コード例 #1
0
ファイル: VehicleDemo.cpp プロジェクト: 3dicc/Urho3D
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);
    }
}
コード例 #2
0
ファイル: Water.cpp プロジェクト: nemerle/lutefisk3d
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));
}