TileMaster::TileMaster(Context *context, MasterControl* masterControl): Object(context), masterControl_{masterControl} { rootNode_ = masterControl_->world.scene->CreateChild("TileMaster"); //Create hexagonal field //Lays a field of hexagons at the origin int bigHexSize = 23; for (int i = 0; i < bigHexSize; i++) { for (int j = 0; j < bigHexSize; j++) { if (i < (bigHexSize - bigHexSize / 4) + j / 2 && //Exclude bottom right i > (bigHexSize / 4) - (j + 1) / 2 && //Exclude bottom left i + 1 < (bigHexSize - bigHexSize / 4) + ((bigHexSize - j + 1)) / 2 && //Exclude top right i - 1 > (bigHexSize / 4) - ((bigHexSize - j + 2) / 2)) { //Exclude top left Vector3 tilePos = Vector3((-bigHexSize / 2.0f + i) * 2.0f + j % 2, -0.1f, (-bigHexSize / 2.0f + j + 0.5f) * 1.8f); tileMap_[IntVector2(i, j)] = new Tile(context_, this, tilePos); } } } //Add a directional light to the arena. Enable cascaded shadows on it Node* lightNode = rootNode_->CreateChild("Sun"); lightNode->SetPosition(Vector3::UP*5.0f); lightNode->SetRotation(Quaternion(90.0f, 0.0f, 0.0f)); Light* playLight = lightNode->CreateComponent<Light>(); playLight->SetLightType(LIGHT_DIRECTIONAL); playLight->SetBrightness(0.8f); playLight->SetRange(10.0f); playLight->SetColor(Color(1.0f, 0.9f, 0.95f)); playLight->SetCastShadows(false); }
CameraMaster::CameraMaster( Context *context, MasterControl *masterControl ) : Object(context), masterControl_{masterControl} { SubscribeToEvent(E_SCENEUPDATE, HANDLER(CameraMaster, HandleSceneUpdate)); //Create the camera. Limit far clip distance to match the fog translationNode_ = masterControl_->world_.scene->CreateChild("CamTrans"); rotationNode_ = translationNode_->CreateChild("CamRot"); camera_ = rotationNode_->CreateComponent<Camera>(); camera_->SetFarClip(1024.0f); //Set an initial position for the camera scene node above the origin //translationNode_->SetPosition(Vector3(0.0f, 3.0f, 0.0f)); translationNode_->SetPosition(Vector3(0.0, 3.0,-20.0)); rotationNode_->SetRotation(Quaternion(0.0f, 90.0f, 0.0f)); rigidBody_ = translationNode_->CreateComponent<RigidBody>(); rigidBody_->SetAngularDamping(10.0f); CollisionShape* collisionShape = translationNode_->CreateComponent<CollisionShape>(); collisionShape->SetSphere(0.1f); rigidBody_->SetMass(1.0f); Node* lightNode = translationNode_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.0f, -1.0f, 0.0f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_POINT); light->SetBrightness(0.5f); light->SetColor(Color(0.7f, 0.9f, 0.6f)); light->SetCastShadows(false); SetupViewport(); }
void Labyrinth::CreateScene() { // ADDED ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // TODO vzdialenost kamery podla rozlisenia obrazovky // Create scene subsystem components scene_->CreateComponent<Octree>(); scene_->CreateComponent<PhysicsWorld>(); scene_->CreateComponent<DebugRenderer>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load // TODO treb vytunit poziciu kamery a jej rotaciu cameraNode_ = new Node(context_); cameraNode_->SetName("cameraNode"); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(300.0f); // aby to vyzeralo ako 2.5D treba prepnut ortho na true /*camera->SetOrthographic(false); cameraNode_->SetPosition(Vector3(10, 90, 10)); cameraNode_->SetRotation(Quaternion(75, 0, 0)); GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera));*/ camera->SetOrthographic(false); cameraNode_->SetPosition(Vector3(0, 10, 0)); cameraNode_->SetRotation(Quaternion(90, 0, 0)); // Create static scene content. First create a zone for ambient lightning and fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.5f, 0.5f, 0.7f)); zone->SetFogStart(1000.0f); zone->SetFogEnd(1000.0f); zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); // Create a directional light with cascaded shadow mapping Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(1.0f); // ------------------------------------------ CreateFloor(20, 14); }
void Navigation::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); // 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(0.0001f, 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 some mushrooms const unsigned NUM_MUSHROOMS = 100; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); // Create randomly sized boxes. If boxes are big enough, make them occluders const unsigned NUM_BOXES = 20; for (unsigned i = 0; i < NUM_BOXES; ++i) { Node* boxNode = scene_->CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)); boxNode->SetScale(size); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 3.0f) boxObject->SetOccluder(true); } // Create a NavigationMesh component to the scene root NavigationMesh* navMesh = scene_->CreateComponent<NavigationMesh>(); // Create a Navigable component to the scene root. This tags all of the geometry in the scene as being part of the // navigation mesh. By default this is recursive, but the recursion could be turned off from Navigable scene_->CreateComponent<Navigable>(); // Add padding to the navigation mesh in Y-direction so that we can add objects on top of the tallest boxes // in the scene and still update the mesh correctly navMesh->SetPadding(Vector3(0.0f, 10.0f, 0.0f)); // Now build the navigation geometry. This will take some time. Note that the navigation mesh will prefer to use // physics geometry from the scene nodes, as it often is simpler, but if it can not find any (like in this example) // it will use renderable geometry instead navMesh->Build(); // 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)); }
