Exemplo n.º 1
0
void ModelManager::loadMd5( int id, const char* filename )
{
	if( get(id) )
	{
		return;
	}

	Model* model = createDummy();
	models_[id] = model;
}
Exemplo n.º 2
0
boost::shared_ptr<IqTextureSampler> IqTextureSampler::create(
		const boost::shared_ptr<IqTiledTexInputFile>& file)
{
	assert(file);
	// Check the texture format and complain if it's not a plain texture
	const CqTexFileHeader& header = file->header();
	switch(header.find<Attr::TextureFormat>(TextureFormat_Unknown))
	{
		case TextureFormat_CubeEnvironment:
		case TextureFormat_LatLongEnvironment:
			Aqsis::log() << warning << "Accessing an environment map as a plain texture\n";
			break;
		case TextureFormat_Shadow:
			Aqsis::log() << warning << "Accessing a shadow map as a plain texture\n";
			break;
		default:
			// no warnings in generic case.
			break;
	}
	// Create a texture sampler based on the underlying pixel type.
	switch(header.channelList().sharedChannelType())
	{
		case Channel_Float32:
			return createMipmapSampler<TqFloat>(file);
		case Channel_Unsigned32:
			return createMipmapSampler<TqUint32>(file);
		case Channel_Signed32:
			return createMipmapSampler<TqInt32>(file);
		case Channel_Float16:
#			ifdef USE_OPENEXR
			return createMipmapSampler<half>(file);
#			endif
			break;
		case Channel_Unsigned16:
			return createMipmapSampler<TqUint16>(file);
		case Channel_Signed16:
			return createMipmapSampler<TqInt16>(file);
		case Channel_Unsigned8:
			return createMipmapSampler<TqUint8>(file);
		case Channel_Signed8:
			return createMipmapSampler<TqInt8>(file);
		default:
		case Channel_TypeUnknown:
			break;
	}
	AQSIS_THROW_XQERROR(XqBadTexture, EqE_BadFile,
		"Could not create a texture sampler for file \"" << file->fileName() << "\"");
	return createDummy();
}
Exemplo n.º 3
0
//----------------------------------------------------------------------------//
void GridLayoutContainer::removeChild_impl(Element* element)
{
    Window* wnd = static_cast<Window*>(element);
    
    if (!isDummy(wnd) && !WindowManager::getSingleton().isLocked())
    {
        // before we remove the child, we must add new dummy and place it
        // instead of the removed child
        Window* dummy = createDummy();
        addChild(dummy);

        const size_t i = getIdxOfChild(wnd);
        std::swap(d_children[i], d_children[d_children.size() - 1]);
    }

    LayoutContainer::removeChild_impl(wnd);
}
Exemplo n.º 4
0
boost::shared_ptr<IqEnvironmentSampler> IqEnvironmentSampler::create(
		const boost::shared_ptr<IqTiledTexInputFile>& file)
{
	assert(file);

	// Create an environment sampler based on the underlying pixel type.
	switch(file->header().channelList().sharedChannelType())
	{
		case Channel_Float32:
			return createEnvSampler<TqFloat>(file);
		case Channel_Unsigned32:
			return createEnvSampler<TqUint32>(file);
		case Channel_Signed32:
			return createEnvSampler<TqInt32>(file);
		case Channel_Float16:
#			ifdef USE_OPENEXR
			return createEnvSampler<half>(file);
#			endif
			break;
		case Channel_Unsigned16:
			return createEnvSampler<TqUint16>(file);
		case Channel_Signed16:
			return createEnvSampler<TqInt16>(file);
		case Channel_Unsigned8:
			return createEnvSampler<TqUint8>(file);
		case Channel_Signed8:
			return createEnvSampler<TqInt8>(file);
		default:
		case Channel_TypeUnknown:
			break;
	}
	AQSIS_THROW_XQERROR(XqBadTexture, EqE_BadFile,
				  "Could not create an environment sampler for file \"" 
				  << file->fileName() << "\"");
	return createDummy();
}
Exemplo n.º 5
0
Arquivo: scene.c Projeto: tommarek/bc
/**
 * init 0th scene
 */
static void initScene0(){
	GLfloat up[3];

	// create root node
	scene0[E_S0_ROOT] = createRoot();
	GLfloat LightAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f};
	GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
	GLfloat LightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f};
	GLfloat LightPosition[] = {15.0f, 15.0f, 15.0f, 1.0f};
	GLfloat LightTargetPoint[] = {0.0, 0.0, 0.0};
	GLfloat lightCutOff = 180.0;
	setLight(scene0[E_S0_ROOT], LightAmbient, LightDiffuse, LightSpecular, LightPosition, LightTargetPoint, lightCutOff);

