PogoBijoux/Levels.h

1826 lines
87 KiB
C++

/*
Levels.h - PogoBijoux levels
-------------------------------
Copyright (c) 2020-2023 MCL Software
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
How to make invisible wall on levels:
1. create IMeshSceneNode wtih cubic mesh, normals facing inner side
2. set material type to transparent
3. ???
4. profit
*/
#include "SoundHandler.h"
#include "Skybox.h"
irr::scene::ISceneNodeAnimatorCollisionResponse* anim;
irr::scene::ISceneNode* waterSurface;
SoundHandler soundHandler;
SkyboxManager skyboxManager;
std::wstring levelDirections[26] =
{
L"Title Menu",
L"Clouds | Jump into the void.",
L"Empty Parking Lot | Go to the door.",
L"City | Find the exit door.",
L"Vinyl Flooring | Find the right door.",
L"Train Station | Go to the door.",
L"Backyard | Go back inside.",
L"Ingul | Go out the door. DON'T FALL IN THE POOL!",
L"Surreal | Go to the door",
L"Winter Neighborhood @ Night | Go to the door at the end of the street",
L"Star | Quick, go in the house!",
L"Office | Find a way out of the office",
L"Backlot @ Night | Go to the door",
L"Dashcon 2014 | I want to piss in that ball pit so bad",
L"Poolroom | uh oh looks like im lost in da poolroomz again",
L"Pink Fever Dream | I wonder if there's anything inside that building...",
L"Laundry Room @ 3 A.M. | It's time to go home",
L"Mysterious Staircase | Where even am I?",
L"Backrooms | That awkward moment when you no-clip out of reality",
L"Boardwalk | What could be on the other end?",
L"Ukraine | That \"Western Clothing\" store looks suspicious...",
L"Suburb | Nothing to see here. Go back in your car and drive somewhere else.",
L"Waiting Room | I've been here for 2 hours already!",
L"Playground | Find the right slide to leave the level",
L"Rude Sign | What a rude sign...",
L"8800 Blue Lick Road | I'll steal a couple of DVD's for myself."
};
void addCollisionResponseAnimatorToPlayer(irr::scene::ITriangleSelector* ts, irr::core::vector3df vector3df)
{
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, vector3df, irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
int loadLevel(int level)
{
// Music //
std::string filename = "audio/music/" + std::to_string(level) + ".ogg";
soundHandler.playMusic(filename.c_str(), true);
// Update level text //
std::wstring levelText = L"Level #" + std::to_wstring(level) + L" | " + levelDirections[level];
pb.setLevelText(levelText);
if(level == 1)
{
// Level 1
// Clouds
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-196, 110, -104));
pb.player -> setRotation(irr::core::vector3df(0, 8, 0));
pb.verticalCamRot = 40;
// Skybox //
skyboxManager.setSkybox(skyboxManager.CLOUDS);
// Walkway //
irr::scene::IMeshSceneNode* walkway;
walkway = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl1/lvl1walkway.obj"));
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(walkway -> getMesh(), .05f);
walkway -> setScale(irr::core::vector3df(200, 30, 200));
walkway -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
walkway -> setMaterialTexture(0, pb.driver -> getTexture("img/sky/clouds.jpg"));
pb.rootNode -> addChild(walkway);
// Controls info board //
irr::scene::IMeshSceneNode* board;
board = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/board.obj"));
board -> setScale(irr::core::vector3df(100, 100, 100));
board -> setPosition(irr::core::vector3df(500, 200, 0));
board -> setRotation(irr::core::vector3df(0, 270, 0));
board -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
board -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/controls.jpg"));
pb.rootNode -> addChild(board);
// 'Welcome To PogoBijoux' //
irr::scene::IBillboardSceneNode* welcome = pb.scnmgr -> addBillboardSceneNode(0, irr::core::dimension2d<irr::f32>(500, 500), irr::core::vector3df(0, 200, 0));
welcome -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
welcome -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
welcome -> setPosition(irr::core::vector3df(-300, 300, 0));
welcome -> setMaterialTexture(0, pb.driver -> getTexture("img/billboards/welcome.png"));
pb.rootNode -> addChild(welcome);
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl1/lvl1walkway.obj"), walkway);
walkway -> setTriangleSelector(ts);
addCollisionResponseAnimatorToPlayer(ts, irr::core::vector3df(30, 50, 30));
}
if(level == 2)
{
// Level 2
// Empty Parking Lot
pb.player -> setPosition(irr::core::vector3df(18440, 300, 17000));
pb.player -> setRotation(irr::core::vector3df(0, -64, 0));
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.scnmgr -> getRootSceneNode() -> setMaterialFlag(irr::video::EMF_FOG_ENABLE , true);
pb.driver -> setFog(irr::video::SColor(0, 0, 0, 10), irr::video::EFT_FOG_LINEAR, 0x4000, 0x5000, .003f, true, false);
// Night skybox //
skyboxManager.setSkybox(skyboxManager.NIGHT);
// Floor //
irr::scene::IMeshSceneNode* floor;
floor = pb.scnmgr -> addCubeSceneNode(irr::f32(1.0f), 0, -1, irr::core::vector3df(0, 0, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(0x2p20, 0, 0x2p20));
floor -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
floor -> setMaterialFlag(irr::video::EMF_FOG_ENABLE, true);
pb.rootNode -> addChild(floor);
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(floor -> getMesh(), 300.0f);
floor -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/parking.jpg"));
// Lamp posts //
irr::scene::IMeshSceneNode* lamppost[401];
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(0, 20, 0), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 800000.0f);