void CharacterDemo::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create scene subsystem components scene_->CreateComponent<Octree>(); scene_->CreateComponent<PhysicsWorld>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load cameraNode_ = new Node(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(300.0f); GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera)); // Create static scene content. First create a zone for ambient lighting and fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); 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); zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f)); // Create a directional light with cascaded shadow mapping Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); // Create the floor object Node* floorNode = scene_->CreateChild("Floor"); floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f)); floorNode->SetScale(Vector3(200.0f, 1.0f, 200.0f)); StaticModel* object = floorNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); RigidBody* body = floorNode->CreateComponent<RigidBody>(); // Use collision layer bit 2 to mark world scenery. This is what we will raycast against to prevent camera from going // inside geometry body->SetCollisionLayer(2); CollisionShape* shape = floorNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); // Create mushrooms of varying sizes const unsigned NUM_MUSHROOMS = 60; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* objectNode = scene_->CreateChild("Mushroom"); objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, 0.0f, Random(180.0f) - 90.0f)); objectNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); objectNode->SetScale(2.0f + Random(5.0f)); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetTriangleMesh(object->GetModel(), 0); } // Create movable boxes. Let them fall from the sky at first const unsigned NUM_BOXES = 100; for (unsigned i = 0; i < NUM_BOXES; ++i) { float scale = Random(2.0f) + 0.5f; Node* objectNode = scene_->CreateChild("Box"); objectNode->SetPosition(Vector3(Random(180.0f) - 90.0f, Random(10.0f) + 10.0f, Random(180.0f) - 90.0f)); objectNode->SetRotation(Quaternion(Random(360.0f), Random(360.0f), Random(360.0f))); objectNode->SetScale(scale); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); // Bigger boxes will be heavier and harder to move body->SetMass(scale * 2.0f); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } }
void DataViewer_GameObject::_ApplyChanges() { if ( _changeList["GameObject"] ) { _selectedObject->SetSavable( _ReadWidget_Bool( _dataGameObject.savable ) ); _selectedObject->SetEnabled( _ReadWidget_Bool( _dataGameObject.enable ) ); _selectedObject->SetName( _ReadWidget_String( _dataGameObject.name ) ); _Colorize_GameObject( _selectedObject->IsEnabled() ); _Colorize_Transform( _selectedObject->IsEnabled() ); I_Component* comp; comp = _selectedObject->GetComponent<Camera>(); if ( comp != NULL ) { _Colorize_Camera( _selectedObject->IsEnabled() && comp->IsEnabled() ); } comp = _selectedObject->GetComponent<Light>(); if ( comp != NULL ) { _Colorize_Light( _selectedObject->IsEnabled() && comp->IsEnabled() ); } comp = _selectedObject->GetComponent<MeshDrawing>(); if ( comp != NULL ) { _Colorize_MeshDrawing( _selectedObject->IsEnabled() && comp->IsEnabled() ); } for (auto& dataScript : _dataScripts) { Script* script = _selectedObject->GetComponent<Script>( dataScript.scriptName ); _Colorize_Script( _selectedObject->IsEnabled() && script->IsEnabled(), dataScript ); } _changeList["GameObject"] = false; return; } if ( _changeList["Transform_Local"] ) { Transform* transform = _selectedObject->GetComponent<Transform>(); transform->SetPositionLocal( _ReadWidget_Vector3( _dataTransform.posLocal ) ); transform->SetEulerRotationLocal( _ReadWidget_Vector3( _dataTransform.rotLocal ) ); transform->SetScaleLocal( _ReadWidget_Vector3( _dataTransform.scaleLocal ) ); _changeList["Transform_Local"] = false; return; } if ( _changeList["Transform_World"] ) { Transform* transform = _selectedObject->GetComponent<Transform>(); transform->SetPositionWorld( _ReadWidget_Vector3( _dataTransform.posWorld ) ); transform->SetEulerRotationWorld( _ReadWidget_Vector3( _dataTransform.rotWorld ) ); transform->SetScaleWorld( _ReadWidget_Vector3( _dataTransform.scaleWorld ) ); _changeList["Transform_World"] = false; return; } if ( _changeList["Light"] ) { Light* light = _selectedObject->GetComponent<Light>(); light->SetEnabled( _ReadWidget_Bool( _dataLight.enable ) ); light->SetType( EnumConvertor::s2e_LightType[ _ReadWidget_Choice( _dataLight.type ) ] ); light->SetColor( _ReadWidget_Vector3( _dataLight.color ) ); light->SetIntensity( _ReadWidget_Float( _dataLight.intensity ) ); light->SetRange( _ReadWidget_Float( _dataLight.range ) ); light->SetSpotAngle( _ReadWidget_Float( _dataLight.spotAngle ) ); light->SetCastShadows( _ReadWidget_Bool( _dataLight.castShadows ) ); _Colorize_Light( light->IsEnabled() && _selectedObject->IsEnabled() ); _changeList["Light"] = false; return; } if ( _changeList["Camera"] ) { Camera* camera = _selectedObject->GetComponent<Camera>(); camera->SetEnabled( _ReadWidget_Bool( _dataCamera.enable ) ); camera->SetType( EnumConvertor::s2e_CameraType[ _ReadWidget_Choice( _dataCamera.type ) ] ); camera->SetOrthoSize( _ReadWidget_Vector2( _dataCamera.orthoSize ) ); camera->SetFovYAngle( _ReadWidget_Float( _dataCamera.fovYAngle ) ); camera->SetAspectRatio( _ReadWidget_Float( _dataCamera.aspectRatio ) ); camera->SetNearClipping( _ReadWidget_Float( _dataCamera.nearClipping ) ); camera->SetFarClipping( _ReadWidget_Float( _dataCamera.farClipping ) ); _Colorize_Camera( camera->IsEnabled() && _selectedObject->IsEnabled() ); _changeList["Camera"] = false; return; } if ( _changeList["MeshDrawing"] ) { MeshDrawing* meshDrawing = _selectedObject->GetComponent<MeshDrawing>(); meshDrawing->SetEnabled( _ReadWidget_Bool( _dataMeshDrawing.enable ) ); String materialName = _ReadWidget_Picking( _dataMeshDrawing.material ); meshDrawing->SetMaterial( Systems::Resource()->GetMaterial( materialName ) ); String meshName = _ReadWidget_Picking( _dataMeshDrawing.mesh ); meshDrawing->SetMesh( Systems::Resource()->GetMesh( meshName ) ); meshDrawing->SetCastShadows( _ReadWidget_Bool( _dataMeshDrawing.castShadows ) ); meshDrawing->SetReceiveShadows( _ReadWidget_Bool( _dataMeshDrawing.receiveShadows ) ); _Colorize_MeshDrawing( meshDrawing->IsEnabled() && _selectedObject->IsEnabled() ); _changeList["MeshDrawing"] = false; return; } if ( _changeList["Script"] ) { for (auto& dataScript : _dataScripts) { Script* script = _selectedObject->GetComponent<Script>( dataScript.scriptName ); script->SetEnabled( _ReadWidget_Bool( dataScript.enable ) ); _Colorize_Script( script->IsEnabled() && _selectedObject->IsEnabled(), dataScript ); } _changeList["Script"] = false; return; } }
void VehicleDemo::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create scene subsystem components scene_->CreateComponent<Octree>(); scene_->CreateComponent<PhysicsWorld>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load cameraNode_ = new Node(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(500.0f); GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera)); // Create static scene content. First create a zone for ambient lighting and fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.5f, 0.5f, 0.7f)); zone->SetFogStart(300.0f); zone->SetFogEnd(500.0f); zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f)); // Create a directional light with cascaded shadow mapping Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); // Create heightmap terrain with collision Node* terrainNode = scene_->CreateChild("Terrain"); terrainNode->SetPosition(Vector3::ZERO); Terrain* terrain = terrainNode->CreateComponent<Terrain>(); terrain->SetPatchSize(64); terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map terrain->SetSmoothing(true); terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png")); terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml")); // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all // terrain patches and other objects behind it terrain->SetOccluder(true); RigidBody* body = terrainNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>(); shape->SetTerrain(); // Create 1000 mushrooms in the terrain. Always face outward along the terrain normal const unsigned NUM_MUSHROOMS = 1000; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* objectNode = scene_->CreateChild("Mushroom"); Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f); position.y_ = terrain->GetHeight(position) - 0.1f; objectNode->SetPosition(position); // Create a rotation quaternion from up vector to terrain normal objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position))); objectNode->SetScale(3.0f); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); shape->SetTriangleMesh(object->GetModel(), 0); } }
void Urho3DTemplate::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); //Create octree, use default volume (-1000, -1000, -1000) to (1000,1000,1000) //Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); //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, 200 world unitys, fade shadows at 80% of maximum shadow distance light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); //Create some mushrooms const unsigned NUM_MUSHROOMS = 100; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) CreateMushroom(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); //Create randomly sized boxes. If boxes are big enough make them occluders const unsigned NUM_BOXES = 20; for (unsigned i = 0; i <NUM_BOXES; ++i) { Node* boxNode = scene_->CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)); boxNode->SetScale(size); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 3.0f) boxObject->SetOccluder(true); } //Create Jack node that will follow the path jackNode_ = scene_->CreateChild("Jack"); jackNode_->SetPosition(Vector3(-5.0f, 0.0f, 20.0f)); AnimatedModel* modelObject = jackNode_->CreateComponent<AnimatedModel>(); modelObject->SetModel(cache->GetResource<Model>("Model/Jack.mdl")); modelObject->SetMaterial(cache->GetResource<Material>("Materials/Jack.xml")); modelObject->SetCastShadows(true); //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)); }
