genesis-3d_engine/Engine/players/PhysX_Sample/simplegamestatehandler.cpp
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

824 lines
26 KiB
C++

#include "stdneb.h"
#include "simplegamestatehandler.h"
#include "basegamefeature/basegamefeature.h"
#include "basegamefeature/managers/sceneschedulemanager.h"
#include "graphicfeature/graphicsfeature.h"
#include "appframework/gameserver.h"
#include "appframework/scene.h"
#include "appframework/actor.h"
#include "graphicfeature/components/cameracomponent.h"
#include "graphicfeature/components/meshcomponent.h"
#include "graphicfeature/components/lightcomponent.h"
#include "graphicfeature/components/meshrendercomponent.h"
#include "graphicfeature/components/simulatephysicwatercomponent.h"
#include "input/inputserver.h"
#include "input/inputkeyboard.h"
#include "app/inputfeature/inputfeature.h"
#include "input/inputkey.h"
#include "graphicsystem/GraphicSystem.h"
#include "graphicsystem/Light/Light.h"
#include "graphicsystem/Camera/Camera.h"
#include "graphicsystem/Sky/SkyRenderer.h"
#include "graphicsystem/Sky/SkyRenderable.h"
#include "graphicsystem/Renderable/SimpleShapeRenderable.h"
#include "graphicsystem/Renderable/SimpleShapeRenderer.h"
#include "math/polar.h"
#include "app/physXfeature/PhysicsBodyComponent.h"
#include "app/physXfeature/PhysicsBoxShapeComponent.h"
#include "app/physXfeature/PhysicsSphereShapeComponent.h"
#include "app/physXfeature/PhysicsPlaneShapeComponent.h"
#include "app/physXfeature/PhysicsTerrianComponent.h"
#include "app/physXfeature/PhysicsCapsuleShapeComponent.h"
#include "app/physXfeature/PhysicsMeshShapeComponent.h"
#include "app/physXfeature/PhysicsServer.h"
#include "apputil/manuresutil.h"
#include "terrainfeature/components/TerrainRenderComponent.h"
#include "terrainsystem/HeightMap.h"
#include "resource/meshres.h"
#include <fstream>
#include <ios>
static float g_BoxSize(4.0f);
namespace Sample
{
__ImplementClass(Sample::SimpleStateHandler, 'SSHD', App::StateHandler);
using namespace Graphic;
using namespace App;
//------------------------------------------------------------------------------
/**
*/
SimpleStateHandler::SimpleStateHandler()
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
SimpleStateHandler::~SimpleStateHandler()
{
// empty
m_pScene = NULL;
//m_pBoxesActors.Clear();
}
//------------------------------------------------------------------------------
/**
This method is called when the state associated with this state handler
is entered. The parameter indicates the previously active state.
@param prevState previous state
*/
void
SimpleStateHandler::OnStateEnter(const Util::String& prevState)
{
App::BaseGameFeature::Instance()->SetRenderDebug(true);
// setup the game
// start game world
App::GameServer::Instance()->Start();
App::SceneScheduleManager* pSceneSchedule = App::SceneScheduleManager::Instance();
// open scene
pSceneSchedule->OpenScene( GetSceneName() , false );
m_pScene = pSceneSchedule->GetScene();
n_assert( m_pScene );
{
Ptr<Actor> pActor = Actor::Create();
pActor->SetLayerID(1);
pActor->SetName("Light1");
m_pScene->AddActor( pActor );
Ptr<LightComponent> pLightComponent = LightComponent::Create();
pActor->AttachComponent( pLightComponent.upcast<Component>() );
pLightComponent->SetLightType( Graphic::Light::eSunLight);
//pLightComponent->SetLightIntensity(5.f);
Math::matrix44 lighttrans = Math::matrix44::identity();
