-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathScene.cpp
72 lines (63 loc) · 1.95 KB
/
Scene.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
// *********************************************************
// Scene Class
// Author : Tamy Boubekeur ([email protected]).
// Copyright (C) 2010 Tamy Boubekeur.
// All rights reserved.
// *********************************************************
#include "Scene.h"
using namespace std;
static Scene * instance = NULL;
Scene * Scene::getInstance () {
if (instance == NULL)
instance = new Scene ();
return instance;
}
void Scene::destroyInstance () {
if (instance != NULL) {
delete instance;
instance = NULL;
}
}
Scene::Scene () {
buildDefaultScene ();
updateBoundingBox ();
}
Scene::~Scene () {
}
void Scene::updateBoundingBox () {
if (objects.empty ())
bbox = BoundingBox ();
else {
bbox = objects[0].getBoundingBox ();
for (unsigned int i = 1; i < objects.size (); i++)
bbox.extendTo (objects[i].getBoundingBox ());
}
}
// Changer ce code pour creer des scenes originales
void Scene::buildDefaultScene () {
Mesh groundMesh;
groundMesh.loadOFF ("models/ground.off");
Material groundMat;
Object ground (groundMesh, groundMat);
objects.push_back (ground);
Mesh ramMesh;
ramMesh.loadOFF ("models/ram.off");
Material ramMat (1.f, 1.f, Vec3Df (1.f, .6f, .2f));
Object ram (ramMesh, ramMat);
ram.setTrans (Vec3Df (1.f, 0.5f, 0.f));
objects.push_back (ram);
Mesh rhinoMesh;
rhinoMesh.loadOFF ("models/rhino.off");
Material rhinoMat (1.0f, 0.2f, Vec3Df (0.6f, 0.6f, 0.7f));
Object rhino (rhinoMesh, rhinoMat);
rhino.setTrans (Vec3Df (-1.f, -1.0f, 0.4f));
//objects.push_back (rhino);
Mesh gargMesh;
gargMesh.loadOFF ("models/gargoyle.off");
Material gargMat (0.7f, 0.4f, Vec3Df (0.5f, 0.8f, 0.5f));
Object garg (gargMesh, gargMat);
garg.setTrans (Vec3Df (-1.f, 1.0f, 0.1f));
//objects.push_back (garg);
Light l (Vec3Df (3.0f, 3.0f, 3.0f), Vec3Df (1.0f, 1.0f, 1.0f), 1.0f);
lights.push_back (l);
}