mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
91 lines
2.5 KiB
C++
91 lines
2.5 KiB
C++
#include "root.h"
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#include "model.h"
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#include "material.h"
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#include "assetManager.h"
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#include "lineRenderer.h"
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#include "rayCaster.h"
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using namespace std;
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using namespace vb01;
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int main(){
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const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
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const int numTextures = 6;
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string skyboxTextures[numTextures] = {
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TEX_PATH + "top.jpg",
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TEX_PATH + "bottom.jpg",
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TEX_PATH + "left.jpg",
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TEX_PATH + "right.jpg",
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TEX_PATH + "front.jpg",
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TEX_PATH + "back.jpg"
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};
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for(int i = 0; i < numTextures; i++)
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AssetManager::getSingleton()->load(skyboxTextures[i]);
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/*
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* Gets Root object to start the sample,
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* also passes the base path for asset retrieval.
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*/
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Root *root = Root::getSingleton();
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root->start(800, 600, PATH, "Ray sample");
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root->createSkybox(skyboxTextures);
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(1, 1, 1) * 10);
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cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
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Node *rootNode = root->getRootNode();
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/*
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* Creates an icosphere as a target for the ray
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*/
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string modelPath = MODEL_PATH + "sphere.xml";
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AssetManager::getSingleton()->load(modelPath);
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Model *sphModel = new Model(modelPath);
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Material *mat = new Material(PATH + "texture");
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mat->addBoolUniform("lightingEnabled", false);
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mat->addBoolUniform("texturingEnabled", false);
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mat->addVec4Uniform("diffuseColor", Vector4::VEC_L);
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sphModel->setMaterial(mat);
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rootNode->attachChild(sphModel);
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sphModel->setPosition(Vector3(-4, 0, 0));
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/*
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* Creates a visual line to represent a castable ray
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*/
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LineRenderer *lineRenderer = LineRenderer::getSingleton();
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float endYPos = -4;
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Vector3 rayStart = Vector3(4, 0, 0);
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lineRenderer->addLine(rayStart, Vector3(-4, endYPos, 0), Vector3::VEC_IJK);
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float shiftSpeed = -.1;
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while(true){
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//Animates the line
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if(endYPos < -4)
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shiftSpeed = .1;
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else if(endYPos > 4)
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shiftSpeed = -.1;
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endYPos += shiftSpeed;
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Vector3 rayEnd = Vector3(-4, endYPos, 0);
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lineRenderer->changeLineField(0, rayEnd, LineRenderer::END);
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/*
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* Casts an infinite ray that checks for collision against meshes under
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* the icoshpere model node and paints it red upon collision
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*/
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mat->setVec4Uniform("diffuseColor", Vector4::VEC_L);
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vector<RayCaster::CollisionResult> results = RayCaster::cast(rayStart, rayEnd - rayStart, sphModel);
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if(!results.empty())
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mat->setVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
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root->update();
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}
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return 0;
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}
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