Пример #1
0
	void COgreManager::BuildTangentOfMesh( const STRING& meshname )
	{
		MeshPtr mesh = MeshManager::getSingleton().load(meshname, ResourceGroupManager::AUTODETECT_RESOURCE_GROUP_NAME);
		unsigned short src, dest;
		if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
			mesh->buildTangentVectors(VES_TANGENT, src, dest);
	}
Пример #2
0
void SplineRoad::AddMesh(MeshPtr mesh, String sMesh, const AxisAlignedBox& aabox,
	Entity** pEnt, SceneNode** pNode, String sEnd)
{
	mesh->_setBounds(aabox);
	mesh->_setBoundingSphereRadius((aabox.getMaximum()-aabox.getMinimum()).length()/2.0);  
	mesh->load();
	unsigned short src, dest;
	if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
		mesh->buildTangentVectors(VES_TANGENT, src, dest);

	*pEnt = mSceneMgr->createEntity("rd.ent"+sEnd, sMesh);
	*pNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("rd.node"+sEnd);
	(*pNode)->attachObject(*pEnt);
	(*pEnt)->setVisible(false);  (*pEnt)->setCastShadows(false);
	(*pEnt)->setVisibilityFlags(RV_Road);
}
void MeshWithoutIndexDataTests::testBuildTangentVectors()
{
    String fileName = "testBuildTangentVectors.mesh";
    createMeshWithMaterial(fileName);
    MeshPtr mesh = mMeshMgr->getByName(fileName);

    try
    {
        // make sure correct exception is thrown
        mesh->buildTangentVectors();
        CPPUNIT_FAIL("Expected InvalidParametersException!");
    }
    catch (const InvalidParametersException&)
    {
    	// ok
    }
    
    mMeshMgr->remove( fileName );
}
Пример #4
0
///  create Fluid areas  . . . . . . . 
//----------------------------------------------------------------------------------------------------------------------
void CScene::CreateFluids()
{
	vFlNd.clear();  vFlEnt.clear();  vFlSMesh.clear();
	#ifdef SR_EDITOR
	app->UpdFluidBox();
	#endif
	if (!mWaterRTT->mNdFluidsRoot)
		mWaterRTT->mNdFluidsRoot = app->mSceneMgr->getRootSceneNode()->createChildSceneNode("FluidsRootNode");
			
	for (int i=0; i < sc->fluids.size(); i++)
	{
		FluidBox& fb = sc->fluids[i];
		//  plane
		Plane p;  p.normal = Vector3::UNIT_Y;  p.d = 0;
		String smesh = "WaterMesh"+toStr(i);
		MeshPtr mesh = MeshManager::getSingleton().createPlane( smesh, rgDef,
			p, fb.size.x,fb.size.z, 6,6, true, 1, fb.tile.x*fb.size.x,fb.tile.y*fb.size.z, Vector3::UNIT_Z);

		Entity* efl = app->mSceneMgr->createEntity("WaterPlane"+toStr(i), "WaterMesh"+toStr(i));
		unsigned short src,dest;
		if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src,dest))
			mesh->buildTangentVectors(VES_TANGENT, src,dest);

		String sMtr = fb.id == -1 ? "" : data->fluids->fls[fb.id].material;  //"Water"+toStr(1+fb.type)
		MaterialPtr mtr = MaterialManager::getSingleton().getByName(sMtr);  //temp

		efl->setMaterial(mtr);  efl->setCastShadows(false);
		efl->setRenderQueueGroup(RQG_Fluid);  efl->setVisibilityFlags(RV_Terrain);

		SceneNode* nfl = mWaterRTT->mNdFluidsRoot->createChildSceneNode(
			fb.pos/*, Quaternion(Degree(fb.rot.x),Vector3::UNIT_Y)*/);
		nfl->attachObject(efl);

		vFlSMesh.push_back(smesh);  vFlEnt.push_back(efl);  vFlNd.push_back(nfl);

		#ifndef SR_EDITOR  // game
		CreateBltFluids();
		#endif
	}		
}
int DecalManager::addTerrainDecal(Ogre::Vector3 position, Ogre::Vector2 size, Ogre::Vector2 numSeg, Ogre::Real rotation, Ogre::String materialname, Ogre::String normalname)
{
#if 0
	Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject();
	String oname = mo->getName();
	SceneNode *mo_node = terrain_decals_snode->createChildSceneNode();

	mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST);
	AxisAlignedBox *aab=new AxisAlignedBox();
	float uTile = 1, vTile = 1;

