Esempio n. 1
0
void NativeGameLogic::load(WorldModel::WorldAccess *worldAccess)
{
    worldAccess->clear();

    createWall(worldAccess,
        geom::Point(.0, .0, -20.0),
        20.0, 20.0, geom::Angle(M_PI),
        render::Color(1.0, .0, .0));

    createWall(worldAccess,
        geom::Point(.0, .0, 20.0),
        20.0, 20.0, geom::Angle(.0),
        render::Color(.0, 1.0, .0));

    createWall(worldAccess,
        geom::Point(10.0, .0, .0),
        40.0, 20.0, geom::Angle(M_PI_2),
        render::Color(.0, .0, 1.0));

    createWall(worldAccess,
        geom::Point(-10.0, .0, .0),
        40.0, 20.0, geom::Angle(-M_PI_2),
        render::Color(1.0, 1.0, .0));

    createLight(worldAccess,
        geom::Point(5.0, 5.0, -10.0));
}
Esempio n. 2
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void Model::processLight(const aiScene* scene)
{
	vector<Light> listPointLight;
	vector<Light> listSpotLight;
	vector<Light> listDirectionalLight;

	aiLight* light;
	Light myLight;

	/*
	listPointLight.push_back(createLight(aiVector3D(-50.0f, 10.0f, 0.0f), aiColor3D(1.0f, 1.0f, 1.0f), aiColor3D(1.0f, 1.0f, 1.0f),
		aiColor3D(1.0f, 1.0f, 1.0f), 1.0f, 0.009f, 0.0032f, 0.71f, 0.52f, aiVector3D(-1.0f, -1.0f, 1.0f)));
	*/
	listPointLight.push_back(createLight(aiVector3D(0.0f, 10.0f, 0.0f), aiColor3D(1.0f, 1.0f, 1.0f), aiColor3D(1.0f, 1.0f, 1.0f),
		aiColor3D(1.0f, 1.0f, 1.0f), 1.0f, 0.009f, 0.0032f, 0.71f, 0.52f, aiVector3D(-1.0f, -1.0f, 1.0f)));
	/*
	listPointLight.push_back(createLight(aiVector3D(50.0f, 10.0f, 0.0f), aiColor3D(1.0f, 1.0f, 1.0f), aiColor3D(1.0f, 1.0f, 1.0f),
		aiColor3D(1.0f, 1.0f, 1.0f), 1.0f, 0.009f, 0.0032f, 0.71f, 0.52f, aiVector3D(0.0f, -1.0f, 0.0f)));
	*/

	for(int i=0; scene->mNumLights; i++)
	{
		light = scene->mLights[i];

		myLight = createLight(light->mPosition, light->mColorAmbient, light->mColorDiffuse, light->mColorSpecular, 
			light->mAttenuationConstant, light->mAttenuationLinear, light->mAttenuationQuadratic,
			light->mAngleInnerCone, light->mAngleOuterCone, light->mDirection);

		if(light->mType == aiLightSourceType::aiLightSource_POINT)
			listPointLight.push_back(myLight);

		if(light->mType == aiLightSourceType::aiLightSource_SPOT)
			listSpotLight.push_back(myLight);

		if(light->mType == aiLightSourceType::aiLightSource_DIRECTIONAL)
			listDirectionalLight.push_back(myLight);
	}

	GLuint nbLights = listPointLight.size() + listSpotLight.size() + listDirectionalLight.size();

	m_lightShaderStorageBuffer.create(sizeof(glm::ivec4) + sizeof(Light)*nbLights, GL_SHADER_STORAGE_BUFFER, GL_STATIC_DRAW);
	glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, sizeof(glm::ivec4), glm::value_ptr(glm::ivec4(listPointLight.size(), listSpotLight.size(), listDirectionalLight.size(), 1)));
	glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(glm::ivec4), sizeof(Light)*listPointLight.size(), &listPointLight[0]);
	glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(glm::ivec4) + sizeof(Light)*listPointLight.size(), sizeof(Light)*listSpotLight.size(), &listSpotLight[0]);
	glBufferSubData(GL_SHADER_STORAGE_BUFFER, sizeof(glm::ivec4) + sizeof(Light)*listPointLight.size() + sizeof(Light)*listSpotLight.size(), sizeof(Light)*listDirectionalLight.size(), &listDirectionalLight[0]);
	m_lightShaderStorageBuffer.setBindingPoint(0);
}
Esempio n. 3
0
void SingleplayerGame::createScene(std::vector<std::string> partyNames){
    auto scnMgr = mRenderer->mSceneManager;
    auto root = scnMgr->getRootSceneNode();
    Ogre::Camera* camera = mRenderer->mCamera;
    mRoomRoot = root->createChildSceneNode();
    scnMgr->setSkyBox(true, "Examples/MorningSkyBox", 5000, true);


