Features
In your plugin use the following:
if (auto node = mpSceneManager->createNode(fileName).lock())
{
if (auto model = std::static_pointer_cast<ape::IFileGeometry>(mpSceneManager->createEntity(fileName, ape::Entity::GEOMETRY_FILE).lock()))
{
model->setFileName(fileName);
model->setParentNode(node);
}
}
Or you can use the SceneMakerMacro from ApertusVR:
mpSceneMakerMacro->makeModel("MyModel.mesh");
- To use this feature you must include apeSceneMakerMacro.h in your plugin:
#include "macros/sceneMaker/apeSceneMakerMacro.h"
if (auto light = std::static_pointer_cast<ape::ILight>(mpSceneManager->createEntity("light", ape::Entity::LIGHT).lock()))
{
light->setLightType(ape::Light::Type::DIRECTIONAL);
light->setLightDirection(ape::Vector3(1, -1, 0));
light->setDiffuseColor(ape::Color(0.6f, 0.6f, 0.6f));
light->setSpecularColor(ape::Color(0.6f, 0.6f, 0.6f));
}
To change the light type change the "DIRECTIONAL" keyword in the code just above.Light types provided by ApertusVR and Ogre:
- SPOT, DIRECTIONAL, POINT
To change the skybox ,you can alter the SkyPostprocess files in ..\ApertusVR\plugins\ogre21Render\media\apeSky, this way the skybox image can be changed by editing the SkyPostprocess.material file:
- 1.Open SkyPostprocess.material.
- 2.Change "texture Teide.dds cubic gamma" to "texture MySkyBox.dds cubic gamma".
- 3.Save and close the file.
- 4.Copy MySkyBox.dds to ..\ApertusVR\plugins\ogre21Render\media\apeSky.
..\ApertusVR\plugins\ogre21Render\media\apeSky\SkyPostprocess.material
To create your own valid .mesh file, you can use the HLMS Editor. It is a HLMS material editor for Ogre. You can find further informations about HLMS Editor here. When finished do not forget to copy the .mesh file and all its resources to a resource folder like ..\ApertusVR\plugins\ogre21Render\media\modelsV2.
Last modified 3yr ago