	Vector3 normal = Vector3(0,1,0); // UP
	
	int offset = 0;
	float ground_dist = 0.001f;

	Ogre::Vector3 vX = normal.perpendicular();
	Ogre::Vector3 vY = normal.crossProduct(vX);
	Ogre::Vector3 delta1 = size.x / numSeg.x * vX;
	Ogre::Vector3 delta2 = size.y / numSeg.y * vY;
	// build one corner of the square
	Ogre::Vector3 orig = -0.5*size.x*vX - 0.5*size.y*vY;

	for (int i1 = 0; i1<=numSeg.x; i1++)
		for (int i2 = 0; i2<=numSeg.y; i2++)
		{
			Vector3 pos = orig+i1*delta1+i2*delta2 + position;
			pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_dist;
			mo->position(pos);
			aab->merge(pos);
			mo->textureCoord(i1/(Ogre::Real)numSeg.x*uTile, i2/(Ogre::Real)numSeg.y*vTile);
			mo->normal(normal);
		}

	bool reverse = false;
	if (delta1.crossProduct(delta2).dotProduct(normal)>0)
		reverse= true;
	for (int n1 = 0; n1<numSeg.x; n1++)
	{
		for (int n2 = 0; n2<numSeg.y; n2++)
		{
			if (reverse)
			{
				mo->index(offset+0);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+(numSeg.y+1)+1);
			}
			else
			{
				mo->index(offset+0);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1)+1);
				mo->index(offset+(numSeg.y+1));
			}
			offset++;
		}
		offset++;
	}
	offset+=numSeg.y+1;

	mo->end();
	mo->setBoundingBox(*aab);
	// some optimizations
	mo->setCastShadows(false);
	mo->setDynamic(false);
	delete(aab);

	MeshPtr mesh = mo->convertToMesh(oname+"_mesh");

	// build edgelist
	mesh->buildEdgeList();

	// remove the manualobject again, since we dont need it anymore
	gEnv->ogreSceneManager->destroyManualObject(mo);

	unsigned short src, dest;
	if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		mesh->buildTangentVectors(VES_TANGENT, src, dest);
	}
	
	Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh");
	mo_node->attachObject(ent);

	mo_node->setVisible(true);
	//mo_node->showBoundingBox(true);
	mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z));


	// RTSS
	//Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
	//Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname);
	RTSSgenerateShadersForMaterial(materialname, normalname);

#endif
	return 0;
}
int DecalManager::addTerrainSplineDecal(Ogre::SimpleSpline *spline, float width, Ogre::Vector2 numSeg, Ogre::Vector2 uvSeg, Ogre::String materialname, float ground_offset, Ogre::String export_fn, bool debug)
{
#if 0
	Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject();
	String oname = mo->getName();
	SceneNode *mo_node = terrain_decals_snode->createChildSceneNode();

	mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST);
	AxisAlignedBox *aab=new AxisAlignedBox();

	int offset = 0;

	// how width is the road?
	float delta_width = width / numSeg.x;

	float steps_len = 1.0f / numSeg.x;

	for (int l = 0; l<=numSeg.x; l++)
	{
		// get current position on that spline
		Vector3 pos_cur  = spline->interpolate(steps_len * (float)l);
		Vector3 pos_next = spline->interpolate(steps_len * (float)(l + 1));
        Ogre::Vector3 direction = (pos_next - pos_cur);
		if (l == numSeg.x)
		{
			// last segment uses previous position
			pos_next = spline->interpolate(steps_len * (float)(l - 1));
			direction = (pos_cur - pos_next);
		}


		for (int w = 0; w<=numSeg.y; w++)
		{
			// build vector for the width
			Vector3 wn = direction.normalisedCopy().crossProduct(Vector3::UNIT_Y);
			
			// calculate the offset, spline in the middle
			Vector3 offset = (-0.5 * wn * width) + (w/numSeg.y) * wn * width;

			// push everything together
			Ogre::Vector3 pos = pos_cur + offset;
			// get ground height there
			pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_offset;

