1 | /**
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2 | \file
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3 | TerrainContentGenerator.cpp
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4 | \brief
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5 | Creates content for the terrain,
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6 | */
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7 | #include "TerrainContentGenerator.h"
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8 |
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9 | //-----------------------------------------------------------------------
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10 | TerrainContentGenerator::TerrainContentGenerator( SceneManager *sm, RayQueryExecutor *rayQueryEx )
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11 | {
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12 | mSceneMgr = sm;
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13 | mRayQueryExecutor = rayQueryEx;
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14 |
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15 | mMinTranslation = Vector3(-70.0f, -70.0f, 0.0f); |
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16 | mMaxTranslation = Vector3(70.0f, 70.0f, 600.0f); |
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17 | |
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18 | mMinAngle = 0; |
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19 | mMaxAngle = 360;
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20 |
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21 | mCount = 0;
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22 | }
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23 | //----------------------------------------------------------------------- |
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24 | void TerrainContentGenerator::generateScene( int numObjects ) |
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25 | { |
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26 | srand (time (0)); |
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27 | |
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28 | Vector3 rotationRatio; |
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29 | Vector3 translationRatio; |
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30 | |
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31 | for(int i=0; i < numObjects; i++) |
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32 | { |
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33 | rotationRatio.x = rand() / (float) RAND_MAX; |
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34 | rotationRatio.y = rand() / (float) RAND_MAX; |
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35 | rotationRatio.z = rand() / (float) RAND_MAX; |
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36 | |
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37 | translationRatio.x = rand() / (float) RAND_MAX; |
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38 | translationRatio.y = rand() / (float) RAND_MAX; |
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39 | translationRatio.z = rand() / (float) RAND_MAX; |
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40 | |
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41 | generateSceneObject(translationRatio, rotationRatio, i, "sphere.mesh"); |
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42 | } |
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43 | }
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44 | //-----------------------------------------------------------------------
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45 | void TerrainContentGenerator::generateSceneObject(const Vector3 &translationRatio, |
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46 | const Vector3 &rotationRatio, const int idx, const String& entName)
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47 | {
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48 | // Setup the ray scene query
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49 | Real rotation = mMinAngle + rotationRatio.x * (mMaxAngle - mMinAngle); |
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50 | Vector3 translation = mMinTranslation + translationRatio * (mMaxTranslation - mMinTranslation);
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51 |
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52 | translation.y = 5000;
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53 |
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54 | Vector3 queryResult;
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55 |
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56 | if(mRayQueryExecutor->executeRayQuery(&queryResult, translation, Vector3::NEGATIVE_UNIT_Y))
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57 | {
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58 | char name[16];
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59 | sprintf( name, "%s%d", entName.c_str(), mCount++);
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60 |
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61 | Entity *ent = mSceneMgr->createEntity(name, entName);
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62 | SceneNode *currentObject = mSceneMgr->getRootSceneNode( )->createChildSceneNode( String(name) + "Node", queryResult);
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63 | currentObject->attachObject(ent);
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64 | currentObject->setScale(0.1f, 0.1f, 0.1f);
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65 | }
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66 | }
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67 | //-----------------------------------------------------------------------
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68 | RayQueryExecutor::RayQueryExecutor( SceneManager *sm )
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69 | {
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70 | mRaySceneQuery = sm->createRayQuery(Ray());
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71 | }
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72 | //-----------------------------------------------------------------------
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73 | RayQueryExecutor::~RayQueryExecutor()
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74 | {
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75 | delete mRaySceneQuery;
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76 | }
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77 | //-----------------------------------------------------------------------
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78 | bool RayQueryExecutor::executeRayQuery( Vector3 *result, const Vector3 &pos, const Vector3 &dir )
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79 | {
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80 | Ray ray(pos, dir);
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81 | mRaySceneQuery->setRay(ray);
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82 |
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83 | // Perform the scene query
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84 | RaySceneQueryResult &queryResult = mRaySceneQuery->execute();
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85 | RaySceneQueryResult::iterator it = queryResult.begin( );
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86 |
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87 | if (it != queryResult.end() && it->worldFragment)
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88 | {
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89 | SceneQuery::WorldFragment* wf = it->worldFragment;
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90 |
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91 | *result = wf->singleIntersection;
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92 | return true;
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93 | }
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94 |
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95 | return false;
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96 | }
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