Math::polar orientation(Math::float4(2.f/3.f,2.f/3.f,-1.f/3.f,0.f));
Math::matrix44 rot = Math::matrix44::rotationyawpitchroll(orientation.rho, orientation.theta, 0);
Math::matrix44 rotx = Math::matrix44::rotationx(-0.5*PI);
rotx = Math::matrix44::multiply(rot, rotx);
lighttrans = Math::matrix44::multiply(rotx, lighttrans);
pActor->SetTransform( lighttrans );
pActor->Active();
m_pActLight = pActor;
}
//create Terrain 's floor
if (true)
{
Ptr<Actor> pfloor = Actor::Create();
pfloor->SetLayerID(0);
pfloor->SetName("floor");
m_pScene->AddActor(pfloor);
Resources::PositionData position;
Resources::Index16Container indicies;
Resources::TexCoordData texcoors;
Resources::NormalData normals;
position.Append(Math::float3(-800,0,800));
position.Append(Math::float3(800,0,800));
position.Append(Math::float3(800,0,-800));
position.Append(Math::float3(-800,0,-800));
indicies.Append(0);
indicies.Append(1);
indicies.Append(2);
indicies.Append(2);
indicies.Append(3);
indicies.Append(0);
texcoors.Append(Math::float2(0,0));
texcoors.Append(Math::float2(0,1));
texcoors.Append(Math::float2(1,1));
texcoors.Append(Math::float2(1,0));
normals.Append(Math::float3(0.0f,1.0f,0.0f));
normals.Append(Math::float3(0.0f,1.0f,0.0f));
normals.Append(Math::float3(0.0f,1.0f,0.0f));
normals.Append(Math::float3(0.0f,1.0f,0.0f));
Math::Color32 color(0,0,0,0);
Ptr<Resources::MeshRes> mesh = AppUtil::ManuResUtil::CreateManuMesh_WithTopology( "terrainFloor", position.Size(), &position[0], color, indicies.Size(),&indicies[0]);
n_assert( mesh.isvalid() );
mesh->SetVertexData<Resources::TexCoordData>( &texcoors[0], 4 );
mesh->SetVertexData<Resources::NormalData>( &normals[0], 4 );
Ptr<MeshComponent> pMeshComponent = MeshComponent::Create();
pMeshComponent->SetMeshID( mesh->GetResourceId() );
Ptr<MeshRenderComponent> pMeshRenderComponent = MeshRenderComponent::Create();
pMeshRenderComponent->SetShaderID(0, "shd:Simple.wjshader");
pMeshRenderComponent->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
n_assert( pMeshRenderComponent->HasTextureParam(0, "_diffuseMap") );
pMeshRenderComponent->SetTexture(0, "_diffuseMap", "tex:grid.png" );
Math::matrix44 trans = Math::matrix44::identity();
trans.set_position(Math::float4(0.0f, 0.0f, 0.0f, 1.0f));
Ptr<PhysicsPlaneShapeComponent> pPPSC = PhysicsPlaneShapeComponent::Create();
//pPPSC->AddShapes(1);
pPPSC->SetStaticFriction(200.0f);
pPPSC->SetDynamicFriction(200.0f);
pPPSC->SetRestitution(0.0f);
//Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
//pBC->SetBodyStatic(true);
pfloor->AttachComponent( pMeshComponent.upcast<Component>() );
pfloor->AttachComponent( pMeshRenderComponent.upcast<Component>() );
//pfloor->AttachComponent( pBC.upcast<Component>() );
pfloor->AttachComponent( pPPSC.upcast<Component>() );
pfloor->SetTransform(trans);
pfloor->Active();
}
if (false)
{
Ptr<Actor> pActor = Actor::Create();
pActor->SetLayerID(1);
pActor->SetName("TerrainPhysicSmaple");
m_pScene->AddActor( pActor );
pActor->SetPosition( Math::vector(0, -40.0, 0 ) );
// 1. create terrain
Ptr<TerrainRenderComponent> pTerrain = TerrainRenderComponent::Create();
n_assert(pTerrain.isvalid());
pTerrain->SetTerrainName(pActor->GetGUID().AsString());
// please first set resolution, second set size!!
const int kResolution = 256;
pTerrain->SetResolution(kResolution); //1st set
pTerrain->SetTerrainSize(float3(200, 60, 200)); //2nd set
// set height map. for example, import a exist height map file.
