示例#1
0
Void RPGGame::_CreateWorld()
{
    BaseCharacter * pPlayer = GameplayFn->GetCharacter( TEXT("Shiki") );

    // Landscape
    m_pLandscape = New Landscape();
    m_pLandscape->SetEyeEntity( pPlayer->GetEntity() );
    WorldFn->AddChild( m_pLandscape );

    // World camera
    m_pRenderCamera = New Camera( true );
    m_pWorldCamera = New WorldCamera3rdPerson( m_pRenderCamera, pPlayer->GetEntity(), NULL, 3.0f );    
    WorldFn->SetWorldCamera( m_pWorldCamera );
}
Void EngineTests::_CreateWorld()
{
    // Floor
    RigidBody * pFloorBody = PhysicsFn->CreateRigidBody( true, m_pFloorShape, 1.0f, Vertex3(0.0f,0.0f,-10.0f) );
    pFloorBody->SetRestitution( 0.0f );
    pFloorBody->SetFriction( 0.0f );
    pFloorBody->SetRollingFriction( 0.0f );
    pFloorBody->SetCollisionGroup( 0x01 );
    pFloorBody->SetCollisionMask( 0x7f );

    m_pFloor = WorldFn->CreateLeaf( TEXT("Floor") );
    m_pFloor->SetMesh( m_pFloorGeometry );
    m_pFloor->SetEffectInstance( m_pEffectInstanceFloor );
    m_pFloor->SetBody( pFloorBody );
    WorldFn->AddChild( m_pFloor );

    // Character
    Vertex3 vInitialPosition( 0.0f, 0.0f, 2.0f );

    KinematicBody * pCharacterBody = PhysicsFn->CreateKinematicBody( false, m_pCharacterShape, 1.0f );
    pCharacterBody->SetRestitution( 0.0f );
    pCharacterBody->SetFriction( 0.0f );
    pCharacterBody->SetRollingFriction( 0.0f );
    pCharacterBody->SetCollisionGroup( 0x01 );
    pCharacterBody->SetCollisionMask( 0x07 );

    m_pCharacterController = PhysicsFn->CreateCharacterController( TEXT("CharacterController"), vInitialPosition, Quaternion::Identity, Vector3::Null, Vector3::Null );
    m_pCharacterController->Enabled = true;
    m_pCharacterController->EnableForces( false );
    m_pCharacterController->SetMovementSpeed( 5.0f );
    pCharacterBody->AttachController( m_pCharacterController );

    m_pCharacter = WorldFn->CreateLeaf( TEXT("Character") );
    m_pCharacter->SetMesh( m_pCharacterGeometry );
    m_pCharacter->SetEffectInstance( m_pEffectInstanceCharacter );
    m_pCharacter->SetBody( pCharacterBody );
    WorldFn->AddChild( m_pCharacter );

    // Sphere/Box stack
    Vertex3 vBallStackPosition( -10.0f, 10.0f, 0.0f );
    Vertex3 vBoxStackPosition( -10.0f, -10.0f, 0.0f );
    GChar strName[64];

    for( UInt i = 0; i < ENGINE_TEST_STACK_SIZE; ++i ) {
        vBallStackPosition.Z = 5.0f * (Scalar)(i+1);
        vBoxStackPosition.Z = 5.0f * (Scalar)(i+1);

        //StringFn->Format( strName, TEXT("Ball_%d"), i );

        //RigidBody * pBallBody = PhysicsFn->CreateRigidBody( false, m_pSphereShape, 1.0f, vBallStackPosition );
        //pBallBody->SetRestitution( 0.0f );
        //pBallBody->SetFriction( 0.0f );
        //pBallBody->SetRollingFriction( 0.0f );

        //m_arrBallStack[i] = WorldFn->CreateLeaf( strName );
        //m_arrBallStack[i]->SetMesh( m_pSphereGeometry );
        //m_arrBallStack[i]->SetEffectInstance( m_pEffectInstanceA );
        //m_arrBallStack[i]->SetBody( pBallBody );
        //WorldFn->AddChild( m_arrBallStack[i] );

        StringFn->Format( strName, TEXT("Box_%d"), i );

        RigidBody * pBoxBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vBoxStackPosition );
        pBoxBody->SetRestitution( 0.0f );
        pBoxBody->SetFriction( 0.0f );
        pBoxBody->SetRollingFriction( 0.0f );

        m_arrBoxStack[i] = WorldFn->CreateLeaf( strName );
        m_arrBoxStack[i]->SetMesh( m_pBoxGeometry );
        m_arrBoxStack[i]->SetEffectInstance( m_pEffectInstanceA );
        m_arrBoxStack[i]->SetBody( pBoxBody );
        WorldFn->AddChild( m_arrBoxStack[i] );
    }