light -> setRotation(irr::core::vector3df(0, 20, 0));
light -> setLightType(irr::video::ELT_DIRECTIONAL);
int lamppostCounter = 0;
for(int x = 0; x < 20; x++)
{
for(int z = 0; z < 20; z++)
{
lamppostCounter++;
lamppost[lamppostCounter] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/lamppost.obj"));
lamppost[lamppostCounter] -> setScale(irr::core::vector3df(50, 50, 50));
lamppost[lamppostCounter] -> setPosition(irr::core::vector3df(0x900 * x, 0, 0x900 * z));
lamppost[lamppostCounter] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
lamppost[lamppostCounter] -> setMaterialFlag(irr::video::EMF_FOG_ENABLE, true);
lamppost[lamppostCounter] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
lamppost[lamppostCounter] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/bump/voltagen.jpg"));
pb.rootNode -> addChild(lamppost[lamppostCounter]);
//lamppost[lamppostCounter] -> drop();
}
}
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(80, 80, 80));
door -> setPosition(irr::core::vector3df(21481, 5, 20900));
door -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/gui/bgimg.jpg"));
pb.rootNode -> addChild(door);
//irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(lamppost[0] -> getMesh(), lamppost[0]);
//lamppost[0] -> setTriangleSelector(ts);
//anim = pb.scnmgr -> createCollisionResponseAnimator(ts, player, irr::core::vector3df(30, 130, 30), irr::core::vector3df(0, 0, 0), irr::core::vector3df(0, 30, 0));
pb.rootNode -> addChild(floor);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(21481, 200, 20900), irr::core::vector3df(0, 45, 0), irr::core::vector3df(4000, 120, 6000));
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/glass.png"));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(ts);
pb.rootNode -> addChild(collision);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 3)
{
// Level 3
// City
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
skyboxManager.setSkybox(skyboxManager.SUNSET);
pb.scnmgr -> setAmbientLight(irr::video::SColorf(.5F, .5F, .56F, 1.0F));
pb.player -> setPosition(irr::core::vector3df(100, 200, 100));
pb.speed = 1200;
irr::scene::IMeshSceneNode* sovietCity = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl3/city.obj"));
sovietCity -> setScale(irr::core::vector3df(250, 250, 250));
sovietCity -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/asphalt.jpg"));
sovietCity -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/bldg.jpg"));
sovietCity -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/bldg1.jpg"));
pb.rootNode -> addChild(sovietCity);
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(50, 50, 50));
door -> setPosition(irr::core::vector3df(-7566, -250, -3042));
door -> setRotation(irr::core::vector3df(0, 180, 0));
door -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/gui/bgimg.jpg"));
pb.rootNode -> addChild(door);
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl3/city-collision.obj"), sovietCity);
sovietCity -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 4)
{
// Level 4
// Vinyl Flooring
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.speed = 128;
pb.player -> setPosition(irr::core::vector3df(-455, 110, 39));
pb.player -> setRotation(irr::core::vector3df(0, 12, 0));
pb.verticalCamRot = 40;
// Skydome //
pb.scnmgr -> addSkyDomeSceneNode(pb.driver -> getTexture("img/sky/clouds_dome.jpg"), 16, 8, 1, 2, 1000, 0, -1);
// Normal map textures //
irr::video::ITexture* normalMap[2];
normalMap[0] = pb.driver -> getTexture("img/bump/vinyln.jpg");
normalMap[1] = pb.driver -> getTexture("img/bump/lime-walln.jpg");
pb.driver -> makeNormalMapTexture(normalMap[0], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[1], 9.0f);
// Main facility model //
irr::scene::IMesh* tangFacility = pb.scnmgr -> getMeshManipulator() -> createMeshWithTangents(pb.scnmgr -> getMesh("3d/lvl4/facility.obj"));
irr::scene::IMeshSceneNode* facility = pb.scnmgr -> addMeshSceneNode(tangFacility);
facility -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
facility -> setMaterialFlag(irr::video::EMF_NORMALIZE_NORMALS, true);
if(pb.enableBump)
{
facility -> setMaterialType(irr::video::EMT_PARALLAX_MAP_SOLID);
}
facility -> setScale(irr::core::vector3df(60, 60, 60));
facility -> setPosition(irr::core::vector3df(0, 0, 0));
facility -> getMaterial(1).MaterialTypeParam = 1.0f / 16.0f;
facility -> getMaterial(1).Shininess = 0.0f;
facility -> getMaterial(1).SpecularColor.set(0, 0, 0, 0);
facility -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/vinyl.jpg"));
facility -> getMaterial(0).setTexture(1, normalMap[0]);
facility -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/lime-wall.jpg"));
facility -> getMaterial(1).setTexture(1, normalMap[1]);
facility -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
facility -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/door2.jpg"));
facility -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
// Lights //
irr::scene::ILightSceneNode* light[1];
light[0] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-250, 140, 9), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 80000.0f);
light[0] -> setRotation(irr::core::vector3df(140, 270, 0));
light[0] -> setLightType(irr::video::ELT_SPOT);
pb.rootNode -> addChild(light[0]);
light[1] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(634, 140, 50), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 80000.0f);
light[1] -> setRotation(irr::core::vector3df(140, -189, 0));