			// add the position to the mesh
			mo->position(pos);
			aab->merge(pos);
			mo->textureCoord(l/(Ogre::Real)numSeg.x*uvSeg.x, w/(Ogre::Real)numSeg.y*uvSeg.y);
			mo->normal(Vector3::UNIT_Y);
		}
	}

	bool reverse = false;
	for (int n1 = 0; n1<numSeg.x; n1++)
	{
		for (int n2 = 0; n2<numSeg.y; n2++)
		{
			if (reverse)
			{
				mo->index(offset+0);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+(numSeg.y+1)+1);
			}
			else
			{
				mo->index(offset+0);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1)+1);
				mo->index(offset+(numSeg.y+1));
			}
			offset++;
		}
		offset++;
	}
	offset+=numSeg.y+1;

	mo->end();
	mo->setBoundingBox(*aab);
	// some optimizations
	mo->setCastShadows(false);
	mo->setDynamic(false);
	delete(aab);

	MeshPtr mesh = mo->convertToMesh(oname+"_mesh");

	// build edgelist
	mesh->buildEdgeList();

	// remove the manualobject again, since we dont need it anymore
	gEnv->ogreSceneManager->destroyManualObject(mo);

	unsigned short src, dest;
	if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		mesh->buildTangentVectors(VES_TANGENT, src, dest);
	}
	
	Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh");
	mo_node->attachObject(ent);

	mo_node->setVisible(true);
	//mo_node->showBoundingBox(true);
	mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z));


	if (!export_fn.empty())
	{
		MeshSerializer *ms = new MeshSerializer();
		ms->exportMesh(mesh.get(), export_fn);
		LOG("spline mesh exported as " + export_fn);
		delete(ms);
	}

	// TBD: RTSS
	//Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
	//Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname);
	RTSSgenerateShadersForMaterial(materialname, "");

#endif
	return 0;
}
Пример #7
0
    // Just override the mandatory create scene method
    void createScene(void)
    {
		RenderSystem *rs = Root::getSingleton().getRenderSystem();
		const RenderSystemCapabilities* caps = rs->getCapabilities();
        if (!caps->hasCapability(RSC_VERTEX_PROGRAM) || !(caps->hasCapability(RSC_FRAGMENT_PROGRAM)))
        {
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support vertex and fragment programs, so cannot "
                "run this demo. Sorry!", 
                "DeferredShading::createScene");
        }
		if (caps->getNumMultiRenderTargets()<2)
        {
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Your card does not support at least two simultaneous render targets, so cannot "
                "run this demo. Sorry!", 
                "DeferredShading::createScene");
        }

		// Prepare athene mesh for normalmapping
        MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh", 
            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        unsigned short src, dest;
        if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
            pAthene->buildTangentVectors(VES_TANGENT, src, dest);
		// Prepare knot mesh for normal mapping
		pAthene = MeshManager::getSingleton().load("knot.mesh", 
            ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
        if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
            pAthene->buildTangentVectors(VES_TANGENT, src, dest);

        // Set ambient light
        mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.15));
        // Skybox
        mSceneMgr->setSkyBox(true, "DeferredDemo/SkyBox");

		// Create "root" node
		SceneNode* rootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();

		Entity* athena = mSceneMgr->createEntity("Athena", "athene.mesh");
		athena->setMaterialName("DeferredDemo/DeferredAthena");
		SceneNode *aNode = rootNode->createChildSceneNode();
		aNode->attachObject( athena );
		aNode->setPosition(-100, 40, 100);

		// Create a prefab plane
		mPlane = new MovablePlane("ReflectPlane");
		mPlane->d = 0;
		mPlane->normal = Vector3::UNIT_Y;
		MeshManager::getSingleton().createCurvedPlane("ReflectionPlane", 
			ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, 
			*mPlane,
			2000, 2000, -1000,
			20, 20, 
			true, 1, 10, 10, Vector3::UNIT_Z);
		mPlaneEnt = mSceneMgr->createEntity( "Plane", "ReflectionPlane" );
		mPlaneNode = rootNode->createChildSceneNode();
		mPlaneNode->attachObject(mPlaneEnt);
		mPlaneNode->translate(-5, -30, 0);
		//mPlaneNode->roll(Degree(5));
		mPlaneEnt->setMaterialName("DeferredDemo/Ground");