    // Set ambient light
    scnMgr->setAmbientLight(Ogre::ColourValue(0.3, 0.3, 0.3));
    scnMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
 
    // Create a light
    mMainLight = scnMgr->createLight(BaseGame::mainLightName);
    mMainLight->setPosition(0, 500, 0);
    mMainLight->setType(Ogre::Light::LT_POINT);
    mMainLight->setDiffuseColour(.5, .5, .5);

    // Create ground plane
    ground = new Plane(scnMgr, mRoomRoot);

    // Add test objects
    Player* p = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[0]),
            Ogre::Vector3(500, 0, 200), mSoundBank);
    myParty.push_back(p);

    Player* p2 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[1]),
            Ogre::Vector3(500, 0, 0), mSoundBank);
    myParty.push_back(p2);

    Player* p3 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[2]),
            Ogre::Vector3(500, 0, -200), mSoundBank);
    myParty.push_back(p3);
    

    Player* p4 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("Mecha-Scoot"),
            Ogre::Vector3(-500, 0, 200), mSoundBank);
    enemyParty.push_back(p4);

    Player* p5 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("SSJVirginia"),
            Ogre::Vector3(-500, 0, 0), mSoundBank);
    enemyParty.push_back(p5);

    Player* p6 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("Metal Scoot"),
            Ogre::Vector3(-500, 0, -200), mSoundBank);
    enemyParty.push_back(p6);

    // Set Camera Position
    cameraInitialPosition = Ogre::Vector3(1100, 250, 700);
    cameraInitialLookAt = Ogre::Vector3(0, 0, 0);
    camera->setPosition(cameraInitialPosition);
    camera->lookAt(cameraInitialLookAt);
}
Esempio n. 4
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void CMenuState::enter(void)
{
	FightClubApp::getSingletonPtr()->mLog->logMessage("正在进入菜单......");
	mRoot=FightClubApp::getSingletonPtr()->mRoot;
	createLight();
	FightClubApp::getSingletonPtr()->mLog->logMessage("创建灯光完毕......");
	createCamera();
	FightClubApp::getSingletonPtr()->mLog->logMessage("创建相机完毕......");
	createScene();
}
//------------------------------
bool LightImporter::import()
{

    addLight( *mLight );
    LightObject* maxLight = createLight(mLight);

    handleObjectReferences(mLight, maxLight);

    return true;
}
/*
  this method sets up a light at the origin.
  if enable is true, the light is created/turned on again.
  if enable is false, the light is deactivated
*/
void OgreDisplay::makeOriginLight(ColourValue col)
{
	if (originLight == NULL)
	{
		originLight = createLight("point", Vector3(0,0,0), col, "origin_light");
	}
	else
	{
		originLight->setDiffuseColour(col);
		originLight->setSpecularColour(col);
	}
}
/*
  this method sets up a light that is centred at the camera.
  if enable is true, the light is created/turned on again.
  if enable is false, the light is deactivated
 */
void OgreDisplay::makeCameraLight(ColourValue col)
{	
	if (cameraLight == NULL)
	{
		cameraLight = createLight("point", camera->getPosition(), col, "camera_light");
	}
	else
	{
		cameraLight->setDiffuseColour(col);
		cameraLight->setSpecularColour(col);
	}	
}
Esempio n. 8
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void Light::enterScene(Scene* scene) {
    VisualComponent::enterScene(scene);

    light = createLight();

    setEnabled(isEnabled());
    setDiffuseColour(getDiffuseColour());
    setSpecularColour(getSpecularColour());
    setAttenuation(getAttenuation());

    getSceneNode()->attachObject(light);
}
    //------------------------------
    void LightImporter::importLight ( const COLLADAFW::Light* light )
    {
        // Check if the light is already imported.
        const COLLADAFW::UniqueId& lightId = light->getUniqueId ();
        if ( findMayaLightNode ( lightId ) != 0 ) return;