light[1] -> setLightType(irr::video::ELT_SPOT);
pb.rootNode -> addChild(light[1]);
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl4/facility.obj"), facility);
facility -> setTriangleSelector(ts);
pb.rootNode -> addChild(facility);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 5)
{
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.scnmgr -> getRootSceneNode() -> setMaterialFlag(irr::video::EMF_FOG_ENABLE , true);
pb.driver -> setFog(irr::video::SColor(255, 169, 179, 141), irr::video::EFT_FOG_LINEAR, 2.0F, 0x1000, 1.0F, true, false);
// Skybox //
skyboxManager.setSkybox(skyboxManager.SUNSET);
// Spped for level //
pb.speed = 200;
pb.player -> setPosition(irr::core::vector3df(100, 200, 0));
//pb.scnmgr -> setAmbientLight(irr::video::SColorf(.8F, .8F, .86F, 1.0F));
irr::scene::IMeshSceneNode* station = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl5/station.obj"));
station -> setScale(irr::core::vector3df(70, 70, 70));
station -> setMaterialFlag(irr::video::EMF_FOG_ENABLE, true);
station -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/fence.jpg"));
station -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/board.png"));
station -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/concrete1.jpg"));
station -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
station -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/concrete.png"));
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(40, 40, 40));
door -> setPosition(irr::core::vector3df(167, -90, 774));
door -> setRotation(irr::core::vector3df(0, 270, 0));
door -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
door -> setMaterialFlag(irr::video::EMF_FOG_ENABLE, true);
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/gui/bgimg.jpg"));
pb.rootNode -> addChild(door);
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl5/station-collision.obj"), station);
station -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
pb.rootNode -> addChild(station);
}
else if(level == 6)
{
// Level 6
// Backyard
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(65, 200, 85));
pb.player -> setRotation(irr::core::vector3df(0, 304, 0));
// Cloduy Skybox //
skyboxManager.setSkybox(skyboxManager.CLOUDS);
// Backyard model //
irr::scene::IMeshSceneNode* backyard = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl6/backyard.obj"));
backyard -> setScale(irr::core::vector3df(60, 60, 60));
backyard -> setPosition(irr::core::vector3df(0, 0, 0));
backyard -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
backyard -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/green-wall.jpg"));
backyard -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
backyard -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
backyard -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/roof.jpg"));
backyard -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/fence.jpg"));
// Other houses in the background //
irr::scene::IMeshSceneNode* house[3];
for(int i = 0; i < 3; i++)
{
house[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/house.obj"), 0, -1, irr::core::vector3df(0, 0, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(100, 100, 100));
house[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
house[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
house[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/roof.jpg"));
house[i] -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
house[i] -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/window1.png"));
pb.rootNode -> addChild(house[i]);
}
house[0] -> setPosition(irr::core::vector3df(1000, -40, -800));
house[1] -> setPosition(irr::core::vector3df(2000, -40, -1000));
house[2] -> setPosition(irr::core::vector3df(-1000, -40, -1000));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(backyard -> getMesh(), backyard);
backyard -> setTriangleSelector(ts);
pb.rootNode -> addChild(backyard);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 7)
{
// Level 7
// Ingul
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-273, 80, -266));
pb.player -> setRotation(irr::core::vector3df(0, -75, 0));
pb.verticalCamRot = 30;
pb.speed = 100;
// Night skybox //
skyboxManager.setSkybox(skyboxManager.NIGHT);
// Main mesh //
irr::scene::IMeshSceneNode* ingul = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl7/ingul.obj"));
ingul -> setScale(irr::core::vector3df(50, 50, 50));
ingul -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
ingul -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/pink-tiles.jpg"));
ingul -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/green-tiles.jpg"));
ingul -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
ingul -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/green-wall.jpg"));
ingul -> getMaterial(5).setTexture(0, pb.driver -> getTexture("img/object_textures/green-wall.jpg"));
pb.rootNode -> addChild(ingul);
// Windows
irr::scene::IMeshSceneNode* windows = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl7/ingul-windows.obj"));
windows -> setScale(irr::core::vector3df(50, 50, 50));
windows -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/glass.png"));
windows -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/glass.png"));
windows -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
windows -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
// Water spouts
irr::scene::IMeshSceneNode* spout[2];
for(int i = 0; i < 3; i++)
{
spout[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl7/water-pipe.obj"));
