/* * Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #include "Scene.h" bool Scene::InitializeDefault() { std::shared_ptr actorMesh = Mesh::LoadFromFile("..\\Media\\Meshes\\shaderBall.obj"); std::shared_ptr cubeMesh = Mesh::LoadFromFile("..\\Media\\Meshes\\cube.obj"); Node node; node.mesh = actorMesh; node.layer = 1; for (uint32_t i = 0; i < 4; ++i) { node.matWorld = XMMatrixTranslation((i % 2) * 16.0f - 8.0f, (i / 2) * 16.0f - 8.0f, 0.0f); mNodes.push_back(node); } node.mesh = cubeMesh; node.matWorld = XMMatrixIdentity(); node.layer = 0; mNodes.push_back(node); return true; }