After parallel loading of the assets the scene gets assembled in here.
121 light1->
powers(0.2f, 1.0f, 1.0f);
132 revG.push_back(
SLVec3f(0.00f, 0.00f));
133 revG.push_back(
SLVec3f(2.00f, 0.00f));
134 revG.push_back(
SLVec3f(2.00f, 0.00f));
135 revG.push_back(
SLVec3f(2.00f, 0.10f));
136 revG.push_back(
SLVec3f(1.95f, 0.15f));
137 revG.push_back(
SLVec3f(0.40f, 0.50f));
138 revG.push_back(
SLVec3f(0.25f, 0.60f));
139 revG.push_back(
SLVec3f(0.20f, 0.70f));
140 revG.push_back(
SLVec3f(0.30f, 3.00f));
141 revG.push_back(
SLVec3f(0.30f, 3.00f));
142 revG.push_back(
SLVec3f(0.20f, 3.10f));
143 revG.push_back(
SLVec3f(0.20f, 3.10f));
144 revG.push_back(
SLVec3f(1.20f, 3.90f));
145 revG.push_back(
SLVec3f(1.60f, 4.30f));
146 revG.push_back(
SLVec3f(1.95f, 4.80f));
147 revG.push_back(
SLVec3f(2.15f, 5.40f));
148 revG.push_back(
SLVec3f(2.20f, 6.20f));
149 revG.push_back(
SLVec3f(2.10f, 7.10f));
150 revG.push_back(
SLVec3f(2.05f, 7.15f));
151 revG.push_back(
SLVec3f(2.00f, 7.10f));
152 revG.push_back(
SLVec3f(2.05f, 6.00f));
166 revW.push_back(
SLVec3f(0.00f, 3.82f));
167 revW.push_back(
SLVec3f(0.20f, 3.80f));
168 revW.push_back(
SLVec3f(0.80f, 4.00f));
169 revW.push_back(
SLVec3f(1.30f, 4.30f));
170 revW.push_back(
SLVec3f(1.70f, 4.80f));
171 revW.push_back(
SLVec3f(1.95f, 5.40f));
172 revW.push_back(
SLVec3f(2.05f, 6.00f));
187 cylinder->
rotate(90, -1, 0, 0);
188 cylinder->
rotate(30, 0, 1, 0);
191 cone->
rotate(90, -1, 0, 0);
195 SLfloat pB = -3.5f, pT = 14.5f;
SLVec2< SLfloat > SLVec2f
vector< SLVec3f > SLVVec3f
SLVec3< SLfloat > SLVec3f
SLVec4< SLfloat > SLCol4f
static SLDeviceRotation devRot
Mobile device rotation from IMU.
static SLDeviceLocation devLoc
Mobile device location from GPS.
SLAnimation * createNodeAnimation(SLfloat duration)
SLAnimation is the base container for all animation data.
SLNodeAnimTrack * createNodeAnimTrackForEllipse(SLNode *target, SLfloat radiusA, SLAxis axisA, SLfloat radiusB, SLAxis axisB)
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()
SLCone creates a cone mesh based on SLRevolver.
SLCylinder is creates sphere mesh based on its SLRevolver methods.
SLDisk creates a disk mesh based on SLRevolver.
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)
void addTexture(SLGLTexture *texture)
Adds the passed texture to the equivalent texture type vector.
void program(SLGLProgram *sp)
An SLMesh object is a triangulated mesh, drawn with one draw call.
SLMaterial * matOut() const
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)
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)
void name(const SLstring &Name)
SLRectangle creates a rectangular mesh with a certain resolution.
SLRevolver is an SLMesh object built out of revolving points.
SLAnimManager & animManager()
SceneView class represents a dynamic real time 3D view onto the scene.
void camera(SLCamera *camera)
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.