spout[i] -> setScale(irr::core::vector3df(50, 50, 50));
spout[i] -> setPosition(irr::core::vector3df(i * -100 + 100, 0, 0));
spout[i] -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/baptpool.jpg"));
pb.rootNode -> addChild(spout[i]);
}
// Water
irr::scene::IAnimatedMesh* water = pb.scnmgr -> addHillPlaneMesh("water", irr::core::dimension2d<irr::f32>(6.7, 10), irr::core::dimension2d<irr::u32>(100, 100), 0, 0, irr::core::dimension2d<irr::f32>(0, 0), irr::core::dimension2d<irr::f32>(5, 5));
waterSurface = pb.scnmgr -> addWaterSurfaceSceneNode(water -> getMesh(0), 1.0f, 500.0f, 60.0f);
waterSurface -> setPosition(irr::core::vector3df(0, -10, 0));
waterSurface -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialType(irr::video::EMT_TRANSPARENT_REFLECTION_2_LAYER);
pb.rootNode -> addChild(waterSurface);
// Light
irr::scene::ILightSceneNode* light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-550, 60, 200), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 80000.0f);
light -> setRotation(irr::core::vector3df(140, 270, 0));
light -> setLightType(irr::video::ELT_SPOT);
pb.rootNode -> addChild(light);
// Triangle selector
irr::scene::ITriangleSelector* tsMain = pb.scnmgr -> createOctreeTriangleSelector(ingul -> getMesh(), ingul, 64);
ingul -> setTriangleSelector(tsMain);
anim = pb.scnmgr -> createCollisionResponseAnimator(tsMain, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
tsMain -> drop();
anim -> drop();
}
else if(level == 8)
{
// Level 8
// Randomness
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
skyboxManager.setSkybox(skyboxManager.CLOUDS);
// Ambient Light to (255, 255, 255, 255)
pb.scnmgr -> setAmbientLight(irr::video::SColorf(1.0F, 1.0F, 1.0F, 1.0F));
// Starting position & rotation
pb.player -> setPosition(irr::core::vector3df(-378, -545, -574));
pb.player -> setRotation(irr::core::vector3df(0, -72, 0));
pb.verticalCamRot = 50;
// Washing machine
irr::scene::IMeshSceneNode* washer = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/washing-machine.obj"), 0, -1, irr::core::vector3df(230, 160, 140), irr::core::vector3df(100, 127, 30), irr::core::vector3df(100, 100, 100));
washer -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/washing-machine.png"));
washer -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.rootNode -> addChild(washer);
// Shelves
irr::scene::IMeshSceneNode* shelf = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/shelf.obj"), 0, -1, irr::core::vector3df(920, 80, 340), irr::core::vector3df(-30, 27, -30), irr::core::vector3df(256, 256, 256));
shelf -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
shelf -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
irr::scene::IMeshSceneNode* shelf1 = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/shelf.obj"), 0, -1, irr::core::vector3df(420, 70, 180), irr::core::vector3df(37, 89, -30), irr::core::vector3df(256, 256, 256));
shelf1 -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
shelf1 -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.rootNode -> addChild(shelf);
pb.rootNode -> addChild(shelf1);
// Water disepnser
irr::scene::IMeshSceneNode* waterDispenser = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/water-dispenser.obj"), 0, -1, irr::core::vector3df(-100, 228, -89), irr::core::vector3df(160, 0, -30), irr::core::vector3df(100, 100, 100));
waterDispenser -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
waterDispenser -> setMaterialType(irr::video::EMT_TRANSPARENT_ADD_COLOR);
//waterDispenser -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/concrete1.jpg"));
waterDispenser -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/trans.png"));
pb.rootNode -> addChild(waterDispenser);
// Car
irr::scene::IMeshSceneNode* car;
car = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/car.obj"), 0, -1, irr::core::vector3df(-500, 80, 800), irr::core::vector3df(254, 89, 126), irr::core::vector3df(170, 170, 170));
car -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/carb.png"));
car -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/carf.png"));
car -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/cars.png"));
pb.rootNode -> addChild(car);
// Exit door
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"), 0, -1, irr::core::vector3df(-151, -635, 100), irr::core::vector3df(0, 270, 0), irr::core::vector3df(30, 30, 30));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/gui/bgimg.jpg"));
pb.rootNode -> addChild(door);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(0, -256, -600), irr::core::vector3df(0, 0, 0), irr::core::vector3df(700, 380, 700));
collision -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/trans.png"));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(ts);
pb.rootNode -> addChild(collision);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 9)
{
// Level 9
// Winter Neighborhood @ Night
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
// Ambient light
pb.scnmgr -> setAmbientLight(irr::video::SColorf(.3F, .3F, .36F, 1.0F));
pb.player -> setPosition(irr::core::vector3df(1000, 200, 9978));
pb.player -> setRotation(irr::core::vector3df(0, 256, 0));
pb.speed = 900;
// Night skybox
skyboxManager.setSkybox(skyboxManager.NIGHT);
irr::scene::IMeshSceneNode* road = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl21/road.obj"), 0, -1, irr::core::vector3df(8000, 0, 3000), irr::core::vector3df(0, 0, 0), irr::core::vector3df(100, 10, 100));