        // Get the transform nodes, which work with this light instance.
        VisualSceneImporter* visualSceneImporter = getDocumentImporter ()->getVisualSceneImporter ();
        const UniqueIdVec* transformNodes = visualSceneImporter->findLightTransformIds ( lightId );
        if ( transformNodes == 0 )
        {
            std::cerr << "No transform node which implements this light!" << std::endl;
            return;
        }

        UniqueIdVec::const_iterator nodesIter = transformNodes->begin ();
        while ( nodesIter != transformNodes->end () )
        {
            // Get the maya node of the current transform node.
            const COLLADAFW::UniqueId& transformNodeId = *nodesIter;
            MayaNodesList* mayaNodesList = visualSceneImporter->findMayaTransformNodes ( transformNodeId );
            if ( mayaNodesList == 0 ) 
            {
                std::cerr << "Cant find transform node!" << std::endl;
                return;
            }
            MayaNode* mayaTransformNode = (*mayaNodesList) [0];
            String transformNodeName = mayaTransformNode->getName ();

            // Get the path to the parent transform node.
            String transformNodePath = mayaTransformNode->getNodePath ();

            // The first reference is a direct one, the others are instances.
            if ( nodesIter == transformNodes->begin() )
            {
                // Create the current mesh node.
                createLight ( light, mayaTransformNode );
            }
            else
            {
                // Get the path to the node.
                MayaNode* mayaLightNode = findMayaLightNode ( lightId );
                String lightNodePath = mayaLightNode->getNodePath ();

                // parent -shape -noConnections -relative -addObject "|pCube1|pCubeShape1" "pCube2";
                FILE* file = getDocumentImporter ()->getFile ();
                MayaDM::parentShape ( file, lightNodePath, transformNodePath, false, true, true, true );
            }

            ++nodesIter;
        }
    }
Esempio n. 10
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void LightEngine::Initialise()
{
	glEnable(GL_LIGHTING);
	GLfloat global_ambient[] = {0.3f, 0.3f, 0.3f, 0.3f, 1.0f};
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);
	glShadeModel(GL_SMOOTH);

	for(int i=0;i<sizeof(lightArray);i++)
	{
		lightArray[i].clear = true;
	}


	//Setting up these lights is temp in here... would be usually done through scripting
	Vec3 spec(0.66f, 0.33f, 0.0f);
	Vec3 dir(0.0f, -1.0f, 0.0f);
	Vec3 pos(-135.0, 70.0f, 0.0f);
	createLight(spec, spec, spec, pos, dir, 60.0f);

	spec.setX(0.33f);
	spec.setY(0.66f);
	spec.setZ(0.0f);
	pos.setX(175);
	createLight(spec, spec, spec, pos, dir, 60.0f);

	pos.setZ(-175);
	createLight(spec, spec, spec, pos, dir, 60.0f);

	spec.setX(0.33f);
	spec.setY(0.0f);
	spec.setZ(0.66f);
	pos.setX(420);
	createLight(spec, spec, spec, pos, dir, 60.0f);

	pos.setZ(0);
	createLight(spec, spec, spec, pos, dir, 60.0f);
	

}
Esempio n. 11
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int light_addRINT(const char * name){
	lightcount++;
	for(; lightArrayFirstOpen < lightArraySize && lightlist[lightArrayFirstOpen].type; lightArrayFirstOpen++);
	if(lightArrayFirstOpen == lightArraySize){	//resize
		lightArraySize++;
		lightlist = realloc(lightlist, lightArraySize * sizeof(light_t));
	}
	lightlist[lightArrayFirstOpen] = createLight(name);
	int returnid = (lightcount << 16) | lightArrayFirstOpen;
	lightlist[lightArrayFirstOpen].myid = returnid;

