21   : 
SLScene(
"Mass Skeletal Animation Test Scene")
 
   23     info(
"Mass Skeletal Animation Test Scene");
 
   31                      "DAE/AstroBoy/AstroBoy.dae");
 
   48     light1->
powers(0.1f, 1.0f, 1.0f);
 
   70     rect->
rotate(90, -1, 0, 0);
 
   82     std::uniform_real_distribution<float> dist(0.0f, 1.0f);
 
   83     std::default_random_engine            randEngine;
 
   87     for (
SLint iZ = -size; iZ <= size; ++iZ)
 
   89         for (
SLint iX = -size; iX <= size; ++iX)
 
   91             SLbool shift = iX % 2 != 0;
 
   92             if (iX != 0 || iZ != 0)
 
   94                 float   xt = float(iX) * 1.0f;
 
   95                 float   zt = float(iZ) * 1.0f + ((shift) ? 0.5f : 0.0f);
 
   98                 n->
scale(0.75f + 0.5f * dist(randEngine));
 
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.
 
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.
 
AppDemoSceneAnimSkinnedMass()
 
SLAnimPlayback * animPlaybacksBack()
 
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)
 
virtual SLNode * copyRec()
 
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)
 
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)