void CreateScene (NewtonWorld* world, SceneManager* sceneManager)
{
	Entity* floor;
	NewtonCollision* shape;
	NewtonBody* floorBody;
	void* materialManager;
	SoundManager* sndManager;
	PhysicsMaterialInteration matInterations;
	
	sndManager = sceneManager->GetSoundManager();

	// Create the material for this scene, and attach it to the Newton World
	materialManager = CreateMaterialManager (world, sndManager);

	// add the Material table
	matInterations.m_restitution = 0.6f;
	matInterations.m_staticFriction = 0.6f;
	matInterations.m_kineticFriction = 0.3f;
	matInterations.m_scrapingSound = NULL;

	matInterations.m_impactSound = sndManager->LoadSound ("metalMetal.wav");
	AddMaterilInteraction (materialManager, m_metal, m_metal, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("boxBox.wav");
	AddMaterilInteraction (materialManager, m_wood, m_wood, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("metalBox.wav");
	AddMaterilInteraction (materialManager, m_metal, m_wood, &matInterations);
	
	matInterations.m_impactSound = sndManager->LoadSound ("grass0.wav");
	AddMaterilInteraction (materialManager, m_wood, m_grass, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("boxHit.wav");
	AddMaterilInteraction (materialManager, m_wood, m_bricks, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("grass1.wav");
	AddMaterilInteraction (materialManager, m_metal, m_grass, &matInterations);
	AddMaterilInteraction (materialManager, m_grass, m_bricks, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("metal.wav");
	AddMaterilInteraction (materialManager, m_metal, m_bricks, &matInterations);
	AddMaterilInteraction (materialManager, m_grass, m_grass, &matInterations);
	
	

	// Create a large body to be the floor
	floor = sceneManager->CreateEntity();
	floor->LoadMesh ("LevelMesh.dat");

	// add static floor Physics
	int materialMap[] = {m_bricks, m_grass, m_wood,	m_metal};
	shape = CreateMeshCollision (world, floor, materialMap);
	floorBody = CreateRigidBody (world, floor, shape, 0.0f);
	NewtonReleaseCollision (world, shape);


	// set the Transformation Matrix for this rigid body
	dMatrix matrix (floor->m_curRotation, floor->m_curPosition);
	NewtonBodySetMatrix (floorBody, &matrix[0][0]);

	// now we will use the properties of this body to set a proper world size.
	dVector minBox;
	dVector maxBox;
	NewtonCollisionCalculateAABB (shape, &matrix[0][0], &minBox[0], &maxBox[0]);

	// add some extra padding
	minBox.m_x -=  50.0f;
	minBox.m_y -= 500.0f;
	minBox.m_z -=  50.0f;

	maxBox.m_x +=  50.0f;
	maxBox.m_y += 500.0f;
	maxBox.m_z +=  50.0f;

	// set the new world size
	NewtonSetWorldSize (world, &minBox[0], &maxBox[0]);

	// add some visual entities.
	dFloat y0 = FindFloor (world, 0.0f, 0.0f) + 10.0f;
	for (int i = 0; i < 5; i ++) {
		Entity* smilly;
		NewtonBody* smillyBody;
		smilly = sceneManager->CreateEntity();
		smilly->LoadMesh ("Smilly.dat");
		smilly->m_curPosition.m_y = y0;
		y0 += 2.0f;
		smilly->m_prevPosition = smilly->m_curPosition;

		// add a body with a box shape
		shape = CreateNewtonBox (world, smilly, m_metal);
		smillyBody = CreateRigidBody (world, smilly, shape, 10.0f);
		NewtonReleaseCollision (world, shape);
	}

	// add some visual entities.
	y0 = FindFloor (world, 0.0f, 0.4f) + 10.5f;
	for (int i = 0; i < 5; i ++) {
		Entity* frowny;
		NewtonBody* frownyBody;
		frowny = sceneManager->CreateEntity();
		frowny->LoadMesh ("Frowny.dat");
		frowny->m_curPosition.m_z = 0.4f;
		frowny->m_curPosition.m_y = y0;
		y0 += 2.0f;
		frowny->m_prevPosition = frowny->m_curPosition;

		// add a body with a Convex hull shape
		shape = CreateNewtonConvex (world, frowny, m_wood);
		frownyBody = CreateRigidBody (world, frowny, shape, 10.0f);
		NewtonReleaseCollision (world, shape);
	}

	y0 = FindFloor (world, 0.0f, 2.0f) + 10.5f;
	for (int i = 0; i < 5; i ++) {
		Entity* frowny;
		NewtonBody* frownyBody;

		frowny = sceneManager->CreateEntity();
		frowny->LoadMesh ("dumb.dat");
		frowny->m_curPosition.m_z = 2.0f;
		frowny->m_curPosition.m_y = y0;
		y0 += 2.0f;
		frowny->m_prevPosition = frowny->m_curPosition;

		// add a body with a Convex hull shape
		int materialMap[] = {m_grass, m_wood, m_metal, m_metal};
		shape = CreateNewtonCompoundFromEntitySubmesh (world, frowny, materialMap);
		frownyBody = CreateRigidBody (world, frowny, shape, 10.0f);
		NewtonReleaseCollision (world, shape);
	}