	// setup camera
	scene0[E_S0_CAM_1_CURVE] = createCurve(scene0[E_S0_ROOT], NULL, NULL, 0, 0);
	 up[0] =   0;  up[1] =   0;  up[2] =   1;
	scene0[E_S0_CAM_1] = createCamera(scene0[E_S0_CAM_1_CURVE], 50, 1, 10000, up, NULL, 0, 0);

	// add models
	// body - dependent on root
	scene0[E_S0_PIANO_BODY] = createMesh(scene0[E_S0_ROOT], E_MESH_PIANO_BODY, E_MAT_PIANO_WHITE_KEY);
	// bench - dependent on root
	scene0[E_S0_PIANO_BENCH] = createMesh(scene0[E_S0_ROOT], E_MESH_PIANO_BENCH, E_MAT_PIANO_WHITE_KEY);
	// strings - dependent on body
	scene0[E_S0_PIANO_STRINGS] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_STRINGS, E_MAT_PIANO_STRINGS);
	// keys - dependent on body
	for (int i = 0; i < 9; ++i){
		scene0[E_S0_PIANO_C0 + 0 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // C sharp
		translateNode(scene0[E_S0_PIANO_C0 + 0 + i * 11], -0.1875 * 0 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 1 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // C flat
		translateNode(scene0[E_S0_PIANO_C0 + 1 + i * 11], -0.1875 * 0 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 2 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // D sharp
		translateNode(scene0[E_S0_PIANO_C0 + 2 + i * 11], -0.1875 * 1 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 3 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // D flat
		translateNode(scene0[E_S0_PIANO_C0 + 3 + i * 11], -0.1875 * 1 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 4 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // E sharp
		translateNode(scene0[E_S0_PIANO_C0 + 4 + i * 11], -0.1875 * 2 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 5 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // F sharp
		translateNode(scene0[E_S0_PIANO_C0 + 5 + i * 11], -0.1875 * 3 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 6 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // F flat
		translateNode(scene0[E_S0_PIANO_C0 + 6 + i * 11], -0.1875 * 3 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 7 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // G sharp
		translateNode(scene0[E_S0_PIANO_C0 + 7 + i * 11], -0.1875 * 4 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 8 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // G flat
		translateNode(scene0[E_S0_PIANO_C0 + 8 + i * 11], -0.1875 * 4 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 9 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // A sharp
		translateNode(scene0[E_S0_PIANO_C0 + 9 + i * 11], -0.1875 * 5 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 10 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // A flat
		translateNode(scene0[E_S0_PIANO_C0 + 10 + i * 11], -0.1875 * 5 + (-0.1875 * 7 * i), 0, 0);

		scene0[E_S0_PIANO_C0 + 11 + i * 11] = createMesh(scene0[E_S0_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // B sharp
		translateNode(scene0[E_S0_PIANO_C0 + 11 + i * 11], -0.1875 * 6 + (-0.1875 * 7 * i), 0, 0);
	}

	// puppet
	scene0[E_S0_PUPPET_LOWER_BODY] = createMesh(scene0[E_S0_ROOT], E_MESH_PUPPET_LOWER_BODY, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_LOWER_BODY], -0.6, 10.3, 3.5);
	storeNoRotMatrix(scene0[E_S0_PUPPET_LOWER_BODY]);

	scene0[E_S0_PUPPET_UPPER_BODY] = createMesh(scene0[E_S0_PUPPET_LOWER_BODY], E_MESH_PUPPET_UPPER_BODY, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_UPPER_BODY], 0, 0, 1.3);
	storeNoRotMatrix(scene0[E_S0_PUPPET_UPPER_BODY]);

	scene0[E_S0_PUPPET_HEAD] = createMesh(scene0[E_S0_PUPPET_UPPER_BODY], E_MESH_PUPPET_HEAD, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_HEAD], 0, 0, 2.2);
	storeNoRotMatrix(scene0[E_S0_PUPPET_HEAD]);

	scene0[E_S0_PUPPET_HAWK] = createMesh(scene0[E_S0_PUPPET_HEAD], E_MESH_PUPPET_HAWK, E_MAT_PUPPET_HAIR);
	translateNode(scene0[E_S0_PUPPET_HAWK], 0, -0.1, 1);

	scene0[E_S0_PUPPET_LEFT_ARM] = createMesh(scene0[E_S0_PUPPET_UPPER_BODY], E_MESH_PUPPET_ARM, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_LEFT_ARM], 1.1, -0.2, 1.1);
	storeNoRotMatrix(scene0[E_S0_PUPPET_LEFT_ARM]);

	scene0[E_S0_PUPPET_RIGHT_ARM] = createMesh(scene0[E_S0_PUPPET_UPPER_BODY], E_MESH_PUPPET_ARM, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_RIGHT_ARM], -1.1, -0.2, 1.1);
	storeNoRotMatrix(scene0[E_S0_PUPPET_RIGHT_ARM]);