road -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/roof-snow.jpg"));
road -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/bump/asphaltn.jpg"));
pb.rootNode -> addChild(road);
irr::scene::IMeshSceneNode* house[50];
for(int i = 0; i <= 25; i += 25)
{
for(int j = 0; j < 25; j++)
{
house[j + i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/house.obj"), 0, -1, irr::core::vector3df(i * 100, 0, 1200 * j), irr::core::vector3df(0, i > 0 ? 180 : 0, 0), irr::core::vector3df(120, 120, 120));
house[j + i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
house[j + i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/roof-snow.jpg"));
house[j + i] -> getMaterial(2).setTexture(0, (j + i) % 2 ? pb.driver -> getTexture("img/object_textures/lime-wall.jpg") : pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
house[j + i] -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/window1.png"));
pb.rootNode -> addChild(house[j + i]);
}
}
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(80, 80, 80));
door -> setPosition(irr::core::vector3df(1681, 5, 27586));
door -> setRotation(irr::core::vector3df(0, 270, 0));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
pb.rootNode -> addChild(door);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(1250, 200, 20000), irr::core::vector3df(0, 0, 0), irr::core::vector3df(880, 120, 10000));
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/trans.png"));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(ts);
pb.rootNode -> addChild(collision);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 10)
{
// Level 10
// Star
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
skyboxManager.setSkybox(skyboxManager.SUNSET);
pb.player -> setPosition(irr::core::vector3df(0, 200, 0));
pb.player -> setRotation(irr::core::vector3df(0, 256, 0));
// Floor
irr::scene::IMeshSceneNode* floor;
floor = pb.scnmgr -> addCubeSceneNode(irr::f32(1.0f), 0, -1, irr::core::vector3df(0, 50, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(0x2p20, 0, 0x2p20));
floor -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(floor -> getMesh(), 1200.0f);
floor -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
pb.rootNode -> addChild(floor);
// House //
irr::scene::IMeshSceneNode* house;
house = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/house.obj"), 0, -1, irr::core::vector3df(100, 45, 800), irr::core::vector3df(0, 0, 0), irr::core::vector3df(120, 120, 120));
house -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
house -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/garage-door.jpg"));
house -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
house -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/window1.png"));
irr::scene::ITriangleSelector* tsHouse = pb.scnmgr -> createTriangleSelector(house -> getMesh(), house);
house -> setTriangleSelector(tsHouse);
pb.rootNode -> addChild(house);
// Star Billboard //
irr::scene::IBillboardSceneNode* star = pb.scnmgr -> addBillboardSceneNode(0, irr::core::dimension2d<irr::f32>(256, 256), irr::core::vector3df(0, 0, 0));
star -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
star -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
star -> setPosition(irr::core::vector3df(-300, 300, 0));
star -> setMaterialTexture(0, pb.driver -> getTexture("img/billboards/star.png"));
pb.rootNode -> addChild(star);
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(58, 54, 59));
door -> setPosition(irr::core::vector3df(450, 55, 565));
door -> setRotation(irr::core::vector3df(0, 180, 0));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/gui/bgimg.jpg"));
pb.rootNode -> addChild(door);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(0, 500, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(880, 380, 800));
collision -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/trans.png"));
irr::scene::ITriangleSelector* tsBounds = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(tsBounds);
pb.rootNode -> addChild(collision);
irr::scene::IMetaTriangleSelector* ts = pb.scnmgr -> createMetaTriangleSelector();
ts -> addTriangleSelector(tsHouse);
ts -> addTriangleSelector(tsBounds);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
tsHouse -> drop();
tsBounds -> drop();
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 11)
{
// Level 11
// Office
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-100, 200, 0));
pb.player -> setRotation(irr::core::vector3df(0, 256, 0));
// City skybox //
skyboxManager.setSkybox(skyboxManager.FOG);
irr::scene::IMeshSceneNode* chair[3];
for(int i = 0; i < 3; i++)
{
chair[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/chair.obj"));
chair[i] -> setScale(irr::core::vector3df(50, 50, 50));
chair[i] -> setPosition(irr::core::vector3df(100 - i * 150, 0, 260));
chair[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/chair.jpg"));
pb.rootNode -> addChild(chair[i]);
}
// Main office model //
irr::scene::IMeshSceneNode* office = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl11/office.obj"));
office -> setScale(irr::core::vector3df(50, 50, 50));
office -> setPosition(irr::core::vector3df(35, 0, 0));
office -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/dropped-ceiling.jpg"));
office -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
office -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/blue-wall.jpg"));
office -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/blue-wall.jpg"));