	addToHashTable(lightlist[lightArrayFirstOpen].name, returnid, lighthashtable);
	if(lightArrayLastTaken < lightArrayFirstOpen) lightArrayLastTaken = lightArrayFirstOpen; //todo redo
	return returnid;
}
Esempio n. 12
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void Canvas::setup(int bots, int lights, QVector<QPointF> botLoc, QVector<QPointF> lightLoc, int **matrix) {

    this->addLine(0,0,400,400);
    if (bots == 0)
    {
        bots = 1;
        qDebug() << "ERROR: Invalid number of robots. Defaulting to 1.";
    }
    if (lights == 0)
    {
        lights = 1;
        qDebug() << "ERROR: Invalid number of lights. Defaulting to 1.";
    }

    if (botLoc.size() < bots)
    {
        botLoc.clear();
        botLoc = defaultBotLoc(bots);
        qDebug() << "ERROR: Not enough robot locations. Using the default locations.";
    }
    if (lightLoc.size() < bots)
    {
        lightLoc.clear();
        lightLoc = defaultLightLoc(lights);
        qDebug() << "ERROR: Not enough light locations. Using the default locations.";
    }
    m_robotManager->setKMatrix(matrix);
    Robot* robot;
    for(int i = 0; i < bots; i++) {
        robot = new Robot();
        robot->setTransformOriginPoint(ROBOT_HEIGHT, ROBOT_HEIGHT);

        robot->setPos(botLoc[i]);

        createRobot(robot);
    }
    LightSource *light;
    for (int i = 0; i < lights; i++)
    {
        light = new LightSource();
        light->setPos(lightLoc[i]);
        // TODO: take intensity from a file
        light->setIntensity(100);
        createLight(light);
    }
}
Esempio n. 13
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    //-----------------------------------------------------------------------
    void LightObject::updateRenderInstance(void)
    {
        if (mBaseSceneNode)
        {
            if (mStaticLight)
            {
                destroyLight();
            }
            else
            {
                if (!mLight)
                {
                    createLight();
                }

                updateRenderInstanceImpl();
            }
        }
    }
Esempio n. 14
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light_t * light_addRPOINT(const char * name){
	lightcount++;
	for(; lightArrayFirstOpen < lightArraySize && lightlist[lightArrayFirstOpen].type; lightArrayFirstOpen++);
	if(lightArrayFirstOpen == lightArraySize){	//resize
		lightArraySize++;
		lightlist = realloc(lightlist, lightArraySize * sizeof(light_t));
	}
	lightlist[lightArrayFirstOpen] = createLight(name);
	int returnid = (lightcount << 16) | lightArrayFirstOpen;
	lightlist[lightArrayFirstOpen].myid = returnid;

	addToHashTable(lightlist[lightArrayFirstOpen].name, returnid, lighthashtable);
	//todo maybe have light have a hash variable, so i dont have to calculate it again if i want to delete... maybe
	if(lightArrayLastTaken < lightArrayFirstOpen) lightArrayLastTaken = lightArrayFirstOpen;
//	printf("lightarraysize = %i\n", lightArraySize);
//	printf("lightcount = %i\n", lightcount);

	return &lightlist[lightArrayFirstOpen];

}
Esempio n. 15
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Scene SDFLoader::loadScene(std::string const& filePath)
{
	//std::cout << "loadScene: " << filePath << std::endl;
	std::ifstream file;
	std::string text;
	Scene scene;
	file.open(filePath, std::ios::in);
	//std::cout << "loadScene (openFile): " << filePath << std::endl;
	while(!file.eof())
	{
		std::getline(file, text);
		std::istringstream textStream{text};
		std::string word;
		
		textStream >> word;
		////std::cout << "Word:" << word << "\n";
		//std::cout << "loadScene (start): " << filePath << "Word:" << word << std::endl;
		if(word == "camera")
		{
			////std::cout << "Is Camera \n";
			auto tmpCamera = createCamera(textStream);
			_cameras.insert(std::make_pair(tmpCamera.name(),tmpCamera));
		}