	scene0[E_S0_PUPPET_LEFT_LEG] = createMesh(scene0[E_S0_ROOT], E_MESH_PUPPET_LEG, E_MAT_PUPPET_WOOD);
	scene0[E_S0_PUPPET_RIGHT_LEG] = createMesh(scene0[E_S0_PUPPET_LEFT_LEG], E_MESH_PUPPET_LEG, E_MAT_PUPPET_WOOD);
	translateNode(scene0[E_S0_PUPPET_RIGHT_LEG], -1, 0, 0);

	scene0[E_S0_PUPPET_LEFT_EYE] = createMesh(scene0[E_S0_PUPPET_HEAD], E_MESH_PUPPET_EYE, E_MAT_PUPPET_EYE);
	translateNode(scene0[E_S0_PUPPET_LEFT_EYE], 0.3, -0.65, 1.1);
	storeNoRotMatrix(scene0[E_S0_PUPPET_LEFT_EYE]);
	scene0[E_S0_PUPPET_LEFT_PUPIL] = createMesh(scene0[E_S0_PUPPET_LEFT_EYE], E_MESH_PUPPET_EYE, E_MAT_PUPPET_HAIR);
	translateNode(scene0[E_S0_PUPPET_LEFT_PUPIL], 0, -0.1, -0.05);
	scaleNode(scene0[E_S0_PUPPET_LEFT_PUPIL], 0.4, 0.4, 0.4);

	scene0[E_S0_PUPPET_RIGHT_EYE] = createMesh(scene0[E_S0_PUPPET_HEAD], E_MESH_PUPPET_EYE, E_MAT_PUPPET_EYE);
	translateNode(scene0[E_S0_PUPPET_RIGHT_EYE], -0.3, -0.65, 1.1);
	storeNoRotMatrix(scene0[E_S0_PUPPET_RIGHT_EYE]);
	scene0[E_S0_PUPPET_RIGHT_PUPIL] = createMesh(scene0[E_S0_PUPPET_RIGHT_EYE], E_MESH_PUPPET_EYE, E_MAT_PUPPET_HAIR);
	translateNode(scene0[E_S0_PUPPET_RIGHT_PUPIL], 0, -0.1, -0.05);
	scaleNode(scene0[E_S0_PUPPET_RIGHT_PUPIL], 0.4, 0.4, 0.4);

	scene0[E_S0_PUPPET_MOUTH_PATH] = createCurve(scene0[E_S0_PUPPET_HEAD], NULL, NULL, 0, 0);
	scene0[E_S0_PUPPET_MOUTH] = createMesh(scene0[E_S0_PUPPET_MOUTH_PATH], E_MESH_PUPPET_MOUTH, E_MAT_PUPPET_EYE);
	storeNoRotMatrix(scene0[E_S0_PUPPET_MOUTH]);

	scene0[E_S0_PUPPET_LEFT_EYEBROW] = createMesh(scene0[E_S0_PUPPET_HEAD], E_MESH_PUPPET_EYEBROW, E_MAT_PUPPET_HAIR);
	translateNode(scene0[E_S0_PUPPET_LEFT_EYEBROW], 0.3, -0.7, 1.35);
	storeNoRotMatrix(scene0[E_S0_PUPPET_LEFT_EYEBROW]);

	scene0[E_S0_PUPPET_RIGHT_EYEBROW] = createMesh(scene0[E_S0_PUPPET_HEAD], E_MESH_PUPPET_EYEBROW, E_MAT_PUPPET_HAIR);
	translateNode(scene0[E_S0_PUPPET_RIGHT_EYEBROW], -0.3, -0.7, 1.35);
	storeNoRotMatrix(scene0[E_S0_PUPPET_RIGHT_EYEBROW]);


        // the end
	scene0[E_S0_THEEND] = createDummy(scene0[E_S0_ROOT]);
	translateNode(scene0[E_S0_THEEND], 1, -20, 26);
	rotateNodeDeg(scene0[E_S0_THEEND], 180, 180, 0);
	rotateNodeDeg(scene0[E_S0_THEEND], 45, 0, 0);
	scene0[E_S0_THEEND0] = createMesh(scene0[E_S0_THEEND], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(scene0[E_S0_THEEND0], 1, 0, 0);
	scene0[E_S0_THEEND1] = createMesh(scene0[E_S0_THEEND0], E_MESH_ALPHABET_H, E_MAT_TEXT); // H
	translateNode(scene0[E_S0_THEEND1], 1, 0, 0);
	scene0[E_S0_THEEND2] = createMesh(scene0[E_S0_THEEND1], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(scene0[E_S0_THEEND2], 1, 0, 0);
	scene0[E_S0_THEEND3] = createMesh(scene0[E_S0_THEEND], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(scene0[E_S0_THEEND3], 1, 0, -1.5);
	scene0[E_S0_THEEND4] = createMesh(scene0[E_S0_THEEND3], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(scene0[E_S0_THEEND4], 1, 0, 0);
	scene0[E_S0_THEEND5] = createMesh(scene0[E_S0_THEEND4], E_MESH_ALPHABET_D, E_MAT_TEXT); // D
	translateNode(scene0[E_S0_THEEND5], 1, 0, 0);