office -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/monitor.jpg"));
office -> getMaterial(5).setTexture(0, pb.driver -> getTexture("img/object_textures/pc.jpg"));
pb.rootNode -> addChild(office);
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createOctreeTriangleSelector(pb.scnmgr -> getMesh("3d/lvl11/office-collision.obj"), office, 512);
office -> setTriangleSelector(ts);
// Water disepnser
irr::scene::IMeshSceneNode* waterDispenser = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/water-dispenser.obj"), 0, -1, irr::core::vector3df(347, 17, 270), irr::core::vector3df(0, 0, 0), irr::core::vector3df(28, 28, 38));
waterDispenser -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
waterDispenser -> setMaterialType(irr::video::EMT_TRANSPARENT_ADD_COLOR);
waterDispenser -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/trans.png"));
pb.rootNode -> addChild(waterDispenser);
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(40, 40, 40));
door -> setRotation(irr::core::vector3df(0, 180, 0));
door -> setPosition(irr::core::vector3df(-330, 0, -56));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/sky/clouds.jpg"));
pb.rootNode -> addChild(door);
// Create a collision response animator and add it to the player //
addCollisionResponseAnimatorToPlayer(ts, irr::core::vector3df(30, 50, 30));
}
else if(level == 12)
{
// Level 12
// Night
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
// Night skybox
skyboxManager.setSkybox(skyboxManager.NIGHT);
pb.player -> setPosition(irr::core::vector3df(-800, 150, -65200));
// Normal map textures
irr::video::ITexture* normalMap[6];
normalMap[0] = pb.driver -> getTexture("img/bump/asphaltn.jpg");
normalMap[1] = pb.driver -> getTexture("img/bump/concreten.jpg");
normalMap[2] = pb.driver -> getTexture("img/bump/fencen.jpg");
normalMap[3] = pb.driver -> getTexture("img/bump/garage-doorn.jpg");
normalMap[4] = pb.driver -> getTexture("img/bump/grassn.jpg");
normalMap[5] = pb.driver -> getTexture("img/bump/voltagen.jpg");
pb.driver -> makeNormalMapTexture(normalMap[0], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[1], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[2], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[3], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[4], 9.0f);
pb.driver -> makeNormalMapTexture(normalMap[5], 9.0f);
irr::scene::IMesh* tangEnvironment = pb.scnmgr -> getMeshManipulator() -> createMeshWithTangents(pb.scnmgr -> getMesh("3d/lvl12/night.obj"));
irr::scene::IMeshSceneNode* environment = pb.scnmgr -> addMeshSceneNode(tangEnvironment);
tangEnvironment -> drop();
environment -> setScale(irr::core::vector3df(100, 100, 100));
//environment -> setMaterialFlag(irr::video::EMF_NORMALIZE_NORMALS, true);
//environment -> setMaterialType(irr::video::EMT_PARALLAX_MAP_SOLID);
environment -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/asphalt.jpg"));
environment -> getMaterial(0).setTexture(1, normalMap[0]);
environment -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/concrete.png"));
environment -> getMaterial(1).setTexture(1, normalMap[1]);
environment -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/fence.jpg"));
environment -> getMaterial(2).setTexture(1, normalMap[2]);
environment -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/garage-door.jpg"));
environment -> getMaterial(3).setTexture(1, normalMap[3]);
environment -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
environment -> getMaterial(4).setTexture(1, normalMap[4]);
environment -> getMaterial(4).MaterialTypeParam = 1.0F / 64.0F;
environment -> getMaterial(5).setTexture(0, pb.driver -> getTexture("img/object_textures/voltage.jpg"));
environment -> getMaterial(5).setTexture(1, normalMap[5]);
pb.rootNode -> addChild(environment);
// Car
irr::scene::IMeshSceneNode* car;
car = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/car.obj"), 0, -1, irr::core::vector3df(-800, 80, -65000), irr::core::vector3df(4, 158, 1), irr::core::vector3df(70, 70, 70));
car -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/carb.png"));
car -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/carf.png"));
car -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/cars.png"));
pb.rootNode -> addChild(car);
// Light
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-100, 100, 1000), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 18000.0f);
light -> setLightType(irr::video::ELT_DIRECTIONAL);
pb.rootNode -> addChild(light);
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(40, 40, 40));
door -> setRotation(irr::core::vector3df(0, 180, 0));
door -> setPosition(irr::core::vector3df(-1114, 0, -64346));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/sky/clouds.jpg"));
pb.rootNode -> addChild(door);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(-890, 150, -64600), irr::core::vector3df(0, 0, 0), irr::core::vector3df(790, 120, 1000));
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/glass.png"));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(ts);
pb.rootNode -> addChild(collision);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 13)
{
// Level 13
// Dashcon '14
pb.scnmgr -> setAmbientLight(irr::video::SColorf(1.0F, .90F, .96F, 1.0F));
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(100, 1000, 100));
pb.speed = 1200;
irr::scene::IMeshSceneNode* convention = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl13/convention.obj"));
convention -> setScale(irr::core::vector3df(80, 80, 80));
