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));

            // Create a renderable texture (1024x768, RGB format), enable bilinear filtering on it
            SharedPtr<Texture2D> renderTexture(new Texture2D(context_));
            renderTexture->SetSize(1024, 768, Graphics::GetRGBFormat(), TEXTURE_RENDERTARGET);
            renderTexture->SetFilterMode(FILTER_BILINEAR);

            // Create a new material from scratch, use the diffuse unlit technique, assign the render texture
            // as its diffuse texture, then assign the material to the screen plane object
            SharedPtr<Material> renderMaterial(new Material(context_));
            renderMaterial->SetTechnique(0, cache->GetResource<Technique>("Techniques/DiffUnlit.xml"));
            renderMaterial->SetTexture(TU_DIFFUSE, renderTexture);
            screenObject->SetMaterial(renderMaterial);

            // Get the texture's RenderSurface object (exists when the texture has been created in rendertarget mode)
            // and define the viewport for rendering the second scene, similarly as how backbuffer viewports are defined
            // to the Renderer subsystem. By default the texture viewport will be updated when the texture is visible
            // in the main view
            RenderSurface* surface = renderTexture->GetRenderSurface();
            SharedPtr<Viewport> rttViewport(new Viewport(context_, rttScene_, rttCameraNode_->GetComponent<Camera>()));
            surface->SetViewport(0, rttViewport);
        }

        // Create the camera which we will move around. 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, 7.0f, -30.0f));
    }
}
Example #19
0
void HugeObjectCount::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();
    
    if (!scene_)
        scene_ = new Scene(context_);
    else
    {
        scene_->Clear();
        boxNodes_.Clear();
    }
    
    // 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 for ambient light & fog control
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
    zone->SetFogStart(200.0f);
    zone->SetFogEnd(300.0f);
    
    // Create a directional light
    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);

    if (!useGroups_)
    {
        light->SetColor(Color(0.7f, 0.35f, 0.0f));
        
        // Create individual box StaticModels in the scene
        for (int y = -125; y < 125; ++y)
        {
            for (int x = -125; x < 125; ++x)
            {
                Node* boxNode = scene_->CreateChild("Box");
                boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
                boxNode->SetScale(0.25f);
                StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
                boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                boxNodes_.Push(SharedPtr<Node>(boxNode));
            }
        }
    }
    else
    {
        light->SetColor(Color(0.6f, 0.6f, 0.6f));
        light->SetSpecularIntensity(1.5f);
        
        // Create StaticModelGroups in the scene
        StaticModelGroup* lastGroup = 0;

        for (int y = -125; y < 125; ++y)
        {
            for (int x = -125; x < 125; ++x)
            {
                // Create new group if no group yet, or the group has already "enough" objects. The tradeoff is between culling
                // accuracy and the amount of CPU processing needed for all the objects. Note that the group's own transform
                // does not matter, and it does not render anything if instance nodes are not added to it
                if (!lastGroup || lastGroup->GetNumInstanceNodes() >= 25 * 25)
                {
                    Node* boxGroupNode = scene_->CreateChild("BoxGroup");
                    lastGroup = boxGroupNode->CreateComponent<StaticModelGroup>();
                    lastGroup->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                }
                
                Node* boxNode = scene_->CreateChild("Box");
                boxNode->SetPosition(Vector3(x * 0.3f, 0.0f, y * 0.3f));
                boxNode->SetScale(0.25f);
                boxNodes_.Push(SharedPtr<Node>(boxNode));
                lastGroup->AddInstanceNode(boxNode);
            }
        }
    }

    // Create the camera. Create it outside the scene so that we can clear the whole scene without affecting it
    if (!cameraNode_)
    {
        cameraNode_ = new Node(context_);
        cameraNode_->SetPosition(Vector3(0.0f, 10.0f, -100.0f));
        Camera* camera = cameraNode_->CreateComponent<Camera>();
        camera->SetFarClip(300.0f);
    }
}
Example #20
0
void DynamicGeometry::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 for ambient light & fog control
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetFogColor(Color(0.2f, 0.2f, 0.2f));
    zone->SetFogStart(200.0f);
    zone->SetFogEnd(300.0f);

    // Create a directional light
    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);
    light->SetColor(Color(0.4f, 1.0f, 0.4f));
    light->SetSpecularIntensity(1.5f);

