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.