Esempio n. 1
0
void Game::fireCube(const std::string&) {
    Entity* camera;
    if (m_sceneManager.findEntity("camera", camera)) {
        static size_t n = 0;
        stringstream ss;
        ss << "missile-cube-" << ++n;

        Entity* cube = m_sceneManager.getRoot().addChild(ss.str());
        Vector3 orientationUnit = VECTOR3_UNIT_Z_NEG.rotate(camera->getOrientationAbs());
        cube->setPositionAbs(camera->getPositionAbs() + orientationUnit);
        cube->setOrientationAbs(camera->getOrientationAbs());

        RenderableMesh* cubeMesh = new RenderableMesh(cube);
        cubeMesh->loadBox(MISSILE_SIZE, MISSILE_SIZE, MISSILE_SIZE);

        RigidBody* cubeBody = new RigidBody(cube);
        cubeBody->init(1.0, 0.8);
        cubeBody->addBox(MISSILE_SIZE, MISSILE_SIZE, MISSILE_SIZE);
        cubeBody->setLinearVelocity(orientationUnit * FIRE_SPEED);
    }
}
Esempio n. 2
0
void Game::loadScene() {
    cout << "Loading scene..." << endl;

    Entity* root = m_sceneManager.getRootPtr();

    Entity* floor = root->addChild("floor");
    floor->setPositionAbs(0.0f, -1.0f, 0.0f);
    RenderableMesh* floorMesh = new RenderableMesh(floor);
    floorMesh->loadBox(100, 1, 100);
    RigidBody* floorBody = new RigidBody(floor);
    floorBody->addBox(100, 1, 100);

    Entity* b1 = root->addChild("b1");
    b1->setPositionAbs(5.0f, 4.0f, -10.0f);
    RenderableMesh* b1Mesh = new RenderableMesh(b1);
    b1Mesh->loadBox(3.0f, 9.0f, 3.0f);
    RigidBody* b1Body = new RigidBody(b1);
    b1Body->addBox(3, 9, 3);

    // model            faces (triangles)
    // icosphere1              20
    // icosphere2              80
    // icosphere3             320
    // icosphere4           1,280
    // icosphere5           5,120
    // icosphere6          20,480
    // icosphere7          81,920
    // icosphere8         327,680
    // icosphere9       1,310,720
    // icosphere10      5,242,880
    Entity* cube = root->addChild("cube");
    cube->setPositionAbs(-1.0, 8.0, 0.0);
    cube->setOrientationAbs(0.5, 0.3, 0.2);
    RenderableMesh* cubeMesh = new RenderableMesh(cube);
    cubeMesh->loadBox(0.5, 0.5, 0.5);
    RigidBody* cubeBody = new RigidBody(cube);
    cubeBody->init(1.0);
    cubeBody->addBox(0.5, 0.5, 0.5);

    Entity* mesh = root->addChild("model");
    mesh->setPositionRel(1.5f, 5.0f, 0.0f);
    RenderableMesh* renderableMesh = new RenderableMesh(mesh);
    renderableMesh->loadFromFile("assets/meshes/materialtest.dae");
    RigidBody* meshBody = new RigidBody(mesh);
    meshBody->init(10.0);
    meshBody->addBox(2, 2, 2);
//     meshBody->addConvexHull("assets/meshes/materialtest.dae");

    Entity* camera = root->addChild("camera");
    camera->setPositionAbs(0.0f, 4.0f, 10.0f);
    camera->pitch(-0.2);
//     camera->lookAt(cube->getPositionAbs(), VECTOR3_UNIT_Y);
    Camera* camComponent = new Camera(camera, CAMERA_PROJECTION);
    camComponent->setPerspectiveFOV(45.0);
//     RigidBody* cameraBody = new RigidBody(camera);
//     cameraBody->addSphere(1);

    Entity* light1 = root->addChild("light1");
    light1->setPositionAbs(5, 5, 0);
    Light* light1Cmp = new Light(light1);
    light1Cmp->setDiffuse(1.0, 1.0, 1.0);

//     Entity* light2 = root->addChild("light2");
//     light2->setPositionAbs(0, 5, 5);
//     Light* light2Cmp = new Light(light2);
//     light2Cmp->setDiffuse(0.0, 1.0, 0.0);

//     Entity* light3 = root->addChild("light3");
//     light3->setPositionAbs(0, 5, 0);
//     Light* light3Cmp = new Light(light3);
//     light3Cmp->setDiffuse(0.0, 0.0, 1.0);

//     cout << Terminal::listsToString() << endl;
//     cout << m_sceneManager.sceneGraphToString() << endl;
//     cout << RenderManager::getRenderer().listsToString() << endl;
//     cout << ResourceManager::listsToString() << endl;
}