コード例 #1
0
ファイル: streetlight.cpp プロジェクト: elix22/OGTatt
StreetLight::StreetLight(Vector3 pos, Quaternion rot):
    SceneObject(),
    brightness_{1.8f}
{
    rootNode_->SetName("StreetLight");

    rootNode_->SetPosition(pos);
    rootNode_->SetRotation(rot);

    StaticModel* model_ = rootNode_->CreateComponent<StaticModel>();
    model_->SetModel(MC->GetModel("StreetLight"));
    model_->SetMaterial(0, MC->GetMaterial("Metal"));
    model_->SetCastShadows(true);

    rootNode_->CreateComponent<RigidBody>();
    CollisionShape* collider = rootNode_->CreateComponent<CollisionShape>();
    collider->SetCylinder(0.1f, 2.0f);

    lightNode_ = rootNode_->CreateChild("LightNode");
    lightNode_->SetPosition(Vector3(0.0f, 2.3f, 0.5f));
    lightNode_->SetDirection(Vector3::DOWN);
    light_ = lightNode_->CreateComponent<Light>();
    light_->SetLightType(LIGHT_SPOT);
    light_->SetBrightness(brightness_);
    light_->SetColor(Color(1.0f, 0.6f, 0.4f));
    light_->SetRange(6.0f);
    light_->SetFov(130.0f);
    light_->SetCastShadows(true);
    light_->SetShadowBias(BiasParameters(0.00001f, 0.5f));
    light_->SetShadowCascade(CascadeParameters(0.23f, 2.0f, 3.0f, 5.0f, 0.5f));
    light_->SetShadowResolution(0.5f);

    SubscribeToEvent(E_SCENEUPDATE, URHO3D_HANDLER(StreetLight, HandleSceneUpdate));
}
コード例 #2
0
ファイル: Light.cpp プロジェクト: 1vanK/Urho3D
Light::Light(Context* context) :
    Drawable(context, DRAWABLE_LIGHT),
    lightType_(DEFAULT_LIGHTTYPE),
    shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
    shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
    shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
    lightQueue_(nullptr),
    temperature_(DEFAULT_TEMPERATURE),
    lightRad_(DEFAULT_RADIUS),
    lightLength_(DEFAULT_LENGTH),
    specularIntensity_(DEFAULT_SPECULARINTENSITY),
    brightness_(DEFAULT_BRIGHTNESS),
    range_(DEFAULT_RANGE),
    fov_(DEFAULT_LIGHT_FOV),
    aspectRatio_(1.0f),
    fadeDistance_(0.0f),
    shadowFadeDistance_(0.0f),
    shadowIntensity_(0.0f),
    shadowResolution_(1.0f),
    shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
    shadowMaxExtrusion_(DEFAULT_SHADOWMAXEXTRUSION),
    perVertex_(false),
    usePhysicalValues_(false)
{
}
コード例 #3
0
ファイル: vehicle.cpp プロジェクト: elix22/OGTatt
void Vehicle::SetupLights(int front, int rear, BoundingBox box)
{
    if (front) {
        for (int f{0}; f < front; ++f){
            Pair<SharedPtr<Node>, SharedPtr<Light>> light;
            light.first_ = rootNode_->CreateChild("HeadLight");
            light.first_->SetDirection(Vector3(0.0f, -0.23f, 0.666f));
            if (front == 1) {
                light.first_->SetPosition(Vector3(0.5f * (box.min_.x_ + box.max_.x_),
                                                  box.min_.y_,
                                                  box.max_.z_));
            } else {
                light.first_->SetPosition(Vector3(box.min_.x_ + f * (box.Size().x_ / (front - 1)),
                                                  box.min_.y_,
                                                  box.max_.z_));
            }
            light.second_ = light.first_->CreateComponent<Light>();
            light.second_->SetLightType(LIGHT_SPOT);
            light.second_->SetColor(Color(1.0f, 0.9f, 0.8f));
            light.second_->SetRange(8.0f);
            light.second_->SetFov(60.0f);
            light.second_->SetBrightness(5.0f);
            light.second_->SetCastShadows(true);
            light.second_->SetShadowResolution(0.25f);
            light.second_->SetShadowBias(BiasParameters(0.00001f, 0.5f));
            light.second_->SetShadowCascade(CascadeParameters(0.23f, 2.0f, 3.0f, 5.0f, 0.5f));

            headLights_.Push(light);
        }
    }
    if (rear) {
        for (int r{0}; r < rear; ++r){
            Pair<SharedPtr<Node>, SharedPtr<Light>> light;
            light.first_ = rootNode_->CreateChild("TailLight");
            light.first_->SetDirection(Vector3(0.0f, -0.6f, -0.5f));
            if (front == 1) {
                light.first_->SetPosition(Vector3(0.5f * (box.min_.x_ + box.max_.x_),
                                                  box.max_.y_,
                                                  box.min_.z_));
            } else {
                light.first_->SetPosition(Vector3(box.min_.x_ + r * (box.Size().x_ / (rear - 1)),
                                                  box.max_.y_,
                                                  box.min_.z_));
                light.first_->Rotate(Quaternion(30.0f - r * (60.0f / (rear - 1)), Vector3::UP), TS_WORLD);
            }
            light.second_ = light.first_->CreateComponent<Light>();
            light.second_->SetLightType(LIGHT_SPOT);
            light.second_->SetColor(Color::RED);
            light.second_->SetRange(3.0f);
            light.second_->SetFov(120.0f);
            light.second_->SetBrightness(2.0f);
            light.second_->SetCastShadows(true);
            light.second_->SetShadowResolution(0.25f);

            tailLights_.Push(light);
        }
    }
}
コード例 #4
0
ファイル: Light.cpp プロジェクト: CarloMaker/Urho3D
Light::Light(Context* context) :
    Drawable(context, DRAWABLE_LIGHT),
    lightType_(DEFAULT_LIGHTTYPE),
    shadowBias_(BiasParameters(DEFAULT_CONSTANTBIAS, DEFAULT_SLOPESCALEDBIAS)),
    shadowCascade_(CascadeParameters(DEFAULT_SHADOWSPLIT, 0.0f, 0.0f, 0.0f, DEFAULT_SHADOWFADESTART)),
    shadowFocus_(FocusParameters(true, true, true, DEFAULT_SHADOWQUANTIZE, DEFAULT_SHADOWMINVIEW)),
    lightQueue_(0),
    specularIntensity_(DEFAULT_SPECULARINTENSITY),
    range_(DEFAULT_RANGE),
    fov_(DEFAULT_FOV),
    aspectRatio_(1.0f),
    fadeDistance_(0.0f),
    shadowFadeDistance_(0.0f),
    shadowIntensity_(0.0f),
    shadowResolution_(1.0f),
    shadowNearFarRatio_(DEFAULT_SHADOWNEARFARRATIO),
    perVertex_(false)
{
}
コード例 #5
0
ファイル: Ragdolls.cpp プロジェクト: nemerle/lutefisk3d
void Ragdolls::CreateScene()
{
    ResourceCache* cache = GetContext()->m_ResourceCache.get();

    scene_ = new Scene(GetContext());

    // 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(GetContext());
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->setFarClipDistance(300.0f);

    // Set an initial position for the camera scene node above the floor
    cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f));
}
コード例 #6
0
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);
}
コード例 #7
0
ファイル: VaniaDebugEnv.cpp プロジェクト: ghidra/urho_vania
//-------------------
//-------------------
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>();
}
コード例 #8
0
ファイル: Stage2.cpp プロジェクト: ghidra/urho_vania
//-------------------
//-------------------
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>();
}