static void KeyboardCallback(unsigned char key, int x, int y)
{
	static Random random;
	int sceneIndex = random.rand()&1;

	switch (key)
	{
	case 27:	exit(0); break;
	case ' ':			CreateCube(sceneIndex, NxVec3(0.0f, 20.0f, 0.0f), 1+(rand()&3)); break;
	case 's':			CreateStack(sceneIndex, 10); break;
	case 'b':			CreateStack(sceneIndex, 30); break;
	case 't':			CreateTower(sceneIndex, 30); break;
	case 'x':			gShadows = !gShadows; break;
	case 'p':			gPause = !gPause; break;
	case 101: case '8':	Eye += Dir * 2.0f; break;
	case 103: case '2':	Eye -= Dir * 2.0f; break;
	case 100: case '4':	Eye -= N * 2.0f; break;
	case 102: case '6':	Eye += N * 2.0f; break;
	case 'w':
		{
		NxVec3 t = Eye;
		NxVec3 Vel = Dir;
		Vel.normalize();
		Vel*=200.0f;
		CreateCube(sceneIndex, t, 8, &Vel);
		}
		break;
	}
}
示例#2
0
CBuilding::CBuilding (int type, int x, int y, int height, int width, int depth, int seed, GLrgba color)
{

  _x = x;
  _y = y;
  _width = width;
  _depth = depth;
  _height = height;
  _center = glVector ((float)(_x + width / 2), 0.0f, (float)(_y + depth / 2));
  _seed = seed;
  _texture_type = RandomVal ();
  _color = color;
  _color.alpha = 0.1f;
  _have_lights = false;
  _have_logo = false;
  _have_trim = false;
  _roof_tiers = 0;
  //Pick a color for logos & roof lights
  _trim_color = WorldLightColor (seed);
  _mesh = new CMesh; //The main textured mesh for the building
  _mesh_flat = new CMesh; //Flat-color mesh for untextured detail items.
  switch (type) {
  case BUILDING_SIMPLE:
    CreateSimple ();
    break;  
  case BUILDING_MODERN: 
    CreateModern (); 
    break;
  case BUILDING_TOWER: 
    CreateTower (); 
    break;
  case BUILDING_BLOCKY:
    CreateBlocky (); 
    break;
  }

}