Exemplo n.º 1
0
ISceneManager* setupScene(IDevice* device) {

	// create scene manager
	ISceneManager* smgr = device->createSceneManager();

	// get mesh manager
	IMeshManager* meshManager = IMeshManager::getInstance();

	// set up ground.
	ISimpleMesh* groundMesh = meshManager->createPlaneMesh("ground", 100.0f, 100.0f, 10, 10, 50, 50);
	IMeshNode* groundNode = smgr->addMeshNode(groundMesh, "ground_material", nullptr, true);

	// create a sphere
	ISimpleMesh* sphereMesh = meshManager->createSphereMesh("sphere", 1.0f, 100, 100);
	IMeshNode* sphereNode = smgr->addMeshNode(sphereMesh, "sphere_material", nullptr, true, XMFLOAT3(-1.2f, 1.0f, 0));

	// create a box
	ISimpleMesh* boxMesh = meshManager->createCubeMesh("box", 1.2f, 3.0f, 1.2f);
	IMeshNode* boxNode = smgr->addMeshNode(boxMesh, "box_material", nullptr, true, XMFLOAT3(1.0f, 1.5f, 1.0f));

	// create a teapot
	IModelMesh* teapotMesh = meshManager->getModelMesh("teapot.mesh");
	IMeshNode* teapot = smgr->addModelMeshNode(teapotMesh, nullptr, true, XMFLOAT3(1.2f, 0, -1.0f));
	teapot->setMaterialName("teapot_material");

	// add 100 point light
	for (u32 i = 0; i < 100; i++) {
		XMFLOAT3 pos(math::RandomFloat(-20.0, 20.0f), math::RandomFloat(3.0, 10.0f), math::RandomFloat(-20.0, 20.0f));
		XMFLOAT4 diffuse(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 1.0f);
		XMFLOAT4 specular(math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), math::RandomFloat(0, 0.3f), 32.0f);

		ILightNode* light = smgr->addPointLight(i, nullptr, false, pos, 20.0f);
		light->setSpecular(specular);
		light->setDiffuse(diffuse);
		light->setAttenuation(1.0f, 0.05f, 0);
	}

	sphereNode->addShadow(1);
	boxNode->addShadow(1);
	teapot->addShadow(1);

	// create a fps camera node
	IFpsCameraNode* camera = smgr->addFpsCameraNode(1, nullptr, XMFLOAT3(0, 1.0f, -6.0f),
		XMFLOAT3(0, 1.0f, 0.0f), XMFLOAT3(0, 1.0f, 0));
	camera->setNearZ(1.0f);
	camera->setFarZ(1000.0f);

	// set ambient in the environment.
	smgr->setAmbient(XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f));

	return smgr;
}
Exemplo n.º 2
0
void setupPhysics(ISceneManager* smgr)
{
	IMeshManager* meshManager = IMeshManager::getInstance();
	PhysicsEngine* engine = PhysicsEngine::getInstance();

	hkpRigidBodyCinfo groundInfo;
	hkVector4 groundSize(groundSize * 0.5f, 0.5, groundSize * 0.5f);
	hkpBoxShape* groundShape = new hkpBoxShape(groundSize, 0);
	groundInfo.m_shape = groundShape;
	groundInfo.m_motionType = hkpMotion::MOTION_FIXED;
	groundInfo.m_position.set(0.0f, -0.5, 0.0f);
	groundInfo.m_restitution = 0.9f;
	groundInfo.m_friction = 0.5f;

	hkpRigidBody* floorRigidBody = new hkpRigidBody(groundInfo);
	groundShape->removeReference();
	engine->addRigidBody(floorRigidBody);
	floorRigidBody->removeReference();

	// create BOX
	f32 boxHalfSize = 2.0f;
	ISimpleMesh* boxMesh = meshManager->createCubeMesh("box", boxHalfSize*2.0f,
		boxHalfSize * 2.0f, boxHalfSize*2.0f);
	IMeshNode* boxNode = smgr->addMeshNode(boxMesh, nullptr, nullptr, false);
	boxNode->setMaterialName("box_material");
	boxNode->addShadow(1);

	g_box = new PhysicsCube(boxNode, XMFLOAT3(boxHalfSize, boxHalfSize, boxHalfSize), XMFLOAT3(0, 40.0f, 0),
		false, 0.5f, 0.5f);
}
Exemplo n.º 3
0
bool EditorScene::PrepareAddingObject(const std::string& meshName)
{
	IModelMesh* mesh = mMeshManager->getModelMesh(meshName, true);
	IMeshNode* node = mSceneManager->addModelMeshNode(mesh, nullptr, false);
	node->addShadow(1);
	node->setTag(MESH_NODE_TAG);
	mAddedNode = node;
	return true;
}
Exemplo n.º 4
0
void EditorScene::UpdateNodeInfo(SNodeInfo* info)
{
	XMMATRIX S = XMMatrixScaling(info->Scaling.x, info->Scaling.y, info->Scaling.z);
	XMMATRIX R = XMMatrixRotationRollPitchYaw(info->Rotation.x, info->Rotation.y, info->Rotation.z);
	XMMATRIX T = XMMatrixTranslation(info->Position.x, info->Position.y, info->Position.z);
	XMMATRIX M = S * R * T;
	info->Node->setTransform(M);
	info->Node->update();

	if (info->Node->getNodeType() & ESNT_MESH)
	{
		IMeshNode* meshNode = dynamic_cast<IMeshNode*>(info->Node);
		if (info->ShadowCasting)
			meshNode->addShadow(1);
		else
			meshNode->removeShadow(1);
	}

	updateSelectedNodeCube();
}