	// ground - dependent on root
	scene0[E_S0_GROUND] = createMesh(scene0[E_S0_ROOT], E_MESH_GROUND, E_MAT_PIANO_WHITE_KEY);
}
Exemplo n.º 6
0
Arquivo: scene.c Projeto: tommarek/bc
/**
 * init begginning scene
 */
static void initSceneBeginning(){
	GLfloat up[3];

	// create root node
	beginning[E_B_ROOT] = createRoot();
	GLfloat LightAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f};
	GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
	GLfloat LightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f};
	GLfloat LightPosition[] = {15.0f, 15.0f, 15.0f, 1.0f};
	GLfloat LightTargetPoint[] = {0.0, 0.0, 0.0};
	GLfloat lightCutOff = 30.0;
	setLight(beginning[E_B_ROOT], LightAmbient, LightDiffuse, LightSpecular, LightPosition, LightTargetPoint, lightCutOff);

	// setup camera
	beginning[E_B_CAM_1_CURVE] = createCurve(beginning[E_B_ROOT], NULL, NULL, 0, 0);
	up[0] =   0;  up[1] =   0;  up[2] =   1;
	beginning[E_B_CAM_1] = createCamera(beginning[E_B_CAM_1_CURVE], 50, 1, 10000, up, NULL, 0, 0);


	// add models
	// body - dependent on root
	beginning[E_B_PIANO_BODY] = createMesh(beginning[E_B_ROOT], E_MESH_PIANO_BODY, E_MAT_PIANO_BODY);
	// bench - dependent on root
	beginning[E_B_PIANO_BENCH] = createMesh(beginning[E_B_ROOT], E_MESH_PIANO_BENCH, E_MAT_PIANO_BODY);
	// strings - dependent on body
	beginning[E_B_PIANO_STRINGS] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_STRINGS, E_MAT_PIANO_STRINGS);
	// keys - dependent on body
	for (int i = 0; i < 9; ++i){
		beginning[E_B_PIANO_C0 + 0 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // C sharp
		translateNode(beginning[E_B_PIANO_C0 + 0 + i * 11], -0.1875 * 0 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 1 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // C flat
		translateNode(beginning[E_B_PIANO_C0 + 1 + i * 11], -0.1875 * 0 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 2 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // D sharp
		translateNode(beginning[E_B_PIANO_C0 + 2 + i * 11], -0.1875 * 1 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 3 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // D flat
		translateNode(beginning[E_B_PIANO_C0 + 3 + i * 11], -0.1875 * 1 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 4 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // E sharp
		translateNode(beginning[E_B_PIANO_C0 + 4 + i * 11], -0.1875 * 2 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 5 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // F sharp
		translateNode(beginning[E_B_PIANO_C0 + 5 + i * 11], -0.1875 * 3 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 6 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // F flat
		translateNode(beginning[E_B_PIANO_C0 + 6 + i * 11], -0.1875 * 3 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 7 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // G sharp
		translateNode(beginning[E_B_PIANO_C0 + 7 + i * 11], -0.1875 * 4 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 8 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // G flat
		translateNode(beginning[E_B_PIANO_C0 + 8 + i * 11], -0.1875 * 4 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 9 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // A sharp
		translateNode(beginning[E_B_PIANO_C0 + 9 + i * 11], -0.1875 * 5 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 10 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_BLACK_KEY, E_MAT_PIANO_BLACK_KEY); // A flat
		translateNode(beginning[E_B_PIANO_C0 + 10 + i * 11], -0.1875 * 5 + (-0.1875 * 7 * i), 0, 0);

		beginning[E_B_PIANO_C0 + 11 + i * 11] = createMesh(beginning[E_B_PIANO_BODY], E_MESH_PIANO_WHITE_KEY, E_MAT_PIANO_WHITE_KEY); // B sharp
		translateNode(beginning[E_B_PIANO_C0 + 11 + i * 11], -0.1875 * 6 + (-0.1875 * 7 * i), 0, 0);
	}

	// ground - dependent on root
	beginning[E_B_GROUND] = createMesh(beginning[E_B_ROOT], E_MESH_GROUND, E_MAT_GROUND);