void RibbonTrailDemo::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene_->CreateComponent<Octree>(); // 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 directional light to the world. Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); // The direction vector does not need to be normalized Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00005f, 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 first box for face camera trail demo with 1 column. boxNode1_ = scene_->CreateChild("Box1"); StaticModel* box1 = boxNode1_->CreateComponent<StaticModel>(); box1->SetModel(cache->GetResource<Model>("Models/Box.mdl")); box1->SetCastShadows(true); RibbonTrail* boxTrail1 = boxNode1_->CreateComponent<RibbonTrail>(); boxTrail1->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml")); boxTrail1->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f)); boxTrail1->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f)); boxTrail1->SetWidth(0.5f); boxTrail1->SetUpdateInvisible(true); // Create second box for face camera trail demo with 4 column. // This will produce less distortion than first trail. boxNode2_ = scene_->CreateChild("Box2"); StaticModel* box2 = boxNode2_->CreateComponent<StaticModel>(); box2->SetModel(cache->GetResource<Model>("Models/Box.mdl")); box2->SetCastShadows(true); RibbonTrail* boxTrail2 = boxNode2_->CreateComponent<RibbonTrail>(); boxTrail2->SetMaterial(cache->GetResource<Material>("Materials/RibbonTrail.xml")); boxTrail2->SetStartColor(Color(1.0f, 0.5f, 0.0f, 1.0f)); boxTrail2->SetEndColor(Color(1.0f, 1.0f, 0.0f, 0.0f)); boxTrail2->SetWidth(0.5f); boxTrail2->SetTailColumn(4); boxTrail2->SetUpdateInvisible(true); // Load ninja animated model for bone trail demo. Node* ninjaNode = scene_->CreateChild("Ninja"); ninjaNode->SetPosition(Vector3(5.0f, 0.0f, 0.0f)); ninjaNode->SetRotation(Quaternion(0.0f, 180.0f, 0.0f)); AnimatedModel* ninja = ninjaNode->CreateComponent<AnimatedModel>(); ninja->SetModel(cache->GetResource<Model>("Models/NinjaSnowWar/Ninja.mdl")); ninja->SetMaterial(cache->GetResource<Material>("Materials/NinjaSnowWar/Ninja.xml")); ninja->SetCastShadows(true); // Create animation controller and play attack animation. ninjaAnimCtrl_ = ninjaNode->CreateComponent<AnimationController>(); ninjaAnimCtrl_->PlayExclusive("Models/NinjaSnowWar/Ninja_Attack3.ani", 0, true, 0.0f); // Add ribbon trail to tip of sword. Node* swordTip = ninjaNode->GetChild("Joint29", true); swordTrail_ = swordTip->CreateComponent<RibbonTrail>(); // Set sword trail type to bone and set other parameters. swordTrail_->SetTrailType(TT_BONE); swordTrail_->SetMaterial(cache->GetResource<Material>("Materials/SlashTrail.xml")); swordTrail_->SetLifetime(0.22f); swordTrail_->SetStartColor(Color(1.0f, 1.0f, 1.0f, 0.75f)); swordTrail_->SetEndColor(Color(0.2f, 0.5f, 1.0f, 0.0f)); swordTrail_->SetTailColumn(4); swordTrail_->SetUpdateInvisible(true); // Add floating text for info. Node* boxTextNode1 = scene_->CreateChild("BoxText1"); boxTextNode1->SetPosition(Vector3(-1.0f, 2.0f, 0.0f)); Text3D* boxText1 = boxTextNode1->CreateComponent<Text3D>(); boxText1->SetText(String("Face Camera Trail (4 Column)")); boxText1->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24); Node* boxTextNode2 = scene_->CreateChild("BoxText2"); boxTextNode2->SetPosition(Vector3(-6.0f, 2.0f, 0.0f)); Text3D* boxText2 = boxTextNode2->CreateComponent<Text3D>(); boxText2->SetText(String("Face Camera Trail (1 Column)")); boxText2->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24); Node* ninjaTextNode2 = scene_->CreateChild("NinjaText"); ninjaTextNode2->SetPosition(Vector3(4.0f, 2.5f, 0.0f)); Text3D* ninjaText = ninjaTextNode2->CreateComponent<Text3D>(); ninjaText->SetText(String("Bone Trail (4 Column)")); ninjaText->SetFont(cache->GetResource<Font>("Fonts/BlueHighway.sdf"), 24); // Create the camera. cameraNode_ = scene_->CreateChild("Camera"); cameraNode_->CreateComponent<Camera>(); // Set an initial position for the camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -14.0f)); }
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); }
//------------------- //------------------- 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>(); }