		// Create an entity from a model (will be loaded automatically)
		Entity* knotEnt = mSceneMgr->createEntity("Knot", "knot.mesh");
		knotEnt->setMaterialName("DeferredDemo/RockWall");
		knotEnt->setMeshLodBias(0.25f);

		// Create an entity from a model (will be loaded automatically)
		Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
		ogreHead->getSubEntity(0)->setMaterialName("DeferredDemo/Ogre/Eyes");// eyes
		ogreHead->getSubEntity(1)->setMaterialName("DeferredDemo/Ogre/Skin"); 
		ogreHead->getSubEntity(2)->setMaterialName("DeferredDemo/Ogre/EarRing"); // earrings
		ogreHead->getSubEntity(3)->setMaterialName("DeferredDemo/Ogre/Tusks"); // tusks
		rootNode->createChildSceneNode( "Head" )->attachObject( ogreHead );

		// Add a whole bunch of extra entities to fill the scene a bit
		Entity *cloneEnt;
		int N=4;
		for (int n = 0; n < N; ++n)
		{
			float theta = 2.0f*Math::PI*(float)n/(float)N;
			// Create a new node under the root
			SceneNode* node = mSceneMgr->createSceneNode();
			// Random translate
			Vector3 nodePos;
			nodePos.x = Math::SymmetricRandom() * 40.0 + Math::Sin(theta) * 500.0;
			nodePos.y = Math::SymmetricRandom() * 20.0 - 40.0;
			nodePos.z = Math::SymmetricRandom() * 40.0 + Math::Cos(theta) * 500.0;
			node->setPosition(nodePos);
			Quaternion orientation(Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom());
			orientation.normalise();
			node->setOrientation(orientation);
			rootNode->addChild(node);
			// Clone knot
			char cloneName[12];
			sprintf(cloneName, "Knot%d", n);
			cloneEnt = knotEnt->clone(cloneName);
			// Attach to new node
			node->attachObject(cloneEnt);

		}

        mCamera->setPosition(-50, 100, 500);
        mCamera->lookAt(0,0,0);

		// show overlay
		Overlay* overlay = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");    
		overlay->show();

		mSystem = new DeferredShadingSystem(mWindow->getViewport(0), mSceneMgr, mCamera);

		// Create main, moving light
		MLight* l1 = mSystem->createMLight();//"MainLight");
        l1->setDiffuseColour(0.75f, 0.7f, 0.8f);
		l1->setSpecularColour(0.85f, 0.9f, 1.0f);
		
		SceneNode *lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		lightNode->attachObject(l1);

		// Create a track for the light
        Animation* anim = mSceneMgr->createAnimation("LightTrack", 16);
        // Spline it for nice curves
        anim->setInterpolationMode(Animation::IM_SPLINE);
        // Create a track to animate the camera's node
        NodeAnimationTrack* track = anim->createNodeTrack(0, lightNode);
        // Setup keyframes
        TransformKeyFrame* key = track->createNodeKeyFrame(0); // A start position
        key->setTranslate(Vector3(300,300,-300));
        key = track->createNodeKeyFrame(4);//B
        key->setTranslate(Vector3(300,300,300));
        key = track->createNodeKeyFrame(8);//C
        key->setTranslate(Vector3(-300,300,300));
        key = track->createNodeKeyFrame(12);//D
        key->setTranslate(Vector3(-300,300,-300));
		key = track->createNodeKeyFrame(16);//D
        key->setTranslate(Vector3(300,300,-300));
        // Create a new animation state to track this
        SharedData::getSingleton().mAnimState = mSceneMgr->createAnimationState("LightTrack");
        SharedData::getSingleton().mAnimState->setEnabled(true);

		// Create some happy little lights
		createSampleLights();

		// safely setup application's (not postfilter!) shared data
		SharedData::getSingleton().iCamera = mCamera;
		SharedData::getSingleton().iRoot = mRoot;
		SharedData::getSingleton().iWindow = mWindow;
		SharedData::getSingleton().iActivate = true;
		SharedData::getSingleton().iGlobalActivate = true;
		SharedData::getSingleton().iSystem = mSystem;
		SharedData::getSingleton().iMainLight = l1;
	}
Пример #8
0
void OgreSample18App::createScene()
{
	mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
	mCurrentShadowTechnique = SHADOWTYPE_STENCIL_ADDITIVE;

