1 | /**
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2 | \file
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3 | SceneContentGenerator.cpp
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4 | \brief
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5 | Creates content for a scene.
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6 | */
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7 | #include "SceneContentGenerator.h"
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8 | #include <windows.h>
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9 |
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10 | namespace Ogre {
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11 |
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12 | /*******************************************************/
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13 | /* SceneContentGenerator implementation */
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14 | /*******************************************************/
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15 |
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16 | //-----------------------------------------------------------------------
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17 | SceneContentGenerator::SceneContentGenerator(SceneManager *sm):
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18 | mSceneMgr(sm), mCount(0),
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19 | mMinPos(Vector3(-70.0f, -70.0f, 0.0f)),
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20 | mMaxPos(Vector3(70.0f, 70.0f, 600.0f)),
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21 | mMinAngle(Vector3(0.0f, 0.0f, 0.0f)),
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22 | mMaxAngle(Vector3(360, 360, 360))
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23 | {
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24 | }
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25 | //----------------------------------------------------------------------- |
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26 | void SceneContentGenerator::GenerateScene(int numObjects, const String &objName) |
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27 | { |
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28 | // initialise random generator |
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29 | srand (time(0)); |
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30 | |
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31 | Vector3 rotationRatio; |
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32 | Vector3 translationRatio; |
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33 | |
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34 | int currentCount = mCount; |
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35 | int limit = 0; |
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36 | |
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37 | //-- create random values between zero and one |
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38 | while ((mCount - currentCount < numObjects) && (limit < 50000)) |
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39 | { |
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40 | rotationRatio.x = rand() / (float) RAND_MAX; |
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41 | rotationRatio.y = rand() / (float) RAND_MAX; |
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42 | rotationRatio.z = rand() / (float) RAND_MAX; |
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43 | |
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44 | translationRatio.x = rand() / (float) RAND_MAX; |
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45 | translationRatio.y = rand() / (float) RAND_MAX; |
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46 | translationRatio.z = rand() / (float) RAND_MAX; |
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47 | |
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48 | // Setup the ray scene query
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49 | Vector3 rotation = mMinAngle + rotationRatio * (mMaxAngle - mMinAngle); |
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50 | Vector3 position = mMinPos + translationRatio * (mMaxPos - mMinPos);
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51 | |
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52 | (void)GenerateSceneObject(position, rotation, objName); |
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53 | ++limit; // just in case: to avoid endless loop |
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54 | } |
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55 | }
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56 | //-----------------------------------------------------------------------
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57 | SceneNode *SceneContentGenerator::GenerateSceneObject(const Vector3 &position, |
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58 | const Vector3 &rotation, const String& objName)
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59 | {
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60 | char name[25];
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61 | sprintf(name, "Entity%d", mCount++);
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62 |
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63 | Entity *ent = mSceneMgr->createEntity(name, objName);
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64 |
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65 | SceneNode *currentObject = mSceneMgr->getRootSceneNode()->
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66 | createChildSceneNode(String(name) + "Node", position);
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67 |
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68 | currentObject->attachObject(ent);
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69 | currentObject->setScale(0.1f, 0.1f, 0.1f);
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70 |
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71 | currentObject->yaw(Degree(rotation.x));
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72 | currentObject->pitch(Degree(rotation.y));
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73 | currentObject->roll(Degree(rotation.z));
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74 |
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75 | /*
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76 | char msg[100];
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77 | sprintf(msg, "pos: %3.3f %3.3f %3.3f\n", position.x, position.y, position.z);
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78 | OutputDebugString(msg);
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79 | */
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80 |
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81 | return currentObject;
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82 | }
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83 | //-----------------------------------------------------------------------
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84 | void SceneContentGenerator::SetMinAngle(Vector3 minAngle)
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85 | {
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86 | mMinAngle = minAngle;
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87 | }
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88 | //-----------------------------------------------------------------------
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89 | void SceneContentGenerator::SetMaxAngle(Vector3 maxAngle)
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90 | {
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91 | mMaxAngle = maxAngle;
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92 | }
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93 | //-----------------------------------------------------------------------
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94 | void SceneContentGenerator::SetMinPos(Vector3 minPos)
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95 | {
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96 | mMinPos = minPos;
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97 | }
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98 | //-----------------------------------------------------------------------
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99 | void SceneContentGenerator::SetMaxPos(Vector3 maxPos)
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100 | {
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101 | mMaxPos = maxPos;
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102 | }
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103 |
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104 | } // namespace Ogre |
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