    // Joint systems
    //Matrix3 matRotation;
    //matRotation.MakeRotate( 0.0f, SCALAR_PI_4, SCALAR_PI_4, EULER_ANGLES_XYZ );

    //Vertex3 vFixedObjectPosition( 10.0f, 10.0f, 10.0f );
    //Vertex3 vObjectAPosition( 12.0f, 10.0f, 10.0f );
    //Quaternion qObjectAOrientation( matRotation );
    //Vertex3 vObjectBPosition( 7.0f, 10.0f, 10.0f );

    //RigidBody * pFixedBody = PhysicsFn->CreateRigidBody( true, m_pSphereShape, 1.0f, vFixedObjectPosition );
    //pFixedBody->SetRestitution( 0.0f );
    //pFixedBody->SetFriction( 0.0f );
    //pFixedBody->SetRollingFriction( 0.0f );
    //pFixedBody->SetCollisionGroup( 0x80 );
    //pFixedBody->SetCollisionMask( 0 );

    //m_pFixedObject = WorldFn->CreateLeaf( TEXT("FixedObject") );
    //m_pFixedObject->SetMesh( m_pSphereGeometry );
    //m_pFixedObject->SetEffectInstance( m_pEffectInstanceC );
    //m_pFixedObject->SetBody( pFixedBody );
    //WorldFn->AddChild( m_pFixedObject );

    //RigidBody * pObjectABody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectAPosition ); //, qObjectAOrientation );
    //pObjectABody->SetRestitution( 0.0f );
    //pObjectABody->SetFriction( 0.0f );
    //pObjectABody->SetRollingFriction( 0.0f );
    //pObjectABody->SetCollisionGroup( 0x02 );
    //pObjectABody->SetCollisionMask( 0x03 );

    //m_pObjectA = WorldFn->CreateLeaf( TEXT("ObjectA") );
    //m_pObjectA->SetMesh( m_pBoxGeometry );
    //m_pObjectA->SetEffectInstance( m_pEffectInstanceA );
    //m_pObjectA->SetBody( pObjectABody );
    //WorldFn->AddChild( m_pObjectA );

    //RigidBody * pObjectBBody = PhysicsFn->CreateRigidBody( false, m_pBoxShape, 1.0f, vObjectBPosition );
    //pObjectBBody->SetRestitution( 0.0f );
    //pObjectBBody->SetFriction( 0.0f );
    //pObjectBBody->SetRollingFriction( 0.0f );
    //pObjectBBody->SetCollisionGroup( 0x04 );
    //pObjectBBody->SetCollisionMask( 0x05 );

    //m_pObjectB = WorldFn->CreateLeaf( TEXT("ObjectB") );
    //m_pObjectB->SetMesh( m_pBoxGeometry );
    //m_pObjectB->SetEffectInstance( m_pEffectInstanceB );
    //m_pObjectB->SetBody( pObjectBBody );
    //WorldFn->AddChild( m_pObjectB );

    //Transform3 vJointFrame;

    //Matrix3 matJointFrame;
    //matJointFrame.SetColumn( 0, Vector3::eJ );
    //matJointFrame.SetColumn( 1, Vector3::eK );
    //matJointFrame.SetColumn( 2, Vector3::eI );
    //vJointFrame.SetRotate( matJointFrame );
    //vJointFrame.SetTranslate( Vector3(11.0f, 10.0f, 10.0f) );

    //m_pJointAF = PhysicsFn->CreateJoint( JOINT_CONETWIST, pObjectABody, pFixedBody, vJointFrame );
    //( (JointConeTwist*)(m_pJointAF->GetJoint()) )->EnableTwistLimits( -SCALAR_PI_4, SCALAR_PI_4 );
    //( (JointHinge*)(m_pJointAF->GetJoint()) )->EnableSpring( 0.5f, SCALAR_PI_4 );

    //vJointFrame.SetTranslate( Vector3(9.0f, 10.0f, 10.0f) );

    //m_pJointBF = PhysicsFn->CreateJoint( JOINT_SLIDER, pObjectBBody, pFixedBody, vJointFrame );
    //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableLimits( -2.0f, +2.0f );
    //( (JointSlider*)(m_pJointBF->GetJoint()) )->EnableSpring( 0.5f, -1.0f );

    // World camera
    m_pRenderCamera = New Camera( true );
    m_pWorldCamera = New WorldCamera3rdPerson( m_pRenderCamera, m_pCharacter, NULL, 3.0f );
    WorldFn->SetWorldCamera( m_pWorldCamera );
}