	// Set ambient light off
	mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));

	// Fixed light, dim
	mSunLight = mSceneMgr->createLight("SunLight");
	mSunLight->setType(Light::LT_SPOTLIGHT);
	mSunLight->setPosition(1500,1750,1300);
	mSunLight->setSpotlightRange(Degree(30), Degree(50));
	Ogre::Vector3 dir;
	dir = -mSunLight->getPosition();
	dir.normalise();
	mSunLight->setDirection(dir);
	mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
	mSunLight->setSpecularColour(0.9, 0.9, 1);

	// Point light, movable, reddish
	mLight = mSceneMgr->createLight("Light2");
	mLight->setDiffuseColour(mMinLightColour);
	mLight->setSpecularColour(1, 1, 1);
	mLight->setAttenuation(8000,1,0.0005,0);

	// Create light node
	mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
		"MovingLightNode");
	mLightNode->attachObject(mLight);
	// create billboard set
	BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
	bbs->setMaterialName("Examples/Flare");
	Billboard* bb = bbs->createBillboard(0,0,0,mMinLightColour);
	// attach
	mLightNode->attachObject(bbs);

	ControllerFunctionRealPtr func = ControllerFunctionRealPtr(new WaveformControllerFunction(Ogre::WFT_SINE,0.75f,0.5f));
	ControllerManager& contMgr = ControllerManager::getSingleton();
	ControllerValueRealPtr val = ControllerValueRealPtr(new LightWibbler(mLight,bb,mMinLightColour,mMaxLightColour,mMinFlareSize,mMaxFlareSize));
	mController = contMgr.createController(contMgr.getFrameTimeSource(),val,func);
	mLightNode->setPosition(Vector3(300,1750,-700));
	Animation* anim = mSceneMgr->createAnimation("LightTrack", 20);
	// Spline it for nice curves
	anim->setInterpolationMode(Animation::IM_SPLINE);
	// Create a track to animate the camera's node
	NodeAnimationTrack* track = anim->createNodeTrack(0, mLightNode);
	// Setup keyframes
	TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
	key->setTranslate(Vector3(300,750,-700));
	key = track->createNodeKeyFrame(2);//B
	key->setTranslate(Vector3(150,800,-250));
	key = track->createNodeKeyFrame(4);//C
	key->setTranslate(Vector3(-150,850,-100));
	key = track->createNodeKeyFrame(6);//D
	key->setTranslate(Vector3(-400,700,-200));
	key = track->createNodeKeyFrame(8);//E
	key->setTranslate(Vector3(-200,700,-400));
	key = track->createNodeKeyFrame(10);//F
	key->setTranslate(Vector3(-100,850,-200));
	key = track->createNodeKeyFrame(12);//G
	key->setTranslate(Vector3(-100,575,180));
	key = track->createNodeKeyFrame(14);//H
	key->setTranslate(Vector3(0,750,300));
	key = track->createNodeKeyFrame(16);//I
	key->setTranslate(Vector3(100,850,100));
	key = track->createNodeKeyFrame(18);//J
	key->setTranslate(Vector3(250,800,0));
	key = track->createNodeKeyFrame(20);//K == A
	key->setTranslate(Vector3(300,750,-700));
	// Create a new animation state to track this
	mAnimState = mSceneMgr->createAnimationState("LightTrack");
	mAnimState->setEnabled(true);

	mLightNode->setAutoTracking(true,mSceneMgr->getRootSceneNode());

	MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh", 
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	unsigned short src, dest;
	if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		pAthene->buildTangentVectors(VES_TANGENT, src, dest);
	}

	SceneNode* node;
	node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	mAthene = mSceneMgr->createEntity( "athene", "athene.mesh" );
	mAthene->setMaterialName(BASIC_ATHENE_MATERIAL);
	node->attachObject( mAthene );
	node->yaw(Degree(90));