	// texts
	// author's name
	beginning[E_B_NAME] = createDummy(beginning[E_B_ROOT]);
	translateNode(beginning[E_B_NAME], -6, -600, 600);
	rotateNodeDeg(beginning[E_B_NAME], -45, 0, 0);
	beginning[E_B_NAME0] = createMesh(beginning[E_B_NAME], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(beginning[E_B_NAME0], 1, 0, 0);
	beginning[E_B_NAME1] = createMesh(beginning[E_B_NAME0], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_NAME1], 1, 0, 0);
	beginning[E_B_NAME2] = createMesh(beginning[E_B_NAME1], E_MESH_ALPHABET_M, E_MAT_TEXT); // M
	translateNode(beginning[E_B_NAME2], 1, 0, 0);
	beginning[E_B_NAME3] = createMesh(beginning[E_B_NAME2], E_MESH_ALPHABET_A, E_MAT_TEXT); // A
	beginning[E_B_NAME4] = createMesh(beginning[E_B_NAME3], E_MESH_ALPHABET_CARKA, E_MAT_TEXT); // '
	translateNode(beginning[E_B_NAME3], 1, 0, 0);
	beginning[E_B_NAME5] = createMesh(beginning[E_B_NAME4], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	beginning[E_B_NAME6] = createMesh(beginning[E_B_NAME5], E_MESH_ALPHABET_HACEK, E_MAT_TEXT); // ˇ
	translateNode(beginning[E_B_NAME5], 1, 0, 0);
	beginning[E_B_NAME7] = createMesh(beginning[E_B_NAME4], E_MESH_ALPHABET_M, E_MAT_TEXT); // M
	translateNode(beginning[E_B_NAME7], 3, 0, 0);
	beginning[E_B_NAME8] = createMesh(beginning[E_B_NAME7], E_MESH_ALPHABET_A, E_MAT_TEXT); // A
	translateNode(beginning[E_B_NAME8], 1, 0, 0);
	beginning[E_B_NAME9] = createMesh(beginning[E_B_NAME8], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_NAME9], 1, 0, 0);
	beginning[E_B_NAME10] = createMesh(beginning[E_B_NAME9], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_NAME10], 1, 0, 0);
	beginning[E_B_NAME11] = createMesh(beginning[E_B_NAME10], E_MESH_ALPHABET_K, E_MAT_TEXT); // K
	translateNode(beginning[E_B_NAME11], 1, 0, 0);

