21   : 
SLScene(
"Mass Skeletal Animation Test Scene")
 
   26              "Massive Skinned Animation Benchmark w. %d individual Astroboys",
 
   41                                "DAE/AstroBoy/AstroBoy.dae");
 
   61     light1->
powers(0.1f, 1.0f, 1.0f);
 
   83     rect->
rotate(90, -1, 0, 0);
 
The AppCommon class holds the top-level instances of the app-demo.
 
Class declaration for an SLScene inherited class.
 
SLVec2< SLfloat > SLVec2f
 
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.
 
SLNode * _astroboy[_size *_size]
 
AppDemoSceneAnimSkinnedMass2()
 
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
 
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
 
SLAnimPlayback * animPlaybackByIndex(SLuint ix)
 
Manages the playback of an SLAnimation.
 
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()
 
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.
 
void specular(const SLCol4f &spec)
 
SLNode represents a node in a hierarchical scene graph.
 
void addChild(SLNode *child)
 
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
 
void rotate(const SLQuat4f &rot, SLTransformSpace relativeTo=TS_object)
 
SLVec3f translationOS() const
 
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)
 
const SLstring & name() const
 
SLRectangle creates a rectangular mesh with a certain resolution.
 
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)
 
float random(float min, float max)
Returns a uniform distributed random float number between min and max.