	Entity* pEnt;
	// Columns
	for (int x = -2; x <= 2; ++x)
	{
		for (int z = -2; z <= 2; ++z)
		{
			if (x != 0 || z != 0)
			{
				StringUtil::StrStreamType str;
				str << "col" << x << "_" << z;
				node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
				pEnt = mSceneMgr->createEntity( str.str(), "column.mesh" );
				pEnt->setMaterialName(BASIC_ROCKWALL_MATERIAL);
				pColumns.push_back(pEnt);
				node->attachObject( pEnt );
				node->translate(x*300,0, z*300);
			}
		}
	}

	// Skybox
	mSceneMgr->setSkyBox(true, "Examples/StormySkyBox");

	// Floor plane (use POSM plane def)
	mPlane = new MovablePlane("*mPlane");
	mPlane->normal = Vector3::UNIT_Y;
	mPlane->d = 107;
	MeshManager::getSingleton().createPlane("Myplane",
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, *mPlane,
		1500,1500,50,50,true,1,5,5,Vector3::UNIT_Z);
	pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
	pPlaneEnt->setMaterialName(BASIC_ROCKWALL_MATERIAL);
	pPlaneEnt->setCastShadows(false);
	mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);

	if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_HWRENDER_TO_TEXTURE))
	{
		mSceneMgr->setShadowTextureSettings(1024,2);
	}
	else
	{
		mSceneMgr->setShadowTextureSettings(512,2);
	}

	mSceneMgr->setShadowColour(ColourValue(0.5f,0.5f,0.5f));
	//handles;

	resetMaterials();
	materialChanged(0);
	configureLights(ShadowTechnique::SHADOWTYPE_STENCIL_MODULATIVE);
}
Пример #9
0
	//-----------------------------------------------------------------------
	void Shadows::createTestScene(bool useOgreMaterials)
	{		
		Ogre::String planeMatName, knotMatName;
		
		if(useOgreMaterials)
		{
			planeMatName = "PSSM/Plane";
			knotMatName  = "PSSM/Knot";
		}
		else 
		{
			planeMatName = "PSSMPlane";
			knotMatName  = "PSSMKnot";
		}		
		
        // temp 
        planeMatName = "ESM/Plane";
        knotMatName  = "ESM/Knot";
        
        SceneManager* sceneMgr = getSceneManager();		

        
        
        /*
		sceneMgr->setAmbientLight(ColourValue(0.3, 0.3, 0.3));
		Light* l = sceneMgr->createLight("Spot");
		l->setType(Light::LT_SPOTLIGHT);
		Vector3 dir(0.3, -1, 0.2);
		dir.normalise();
		l->setDirection(dir);
		l->setDiffuseColour(ColourValue(1.0, 1.0, 0.0, 1));
        l->setPosition(0, 25.0, 2.0);
        l->setSpotlightRange((Radian) 0.104, (Radian) 1.40, 1);
        l->setAttenuation(50, 1.0, 0.009, 0.0032);
        */
        


		// Create a basic plane to have something in the scene to look at
		Plane plane;
		plane.normal = Vector3::UNIT_Y;
		plane.d = 100;
		MeshPtr msh = MeshManager::getSingleton().createPlane("Myplane",
															  ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
															  4500,4500,100,100,true,1,40,40,Vector3::UNIT_Z);
		msh->buildTangentVectors(VES_TANGENT);
		Entity* pPlaneEnt;
		pPlaneEnt = sceneMgr->createEntity( "plane", "Myplane" );
		pPlaneEnt->setMaterialName(planeMatName);
		sceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt);


		Entity* ent = sceneMgr->createEntity("knot", "knot.mesh");
        ent->setMaterialName(knotMatName);
		createRandomEntityClones(ent, 20, Vector3(-100,0,-100), Vector3(100,0,100));

        SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode();
        node->attachObject(ent);
        //node->setPosition(Vector3(0, 0, 0));
        
        for(int i=0; i<sceneMgr->getRootSceneNode()->numChildren(); i++)
        {
            Node* node = sceneMgr->getRootSceneNode()->getChild(i);
            node->setScale(0.05f, 0.05f, 0.05f);
        }
	}
Пример #10
0
void TunnelSlice::connect(TunnelSlice* next)
{
	float wallLength1 = getWallLength();
	float wallLength2 = next->getWallLength();
    
    int tempID = intermediateMeshID;
    entireIntermediate = parentNode->createChildSceneNode("intermediateSegmentNode" + Util::toStringInt(intermediateMeshID));
    
    std::string meshName = "intermediateMesh" + Util::toStringInt(intermediateMeshID);
    ManualObject* manual = parentNode->getCreator()->createManualObject(meshName);
    
