//----------------------------------------------------------------------------
void ExtremalQuery::CreateScene ()
{
    mScene = new0 Node();
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);
    mCullState = new0 CullState();
    mCullState->Enabled = false;
    mRenderer->SetOverrideCullState(mCullState);

    const int numVertices = 32;
    CreateConvexPolyhedron(numVertices);
    mScene->AttachChild(CreateVisualConvexPolyhedron());

    // Use small spheres to show the extreme points in the camera's right
    // direction.
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);

    StandardMesh sm(vformat);
    VertexColor3Effect* effect = new0 VertexColor3Effect();

    // maximum sphere
    mMaxSphere = sm.Sphere(8, 8, 0.05f);
    mMaxSphere->SetEffectInstance(effect->CreateInstance());
    mScene->AttachChild(mMaxSphere);

    // minimum sphere
    mMinSphere = sm.Sphere(8, 8, 0.05f);
    mMinSphere->SetEffectInstance(effect->CreateInstance());
    mScene->AttachChild(mMinSphere);

    UpdateExtremePoints();
}
Exemple #2
0
//----------------------------------------------------------------------------
void CollisionsMovingSpheres::CreateScene ()
{
    mScene = new0 Node();

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);

    StandardMesh sm(vformat);

    mSphere0.Radius = 0.1f;
    mSphere1.Radius = 0.2f;
    mVelocity0 = Vector3f(0.0f, -1.0f, 0.0f);
    mVelocity1 = Vector3f(0.0f, 0.0f, 1.0f);
    mMesh0 = sm.Sphere(16, 16, mSphere0.Radius);
    mMesh1 = sm.Sphere(16, 16, mSphere1.Radius);

    VertexBufferAccessor vba0(mMesh0), vba1(mMesh1);
    for (int i = 0; i < vba0.GetNumVertices(); ++i)
    {
        vba0.Color<Float3>(0, i) = Float3(Mathf::UnitRandom(), 0.0f, 0.0f);
        vba1.Color<Float3>(0, i) = Float3(0.0f, 0.0f, Mathf::UnitRandom());
    }

    VertexColor3Effect* effect = new0 VertexColor3Effect();
    mMesh0->SetEffectInstance(effect->CreateInstance());
    mMesh1->SetEffectInstance(effect->CreateInstance());

    mSphere0.Center = Vector3f(0.0f, 0.75f, 0.0f);
    mSphere1.Center = Vector3f(0.0f, -0.75f, 0.0f);
    mMesh0->LocalTransform.SetTranslate(mSphere0.Center);
    mMesh1->LocalTransform.SetTranslate(mSphere1.Center);

    mScene->AttachChild(mMesh0);
    mScene->AttachChild(mMesh1);
}
//----------------------------------------------------------------------------
Node* RoughPlaneSolidBox::CreateBox ()
{
    mBox = new0 Node();

    float xExtent = (float)mModule.XLocExt;
    float yExtent = (float)mModule.YLocExt;
    float zExtent = (float)mModule.ZLocExt;

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);

    StandardMesh sm(vformat);
    VertexColor3Effect* effect = new0 VertexColor3Effect();
    VertexBufferAccessor vba;
    Transform transform;
    TriMesh* face;
    int i;

    // +z face
    Float3 red(1.0f, 0.0f, 0.0f);
    transform.SetTranslate(APoint(0.0f, 0.0f, zExtent));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, xExtent, yExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = red;
        vba.Color<Float3>(0, 1) = red;
        vba.Color<Float3>(0, 2) = red;
        vba.Color<Float3>(0, 3) = red;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    // -z face
    Float3 darkRed(0.5f, 0.0f, 0.0f);
    transform.SetTranslate(APoint(0.0f, 0.0f, -zExtent));
    transform.SetRotate(HMatrix(AVector::UNIT_Y, AVector::UNIT_X,
        -AVector::UNIT_Z, APoint::ORIGIN, true));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, yExtent, xExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = darkRed;
        vba.Color<Float3>(0, 1) = darkRed;
        vba.Color<Float3>(0, 2) = darkRed;
        vba.Color<Float3>(0, 3) = darkRed;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    // +y face
    Float3 green(0.0f, 1.0f, 0.0f);
    transform.SetTranslate(APoint(0.0f, yExtent, 0.0f));
    transform.SetRotate(HMatrix(AVector::UNIT_Z, AVector::UNIT_X,
        AVector::UNIT_Y, APoint::ORIGIN, true));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, zExtent, xExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = green;
        vba.Color<Float3>(0, 1) = green;
        vba.Color<Float3>(0, 2) = green;
        vba.Color<Float3>(0, 3) = green;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    // -y face
    Float3 darkGreen(0.0f, 1.0f, 0.0f);
    transform.SetTranslate(APoint(0.0f, -yExtent, 0.0f));
    transform.SetRotate(HMatrix(AVector::UNIT_X, AVector::UNIT_Z,
        -AVector::UNIT_Y, APoint::ORIGIN, true));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, xExtent, zExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = darkGreen;
        vba.Color<Float3>(0, 1) = darkGreen;
        vba.Color<Float3>(0, 2) = darkGreen;
        vba.Color<Float3>(0, 3) = darkGreen;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    // +x face
    Float3 blue(0.0f, 0.0f, 1.0f);
    transform.SetTranslate(APoint(xExtent, 0.0f, 0.0f));
    transform.SetRotate(HMatrix(AVector::UNIT_Y, AVector::UNIT_Z,
        AVector::UNIT_X, APoint::ORIGIN, true));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, yExtent, zExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = blue;
        vba.Color<Float3>(0, 1) = blue;
        vba.Color<Float3>(0, 2) = blue;
        vba.Color<Float3>(0, 3) = blue;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    // -x face
    Float3 darkBlue(0.0f, 0.0f, 1.0f);
    transform.SetTranslate(APoint(-xExtent, 0.0f, 0.0f));
    transform.SetRotate(HMatrix(AVector::UNIT_Z, AVector::UNIT_Y,
        -AVector::UNIT_X, APoint::ORIGIN, true));
    sm.SetTransform(transform);
    face = sm.Rectangle(2, 2, zExtent, yExtent);
    vba.ApplyTo(face);
    for (i = 0; i < 4; ++i)
    {
        vba.Color<Float3>(0, 0) = darkBlue;
        vba.Color<Float3>(0, 1) = darkBlue;
        vba.Color<Float3>(0, 2) = darkBlue;
        vba.Color<Float3>(0, 3) = darkBlue;
    }
    face->SetEffectInstance(effect->CreateInstance());
    mBox->AttachChild(face);

