|
|
@@ -56,25 +56,6 @@ void CreateScene()
|
|
|
lightNode.direction = Vector3(-0.6f, -1.0f, -0.8f); // The direction vector does not need to be normalized
|
|
|
Light@ light = lightNode.CreateComponent("Light");
|
|
|
light.lightType = LIGHT_DIRECTIONAL;
|
|
|
- light.castShadows = true;
|
|
|
-
|
|
|
- {
|
|
|
- // Create a floor object, 1000 x 1000 world units. Adjust position so that the ground is at zero Y
|
|
|
- Node@ floorNode = scene_.CreateChild("Floor");
|
|
|
- floorNode.position = Vector3(0.0f, -2.0f, 0.0f);
|
|
|
- floorNode.scale = Vector3(100.0f, 1.0f, 100.0f);
|
|
|
- StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
|
|
|
- floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
|
|
|
-
|
|
|
- // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
|
|
|
- // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
|
|
|
- // in the physics simulation
|
|
|
- RigidBody@ body = floorNode.CreateComponent("RigidBody");
|
|
|
- CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
|
|
|
- // Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
|
|
|
- // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
|
|
|
- shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
|
|
|
- }
|
|
|
|
|
|
if (!useGroups)
|
|
|
{
|
|
|
@@ -89,9 +70,7 @@ void CreateScene()
|
|
|
boxNode.position = Vector3(x * 0.3f, 0.0f, y * 0.3f);
|
|
|
boxNode.SetScale(0.25f);
|
|
|
StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
|
|
|
- boxObject.castShadows = true;
|
|
|
- boxObject.model = cache.GetResource("Model", "Models/Plane.mdl");
|
|
|
- boxObject.material = cache.GetResource("Material", "Materials/List.xml");
|
|
|
+ boxObject.model = cache.GetResource("Model", "Models/Box.mdl");
|
|
|
boxNodes.Push(boxNode);
|
|
|
}
|
|
|
}
|
|
|
@@ -115,9 +94,7 @@ void CreateScene()
|
|
|
{
|
|
|
Node@ boxGroupNode = scene_.CreateChild("BoxGroup");
|
|
|
lastGroup = boxGroupNode.CreateComponent("StaticModelGroup");
|
|
|
- lastGroup.model = cache.GetResource("Model", "Models/Plane.mdl");
|
|
|
- lastGroup.material = cache.GetResource("Material", "Materials/List.xml");
|
|
|
- lastGroup.castShadows = true;
|
|
|
+ lastGroup.model = cache.GetResource("Model", "Models/Box.mdl");
|
|
|
}
|
|
|
|
|
|
Node@ boxNode = scene_.CreateChild("Box");
|