Ptr<Terrain::HeightMap> heightmap = pTerrain->GetTerrainData()->GetHeightMap();
float *heights = n_new_array(float, heightmap->GetWidth()*heightmap->GetHeight());
Memory::Clear(heights, sizeof(float)*heightmap->GetWidth()*heightmap->GetHeight());
LoadRAW(heightmap->GetWidth(), heightmap->GetHeight(), "heightmap17_257.raw", 1.0f, 0.0f, heights);
for (int i=0; i< heightmap->GetWidth()*heightmap->GetHeight(); ++i)
{
heights[i] /= 255.0f;
}
pTerrain->GetTerrainData()->GetHeightMap()->SetHeights(0, 0, heightmap->GetWidth(), heightmap->GetHeight(), heights, false);
n_delete_array(heights);
pTerrain->SetBaseTexture("sys:white.dds");
//pTRComponent->SetBlendTexture(0, "_controlMap", "tex:blend_hm17.dds");
pTerrain->SetBlendTexture(0, "_controlMap", "sys:white.dds");
//pTRComponent->SetBlendTexture(0, "_blendMap0", "tex:grass.dds");
//pTRComponent->SetBlendTexture(0, "_blendMap1", "tex:dirt.dds");
//pTRComponent->SetBlendTexture(0, "_blendMap2", "tex:stone.dds");
Ptr<PhysicsTerrainComponent> pTerrainCom = PhysicsTerrainComponent::Create();
pActor->AttachComponent( pTerrain.upcast<Component>() );
pActor->AttachComponent( pTerrainCom.upcast<Component>() );
pActor->Active();
}
for (IndexT i = 0; i<m_pScene->GetActorCount(); ++i)
{
const Ptr<Actor>& pActor = m_pScene->GetActor(i);
if (pActor->GetName() == "Camera")
{
m_pCam = pActor;
break;
}
}
App::PhysicsServer::Instance()->ConnectToVRD();
}
//------------------------------------------------------------------------------
/**
This method is called when the state associated with this state handler
is left. The parameter indicates the next active state.
@param nextState next state
*/
void
SimpleStateHandler::OnStateLeave(const Util::String& nextState)
{
// stop game world
App::GameServer::Instance()->Stop();
}
//------------------------------------------------------------------------------
/**
This method is called once a frame while the state is active. The method
must return a state identifier. If this is different from the current
state, a state switch will occur after the method returns.
@return a state identifier
*/
Util::String
SimpleStateHandler::OnFrame()
{
if( App::GameServer::Instance()->IsQuitRequested() )
{
App::SceneScheduleManager* pSceneSchedule = App::SceneScheduleManager::Instance();
//pSceneSchedule->SaveScene();
pSceneSchedule->CloseScene();
return "Exit";
}
else
{
const Ptr<Input::InputServer>& inputServer = App::InputFeature::Instance()->GetInputServer();
n_assert( inputServer.isvalid() );
// update the camera from input
const Ptr<Input::InputKeyboard>& keyboard = inputServer->GetDefaultKeyboard();
if (keyboard->KeyDown(Input::InputKey::Key1))
{
CreateCapsule();
//CreateBox( Math::float3(4.0, 4.0, 4.0) );
}
else if (keyboard->KeyDown(Input::InputKey::Key2))
{
//CreateConvex();
CreateBox( Math::float3(8.0, 8.0, 8.0) );
}
/*else if (keyboard->KeyDown(Input::InputKey::Key3))
{
CreateStatue();
}
else if (keyboard->KeyDown(Input::InputKey::Key4))
{
CreateTeapot();
}*/
else if (keyboard->KeyDown(Input::InputKey::Key5))
{
CreateStacks(30);
}
else if (keyboard->KeyDown(Input::InputKey::Key6))
{
CreateTower(100);
}
else if (keyboard->KeyDown(Input::InputKey::Key0))
{
RemoveAll();
}
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
float posY = pCC->GetCameraObject()->GetTransform().get_position().y();
//n_dbgout("Cam PosY: %f \n", posY);
Input::InputServer* pInputServer = Input::InputServer::Instance();
return this->GetName();
}
}
void SimpleStateHandler::CreateBox(const Math::float3& f3Dim)
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:Cube.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Simple.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:crate.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
//trans.set_position(Math::float4(50.0f, 100.0f, 50.0f,1.0f));
pBox->SetTransform(trans);
//pBox->SetScale(Math::vector(0.1f, 0.1f, 0.1f));
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsBoxShapeComponent> pBSC = PhysicsBoxShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
pBSC->SetDimension(f3Dim);
pBSC->SetRenderShapeShow(true);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
