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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "SwitchNodes.h"
WM5_WINDOW_APPLICATION(SwitchNodes);
//----------------------------------------------------------------------------
SwitchNodes::SwitchNodes ()
:
WindowApplication3("SampleGraphics/SwitchNodes", 0, 0, 640, 480,
Float4(0.5f, 0.0f, 1.0f, 1.0f)),
mTextColor(1.0f, 1.0f, 1.0f, 1.0f)
{
}
//----------------------------------------------------------------------------
bool SwitchNodes::OnInitialize ()
{
if (!WindowApplication3::OnInitialize())
{
return false;
}
// Set up the camera.
mCamera->SetFrustum(60.0f, GetAspectRatio(), 1.0f, 100.0f);
float cs = 0.866025f, sn = 0.5f;
APoint camPosition(0.0f, -4.0f, 2.0f);
AVector camDVector(0.0f, cs, -sn);
AVector camUVector(0.0f, sn, cs);
AVector camRVector = camDVector.Cross(camUVector);
mCamera->SetFrame(camPosition, camDVector, camUVector, camRVector);
CreateScene();
// Initial update of objects.
mScene->Update();
// Initial culling of scene.
mCuller.SetCamera(mCamera);
mCuller.ComputeVisibleSet(mScene);
InitializeCameraMotion(0.01f, 0.001f);
InitializeObjectMotion(mScene);
return true;
}
//----------------------------------------------------------------------------
void SwitchNodes::OnTerminate ()
{
mScene = 0;
mSwitch = 0;
mWireState = 0;
WindowApplication3::OnTerminate();
}
//----------------------------------------------------------------------------
void SwitchNodes::OnIdle ()
{
MeasureTime();
if (MoveCamera())
{
mCuller.ComputeVisibleSet(mScene);
}
if (MoveObject())
{
mScene->Update();
mCuller.ComputeVisibleSet(mScene);
}
if (mRenderer->PreDraw())
{
mRenderer->ClearBuffers();
mRenderer->Draw(mCuller.GetVisibleSet());
DrawFrameRate(8, GetHeight()-8, mTextColor);
mRenderer->PostDraw();
mRenderer->DisplayColorBuffer();
}
UpdateFrameCount();
}
//----------------------------------------------------------------------------
bool SwitchNodes::OnKeyDown (unsigned char key, int x, int y)
{
if (WindowApplication3::OnKeyDown(key, x, y))
{
return true;
}
switch (key)
{
case 'c':
case 'C':
{
int child = mSwitch->GetActiveChild();
if (++child == mSwitch->GetNumChildren())
{
child = 0;
}
mSwitch->SetActiveChild(child);
mCuller.ComputeVisibleSet(mScene);
return true;
}
case 'w':
case 'W':
mWireState->Enabled = !mWireState->Enabled;
return true;
}
return false;
}
//----------------------------------------------------------------------------
void SwitchNodes::CreateScene ()
{
mScene = new0 Node();
mWireState = new0 WireState();
mRenderer->SetOverrideWireState(mWireState);
mSwitch = new0 SwitchNode();
mScene->AttachChild(mSwitch);
// Texture effect to be shared by all objects.
Texture2DEffect* effect = new0 Texture2DEffect(Shader::SF_LINEAR);
std::string path = Environment::GetPathR("Flower.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
// Create the children of the switch node.
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
StandardMesh sm(vformat);
// Create a rectangle mesh (child 0).
TriMesh* mesh = sm.Rectangle(4, 4, 1.0f, 1.0f);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a disk mesh (child 1).
mesh = sm.Disk(8,16,1.0f);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a box mesh (child 2).
mesh = sm.Box(1.0f,0.5f,0.25f);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a closed cylinder mesh (child 3).
mesh = sm.Cylinder(8,16,1.0f,2.0f,false);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a sphere mesh (child 4).
mesh = sm.Sphere(32,16,1.0f);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a torus mesh (child 5).
mesh = sm.Torus(16,16,1.0f,0.25f);
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a tetrahedron (child 6).
mesh = sm.Tetrahedron();
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a hexahedron (child 7).
mesh = sm.Hexahedron();
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create an octahedron (child 8).
mesh = sm.Octahedron();
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create a dodecahedron (child 9).
mesh = sm.Dodecahedron();
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Create an icosahedron (child 10).
mesh = sm.Icosahedron();
mesh->SetEffectInstance(effect->CreateInstance(texture));
mSwitch->AttachChild(mesh);
// Set the active child (otherwise it is invalid).
mSwitch->SetActiveChild(0);
}
//----------------------------------------------------------------------------
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