void MasterControl::CreateScene()
{
  world_.scene = new Scene(context_);

  //Create octree, use default volume (-1000, -1000, -1000) to (1000,1000,1000)
  {
    world_.scene->CreateComponent<Octree>();
  }
  //Create the physics
  {
    PhysicsWorld * const physicsWorld = world_.scene->CreateComponent<PhysicsWorld>();
    physicsWorld->SetGravity(Vector3::ZERO);
  }

  world_.scene->CreateComponent<DebugRenderer>();

  //Create an invisible plane for mouse raycasting
  world_.voidNode = world_.scene->CreateChild("Void");
  //Location is set in update since the plane moves with the camera.
  world_.voidNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
  StaticModel* planeModel = world_.voidNode->CreateComponent<StaticModel>();
  planeModel->SetModel(cache_->GetResource<Model>("Models/Plane.mdl"));
  planeModel->SetMaterial(cache_->GetResource<Material>("Materials/Terrain.xml"));

  CreateBackground();

  {
    // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
    // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
    // generate the necessary 3D texture coordinates for cube mapping
    Node* skyNode = world_.scene->CreateChild("Sky");
    skyNode->SetScale(500.0f); // The scale actually does not matter
    Skybox* skybox = skyNode->CreateComponent<Skybox>();
    skybox->SetModel(cache_->GetResource<Model>("Models/Box.mdl"));
    skybox->SetMaterial(cache_->GetResource<Material>("Materials/Skybox.xml"));
  }

  //Create a directional light to the world. Enable cascaded shadows on it
  {
    Node* lightNode = world_.scene->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(0.0f, -1.0f, 0.0f));
    Light* light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);
    light->SetBrightness(1.0f);
    light->SetColor(Color(1.0f, 0.8f, 0.7f));
    light->SetCastShadows(true);
    light->SetShadowBias(BiasParameters(0.00025f, 0.5f));

    //Set cascade splits at 10, 50, 200 world unitys, fade shadows at 80% of maximum shadow distance
    light->SetShadowCascade(CascadeParameters(7.0f, 23.0f, 42.0f, 500.0f, 0.8f));
  }

  //Create a second directional light without shadows
  {
    Node * const lightNode = world_.scene->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(0.0, 1.0, 0.0));
    Light * const light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);
    light->SetBrightness(0.25);
    light->SetColor(Color(1.0, 1.0, 1.0));
    light->SetCastShadows(true);
    light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
  }

  //Create camera
  world_.camera = new CameraMaster(context_, this);
}
示例#2
0
void Physics::CreateScene()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    scene_ = new Scene(context_);

    // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
    // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
    // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
    // Finally, create a DebugRenderer component so that we can draw physics debug geometry
    scene_->CreateComponent<Octree>();
    scene_->CreateComponent<PhysicsWorld>();
    scene_->CreateComponent<DebugRenderer>();

    // Create a Zone component for ambient lighting & fog control
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
    zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
    zone->SetFogStart(300.0f);
    zone->SetFogEnd(500.0f);

    // Create a directional light to the world. Enable cascaded shadows on it
    Node* lightNode = scene_->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
    Light* light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);
    light->SetCastShadows(true);
    light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
    // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
    light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));

    // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
    // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
    // generate the necessary 3D texture coordinates for cube mapping
    Node* skyNode = scene_->CreateChild("Sky");
    skyNode->SetScale(500.0f); // The scale actually does not matter
    Skybox* skybox = skyNode->CreateComponent<Skybox>();
    skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
    skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));

    {
        // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
        Node* floorNode = scene_->CreateChild("Floor");
        floorNode->SetPosition(Vector3(0.0f, -0.5f, 0.0f));
        floorNode->SetScale(Vector3(1000.0f, 1.0f, 1000.0f));
        StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
        floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
        floorObject->SetMaterial(cache->GetResource<Material>("Materials/StoneTiled.xml"));

        // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
        // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
        // in the physics simulation
        /*RigidBody* body = */floorNode->CreateComponent<RigidBody>();
        CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
        // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
        // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
        shape->SetBox(Vector3::ONE);
    }

    {
        // Create a pyramid of movable physics objects
        for (int y = 0; y < 8; ++y)
        {
            for (int x = -y; x <= y; ++x)
            {
                Node* boxNode = scene_->CreateChild("Box");
                boxNode->SetPosition(Vector3((float)x, -(float)y + 8.0f, 0.0f));
                StaticModel* boxObject = boxNode->CreateComponent<StaticModel>();
                boxObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
                boxObject->SetMaterial(cache->GetResource<Material>("Materials/StoneEnvMapSmall.xml"));
                boxObject->SetCastShadows(true);

                // Create RigidBody and CollisionShape components like above. Give the RigidBody mass to make it movable
                // and also adjust friction. The actual mass is not important; only the mass ratios between colliding
                // objects are significant
                RigidBody* body = boxNode->CreateComponent<RigidBody>();
                body->SetMass(1.0f);
                body->SetFriction(0.75f);
                CollisionShape* shape = boxNode->CreateComponent<CollisionShape>();
                shape->SetBox(Vector3::ONE);
            }
        }
    }

    // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside the scene, because
    // we want it to be unaffected by scene load / save
    cameraNode_ = new Node(context_);
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->SetFarClip(500.0f);

    // Set an initial position for the camera scene node above the floor
    cameraNode_->SetPosition(Vector3(0.0f, 5.0f, -20.0f));
}
示例#3
0
void Water::CreateScene()
{
    ResourceCache* cache = GetContext()->m_ResourceCache.get();

    scene_ = new Scene(GetContext());

    // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
    scene_->CreateComponent<Octree>();

    // Create a Zone component for ambient lighting & fog control
    Node* zoneNode = scene_->CreateChild("Zone");
    Zone* zone = zoneNode->CreateComponent<Zone>();
    zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
    zone->SetAmbientColor(Color(0.15f, 0.15f, 0.15f));
    zone->SetFogColor(Color(1.0f, 1.0f, 1.0f));
    zone->SetFogStart(500.0f);
    zone->SetFogEnd(750.0f);

    // Create a directional light to the world. Enable cascaded shadows on it
    Node* lightNode = scene_->CreateChild("DirectionalLight");
    lightNode->SetDirection(Vector3(0.6f, -1.0f, 0.8f));
    Light* light = lightNode->CreateComponent<Light>();
    light->SetLightType(LIGHT_DIRECTIONAL);
    light->SetCastShadows(true);
    light->SetShadowBias(BiasParameters(0.00025f, 0.5f));
    light->SetShadowCascade(CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f));
    light->SetSpecularIntensity(0.5f);
    // Apply slightly overbright lighting to match the skybox
    light->SetColor(Color(1.2f, 1.2f, 1.2f));

    // Create skybox. The Skybox component is used like StaticModel, but it will be always located at the camera, giving the
    // illusion of the box planes being far away. Use just the ordinary Box model and a suitable material, whose shader will
    // generate the necessary 3D texture coordinates for cube mapping
    Node* skyNode = scene_->CreateChild("Sky");
    skyNode->SetScale(500.0f); // The scale actually does not matter
    Skybox* skybox = skyNode->CreateComponent<Skybox>();
    skybox->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
    skybox->SetMaterial(cache->GetResource<Material>("Materials/Skybox.xml"));

    // Create heightmap terrain
    Node* terrainNode = scene_->CreateChild("Terrain");
    terrainNode->SetPosition(Vector3(0.0f, 0.0f, 0.0f));
    Terrain* terrain = terrainNode->CreateComponent<Terrain>();
    terrain->SetPatchSize(64);
    terrain->SetSpacing(Vector3(2.0f, 0.5f, 2.0f)); // Spacing between vertices and vertical resolution of the height map
    terrain->SetSmoothing(true);
    terrain->SetHeightMap(cache->GetResource<Image>("Textures/HeightMap.png"));
    terrain->SetMaterial(cache->GetResource<Material>("Materials/Terrain.xml"));
    // The terrain consists of large triangles, which fits well for occlusion rendering, as a hill can occlude all
    // terrain patches and other objects behind it
    terrain->SetOccluder(true);

    // Create 1000 boxes in the terrain. Always face outward along the terrain normal
    unsigned NUM_OBJECTS = 1000;
    for (unsigned i = 0; i < NUM_OBJECTS; ++i)
    {
        Node* objectNode = scene_->CreateChild("Box");
        Vector3 position(Random(2000.0f) - 1000.0f, 0.0f, Random(2000.0f) - 1000.0f);
        position.y_ = terrain->GetHeight(position) + 2.25f;
        objectNode->SetPosition(position);
        // Create a rotation quaternion from up vector to terrain normal
        objectNode->SetRotation(Quaternion(Vector3(0.0f, 1.0f, 0.0f), terrain->GetNormal(position)));
        objectNode->SetScale(5.0f);
        StaticModel* object = objectNode->CreateComponent<StaticModel>();
        object->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
        object->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
        object->SetCastShadows(true);
    }
    Node* shipNode = scene_->CreateChild("Ship");
    shipNode->SetPosition(Vector3(0.0f, 4.6f, 0.0f));
    //shipNode->SetRotation(Quaternion(0.0f, Random(360.0f), 0.0f));
    shipNode->SetScale(0.5f + Random(2.0f));
    StaticModel* shipObject = shipNode->CreateComponent<StaticModel>();
    shipObject->SetModel(cache->GetResource<Model>("Models/ship04.mdl"));
    shipObject->SetMaterial(0,cache->GetResource<Material>("Materials/ship04_Material0.xml"));
    shipObject->SetMaterial(1,cache->GetResource<Material>("Materials/ship04_Material1.xml"));
    shipObject->SetMaterial(2,cache->GetResource<Material>("Materials/ship04_Material2.xml"));
    shipObject->SetCastShadows(true);

    // Create a water plane object that is as large as the terrain
    waterNode_ = scene_->CreateChild("Water");
    waterNode_->SetScale(Vector3(2048.0f, 1.0f, 2048.0f));
    waterNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
    StaticModel* water = waterNode_->CreateComponent<StaticModel>();
    water->SetModel(cache->GetResource<Model>("Models/Plane.mdl"));
    water->SetMaterial(cache->GetResource<Material>("Materials/Water.xml"));
    // Set a different viewmask on the water plane to be able to hide it from the reflection camera
    water->SetViewMask(0x80000000);

    // Create the camera. Set far clip to match the fog. Note: now we actually create the camera node outside
    // the scene, because we want it to be unaffected by scene load / save
    cameraNode_ = new Node(GetContext());
    Camera* camera = cameraNode_->CreateComponent<Camera>();
    camera->setFarClipDistance(750.0f);

    // Set an initial position for the camera scene node above the ground
    cameraNode_->SetPosition(Vector3(0.0f, 7.0f, -20.0f));
}