    // Get the original model and its unmodified vertices, which are used as source data for the animation
    Model* originalModel = cache->GetResource<Model>("Models/Box.mdl");
    if (!originalModel)
    {
        URHO3D_LOGERROR("Model not found, cannot initialize example scene");
        return;
    }
    // Get the vertex buffer from the first geometry's first LOD level
    VertexBuffer* buffer = originalModel->GetGeometry(0, 0)->GetVertexBuffer(0);
    const unsigned char* vertexData = (const unsigned char*)buffer->Lock(0, buffer->GetVertexCount());
    if (vertexData)
    {
        unsigned numVertices = buffer->GetVertexCount();
        unsigned vertexSize = buffer->GetVertexSize();
        // Copy the original vertex positions
        for (unsigned i = 0; i < numVertices; ++i)
        {
            const Vector3& src = *reinterpret_cast<const Vector3*>(vertexData + i * vertexSize);
            originalVertices_.Push(src);
        }
        buffer->Unlock();

        // Detect duplicate vertices to allow seamless animation
        vertexDuplicates_.Resize(originalVertices_.Size());
        for (unsigned i = 0; i < originalVertices_.Size(); ++i)
        {
            vertexDuplicates_[i] = i; // Assume not a duplicate
            for (unsigned j = 0; j < i; ++j)
            {
                if (originalVertices_[i].Equals(originalVertices_[j]))
                {
                    vertexDuplicates_[i] = j;
                    break;
                }
            }
        }
    }
    else
    {
        URHO3D_LOGERROR("Failed to lock the model vertex buffer to get original vertices");
        return;
    }

    // Create StaticModels in the scene. Clone the model for each so that we can modify the vertex data individually
    for (int y = -1; y <= 1; ++y)
    {
        for (int x = -1; x <= 1; ++x)
        {
            Node* node = scene_->CreateChild("Object");
            node->SetPosition(Vector3(x * 2.0f, 0.0f, y * 2.0f));
            StaticModel* object = node->CreateComponent<StaticModel>();
            SharedPtr<Model> cloneModel = originalModel->Clone();
            object->SetModel(cloneModel);
            // Store the cloned vertex buffer that we will modify when animating
            animatingBuffers_.Push(SharedPtr<VertexBuffer>(cloneModel->GetGeometry(0, 0)->GetVertexBuffer(0)));
        }
    }

    // Finally create one model (pyramid shape) and a StaticModel to display it from scratch
    // Note: there are duplicated vertices to enable face normals. We will calculate normals programmatically
    {
        const unsigned numVertices = 18;

        float vertexData[] = {
            // Position             Normal
            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,

            0.0f, 0.5f, 0.0f,       0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f,

            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            0.5f, -0.5f, 0.5f,      0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,

            0.5f, -0.5f, -0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, 0.5f,     0.0f, 0.0f, 0.0f,
            -0.5f, -0.5f, -0.5f,    0.0f, 0.0f, 0.0f
        };

        const unsigned short indexData[] = {
            0, 1, 2,
            3, 4, 5,
            6, 7, 8,
            9, 10, 11,
            12, 13, 14,
            15, 16, 17
        };

        // Calculate face normals now
        for (unsigned i = 0; i < numVertices; i += 3)
        {
            Vector3& v1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i]));
            Vector3& v2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1)]));
            Vector3& v3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2)]));
            Vector3& n1 = *(reinterpret_cast<Vector3*>(&vertexData[6 * i + 3]));
            Vector3& n2 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 1) + 3]));
            Vector3& n3 = *(reinterpret_cast<Vector3*>(&vertexData[6 * (i + 2) + 3]));

            Vector3 edge1 = v1 - v2;
            Vector3 edge2 = v1 - v3;
            n1 = n2 = n3 = edge1.CrossProduct(edge2).Normalized();
        }

        SharedPtr<Model> fromScratchModel(new Model(context_));
        SharedPtr<VertexBuffer> vb(new VertexBuffer(context_));
        SharedPtr<IndexBuffer> ib(new IndexBuffer(context_));
        SharedPtr<Geometry> geom(new Geometry(context_));

        // Shadowed buffer needed for raycasts to work, and so that data can be automatically restored on device loss
        vb->SetShadowed(true);
        vb->SetSize(numVertices, MASK_POSITION|MASK_NORMAL);
        vb->SetData(vertexData);

        ib->SetShadowed(true);
        ib->SetSize(numVertices, false);
        ib->SetData(indexData);

        geom->SetVertexBuffer(0, vb);
        geom->SetIndexBuffer(ib);
        geom->SetDrawRange(TRIANGLE_LIST, 0, numVertices);

        fromScratchModel->SetNumGeometries(1);
        fromScratchModel->SetGeometry(0, 0, geom);
        fromScratchModel->SetBoundingBox(BoundingBox(Vector3(-0.5f, -0.5f, -0.5f), Vector3(0.5f, 0.5f, 0.5f)));

