void CascadedShadowMappingRenderer::initCamera(
    NvCameraXformType::Enum index,
    const nv::vec3f& eye,
    const nv::vec3f& at)
{
    // Construct the look matrix
    nv::matrix4f look;
    lookAt(look, eye, at, nv::vec3f(0.0f, 1.0f, 0.0f));

    // Decompose the look matrix to get the yaw and pitch.
    const float pitch = atan2(-look._32, look._33);
    const float yaw = atan2(look._31, length(nv::vec2f(-look._32, look._33)));

    // Get translation vector proper for first person camera.
    nv::vec3f translationVec(look._41, look._42, look._43);
    translationVec.rotate(-pitch, 1.0f, 0.0f, 0.0f);
    translationVec.rotate(-yaw, 0.0f, 1.0f, 0.0f);

    // Initialize the camera view.
    m_camera.setRotationVec(nv::vec3f(pitch, yaw, 0.0f), index);
    m_camera.setTranslationVec(translationVec, index);
    m_camera.update(0.0f);
}
Пример #2
0
Actor* Parser::parseMesh(xml_node_iterator sceneElement)
{
	// setting the mesh
	const char* filename = sceneElement->attribute("file").value();

	TriangleMesh* mesh = MeshReader().execute(filename);

	Primitive* primitive = new TriangleMeshShape(mesh);

	xml_node op;
	if ((op = sceneElement->child("transform")) != NULL) {
		vec3 position(0, 0, 0);
		quat q(vec3(0, 0, 0));
		vec3 scale(1, 1, 1);
		float x, y, z;

		xml_object_range<xml_node_iterator> transformations = op.children();

		for (xml_node_iterator transformation = transformations.begin(); transformation != transformations.end(); ++transformation)
		{
			if (strcmp(transformation->name(), "position") == 0)
			{
				const char * stringTranslation = transformation->text().as_string();

				sscanf(stringTranslation, "%f %f %f", &x, &y, &z);
				vec3 translationVec(x, y, z);
				position = translationVec;
			}
			else if (strcmp(transformation->name(), "scale") == 0)
			{
				float s_ = transformation->text().as_float();
				vec3 newS(s_, s_, s_);
				scale = newS;
			}
			else if (strcmp(transformation->name(), "rotation") == 0)
			{
				float angle = transformation->child("angle").text().as_float();

				const char * _Axis = transformation->child("axis").text().as_string();
				sscanf(_Axis, "%f %f %f", &x, &y, &z);
				vec3 axis(x, y, z);
				q = quat(axis, angle);
			}

			mesh->transform(mat4::TRS(position, q, scale));
		}
	}
	if ((op = sceneElement->child("material")) != NULL) {
		Material * material = parseMaterial(op);
		primitive->setMaterial(material);
	}
	else
	{
		Material * material = MaterialFactory::New();
		primitive->setMaterial(material->getDefault());
	}

	Actor* act = new Actor(*primitive);
	act->setName(filename);

	return act;
}
Пример #3
0
Actor* Parser::parseSphere(xml_node_iterator sceneElement)
{
	// default values
	vec3 center(0, 0, 0);
	REAL radius = 1.0;
	int meridians = 16;

	// opt values
	xml_node op;
	op = sceneElement->child("center");
	REAL x, y, z;
	if (op != NULL)
	{
		const char* center_vector = op.text().as_string();

		sscanf(center_vector, "%f %f %f", &x, &y, &z);
		center.set(x, y, z);
	}
	op = sceneElement->child("radius");
	if (op != NULL)
		radius = op.text().as_float();
	op = sceneElement->child("meridians");
	if (op != NULL)
		meridians = op.text().as_int();

	// now, lets make the mesh of Sphere
	TriangleMesh* sphereMesh = MeshSweeper::makeSphere(center, radius, meridians);

	Primitive* primitive = new TriangleMeshShape(sphereMesh);

	if ((op = sceneElement->child("transform")) != NULL) {
		vec3 position(0, 0, 0);
		quat q(vec3(0, 0, 0));
		vec3 scale(1, 1, 1);
		float x, y, z;

		xml_object_range<xml_node_iterator> transformations = op.children();

		for (xml_node_iterator transformation = transformations.begin(); transformation != transformations.end(); ++transformation)
		{
			if (strcmp(transformation->name(), "position") == 0)
			{
				const char * stringTranslation = transformation->text().as_string();

				sscanf(stringTranslation, "%f %f %f", &x, &y, &z);
				vec3 translationVec(x, y, z);
				position = translationVec;
			}
			else if (strcmp(transformation->name(), "scale") == 0)
			{
				float s_ = transformation->text().as_float();
				vec3 newS(s_, s_, s_);
				scale = newS;
			}
			else if (strcmp(transformation->name(), "rotation") == 0)
			{
				float angle = transformation->child("angle").text().as_float();

				const char * _Axis = transformation->child("axis").text().as_string();
				sscanf(_Axis, "%f %f %f", &x, &y, &z);
				vec3 axis(x, y, z);
				q = quat(axis, angle);
			}

			sphereMesh->transform(mat4::TRS(position, q, scale));
		}
	}
	if ((op = sceneElement->child("material")) != NULL) {
		Material * material = parseMaterial(op);
		primitive->setMaterial(material);
	}
	else
	{
		Material * material = MaterialFactory::New();
		primitive->setMaterial(material->getDefault());

	}

	Actor* act = new Actor(*primitive);
	act->setName("sphere");

	return act;

}