21 :
SLScene(
"Skeletal Animation Test Scene")
23 info(
"Skeletal Animation Test Scene");
31 "DAE/AstroBoy/AstroBoy.dae");
34 "GLTF/Sintel/Sintel_LowRes-Rigged.gltf");
37 "DAE/SkinnedCube/skinnedcube2.dae");
40 "DAE/SkinnedCube/skinnedcube4.dae");
43 "DAE/SkinnedCube/skinnedcube5.dae");
71 light1->
powers(0.2f, 1.0f, 1.0f);
The AppCommon class holds the top-level instances of the app-demo.
Class declaration for an SLScene inherited class.
@ EC_inOutCubic
cubic easing in and then out
@ EC_inOutSine
sine easing in and then out
@ AL_pingPongLoop
loop forward and backwards
SLVec3< SLfloat > SLVec3f
SLVec4< SLfloat > SLCol4f
static SLDeviceRotation devRot
Mobile device rotation from IMU.
static SLDeviceLocation devLoc
Mobile device location from GPS.
static SLstring modelPath
Path to 3D models.
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
AppDemoSceneAnimSkinned()
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
SLAnimPlayback * animPlaybackByName(const SLstring &name)
Returns the playback of a node animation or skeleton by name if it exists.
Manages the playback of an SLAnimation.
SLAnimLooping loop() const
SLEasingCurve easing() const
SLfloat playbackRate() const
void addNodeToLoad(SLNode *&node, const SLstring &modelPath, SLSkybox *skybox=nullptr, SLbool deleteTexImgAfterBuild=false, SLbool loadMeshesOnly=true, SLMaterial *overrideMat=nullptr, float ambientFactor=0.5f, SLbool forceCookTorranceRM=false, SLuint flags=SLProcess_Triangulate|SLProcess_JoinIdenticalVertices|SLProcess_RemoveRedundantMaterials|SLProcess_FindDegenerates|SLProcess_FindInvalidData|SLProcess_SplitLargeMeshes)
Add mesh from file to load via assimp loader.
Toplevel holder of the assets meshes, materials, textures and shaders.
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
Active or visible camera node class.
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
void focalDist(const SLfloat f)
SLBackground & background()
SLGrid creates a rectangular grid with lines with a certain resolution.
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
SLLightSpot class for a spot light source.
Defines a standard CG material with textures and a shader program.
SLNode represents a node in a hierarchical scene graph.
void addChild(SLNode *child)
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
The SLScene class represents the top level instance holding the scene structure.
SLAnimManager & animManager()
SceneView class represents a dynamic real time 3D view onto the scene.
void camera(SLCamera *camera)