void Water::CreateScene() { ResourceCache* cache = GetContext()->m_ResourceCache.get(); scene_ = new Scene(GetContext()); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) scene_->CreateComponent<Octree>(); // 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(1.0f, 1.0f, 1.0f)); zone->SetFogStart(500.0f); zone->SetFogEnd(750.0f); // 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)); light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); // Apply slightly overbright lighting to match the skybox light->SetColor(Color(1.2f, 1.2f, 1.2f)); // 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 = 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 heightmap terrain Node* terrainNode = scene_->CreateChild("Terrain"); terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f)); Terrain* terrain = terrainNode->CreateComponent<Terrain>(); terrain->SetPatchSize(64); terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map terrain->SetSmoothing(true); terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png")); terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml")); // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all // terrain patches and other objects behind it terrain->SetOccluder(true); // Create 1000 boxes in the terrain. Always face outward along the terrain normal unsigned NUM_OBJECTS = 1000; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* objectNode = scene_->CreateChild("Box"); Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f); position.y_ = terrain->GetHeight(position) + 2.25f; objectNode->SetPosition(position); // Create a rotation quaternion from up vector to terrain normal objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position))); objectNode->SetScale(5.0f); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("Models/Box.mdl")); object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); object->SetCastShadows(true); } Node* shipNode = scene_->CreateChild("Ship"); shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f)); //shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); shipNode->SetScale(0.5f + Random(2.0f)); StaticModel* shipObject = shipNode->CreateComponent<StaticModel>(); shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl")); shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml")); shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml")); shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml")); shipObject->SetCastShadows(true); // Create a water plane object that is as large as the terrain waterNode_ = scene_->CreateChild("Water"); waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f)); waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); StaticModel* water = waterNode_->CreateComponent<StaticModel>(); water->SetModel(cache->GetResource<Model>("Models/Plane.mdl")); water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml")); // Set a different viewmask on the water plane to be able to hide it from the reflection camera water->SetViewMask(0x80000000); // Create the camera. Set far clip 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(750.0f); // Set an initial position for the camera scene node above the ground cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f)); }
//------------------- //------------------- 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>(); }
void MasterControl::CreateScene() { world.scene = new Scene(context_); world.octree = world.scene->CreateComponent<Octree>(); physicsWorld_ = world.scene->CreateComponent<PhysicsWorld>(); physicsWorld_->SetGravity(Vector3::ZERO); world.scene->CreateComponent<DebugRenderer>(); //Create a Zone component for ambient ing & fog control Node* zoneNode = world.scene->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); zone->SetBoundingBox(BoundingBox(Vector3(-100.0f, -50.0f, -100.0f),Vector3(100.0f, 0.0f, 100.0f))); zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.0f, 0.0f, 0.0f)); zone->SetFogStart(56.8f); zone->SetFogEnd(61.8f); //Add a directional light to the world. Enable cascaded shadows on it Node* lightNode = world.scene->CreateChild("PointLight"); lightNode->SetPosition(Vector3::UP*5.0); lightNode->SetRotation(Quaternion(90.0f, 0.0f, 0.0f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetBrightness(1.0f); light->SetRange(7.0f); light->SetColor(Color(1.0f, 0.9f, 0.95f)); light->SetCastShadows(false); 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 cursor world.cursor.sceneCursor = world.scene->CreateChild("Cursor"); //world.cursor.sceneCursor->SetPosition(Vector3(0.0f,0.0f,0.0f)); StaticModel* cursorObject = world.cursor.sceneCursor->CreateComponent<StaticModel>(); cursorObject->SetModel(cache_->GetResource<Model>("Resources/Models/Hexagon.mdl")); cursorObject->SetMaterial(cache_->GetResource<Material>("Resources/Materials/Glow.xml")); world.cursor.sceneCursor->SetEnabled(false); //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* planeObject = world.voidNode->CreateComponent<StaticModel>(); planeObject->SetModel(cache_->GetResource<Model>("Models/Plane.mdl")); planeObject->SetMaterial(cache_->GetResource<Material>("Resources/Materials/Invisible.xml")); //Create camera world.camera = new heXoCam(context_, this); //Create arena tileMaster_ = new TileMaster(context_, this); for (int i = 0; i < 6; i++){ new ArenaEdge(context_, this, (60.0f * i)+30.0f); } spawnMaster_ = new SpawnMaster(context_, this); player_ = new Player(context_, this); apple_ = new Apple(context_, this); heart_ = new Heart(context_, this); }