	// set the Camera EyePoint close to the scene action
	InitCamera (dVector (-15.0f, FindFloor (world, -15.0f, 0.0f) + 5.0f, 0.0f), dVector (1.0f, 0.0f, 0.0f));
}
Пример #2
0
void CreateScene (NewtonWorld* world, SceneManager* sceneManager)
{
	Entity* floor;
	NewtonBody* floorBody;
	NewtonCollision* shape;
	void* materialManager;
	SoundManager* sndManager;
	PhysicsMaterialInteration matInterations;

	sndManager = sceneManager->GetSoundManager();

	// Create the material for this scene, and attach it to the Newton World
	materialManager = CreateMaterialManager (world, sndManager);

	// add the Material table
	matInterations.m_restitution = 0.6f;
	matInterations.m_staticFriction = 0.6f;
	matInterations.m_kineticFriction = 0.3f;
	matInterations.m_scrapingSound = NULL;

	matInterations.m_impactSound = sndManager->LoadSound ("metalMetal.wav");
	AddMaterilInteraction (materialManager, m_metal, m_metal, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("boxBox.wav");
	AddMaterilInteraction (materialManager, m_wood, m_wood, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("metalBox.wav");
	AddMaterilInteraction (materialManager, m_metal, m_wood, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("grass0.wav");
	AddMaterilInteraction (materialManager, m_wood, m_grass, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("boxHit.wav");
	AddMaterilInteraction (materialManager, m_wood, m_bricks, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("grass1.wav");
	AddMaterilInteraction (materialManager, m_metal, m_grass, &matInterations);

	matInterations.m_impactSound = sndManager->LoadSound ("metal.wav");
	AddMaterilInteraction (materialManager, m_metal, m_bricks, &matInterations);


	// Create a large body to be the floor
	floor = sceneManager->CreateEntity();

	// add scene collision from a level mesh
	int materialMap[] = {m_bricks, m_grass, m_wood,	m_metal};
	shape = CreateHeightFieldCollision (world, "h2.raw", materialMap);
	floorBody = CreateRigidBody (world, floor, shape, 0.0f);
	NewtonDestroyCollision(shape);

	// make a visual mesh for the collision data
	CreateHeightFieldMesh (shape, floor);

	// set the matrix at the origin
	dVector boxP0; 
	dVector boxP1; 
	dMatrix matrix (floor->m_curRotation, floor->m_curPosition);
	NewtonCollisionCalculateAABB (shape, &matrix[0][0], &boxP0.m_x, &boxP1.m_x); 

	// place the origin of the visual mesh at the center of the height field
	matrix.m_posit = (boxP0 + boxP1).Scale (-0.5f);
	matrix.m_posit.m_w = 1.0f;
	floor->m_curPosition = matrix.m_posit;
	floor->m_prevPosition = matrix.m_posit;

	// relocate the body;
	NewtonBodySetMatrix (floorBody, &matrix[0][0]);

	// now we will use the properties of this body to set a proper world size.
	NewtonCollisionCalculateAABB (shape, &matrix[0][0], &boxP0.m_x, &boxP1.m_x); 

	// add some extra padding
	boxP0.m_x -=  50.0f;
	boxP0.m_y -= 500.0f;
	boxP0.m_z -=  50.0f;

	boxP1.m_x +=  50.0f;
	boxP1.m_y += 500.0f;
	boxP1.m_z +=  50.0f;

	// set the new world size
	NewtonSetWorldSize (world, &boxP0[0], &boxP1[0]);


	// add some visual entities.
	dFloat y0 = FindFloor (world, 0.0f, 0.0f) + 2.0f;
	for (int i = 0; i < 1; i ++) {
		Entity* carEnt;
		NewtonBody* carBody;
		NewtonUserJoint* carController;

		carEnt = sceneManager->CreateEntity();
		carEnt->LoadMesh ("porche.dat");
		carEnt->m_curPosition.m_y = y0;
		y0 += 2.0f;
		carEnt->m_prevPosition = carEnt->m_curPosition;

		// add a body with a box shape
		shape = CreateNewtonBox (world, carEnt, m_metal);
		// the mass is the Car weight divide by the Gravity 
		carBody = CreateRigidBody (world, carEnt, shape, CAR_WEIGHT / 10.0f);
		NewtonDestroyCollision(shape);

		// Now create a RayCast Car for to control this body
		carController = CreateRayCastCast (carBody, sceneManager, porcheTirePositions);
	}


	y0 = FindFloor (world, 4.0f, 0.0f) + 2.0f;
	for (int i = 0; i < 1; i ++) {
		Entity* carEnt;
		NewtonBody* carBody;
		NewtonUserJoint* carController;

		carEnt = sceneManager->CreateEntity();
		carEnt->LoadMesh ("cadillac.dat");
		carEnt->m_curPosition.m_z = 4.0f;
		carEnt->m_curPosition.m_y = y0;
		y0 += 2.0f;
		carEnt->m_prevPosition = carEnt->m_curPosition;

		// add a body with a box shape
		shape = CreateNewtonBox (world, carEnt, m_metal);
		// the mass is the Car weight divide by the Gravity 
		carBody = CreateRigidBody (world, carEnt, shape, CAR_WEIGHT / 10.0f);
		NewtonDestroyCollision(shape);

		// Now create a RayCast Car for to control this body
		carController = CreateRayCastCast (carBody, sceneManager, cadillackirePositions);
	}

	// initialize the camera
	InitCamera (dVector (-15.0f, FindFloor (world, -15.0f, 0.0f) + 5.0f, 0.0f), dVector (1.0f, 0.0f, 0.0f));
}