        Node* node = scene_->CreateChild("FromScratchObject");
        node->SetPosition(Vector3(0.0f, 3.0f, 0.0f));
        StaticModel* object = node->CreateComponent<StaticModel>();
        object->SetModel(fromScratchModel);
    }

    // Create the camera
    cameraNode_ = new Node(context_);
    cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -20.0f));
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(300.0f);
}
Example #21
0
void CharacterDemo::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(300.0f);
    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(100.0f);
    zone->SetFogEnd(300.0f);
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    
    // 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 the floor object
    Node* floorNode = scene_->CreateChild("Floor");
    floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
    floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f));
    StaticModel* object = floorNode->CreateComponent<StaticModel>();
    object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
    object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
    
    RigidBody* body = floorNode->CreateComponent<RigidBody>();
    // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going
    // inside geometry
    body->SetCollisionLayer(2);
    CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
    shape->SetBox(Vector3::ONE);
    
    // Create mushrooms of varying sizes
    const unsigned NUM_MUSHROOMS = 60;
    for (unsigned i = 0; i < NUM_MUSHROOMS; ++i)
    {
        Node* objectNode = scene_->CreateChild("Mushroom");
        objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f));
        objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
        objectNode->SetScale(2.0f + Random(5.0f));
        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);
    }
    
    // Create movable boxes. Let them fall from the sky at first
    const unsigned NUM_BOXES = 100;
    for (unsigned i = 0; i < NUM_BOXES; ++i)
    {
        float scale = Random(2.0f) + 0.5f;
        
        Node* objectNode = scene_->CreateChild("Box");
        objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f));
        objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f)));
        objectNode->SetScale(scale);
        StaticModel* object = objectNode->CreateComponent<StaticModel>();
        object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
        object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
        object->SetCastShadows(true);
        
        RigidBody* body = objectNode->CreateComponent<RigidBody>();
        body->SetCollisionLayer(2);
        // Bigger boxes will be heavier and harder to move
        body->SetMass(scale * 2.0f);
        CollisionShape* shape = objectNode->CreateComponent<CollisionShape>();
        shape->SetBox(Vector3::ONE);
    }
}
Example #22
0
int main(int argc, char **argv)
{
	printf("MESH Converter\n");

	if (argc == 1)
	{
		printf("No input file specified.\n");
		printf("Usage: meshconverter.exe [inputfile]\n\n");
		return 1;
	}

	std::string file = argv[1];
	std::string extension;

	try
	{
		extension = file.substr(file.find_last_of('.'), std::string::npos);
		for (int i = 0; i < extension.size(); ++i)
			extension[i] = tolower(extension[i]);
	}
	catch (std::exception &e)
	{
		extension = "";
	}

	std::string meshFile = "";
	if (extension.length() > 0)
	{
		meshFile = file;
		meshFile.erase(meshFile.find_last_of('.'), std::string::npos);
		meshFile.append(".mesh");
	}

	if (extension == ".obj")
	{
		printf("Using OBJ converter.\n");

		Obj *obj = new Obj();
		if (!obj->Load(file, "./"))
		{
			printf("Error loading OBJ file.\n\n");
			return 1;
		}
		if (!obj->ConvertToMesh(meshFile))
		{
			printf("Error converting OBJ to MESH.\n\n");
			return 1;
		}
	}
	else if (extension == ".md2")
	{
		printf("Using MD2 converter.\n");

		Md2 *md2 = new Md2();
		if (!md2->Load(file))
		{
			printf("Error loading MD2 file.\n\n");
			return 1;
		}
		if (!md2->ConvertToMesh(meshFile))
		{
			printf("Error converting MD2 to MESH.\n\n");
			return 1;
		}
	}
	else if (extension == ".sm")
	{
		printf("Using SM converter.\n");

		StaticModel *sm = new StaticModel();
		if (!sm->Load(file))
		{
			printf("Error loading SM file.\n\n");
			return 1;
		}
		if (!sm->ConvertToMesh(meshFile))
		{
			printf("Error converting SM to MESH.\n\n");
			return 1;
		}
	}
	else if (extension == ".ms3d")
	{
		printf("Using MS3D converter.\n");

		Ms3d *ms3d = new Ms3d();
		if (!ms3d->Load(file))
		{
			printf("Error loading MS3D file.\n\n");
			return 1;
		}
		if (!ms3d->ConvertToMesh(meshFile))
		{
			printf("Error converting MS3D to MESH.\n\n");
			return 1;
		}
	}
	else
	{
		printf("Unrecognized file type.\n\n");
		return 1;
	}

	printf("Finished converting to %s\n", meshFile.c_str());

	return 0;

}
Example #23
0
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));
}