		if(word == "render")
		{
			////std::cout << "Is Render \n";
			setRenderData(textStream,scene);
		}
		//std::cout << "loadScene (preDefine): " << filePath << "Word:" << word << std::endl;
		if(word == "define")
		{
			//std::cout << "loadScene (Define): " << filePath << std::endl;
			////std::cout << "Is Define \n";
			textStream >> word;
			//std::cout << "loadScene (preLight): " << filePath << std::endl;
			if(word == "light")
			{
				//std::cout << "loadScene (Light): " << filePath << std::endl;
				////std::cout << "Is Light \n";
				auto tmpLight = createLight(textStream);
				scene._lights.insert(std::make_pair(tmpLight.name(),tmpLight));
			}
			//std::cout << "loadScene (preMaterial): " << filePath << std::endl;
			if(word == "material")
			{
				//std::cout << "loadScene (Material): " << filePath << std::endl;
				////std::cout << "Is Material \n";
				auto tmpMaterial = createMaterial(textStream);
				_materials.insert(std::make_pair(tmpMaterial.name(),tmpMaterial));
			}
			//std::cout << "loadScene (preShape): " << filePath << std::endl;
			if (word == "shape")
			{
				//std::cout << "loadScene (Shape): " << filePath << std::endl;
				////std::cout << "Is Shape \n";
				textStream >> word;
				if(word == "sphere")
				{
					////std::cout << "Is Sphere \n";
					auto tmpSphere = createSphere(textStream);
					scene._shapes.insert(std::make_pair(tmpSphere->name(),tmpSphere));
				}
				if(word == "box")
				{
					////std::cout << "Is Box \n";
					auto tmpBox = createBox(textStream);
					scene._shapes.insert(std::make_pair(tmpBox->name(),tmpBox));
				}
				if(word == "composite")
				{
					////std::cout << "Is Compsite \n";
					auto tmpShapeComposite = createShapeComposite(textStream,scene._shapes);
					scene._shapes.insert(std::make_pair(tmpShapeComposite->name(),tmpShapeComposite));	
				}
			}
		}
Esempio n. 16
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void TerrainManager::terrainInit(Ogre::String file, OgreManager* o)
{
	_OgreManager = o;

	initialiseResources();

	createLight();

	setGlobalOptions();

	_TerrainGroup = OGRE_NEW Ogre::TerrainGroup(_OgreManager->getSceneManager(), Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f);
	_TerrainGroup->setFilenameConvention(Ogre::String("GameTerrain"), Ogre::String("dat"));
	_TerrainGroup->setOrigin(Ogre::Vector3::ZERO);

	setDefaultImportSettings();

	bool lTerrainsImported = false;
	 for (long x = 0; x <= 0; ++x)
	 {
        for (long y = 0; y <= 0; ++y)
		{
			//Define terrain function
			 Ogre::String filename = _TerrainGroup->generateFilename(x, y);
			if (Ogre::ResourceGroupManager::getSingleton().resourceExists(_TerrainGroup->getResourceGroup(), filename))
			{
				_TerrainGroup->defineTerrain(x, y);
			}
			else
			{
				Ogre::Image img;
				//Get terrain image
				Ogre::String tempFile = Ogre::StringConverter::toString(x * 10 + y);
				tempFile.append(".bmp");
				img.load("terrain.bmp", Ogre::String("TerrainResources"));
					if (x % 2 != 0)
						img.flipAroundY();
					if (y % 2 != 0)
						img.flipAroundX();
				//Get terrain image end
				_TerrainGroup->defineTerrain(x, y, &img);
				lTerrainsImported = true;
			}
			//Define terrain function end
		}
	}
	
	_TerrainGroup->loadAllTerrains(true);

	if (lTerrainsImported)
    {
        Ogre::TerrainGroup::TerrainIterator ti = _TerrainGroup->getTerrainIterator();
        while(ti.hasMoreElements())
        {
            Ogre::Terrain* t = ti.getNext()->instance;
            //Init blend maps function start
			Ogre::TerrainLayerBlendMap* blendMap0 = t->getLayerBlendMap(1);
			Ogre::TerrainLayerBlendMap* blendMap1 = t->getLayerBlendMap(2);
			Ogre::Real minHeight0 = -10;
			Ogre::Real fadeDist0 = 0;//40;
			Ogre::Real minHeight1 = -10;
			Ogre::Real fadeDist1 = 0;//15;
			float* pBlend0 = blendMap0->getBlendPointer();
			float* pBlend1 = blendMap1->getBlendPointer();
			for (Ogre::uint16 y = 0; y < t->getLayerBlendMapSize(); ++y)
			{
				for (Ogre::uint16 x = 0; x < t->getLayerBlendMapSize(); ++x)
				{
					Ogre::Real tx, ty;
 