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(convention -> getMesh(), 0.1f);
convention -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/baptpool.jpg"));
convention -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/dropped-ceiling.jpg"));
convention -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
pb.rootNode -> addChild(convention);
// Ballpit
irr::scene::IMeshSceneNode* ballpit = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl13/ballpit.obj"));
ballpit -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/chair.jpg"));
ballpit -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
ballpit -> setScale(irr::core::vector3df(200, 200, 200));
pb.rootNode -> addChild(ballpit);
// Exit door //
irr::scene::IMeshSceneNode* door = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/door.obj"));
door -> setScale(irr::core::vector3df(180, 180, 180));
door -> setRotation(irr::core::vector3df(0, 180, 0));
door -> setPosition(irr::core::vector3df(-9652, 0, -6533));
door -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door1.jpg"));
door -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
door -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/sky/clouds.jpg"));
pb.rootNode -> addChild(door);
// Triangle selector
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createOctreeTriangleSelector(convention -> getMesh(), convention, 16);
convention -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 640, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 14)
{
// Level 14
// Poolroom
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-97, 80, 266));
pb.player -> setRotation(irr::core::vector3df(0, -75, 0));
pb.verticalCamRot = 30;
pb.speed = 400;
// Main mesh
irr::scene::IMeshSceneNode* poolroom = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl14/poolroom.obj"));
poolroom -> setScale(irr::core::vector3df(40, 40, 40));
poolroom -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
poolroom -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/blue-wall.jpg"));
poolroom -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/blue-tiles.jpg"));
pb.rootNode -> addChild(poolroom);
// Water
irr::scene::IAnimatedMesh* water = pb.scnmgr -> addHillPlaneMesh("water", irr::core::dimension2d<irr::f32>(6.8, 11), irr::core::dimension2d<irr::u32>(100, 100), 0, 0, irr::core::dimension2d<irr::f32>(0, 0), irr::core::dimension2d<irr::f32>(2, 2));
irr::scene::ISceneNode* waterSurface = pb.scnmgr -> addWaterSurfaceSceneNode(water -> getMesh(0), 1.0f, 500.0f, 60.0f);
waterSurface -> setPosition(irr::core::vector3df(0, 210, 0));
waterSurface -> setRotation(irr::core::vector3df(180, 0, 0));
// Materials 'n' textures
waterSurface -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialType(irr::video::EMT_TRANSPARENT_REFLECTION_2_LAYER);
//pb.rootNode -> addChild(water);
pb.rootNode -> addChild(waterSurface);
// Light
irr::scene::ILightSceneNode* light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(2, -300, 431), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 80000.0f);
light -> setRotation(irr::core::vector3df(270, 90, 0));
light -> setLightType(irr::video::ELT_SPOT);
pb.rootNode -> addChild(light);
// Triangle selector
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createOctreeTriangleSelector(poolroom -> getMesh(), poolroom, 64);
poolroom -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -1, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 15)
{
// Level 15
// Pink
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
// Ambient light
pb.scnmgr -> setAmbientLight(irr::video::SColorf(1.0F, 1.0F, 1.0F, 1.0F));
// Skybox
skyboxManager.setSkybox(skyboxManager.SUNSET);
pb.player -> setPosition(irr::core::vector3df(210, 200, -390));
pb.player -> setRotation(irr::core::vector3df(0, 80, 0));
pb.verticalCamRot = 30;
irr::scene::IMeshSceneNode* pink = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl15/pinkpool.obj"));
pink -> setScale(irr::core::vector3df(60, 60, 60));
pink -> setPosition(irr::core::vector3df(0, 0, 0));
pink -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
pink -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
pink -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/dirt.jpg"));
pb.rootNode -> addChild(pink);
// Water
irr::scene::IAnimatedMesh* water = pb.scnmgr -> addHillPlaneMesh("water", irr::core::dimension2d<irr::f32>(8, 13), irr::core::dimension2d<irr::u32>(200, 100), 0, 0, irr::core::dimension2d<irr::f32>(0, 0), irr::core::dimension2d<irr::f32>(5, 5));
waterSurface = pb.scnmgr -> addWaterSurfaceSceneNode(water -> getMesh(0), 1.0f, 500.0f, 60.0f);
waterSurface -> setPosition(irr::core::vector3df(0, 100, 0));
waterSurface -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialTexture(1, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialType(irr::video::EMT_TRANSPARENT_REFLECTION_2_LAYER);
pb.rootNode -> addChild(waterSurface);
/*irr::scene::IVolumeLightSceneNode * n = pb.scnmgr->addVolumeLightSceneNode(0, -1, 2, 32, irr::video::SColor(0, 255, 255, 255), irr::video::SColor(0, 0, 0, 0));
if(n)
{
n -> setScale(irr::core::vector3df(560, 560, 560));
n -> setPosition(irr::core::vector3df(0, 50, 00));
n -> getMaterial(0).setTexture(0, pb.scnmgr->getVideoDriver()->getTexture("img/object_textures/water.jpg"));
}*/
// Collision //
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pink -> getMesh(), pink);
pink -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 16)
{
// Level 16
// Laundry Room @ 3 A.M.