    MoveBox();
    return mBox;
}
Exemple #4
0
//----------------------------------------------------------------------------
void PolygonOffsets::CreateScene ()
{
    mScene = new0 Node();
    mWireState = new0 WireState();
    mRenderer->SetOverrideWireState(mWireState);

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    // Vertices to be shared by rectangles 1 and 3.
    VertexBuffer* vbuffer0 = new0 VertexBuffer(4, vstride);
    VertexBufferAccessor vba(vformat, vbuffer0);
    vba.Position<Float3>(0) = Float3(-1.0f, 0.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, 0.0f, -1.0f);
    vba.Color<Float3>(0, 0) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 1) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 2) = Float3(1.0f, 0.0f, 0.0f);
    vba.Color<Float3>(0, 3) = Float3(1.0f, 0.0f, 0.0f);

    // Vertices to be shared by rectangles 2 and 4.
    VertexBuffer* vbuffer1 = new0 VertexBuffer(4, vstride);
    vba.ApplyTo(vformat, vbuffer1);
    vba.Position<Float3>(0) = Float3(-1.0f, 0.0f, -1.0f);
    vba.Position<Float3>(1) = Float3(-1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(2) = Float3(+1.0f, 0.0f, +1.0f);
    vba.Position<Float3>(3) = Float3(+1.0f, 0.0f, -1.0f);
    vba.Color<Float3>(0, 0) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 1) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 2) = Float3(0.0f, 1.0f, 0.0f);
    vba.Color<Float3>(0, 3) = Float3(0.0f, 1.0f, 0.0f);

    // Indices to be shared by all rectangles.
    IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
    int* indices = (int*)ibuffer->GetData();
    indices[0] = 0;  indices[1] = 1;  indices[2] = 3;
    indices[3] = 3;  indices[4] = 1;  indices[5] = 2;

    // Effect to be shared by the first three rectangles.
    VertexColor3Effect* effect = new0 VertexColor3Effect();

    // rectangle 1
    TriMesh* mesh = new0 TriMesh(vformat, vbuffer0, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(+2.0f, -4.0f, 0.0f));
    mScene->AttachChild(mesh);

    // rectangle 2
    mesh = new0 TriMesh(vformat, vbuffer1, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(+2.0f, -4.0f, 0.0f));
    mesh->LocalTransform.SetUniformScale(0.5f);
    mScene->AttachChild(mesh);

    // rectangle 3
    mesh = new0 TriMesh(vformat, vbuffer0, ibuffer);
    mesh->SetEffectInstance(effect->CreateInstance());
    mesh->LocalTransform.SetTranslate(APoint(-2.0f, -4.0f, 0.0f));
    mScene->AttachChild(mesh);

    // rectangle 4
    mesh = new0 TriMesh(vformat, vbuffer1, ibuffer);
    mesh->LocalTransform.SetTranslate(APoint(-2.0f, -4.0f, 0.0f));
    mesh->LocalTransform.SetUniformScale(0.5f);
    mScene->AttachChild(mesh);

    // Set up the polygon offset for rectangle 4.
    effect = new0 VertexColor3Effect();
    OffsetState* ostate = effect->GetOffsetState(0, 0);
    ostate->FillEnabled = true;
    ostate->Scale = -1.0f;
    ostate->Bias = -2.0f;
    mesh->SetEffectInstance(effect->CreateInstance());
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreatePolylines ()
{
    // Generate the polylines that connect adjacent control points.
    mPolysegmentRoot = new0 Node();
    mTrnNode->AttachChild(mPolysegmentRoot);

    VertexColor3Effect* effect = new0 VertexColor3Effect();
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBufferAccessor vba;
    VertexBuffer* vbuffer;
    Polysegment* segment;

    int i0, i1, i2;
    for (i0 = 0; i0 < mQuantity; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity-1; ++i2)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1, i2+1);
                vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 0.75f);
                vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 0.75f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }

        for (i2 = 0; i2 < mQuantity; ++i2)
        {
            for (i1 = 0; i1 < mQuantity-1; ++i1)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1+1, i2);
                vba.Color<Float3>(0, 0) = Float3(0.0f, 0.75f, 0.0f);
                vba.Color<Float3>(0, 1) = Float3(0.0f, 0.75f, 0.0f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }
    }

    for (i0 = 0; i0 < mQuantity-1; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity; ++i2)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0+1, i1, i2);
                vba.Color<Float3>(0,0) = Float3(0.75f, 0.0f, 0.0f);
                vba.Color<Float3>(0,1) = Float3(0.75f, 0.0f, 0.0f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }
    }
}