	// school
	beginning[E_B_SCHOOL] = createDummy(beginning[E_B_ROOT]);
	translateNode(beginning[E_B_SCHOOL], -14.9, -500, 500);
	rotateNodeDeg(beginning[E_B_SCHOOL], -45, 0, 0);
	beginning[E_B_SCHOOL0] = createMesh(beginning[E_B_SCHOOL], E_MESH_ALPHABET_B, E_MAT_TEXT); // B
	translateNode(beginning[E_B_SCHOOL0], 1, 0, 0);
	beginning[E_B_SCHOOL1] = createMesh(beginning[E_B_SCHOOL0], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_SCHOOL1], 1, 0, 0);
	beginning[E_B_SCHOOL2] = createMesh(beginning[E_B_SCHOOL1], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_SCHOOL2], 1, 0, 0);
	beginning[E_B_SCHOOL3] = createMesh(beginning[E_B_SCHOOL2], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_SCHOOL3], 1, 0, 0);
	beginning[E_B_SCHOOL4] = createMesh(beginning[E_B_SCHOOL3], E_MESH_ALPHABET_U, E_MAT_TEXT); // U
	translateNode(beginning[E_B_SCHOOL4], 2, 0, 0);
	beginning[E_B_SCHOOL5] = createMesh(beginning[E_B_SCHOOL4], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_SCHOOL5], 1, 0, 0);
	beginning[E_B_SCHOOL6] = createMesh(beginning[E_B_SCHOOL5], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_SCHOOL6], 0.8, 0, 0);
	beginning[E_B_SCHOOL7] = createMesh(beginning[E_B_SCHOOL6], E_MESH_ALPHABET_V, E_MAT_TEXT); // V
	translateNode(beginning[E_B_SCHOOL7], 0.8, 0, 0);
	beginning[E_B_SCHOOL8] = createMesh(beginning[E_B_SCHOOL7], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_SCHOOL8], 1, 0, 0);
	beginning[E_B_SCHOOL9] = createMesh(beginning[E_B_SCHOOL8], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_SCHOOL9], 1, 0, 0);
	beginning[E_B_SCHOOL10] = createMesh(beginning[E_B_SCHOOL9], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_SCHOOL10], 1, 0, 0);
	beginning[E_B_SCHOOL11] = createMesh(beginning[E_B_SCHOOL10], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_SCHOOL11], 0.8, 0, 0);
	beginning[E_B_SCHOOL12] = createMesh(beginning[E_B_SCHOOL11], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(beginning[E_B_SCHOOL12], 0.8, 0, 0);
	beginning[E_B_SCHOOL13] = createMesh(beginning[E_B_SCHOOL12], E_MESH_ALPHABET_Y, E_MAT_TEXT); // Y --
	translateNode(beginning[E_B_SCHOOL13], 1, 0, 0);
	beginning[E_B_SCHOOL14] = createMesh(beginning[E_B_SCHOOL13], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_SCHOOL14], 2, 0, 0);
	beginning[E_B_SCHOOL15] = createMesh(beginning[E_B_SCHOOL14], E_MESH_ALPHABET_F, E_MAT_TEXT); // F
	translateNode(beginning[E_B_SCHOOL15], 1, 0, 0);
	beginning[E_B_SCHOOL16] = createMesh(beginning[E_B_SCHOOL15], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(beginning[E_B_SCHOOL16], 2, 0, 0);
	beginning[E_B_SCHOOL17] = createMesh(beginning[E_B_SCHOOL16], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_SCHOOL17], 1, 0, 0);
	beginning[E_B_SCHOOL18] = createMesh(beginning[E_B_SCHOOL17], E_MESH_ALPHABET_C, E_MAT_TEXT); // C
	translateNode(beginning[E_B_SCHOOL18], 1, 0, 0);
	beginning[E_B_SCHOOL19] = createMesh(beginning[E_B_SCHOOL18], E_MESH_ALPHABET_H, E_MAT_TEXT); // H
	translateNode(beginning[E_B_SCHOOL19], 1, 0, 0);
	beginning[E_B_SCHOOL20] = createMesh(beginning[E_B_SCHOOL19], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_SCHOOL20], 1, 0, 0);
	beginning[E_B_SCHOOL21] = createMesh(beginning[E_B_SCHOOL20], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_SCHOOL21], 1, 0, 0);
	beginning[E_B_SCHOOL22] = createMesh(beginning[E_B_SCHOOL21], E_MESH_ALPHABET_L, E_MAT_TEXT); // L
	translateNode(beginning[E_B_SCHOOL22], 1, 0, 0);
	beginning[E_B_SCHOOL23] = createMesh(beginning[E_B_SCHOOL22], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_SCHOOL23], 1, 0, 0);
	beginning[E_B_SCHOOL24] = createMesh(beginning[E_B_SCHOOL23], E_MESH_ALPHABET_G, E_MAT_TEXT); // G
	translateNode(beginning[E_B_SCHOOL24], 1, 0, 0);
	beginning[E_B_SCHOOL25] = createMesh(beginning[E_B_SCHOOL24], E_MESH_ALPHABET_Y, E_MAT_TEXT); // Y
	translateNode(beginning[E_B_SCHOOL25], 1, 0, 0);

	// presents
	beginning[E_B_PRESENTS] = createDummy(beginning[E_B_ROOT]);
	translateNode(beginning[E_B_PRESENTS], -4.5, -400, 400);
	rotateNodeDeg(beginning[E_B_PRESENTS], -45, 0, 0);
	beginning[E_B_PRESENTS0] = createMesh(beginning[E_B_PRESENTS], E_MESH_ALPHABET_P, E_MAT_TEXT); // P
	translateNode(beginning[E_B_PRESENTS0], 1, 0, 0);
	beginning[E_B_PRESENTS1] = createMesh(beginning[E_B_PRESENTS0], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_PRESENTS1], 1, 0, 0);
	beginning[E_B_PRESENTS2] = createMesh(beginning[E_B_PRESENTS1], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_PRESENTS2], 1, 0, 0);
	beginning[E_B_PRESENTS3] = createMesh(beginning[E_B_PRESENTS2], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_PRESENTS3], 1, 0, 0);
	beginning[E_B_PRESENTS4] = createMesh(beginning[E_B_PRESENTS3], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_PRESENTS4], 1, 0, 0);
	beginning[E_B_PRESENTS5] = createMesh(beginning[E_B_PRESENTS4], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_PRESENTS5], 1, 0, 0);
	beginning[E_B_PRESENTS6] = createMesh(beginning[E_B_PRESENTS5], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(beginning[E_B_PRESENTS6], 1, 0, 0);
	beginning[E_B_PRESENTS7] = createMesh(beginning[E_B_PRESENTS6], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_PRESENTS7], 1, 0, 0);


