Esempio n. 1
0
func addCrates(scene *ng.Scene, num int) {
	var f float64
	oldLen := len(crateIDs)
	nuLen := oldLen + 3
	if nuLen > cap(crateIDs) {
		nu := make([]int, len(crateIDs), len(crateIDs)*2)
		copy(nu, crateIDs)
		crateIDs = nu
	}
	for i := 0; i < num; i++ {
		tmpNode = apputil.AddNode(scene, 0, meshCubeID, -1, -1)
		crateIDs = append(crateIDs, tmpNode.ID)
		f = float64(oldLen + i)
		tmpNode.Transform.SetPos((f+3)*-2, (f+1)*2, (f+2)*3)
		switch i {
		case 0:
			tmpNode.Render.MatID = apputil.LibIDs.Mat["mix"]
		case 1:
			apputil.AddNode(scene, tmpNode.ID, meshPyrID, apputil.LibIDs.Mat["cat"], -1).Transform.Pos.Y = 2.125
		case 2:
			tmpNode.Render.ModelID = modelCubeCatID
		}
	}
	scene.ApplyNodeTransforms(0)
}
Esempio n. 2
0
func removeCrates(scene *ng.Scene, num int) {
	if len(crateIDs) >= num {
		for i := len(crateIDs) - num; i < len(crateIDs); i++ {
			scene.RemoveNode(crateIDs[i])
		}
		crateIDs = crateIDs[:len(crateIDs)-num]
	}
}
Esempio n. 3
0
func AddSkyMesh(scene *ng.Scene, meshID int) {
	cubeMapID := ng.Core.Libs.Images.TexCube.AddNew()
	cubeMap := &ng.Core.Libs.Images.TexCube[cubeMapID]
	LibIDs.ImgCube["sky"] = cubeMapID
	cubeMap.InitFrom[0].RefUrl = "tex/sky/east.png"  // positive X
	cubeMap.InitFrom[1].RefUrl = "tex/sky/west.png"  // negative X
	cubeMap.InitFrom[2].RefUrl = "tex/sky/up.png"    // positive Y
	cubeMap.InitFrom[3].RefUrl = "tex/sky/down.png"  // negative Y
	cubeMap.InitFrom[4].RefUrl = "tex/sky/north.png" // positive Z
	cubeMap.InitFrom[5].RefUrl = "tex/sky/south.png" // negative Z
	fxID := ng.Core.Libs.Effects.AddNew()
	LibIDs.Fx["sky"] = fxID
	fx := &ng.Core.Libs.Effects[fxID]
	fx.EnableTexCube(0).Tex.ImageID = cubeMap.ID
	fx.EnableCoords(0)
	fx.DisableCoords(0)
	fx.UpdateRoutine()
	matID := ng.Core.Libs.Materials.AddNew()
	ng.Core.Libs.Materials[matID].DefaultEffectID = LibIDs.Fx["sky"]
	LibIDs.Mat["sky"] = matID

	scene.SetNodeMeshID(0, meshID)
	scene.Root().Render.MatID = matID
}
Esempio n. 4
0
func AddNode(scene *ng.Scene, parentNodeID, meshID, matID, modelID int) (node *ng.SceneNode) {
	nodeID := scene.AddNewChildNode(parentNodeID, meshID)
	node = scene.Node(nodeID)
	node.Render.MatID, node.Render.ModelID = matID, modelID
	return
}