					blendMap0->convertImageToTerrainSpace(x, y, &tx, &ty);
					Ogre::Real height = t->getHeightAtTerrainPosition(tx, ty);
					Ogre::Real val = (height - minHeight0) / fadeDist0;
					val = Ogre::Math::Clamp(val, (Ogre::Real)0, (Ogre::Real)1);
					*pBlend0++ = val;
 
					val = (height - minHeight1) / fadeDist1;
					val = Ogre::Math::Clamp(val, (Ogre::Real)0, (Ogre::Real)1);
					*pBlend1++ = val;
				}
			}
			blendMap0->dirty();
			blendMap1->dirty();
			blendMap0->update();
			blendMap1->update();
			//Init blend maps end
        }
    }

	_TerrainGroup->freeTemporaryResources();

	_OgreManager->getSceneManager()->setSkyBox(true, "Examples/EarlyMorningSkyBox", 5000, true, Ogre::Quaternion::IDENTITY, "GameResources");
}
Esempio n. 17
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Node* Universe::createUniverse() {
	// we need the scene's state set to enable the light for the entire scene
	Group *scene = new Group();
	lightStateSet = scene->getOrCreateStateSet();
	lightStateSet->ref();
	
	// create a light
	LightSource *lightSource = new LightSource();
	lightSource->setLight(createLight(Vec4(0.9, 0.9, 0.9, 1.0)));
	// enable the light for the entire scene
	lightSource->setLocalStateSetModes(StateAttribute::ON);
	lightSource->setStateSetModes(*lightStateSet, StateAttribute::ON);
	
	lightTransform = new PositionAttitudeTransform();
	lightTransform->addChild(lightSource);
	lightTransform->setPosition(Vec3(3, 0, 0));
	
	// create objects
	try {
		CrfGeometry* crfGeometry = new CrfGeometry();
		
               
                    // Stars
                    Material *material = new Material();
                    material->setEmission(Material::FRONT, Vec4(1.0, 1.0, 1.0, 1.0));
                    material->setAmbient(Material::FRONT,  Vec4(1.0, 1.0, 1.0, 1.0));
                    material->setShininess(Material::FRONT, 25.0);

                    crfGeometry->prepareMaterial(material);
                
                if(_starfield_enabled) {
                    for (int i = 0; i < 6; i++) {
                            starField[i] = crfGeometry->createPlane(_diameter, "./textures/stars.jpg", true);
                            scene->addChild(starField[i]);
                    }
                    
                    this->positionStarField();
                }
                
                if(_spacewarp_enabled) 
                    scene->addChild(this->createSpacewarp());
                    
		// sun
		crfGeometry->prepareMaterial(material);
		sun = crfGeometry->createSphere(300, "./textures/sunmap.jpg", false);
		
		// planets
		Material *material2 = new Material();
		material2->setEmission(Material::FRONT, Vec4(0.1, 0.1, 0.1, 1.0));
		crfGeometry->prepareMaterial(material2);
		mercury= crfGeometry->createSphere(3.8, "./textures/mercurymap.jpg", false);
		venus = crfGeometry->createSphere(9.5, "./textures/venusmap.jpg", false);
		earth = crfGeometry->createSphere(10, "./textures/earthmap1k.jpg", false);
		emoon = crfGeometry->createSphere(2, "./textures/moonmap1k.jpg", false);
		mars = crfGeometry->createSphere(5.3, "./textures/mars_1k_color.jpg", false);
		jupiter = crfGeometry->createSphere(109, "./textures/jupitermap.jpg", false);
		saturn = crfGeometry->createSphere(91, "./textures/saturnmap.jpg", false);
	} catch (char *e) {
		std::cerr << e;
	}
        
        
	
	lightTransform->addChild(sun);
	scene->addChild(lightTransform);
	scene->addChild(mercury);
	scene->addChild(venus);
	earth->addChild(emoon);
	scene->addChild(earth);
	scene->addChild(mars);
	scene->addChild(jupiter);
	scene->addChild(saturn);
	
	return scene;
}