	// everything is possible
	beginning[E_B_TITLE_1] = createDummy(beginning[E_B_ROOT]);
	translateNode(beginning[E_B_TITLE_1], 2, 5, 13.5);
	rotateNodeDeg(beginning[E_B_TITLE_1], 0, 0, 140);
	beginning[E_B_TITLE_1_0] = createMesh(beginning[E_B_TITLE_1], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_TITLE_1_0], 1, 0, 0);
	beginning[E_B_TITLE_1_1] = createMesh(beginning[E_B_TITLE_1_0], E_MESH_ALPHABET_V, E_MAT_TEXT); // V
	translateNode(beginning[E_B_TITLE_1_1], 1, 0, 0);
	beginning[E_B_TITLE_1_2] = createMesh(beginning[E_B_TITLE_1_1], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_TITLE_1_2], 1, 0, 0);
	beginning[E_B_TITLE_1_3] = createMesh(beginning[E_B_TITLE_1_2], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_TITLE_1_3], 1, 0, 0);
	beginning[E_B_TITLE_1_4] = createMesh(beginning[E_B_TITLE_1_3], E_MESH_ALPHABET_Y, E_MAT_TEXT); // Y
	translateNode(beginning[E_B_TITLE_1_4], 1, 0, 0);
	beginning[E_B_TITLE_1_5] = createMesh(beginning[E_B_TITLE_1_4], E_MESH_ALPHABET_T, E_MAT_TEXT); // T
	translateNode(beginning[E_B_TITLE_1_5], 1, 0, 0);
	beginning[E_B_TITLE_1_6] = createMesh(beginning[E_B_TITLE_1_5], E_MESH_ALPHABET_H, E_MAT_TEXT); // H
	translateNode(beginning[E_B_TITLE_1_6], 1, 0, 0);
	beginning[E_B_TITLE_1_7] = createMesh(beginning[E_B_TITLE_1_6], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_TITLE_1_7], 1, 0, 0);
	beginning[E_B_TITLE_1_8] = createMesh(beginning[E_B_TITLE_1_7], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_TITLE_1_8], 1, 0, 0);
	beginning[E_B_TITLE_1_9] = createMesh(beginning[E_B_TITLE_1_8], E_MESH_ALPHABET_G, E_MAT_TEXT); // G
	translateNode(beginning[E_B_TITLE_1_9], 1, 0, 0);
	beginning[E_B_TITLE_1_10] = createMesh(beginning[E_B_TITLE_1], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_TITLE_1_10], 5, 0, -1.5);
	beginning[E_B_TITLE_1_11] = createMesh(beginning[E_B_TITLE_1_10], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_TITLE_1_11], 1, 0, 0);
	beginning[E_B_TITLE_1_12] = createMesh(beginning[E_B_TITLE_1], E_MESH_ALPHABET_P, E_MAT_TEXT); // P
	translateNode(beginning[E_B_TITLE_1_12], 2, 0, -3);
	beginning[E_B_TITLE_1_13] = createMesh(beginning[E_B_TITLE_1_12], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_TITLE_1_13], 1, 0, 0);
	beginning[E_B_TITLE_1_14] = createMesh(beginning[E_B_TITLE_1_13], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_TITLE_1_14], 1, 0, 0);
	beginning[E_B_TITLE_1_15] = createMesh(beginning[E_B_TITLE_1_14], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_TITLE_1_15], 1, 0, 0);
	beginning[E_B_TITLE_1_16] = createMesh(beginning[E_B_TITLE_1_15], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_TITLE_1_16], 1, 0, 0);
	beginning[E_B_TITLE_1_17] = createMesh(beginning[E_B_TITLE_1_16], E_MESH_ALPHABET_B, E_MAT_TEXT); // B
	translateNode(beginning[E_B_TITLE_1_17], 1, 0, 0);
	beginning[E_B_TITLE_1_18] = createMesh(beginning[E_B_TITLE_1_17], E_MESH_ALPHABET_L, E_MAT_TEXT); // L
	translateNode(beginning[E_B_TITLE_1_18], 1, 0, 0);
	beginning[E_B_TITLE_1_19] = createMesh(beginning[E_B_TITLE_1_18], E_MESH_ALPHABET_E, E_MAT_TEXT); // L
	translateNode(beginning[E_B_TITLE_1_19], 1, 0, 0);