void GameApplication::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); // 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/dikuang.mdl")); Material* material = cache->GetResource<Material>("Materials/Water.xml"); planeObject->SetMaterial(material); //dikuang // 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(0.3f, 0.3f, 0.3f)); 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(0.2f, -0.5f, -0.1f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); // light->SetSpecularIntensity(3); light->SetBrightness(1); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.0001f, 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)); InitGridModels(); // Create the camera. Limit far clip distance to match the fog cameraNode_ = scene_->CreateChild("Camera"); Camera* camera = cameraNode_->CreateComponent<Camera>(); //float fZoom = camera->GetFov(); //camera->SetFov(fZoom); camera->SetFarClip(300.0f); // Set an initial position for the camera scene node above the plane cameraNode_->SetPosition(Vector3(0.2318,7.5248,-0.2721)); yaw_ = 0.10003410; pitch_ = 90; // cameraNode_->SetPosition(Vector3(5.0f, 5.0f, -15.0f)); //pitch_ = 19; cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f)); }
void SkeletalAnimation::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); // 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("Directional light"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.0001f, 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); // 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); } // 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)); }
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)); }
void Physics::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // 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(1.0f, 1.0f, 1.0f)); zone->SetFogStart(300.0f); zone->SetFogEnd(500.0f); // 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 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 = 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 floor object, 1000 x 1000 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(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); } { // Create a pyramid of movable physics objects for (int y = 0; y < 8; ++y) { for (int x = -y; x <= y; ++x) { Node* boxNode = scene_->CreateChild("Box"); boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f)); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml")); boxObject->SetCastShadows(true); // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable // and also adjust friction. The actual mass is not important; only the mass ratios between colliding // objects are significant RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(0.75f); CollisionShape* shape = boxNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } } } // Create the camera. Set far clip 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(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(500.0f); // Set an initial position for the camera scene node above the floor cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f)); }
void MultipleViewports::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); // 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 some mushrooms const unsigned NUM_MUSHROOMS = 240; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* mushroomNode = scene_->CreateChild("Mushroom"); mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); mushroomNode->SetScale(0.5f + Random(2.0f)); StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>(); mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(true); } // Create randomly sized boxes. If boxes are big enough, make them occluders const unsigned NUM_BOXES = 20; for (unsigned i = 0; i < NUM_BOXES; ++i) { Node* boxNode = scene_->CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)); boxNode->SetScale(size); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 3.0f) boxObject->SetOccluder(true); } // Create the cameras. Limit far clip distance to match the fog cameraNode_ = scene_->CreateChild("Camera"); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(300.0f); // Parent the rear camera node to the front camera node and turn it 180 degrees to face backward // Here, we use the angle-axis constructor for Quaternion instead of the usual Euler angles rearCameraNode_ = cameraNode_->CreateChild("RearCamera"); rearCameraNode_->Rotate(Quaternion(180.0f, Vector3::UP)); Camera* rearCamera = rearCameraNode_->CreateComponent<Camera>(); rearCamera->SetFarClip(300.0f); // Because the rear viewport is rather small, disable occlusion culling from it. Use the camera's // "view override flags" for this. We could also disable eg. shadows or force low material quality // if we wanted rearCamera->SetViewOverrideFlags(VO_DISABLE_OCCLUSION); // Set an initial position for the front camera scene node above the plane cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f)); }