//pBC->SetPhysicsID("phy:sample.nxb");
pBC->SetLinearVelocity(dir3);
pBC->SetMass(1.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD_DYNAMIC);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
void SimpleStateHandler::CreateStacks(IndexT size)
{
float Offset = -size * (g_BoxSize * 2.0f) * 0.5f;
Math::float4 pos4(0.0f, 0.0f, 0.0f, 1.0f);
while(size)
{
for (IndexT i = 0; i<size; ++i)
{
pos4.x() = Offset + i * (g_BoxSize * 2.0f);
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:Cube.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Simple.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:rustymetal.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
pBox->SetTransform(trans);
Ptr<PhysicsBoxShapeComponent> pBSC = PhysicsBoxShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
pBSC->SetDimension(Math::float3(4.f,4.f,4.f));
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
pBC->SetMass(50.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
Offset += g_BoxSize;
pos4.y() += (g_BoxSize * 2.0f);
size--;
}
}
void SimpleStateHandler::CreateTower(IndexT size)
{
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
float posX = pCC->GetCameraObject()->GetTransform().get_position().x();
float posZ = pCC->GetCameraObject()->GetTransform().get_position().z();
Math::float4 pos4(posX, 0.0f, posZ, 1.0f);
while (size)
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:Cube.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Simple.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:crate.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
pBox->SetTransform(trans);
Ptr<PhysicsBoxShapeComponent> pBSC = PhysicsBoxShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
pBSC->SetDimension(Math::float3(4.f,4.f,4.f));
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
pBC->SetMass(50.0f);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
pos4.y() += g_BoxSize * 2.0f;
size--;
}
}
void SimpleStateHandler::CreateCapsule()
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:capsule.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:color.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:crate.dds");
pMRC->SetVisible(false);
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
//trans.set_position(Math::float4(50.0f, 100.0f, 50.0f,1.0f));
pBox->SetTransform(trans);
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsCapsuleShapeComponent> pBSC = PhysicsCapsuleShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
pBSC->SetHeight(4.f);
pBSC->SetRadius(1.f);
pBSC->SetRenderShapeShow(true);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
//pBC->SetPhysicsID("phy:capsule.nxb");
pBC->SetLinearVelocity(dir3);
pBC->SetMass(1.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD_DYNAMIC);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
void SimpleStateHandler::CreateSphere()
{
Ptr<App::Actor> pSphere = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:Sphere.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Simple.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:oshHelm_d.dds");
pSphere->AttachComponent(pMC.upcast<Component>());
pSphere->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
trans.scale(Math::float4(0.7f, 0.7f, 0.7f, 1.0f));
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
pSphere->SetTransform(trans);
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsShpereComponent> pSC = PhysicsShpereComponent::Create();
//pSC->AddShapes(1);
pSC->SetStaticFriction(5000.0f);
pSC->SetDynamicFriction(5000.0f);
pSC->SetRestitution(0.5f);
pSC->SetRenderShapeShow(true);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
pBC->SetLinearVelocity(dir3);
pSphere->AttachComponent(pSC.upcast<Component>());
pSphere->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pSphere);
pSphere->Active();
m_pBoxesActors.Append(pSphere);
}
void SimpleStateHandler::CreateConvex()
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:teapot.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:color.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