	beginning[E_B_TITLE_2_CURVE] = createCurve(beginning[E_B_ROOT], NULL, NULL, 0, 0);
	beginning[E_B_TITLE_2] = createDummy(beginning[E_B_TITLE_2_CURVE]);
	scaleNode(beginning[E_B_TITLE_2], 0.5, 0.5, 0.5);
	rotateNodeDeg(beginning[E_B_TITLE_2], 30, 30, 120);
	beginning[E_B_TITLE_2_0] = createMesh(beginning[E_B_TITLE_2], E_MESH_ALPHABET_I, E_MAT_TEXT); // I
	translateNode(beginning[E_B_TITLE_2_0], 1, 0, 0);
	beginning[E_B_TITLE_2_1] = createMesh(beginning[E_B_TITLE_2_0], E_MESH_ALPHABET_N, E_MAT_TEXT); // N
	translateNode(beginning[E_B_TITLE_2_1], 1, 0, 0);
	beginning[E_B_TITLE_2_2] = createMesh(beginning[E_B_TITLE_2_1], E_MESH_ALPHABET_Y, E_MAT_TEXT); // Y
	translateNode(beginning[E_B_TITLE_2_2], 2, 0, 0);
	beginning[E_B_TITLE_2_3] = createMesh(beginning[E_B_TITLE_2_2], E_MESH_ALPHABET_O, E_MAT_TEXT); // O
	translateNode(beginning[E_B_TITLE_2_3], 1, 0, 0);
	beginning[E_B_TITLE_2_4] = createMesh(beginning[E_B_TITLE_2_3], E_MESH_ALPHABET_U, E_MAT_TEXT); // U
	translateNode(beginning[E_B_TITLE_2_4], 1, 0, 0);
	beginning[E_B_TITLE_2_5] = createMesh(beginning[E_B_TITLE_2_4], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_TITLE_2_5], 1, 0, 0);
	beginning[E_B_TITLE_2_6] = createMesh(beginning[E_B_TITLE_2], E_MESH_ALPHABET_D, E_MAT_TEXT); // D
	translateNode(beginning[E_B_TITLE_2_6], 2, 0, -1.5);
	beginning[E_B_TITLE_2_7] = createMesh(beginning[E_B_TITLE_2_6], E_MESH_ALPHABET_R, E_MAT_TEXT); // R
	translateNode(beginning[E_B_TITLE_2_7], 1, 0, 0);
	beginning[E_B_TITLE_2_8] = createMesh(beginning[E_B_TITLE_2_7], E_MESH_ALPHABET_E, E_MAT_TEXT); // E
	translateNode(beginning[E_B_TITLE_2_8], 1, 0, 0);
	beginning[E_B_TITLE_2_9] = createMesh(beginning[E_B_TITLE_2_8], E_MESH_ALPHABET_A, E_MAT_TEXT); // A
	translateNode(beginning[E_B_TITLE_2_9], 1, 0, 0);
	beginning[E_B_TITLE_2_10] = createMesh(beginning[E_B_TITLE_2_9], E_MESH_ALPHABET_M, E_MAT_TEXT); // M
	translateNode(beginning[E_B_TITLE_2_10], 1, 0, 0);
	beginning[E_B_TITLE_2_11] = createMesh(beginning[E_B_TITLE_2_10], E_MESH_ALPHABET_S, E_MAT_TEXT); // S
	translateNode(beginning[E_B_TITLE_2_11], 1, 0, 0);




}
Exemplo n.º 7
0
boost::shared_ptr<IqTextureSampler> IqTextureSampler::create(
		const boost::shared_ptr<IqMultiTexInputFile>& file)
{
	return createDummy();
}
Exemplo n.º 8
0
//----------------------------------------------------------------------------//
void GridLayoutContainer::setGridDimensions(size_t width, size_t height)
{
    // copy the old children list
    ChildList oldChildren = d_children;

    // remove all child windows
    while (getChildCount() != 0)
    {
        Window* wnd = static_cast<Window*>(d_children[0]);
        removeChild(wnd);
    }

    // we simply fill the grid with dummies to ensure everything works smoothly
    // when something is added to the grid, it simply replaces the dummy
    for (size_t i = 0; i < width * height; ++i)
    {
        Window* dummy = createDummy();
        addChild(dummy);
    }

    const size_t oldWidth = d_gridWidth;

    const size_t oldHeight = d_gridHeight;

    const AutoPositioning oldAO = d_autoPositioning;

    d_gridWidth = width;

    d_gridHeight = height;

    // now we have to map oldChildren to new children
    for (size_t y = 0; y < height; ++y)
    {
        for (size_t x = 0; x < width; ++x)
        {
            // we have to skip if we are out of the old grid
            if (x >= oldWidth || y >= oldHeight)
                continue;

            const size_t oldIdx = mapFromGridToIdx(x, y, oldWidth, oldHeight);
            Window* previous = static_cast<Window*>(oldChildren[oldIdx]);

            if (isDummy(previous))
            {
                WindowManager::getSingleton().destroyWindow(previous);
            }
            else
            {
                addChildToPosition(previous, x, y);
            }

            oldChildren[oldIdx] = 0;
        }
    }

    setAutoPositioning(oldAO);
    // oldAOIdx could mean something completely different now!
    // todo: perhaps convert oldAOOdx to new AOIdx?
    setNextAutoPositioningIdx(0);

    // we have to destroy windows that don't fit the new grid if they are set
    // to be destroyed by parent
    for (size_t i = 0; i < oldChildren.size(); ++i)
    {
        if (oldChildren[i] && static_cast<Window*>(oldChildren[i])->isDestroyedByParent())
        {
            WindowManager::getSingleton().destroyWindow(static_cast<Window*>(oldChildren[i]));
        }
    }
}