void Decals::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000) // Also create a DebugRenderer component so that we can draw debug geometry scene_->CreateComponent<Octree>(); scene_->CreateComponent<DebugRenderer>(); // 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("Directional light"); lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.0001f, 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 some mushrooms const unsigned NUM_MUSHROOMS = 240; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* mushroomNode = scene_->CreateChild("Mushroom"); mushroomNode->SetPosition(Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f)); mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); mushroomNode->SetScale(0.5f + Random(2.0f)); StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>(); mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(true); } // Create randomly sized boxes. If boxes are big enough, make them occluders. Occluders will be software rasterized before // rendering to a low-resolution depth-only buffer to test the objects in the view frustum for visibility const unsigned NUM_BOXES = 20; for (unsigned i = 0; i < NUM_BOXES; ++i) { Node* boxNode = scene_->CreateChild("Box"); float size = 1.0f + Random(10.0f); boxNode->SetPosition(Vector3(Random(80.0f) - 40.0f, size * 0.5f, Random(80.0f) - 40.0f)); boxNode->SetScale(size); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml")); boxObject->SetCastShadows(true); if (size >= 5.0f) boxObject->SetOccluder(true); } // 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)); }
void PhysicsStressTest::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // 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>(); CollisionShape* shape = floorNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } { // Create static mushrooms with triangle mesh collision const unsigned NUM_MUSHROOMS = 50; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* mushroomNode = scene_->CreateChild("Mushroom"); mushroomNode->SetPosition(Vector3(Random(400.0f) - 200.0f, 0.0f, Random(400.0f) - 200.0f)); mushroomNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f)); mushroomNode->SetScale(5.0f + Random(5.0f)); StaticModel* mushroomObject = mushroomNode->CreateComponent<StaticModel>(); mushroomObject->SetModel(cache->GetResource<Model>("Models/Mushroom.mdl")); mushroomObject->SetMaterial(cache->GetResource<Material>("Materials/Mushroom.xml")); mushroomObject->SetCastShadows(true); RigidBody* body = mushroomNode->CreateComponent<RigidBody>(); CollisionShape* shape = mushroomNode->CreateComponent<CollisionShape>(); // By default the highest LOD level will be used, the LOD level can be passed as an optional parameter shape->SetTriangleMesh(mushroomObject->GetModel()); } } { // Create a large amount of falling physics objects const unsigned NUM_OBJECTS = 1000; for (unsigned i = 0; i < NUM_OBJECTS; ++i) { Node* boxNode = scene_->CreateChild("Box"); boxNode->SetPosition(Vector3(0.0f, i * 2.0f + 100.0f, 0.0f)); StaticModel* boxObject = boxNode->CreateComponent<StaticModel>(); boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl")); boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml")); boxObject->SetCastShadows(true); // Give the RigidBody mass to make it movable and also adjust friction RigidBody* body = boxNode->CreateComponent<RigidBody>(); body->SetMass(1.0f); body->SetFriction(1.0f); // Disable collision event signaling to reduce CPU load of the physics simulation body->SetCollisionEventMode(COLLISION_NEVER); CollisionShape* shape = boxNode->CreateComponent<CollisionShape>(); shape->SetBox(Vector3::ONE); } } // 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(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(300.0f); // Set an initial position for the camera scene node above the floor cameraNode_->SetPosition(Vector3(0.0f, 3.0f, -20.0f)); }
void VehicleDemo::CreateScene() { ResourceCache* cache = GetSubsystem<ResourceCache>(); scene_ = new Scene(context_); // Create scene subsystem components scene_->CreateComponent<Octree>(); scene_->CreateComponent<PhysicsWorld>(); scene_->CreateComponent<DebugRenderer>(); // Create camera and define viewport. We will be doing load / save, so it's convenient to create the camera outside the scene, // so that it won't be destroyed and recreated, and we don't have to redefine the viewport on load cameraNode_ = new Node(context_); Camera* camera = cameraNode_->CreateComponent<Camera>(); camera->SetFarClip(500.0f); GetSubsystem<Renderer>()->SetViewport(0, new Viewport(context_, scene_, camera)); //GetSubsystem<Renderer>()->SetHDRRendering(true); RenderPath* effectRenderPath=GetSubsystem<Renderer>()->GetViewport(0)->GetRenderPath(); //effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/AutoExposure.xml")); effectRenderPath->Append(cache->GetResource<XMLFile>("PostProcess/Blur.xml")); effectRenderPath->SetShaderParameter("BlurRadius", Variant(0.002f) ); effectRenderPath->SetShaderParameter("BlurSigma", Variant(0.001f) ); effectRenderPath->SetEnabled("Blur", false); // Create