//pMRC->SetShaderID(1, "shd:color.wjshader");
//pMRC->_AddTextureParam(1, "_diffuseMap", "sys:white.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
//trans.set_position(Math::float4(50.0f, 100.0f, 50.0f,1.0f));
pBox->SetTransform(trans);
//pBox->SetScale(Math::vector(10.0f, 10.0f, 10.0f));
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsMeshShapeComponent> pMSC = PhysicsMeshShapeComponent::Create();
//pMSC->AddShapes(1);
pMSC->SetConvex(true);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
//pBC->SetPhysicsID("phy:teapot.nxb");
pBC->SetLinearVelocity(dir3);
pBC->SetMass(1.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD_DYNAMIC);
pBox->AttachComponent(pMSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
void SimpleStateHandler::CreateStatue()
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:statue.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Metal_2.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->_AddTextureParam(0, "_cubeMap", "tex:whitecube.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:cubeCathDiff.dds");
pMRC->SetTexture(0, "_cubeMap", "tex:Sky_01_1024.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
pBox->SetTransform(trans);
pBox->SetScale(Math::vector(300.0f, 300.0f, 300.0f));
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsBoxShapeComponent> pBSC = PhysicsBoxShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
pBC->SetLinearVelocity(dir3);
pBC->SetMass(1000.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD_DYNAMIC);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
void SimpleStateHandler::CreateTeapot()
{
Ptr<App::Actor> pBox = App::Actor::Create();
Ptr<MeshComponent> pMC = MeshComponent::Create();
pMC->SetMeshID("msh:Teapot.mesh");
Ptr<MeshRenderComponent> pMRC = MeshRenderComponent::Create();
pMRC->SetShaderID(0, "shd:Metal_2.wjshader");
pMRC->_AddTextureParam(0, "_diffuseMap", "sys:white.dds");
pMRC->_AddTextureParam(0, "_cubeMap", "tex:whitecube.dds");
pMRC->SetTexture(0, "_diffuseMap", "tex:cubeCathDiff.dds");
pMRC->SetTexture(0, "_cubeMap", "tex:room-dxt5.dds");
pBox->AttachComponent(pMC.upcast<Component>());
pBox->AttachComponent(pMRC.upcast<Component>());
const Ptr<CameraComponent>& pCC = m_pCam->FindComponent(CameraComponent::RTTI).downcast<CameraComponent>();
const Math::float4& pos4 = pCC->GetCameraObject()->GetTransform().get_position();
Math::float4 dir4 = pCC->GetCameraObject()->GetTransform().get_zaxis();
Math::matrix44 trans = Math::matrix44::identity();
Math::matrix44 rotx = Math::matrix44::rotationx(scalar(-0.5f*PI));
trans = Math::matrix44::multiply(rotx, trans);
trans.set_position(pos4);
pBox->SetTransform(trans);
pBox->SetScale(Math::vector(0.4f, 0.4f, 0.4f));
dir4 = Math::float4::normalize(dir4);
Math::float3 dir3 = -Math::float3(dir4.x(), dir4.y(), dir4.z());
dir3 *= 100.0f;
Ptr<PhysicsBoxShapeComponent> pBSC = PhysicsBoxShapeComponent::Create();
//pBSC->AddShapes(1);
pBSC->SetStaticFriction(200.0f);
pBSC->SetDynamicFriction(200.0f);
pBSC->SetRestitution(0.0f);
Ptr<PhysicsBodyComponent> pBC = PhysicsBodyComponent::Create();
pBC->SetLinearVelocity(dir3);
pBC->SetMass(1000.0f);
//pBC->SetCollisionMode(PhysicsBodyComponent::CCD_DYNAMIC);
pBox->AttachComponent(pBSC.upcast<Component>());
pBox->AttachComponent(pBC.upcast<Component>());
m_pScene->AddActor(pBox);
pBox->Active();
m_pBoxesActors.Append(pBox);
}
void SimpleStateHandler::RemoveAll()
{
for (IndexT i = 0; i<m_pBoxesActors.Size(); ++i)
{
m_pBoxesActors[i]->Deactive();
}
m_pBoxesActors.Clear();
}
void SimpleStateHandler::LoadRAW(int m, int n, const std::string &filename, float heightScale, float heightOffset, float *height)
{
// A height for each vertex
std::vector<unsigned char> in( m * n );
// Open the file.
std::ifstream inFile;
inFile.open(filename.c_str(), std::ios_base::binary);
if(!inFile)
{
return;
}
// Read the RAW bytes.
inFile.read((char*)&in[0], (std::streamsize)in.size());
// Done with file.
inFile.close();
for(int i = 0; i < m; ++i)
{
for(int j = 0; j < n; ++j)
{
int k = i * n + j;
height[k] = (float)in[k] * heightScale + heightOffset;
}
}
}
} // namespace Application