Esempio n. 1
0
Node::Ptr
createTransparentObject(float scale, float rotationY, file::AssetLibrary::Ptr assets)
{
	assert(assets);
	assert(NUM_OBJECTS > 0);

	auto		randomAxis	= Vector3::create((float)rand(), (float)rand(), (float)rand())->normalize();
	const float randomAng	= 2.0f * (float)PI * rand() / (float)RAND_MAX;

	return scene::Node::create()
		->addComponent(Transform::create(
			Matrix4x4::create()
				->appendRotation(randomAng, randomAxis)
				->appendScale(scale)
				->appendTranslation(1.0f)
				->appendRotationY(rotationY)
		))
		->addComponent(Surface::create(
			assets->geometry("cube"),
			material::BasicMaterial::create()
				->diffuseColor(Color::hslaToRgba(0.5f * rotationY / (float)PI, 1.0f, 0.5f, 0.5f))
				->isTransparent(true, true)
				->triangleCulling(render::TriangleCulling::BACK),
			assets->effect("effect/Basic.effect")
		));
}
Esempio n. 2
0
void
addStar(Node::Ptr root, file::AssetLibrary::Ptr assets, std::vector<Star>& stars)
{
    const unsigned int MAX_NUM_STARS = 20;

    if (stars.size() == MAX_NUM_STARS)
    {
        std::cerr << "cannot add more stars." << std::endl;
        return;
    }

    unsigned int   numBranches = 4 + rand() % 4;
    float          outRadius = 0.9f + 0.2f * (rand() / float(RAND_MAX) - 0.5f);
    float          inRadius = outRadius * (0.5f + 0.1f * (rand() / float(RAND_MAX) - 0.5f));

    auto starNode = Node::create("star_" + std::to_string(stars.size()))
        ->addComponent(Surface::create(
            createStarLineGeometry(numBranches, inRadius, outRadius, assets->context()),
            material::Material::create("material")
                ->set("diffuseColor", Color::hslaToRgba(rand() / float(RAND_MAX), 0.75f, 0.6f, 1.0f))
                ->set("lineThickness", 1.0f + 3.0f * (rand() / float(RAND_MAX))),
            assets->effect("line")
        ))
        ->addComponent(Transform::create(Matrix4x4::create()->appendRotationZ(2.0f * float(M_PI) * rand() / (float) RAND_MAX)));

    stars.push_back(Star());

    stars.back().node = starNode;
    stars.back().angRate = 0.01f + 0.05f * (rand() / float(RAND_MAX));

    root->addChild(stars.back().node);
}
Esempio n. 3
0
Node::Ptr
createPhysicsObject(unsigned int id, file::AssetLibrary::Ptr assets, bool isCube)
{
	const float mass		= MIN_MASS  + (rand() / (float)RAND_MAX) * (MAX_MASS - MIN_MASS);
	const float size		= MIN_SCALE + (rand() / (float)RAND_MAX) * (MAX_SCALE - MIN_SCALE);

	const float startX		= MIN_DROP_POS->x() + (rand() / (float)RAND_MAX) * (MAX_DROP_POS->x() - MIN_DROP_POS->x());
	const float startY		= MIN_DROP_POS->y() + (rand() / (float)RAND_MAX) * (MAX_DROP_POS->y() - MIN_DROP_POS->y());
	const float startZ		= MIN_DROP_POS->z() + (rand() / (float)RAND_MAX) * (MAX_DROP_POS->z() - MIN_DROP_POS->z());

	const float halfSize	= 0.5f * size;
	const float hue			= (id % 10) * 0.1f;
	auto		diffColor	= Color::hslaToRgba(hue, 1.0f, 0.5f, 1.0f);
	auto		specColor	= Color::hslaToRgba(hue, 1.0f, 0.8f, 1.0f);
	const float shininess	= 2.0f * (rand() / (float)RAND_MAX) * 6.0f;

	bullet::Collider::Ptr collider = nullptr;

	if (isCube)
	{
		auto boxColliderData = bullet::ColliderData::create(
			mass,
			bullet::BoxShape::create(halfSize, halfSize, halfSize)
		);

		collider = bullet::Collider::create(boxColliderData);
	}
	else
	{
		auto sphColliderData = bullet::ColliderData::create(
			mass,
			bullet::SphereShape::create(halfSize) 
		);
		collider = bullet::Collider::create(sphColliderData);
	}

	return scene::Node::create("node_" + std::to_string(id))
		->addComponent(Transform::create(
			Matrix4x4::create()
				->appendScale(size)
				->appendTranslation(startX, startY, startZ)
		))
		->addComponent(Surface::create(
			assets->geometry(isCube ? "cube" : "sphere"),
			material::PhongMaterial::create()
				->specularColor(specColor)
				->shininess(shininess)
				->diffuseColor(diffColor),
			assets->effect("phong")
		))
		->addComponent(collider);
}
Esempio n. 4
0
void
generateStars(unsigned int numStars, 
			  file::AssetLibrary::Ptr assets, 
			  std::vector<Node::Ptr>& starNodes)
{
	if (assets == nullptr)
		throw std::invalid_argument("assets");

	starNodes.clear();
	starNodes.resize(numStars, nullptr);

	for (unsigned int i = 0; i < numStars; ++i)
	{
		starNodes[i] = Node::create("star_" + std::to_string(i))
			->addComponent(Transform::create())
			->addComponent(Surface::create(
				assets->geometry("smallStar"),
				Material::create()
					->set("diffuseColor",	generateColor())
					->set("colorMask",		true)
					->set("depthMask",		false)
					->set("depthFunc",		CompareMode::ALWAYS)
					->set("stencilFunc",	CompareMode::EQUAL)
					->set("stencilRef",		1)
					->set("stencilMask",	(unsigned int)0xff)
					->set("stencilFailOp",	StencilOperation::KEEP),
				assets->effect("basic")
			));

		const float minX	= -1.0f;
		const float rangeX	= 1.0f - minX;
		const float minY	= -1.0f;
		const float rangeY	= 1.0f - minY;

		starNodes[i]->component<Transform>()->matrix()
			->appendScale(0.25f, 0.25f, 0.25f)
			->appendRotationZ(2.0f * (float)PI * (rand() / (float)RAND_MAX))
			->appendTranslation(
				minX + (rand() / (float)RAND_MAX)*rangeX, 
				minY + (rand() / (float)RAND_MAX)*rangeY,
				0.0f
			);
	}
}
Esempio n. 5
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			void
			printValidation(std::shared_ptr<geometry::Geometry> originalAsset, std::string assetName, file::AssetLibrary::Ptr assets)
			{
				std::cout << "	Valid : " << originalAsset->equals(assets->geometry(assetName)) << std::endl;
			}