static scene content. First create a zone for ambient lighting and fog control Node* zoneNode = scene_->CreateChild("Zone"); Zone* zone = zoneNode->CreateComponent<Zone>(); //zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f)); zone->SetFogColor(Color(0.2f, 0.2f, 0.3f)); zone->SetFogStart(300.0f); zone->SetFogEnd(500.0f); zone->SetBoundingBox(BoundingBox(-2000.0f, 2000.0f)); /* // Create a directional light with cascaded shadow mapping Node* lightNode = scene_->CreateChild("DirectionalLight"); lightNode->SetDirection(Vector3(0.3f, -0.5f, 0.425f)); Light* light = lightNode->CreateComponent<Light>(); light->SetLightType(LIGHT_DIRECTIONAL); light->SetCastShadows(true); light->SetShadowBias(BiasParameters(0.00025f, 0.5f)); light->SetShadowCascade(CascadeParameters(20.0f, 50.0f, 200.0f, 0.0f, 0.8f)); light->SetSpecularIntensity(0.5f); */ // Create heightmap terrain with collision Node* terrainNode = scene_->CreateChild("Terrain"); terrainNode->SetPosition(Vector3::ZERO); Terrain* terrain = terrainNode->CreateComponent<Terrain>(); terrain->SetPatchSize(64); terrain->SetSpacing(Vector3(2.0f, 0.1f, 2.0f)); // Spacing between vertices and vertical resolution of the height map terrain->SetSmoothing(true); terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png")); terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml")); // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all // terrain patches and other objects behind it terrain->SetOccluder(true); RigidBody* body = terrainNode->CreateComponent<RigidBody>(); body->SetCollisionLayer(2); // Use layer bitmask 2 for static geometry CollisionShape* shape = terrainNode->CreateComponent<CollisionShape>(); shape->SetTerrain(); // 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* skyNode2 = scene_->CreateChild("Sky"); skyNode2->SetScale(80.0f); // The scale actually does not matter Skybox* skybox2 = skyNode2->CreateComponent<Skybox>(); skybox2->SetModel(cache->GetResource<Model>("Models/Box.mdl")); skybox2->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml")); */ Node* skyNode = scene_->CreateChild("ProcSkyNode"); skyNode->SetEnabled(true); skyNode->SetName("ProcSkyNode"); skyNode->SetPosition(Urho3D::Vector3(0.0, 0.0, 0.0)); skyNode->SetRotation(Urho3D::Quaternion(1, 0, 0, 0)); skyNode->SetScale(Urho3D::Vector3(100.0, 100.0, 100.0)); ProcSky* procSky = skyNode->CreateComponent<ProcSky>(); procSky->SetEnabled(true); Node* skyLightNode = skyNode->CreateChild("ProcSkyLight"); skyLightNode->SetEnabled(true); skyLightNode->SetPosition(Urho3D::Vector3(0.0, 0.0, 0.0)); skyLightNode->SetRotation(Urho3D::Quaternion(0.707107, 0, -0.707107, 0)); skyLightNode->SetScale(Urho3D::Vector3(1, 1, 1)); Light* skyLight = skyLightNode->CreateComponent<Light>(); skyLight->SetLightType(LIGHT_DIRECTIONAL); skyLight->SetColor(Urho3D::Color(0.753, 0.749, 0.678, 1)); skyLight->SetSpecularIntensity(0); skyLight->SetOccludee(false); skyLight->SetOccluder(false); skyLight->SetCastShadows(true); skyLight->SetShadowCascade(Urho3D::CascadeParameters(20, 50, 100, 500, 0.8f)); skyLight->SetShadowFocus(Urho3D::FocusParameters(true, true, true, 1.0f, 5.0f)); skyLight->SetShadowBias(Urho3D::BiasParameters(1e-005, 0.001)); if (skyNode) { //ProcSky* procSky(skyNode->GetComponent<ProcSky>()); if (procSky) { // Can set other parameters here; e.g., SetUpdateMode(), SetUpdateInterval(), SetRenderSize() procSky->Initialize(); URHO3D_LOGINFO("ProcSky Initialized."); } else { URHO3D_LOGERROR("ProcSky node missing ProcSky component."); } } else { URHO3D_LOGERROR("ProcSky node not found in scene."); } // Create 1000 mushrooms in the terrain. Always face outward along the terrain normal /* const unsigned NUM_MUSHROOMS = 0; for (unsigned i = 0; i < NUM_MUSHROOMS; ++i) { Node* objectNode = scene_->CreateChild("SafetyCone"); Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f); position.y_ = terrain->GetHeight(position); objectNode->SetPosition(position); // Create a rotation quaternion from up vector to terrain normal objectNode->SetRotation(Quaternion(Vector3::UP, terrain->GetNormal(position))); objectNode->SetScale(3.0f); StaticModel* object = objectNode->CreateComponent<StaticModel>(); object->SetModel(cache->GetResource<Model>("MyProjects/SafetyCone/SafetyCone.mdl")); object->SetMaterial(cache->GetResource<Material>("MyProjects/SafetyCone/ConeBase.xml")); object->SetMaterial(cache->GetResource<Material>("MyProjects/SafetyCone/SafetyCone.xml")); object->SetCastShadows(true); RigidBody* body = objectNode->CreateComponent<RigidBody>(); //body->SetCollisionLayer(2); body->SetMass(2.0f); body->SetFriction(0.75f); CollisionShape* shape = objectNode->CreateComponent<CollisionShape>(); //shape->SetTriangleMesh(object->GetModel(), 0); shape->SetConvexHull(object->GetModel(), 0); } */ }