    Quaternion q1 = getQuaternion();
    Quaternion q2 = next->getQuaternion();
    
    Vector3 start = center + getForward() * (depth / 2);
    Vector3 end = next->center - next->getForward() * (next->depth / 2);
    
    Vector3 move;
    Vector3 p1;
    Vector3 p2;
    Vector3 p3;
    Vector3 p4;
    Vector3 bl = Vector3(Ogre::Math::POS_INFINITY, Ogre::Math::POS_INFINITY, Ogre::Math::POS_INFINITY);
    Vector3 tr = Vector3(Ogre::Math::NEG_INFINITY, Ogre::Math::NEG_INFINITY, Ogre::Math::NEG_INFINITY);
    
    move = Vector3(-wallLength1 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength1 / 2, 0);
    move = q1 * move;
    p1 = start + move;
    move = Vector3(-wallLength2 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength2 / 2, 0);
    move = q2 * move;
    p2 = end + move;
    move = Vector3(-wallLength2 / 2, wallLength2 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(-wallLength1 / 2, wallLength1 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[NORTHWEST])
        setIntermediateWall(entireIntermediate, NORTHWEST, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(wallLength2 / 2, wallLength2 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(wallLength1 / 2, wallLength1 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[NORTH])
        setIntermediateWall(entireIntermediate, NORTH, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(wallLength2 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength2 / 2, 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(wallLength1 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength1 / 2, 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[NORTHEAST])
        setIntermediateWall(entireIntermediate, NORTHEAST, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(wallLength2 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), -wallLength2 / 2, 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(wallLength1 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), -wallLength1 / 2, 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[EAST])
        setIntermediateWall(entireIntermediate, EAST, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(wallLength2 / 2, -wallLength2 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(wallLength1 / 2, -wallLength1 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[SOUTHEAST])
        setIntermediateWall(entireIntermediate, SOUTHEAST, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(-wallLength2 / 2, -wallLength2 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(-wallLength1 / 2, -wallLength1 * (0.5 + Math::Sin(Ogre::Radian(Math::PI) / 4)), 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[SOUTH])
        setIntermediateWall(entireIntermediate, SOUTH, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(-wallLength2 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), -wallLength2 / 2, 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(-wallLength1 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), -wallLength1 / 2, 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[SOUTHWEST])
        setIntermediateWall(entireIntermediate, SOUTHWEST, manual, p1, p2, p3, p4, bl, tr);
    
    p1 = p4;
    p2 = p3;
    move = Vector3(-wallLength1 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength1 / 2, 0);
    move = q2 * move;
    p3 = end + move;
    move = Vector3(-wallLength2 * (0.5 + Math::Cos(Ogre::Radian(Math::PI) / 4)), wallLength2 / 2, 0);
    move = q1 * move;
    p4 = start + move;
    if (sidesUsed[WEST])
        setIntermediateWall(entireIntermediate, WEST, manual, p1, p2, p3, p4, bl, tr);
    
    MeshPtr mesh = manual->convertToMesh(meshName);
    mesh->_setBounds( AxisAlignedBox( bl, tr ), true );
    
    float l = (tr - bl).length() / 2;
    mesh->_setBoundingSphereRadius(l);
    unsigned short src, dest;
    if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
    {
        mesh->buildTangentVectors(VES_TANGENT, src, dest);
    }
    
    Entity* intermediateSegmentEntity = entireIntermediate->getCreator()->createEntity("intermediateSegmentEntity" + Util::toStringInt(intermediateMeshID), meshName);
    //intermediateSegmentEntity->setMaterialName(getMaterialName());
    for (int i = 0; i < intermediateSegmentEntity->getNumSubEntities(); ++i)
        intermediateSegmentEntity->getSubEntity(i)->setMaterialName(getMaterialName());
    entireIntermediate->attachObject(intermediateSegmentEntity);
    
    meshes.push_back(mesh);
    intermediateMeshID++;
    parentNode->getCreator()->destroyManualObject(manual);
}