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-105, 154, -29));
pb.player -> setRotation(irr::core::vector3df(0, 80, 0));
pb.verticalCamRot = 30;
// Night skybox
skyboxManager.setSkybox(skyboxManager.NIGHT);
irr::scene::IMeshSceneNode* building = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl16/laundry.obj"));
irr::scene::IMeshSceneNode* window = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl16/laundry-window.obj"));
irr::scene::IMeshSceneNode* washingMachine[8];
irr::scene::IMeshSceneNode* chair[2];
building -> setScale(irr::core::vector3df(30, 30, 30));
building -> setPosition(irr::core::vector3df(0, 35, 0));
building -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
building -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/laundry.png"));
pb.rootNode -> addChild(building);
window -> setScale(irr::core::vector3df(30, 30, 30));
window -> setPosition(irr::core::vector3df(0, 35, 0));
window -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
window -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
window -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/laundry-window.png"));
pb.rootNode -> addChild(window);
for(int i = 0; i < 2; i++)
{
chair[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/modern-chair1.obj"));
//chair[i] -> addShadowVolumeSceneNode(); // temporarily commented out due to extremely low performance on slow hardware
chair[i] -> setScale(irr::core::vector3df(35, 35, 35));
chair[i] -> setPosition(irr::core::vector3df(160, 30, -80 - (i * 130)));
chair[i] -> setRotation(irr::core::vector3df(0, 90, 0));
chair[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
chair[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
chair[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
pb.rootNode -> addChild(chair[i]);
}
for(int i = 0; i < 8; i++)
{
washingMachine[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/washing-machine.obj"));
washingMachine[i] -> setScale(irr::core::vector3df(30, 30, 30));
washingMachine[i] -> setPosition(irr::core::vector3df(0, 100, 0 - (60 * i)));
washingMachine[i] -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/washing-machine.png"));
pb.rootNode -> addChild(washingMachine[i]);
}
// Lights
irr::scene::ILightSceneNode* light[1];
light[0] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-56, 200, -100), irr::video::SColorf(1.0f, 0.5f, 1.0f, 1.0f), 8000.0f);
light[0] -> setLightType(irr::video::ELT_POINT);
light[1] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-300, 200, -726), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 10000.0f);
light[1] -> setLightType(irr::video::ELT_SPOT);
light[1] -> setRotation(irr::core::vector3df(0, 180, 45));
pb.rootNode -> addChild(light[0]);
pb.rootNode -> addChild(light[1]);
// Collision
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl16/laundry-collision.obj"), building);
building -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 17)
{
// Level 17
// The Stairs
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(0, 1100, 1200));
// Ambient Light //
pb.scnmgr -> setAmbientLight(irr::video::SColorf(.67F, .6F, .2F, 1.0F));
// Level mesh //
irr::scene::IMeshSceneNode* staircase = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl17/stairs.obj"));
staircase -> setScale(irr::core::vector3df(20, 20, 20));
staircase -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/carpet.jpg"));
pb.rootNode -> addChild(staircase);
// Light //
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(20, 700, 1242), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 18000.0f);
pb.rootNode -> addChild(light);
// Collision //
irr::scene::ITriangleSelector* tsStaircase = pb.scnmgr -> createTriangleSelector(staircase -> getMesh(), staircase);
staircase -> setTriangleSelector(tsStaircase);
anim = pb.scnmgr -> createCollisionResponseAnimator(tsStaircase, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
tsStaircase -> drop();
anim -> drop();
}
else if(level == 18)
{
// Level 18
// The Backrooms
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-105, 204, -29));
pb.player -> setRotation(irr::core::vector3df(0, 80, 0));
pb.verticalCamRot = 30;
// Ambient Light //
pb.scnmgr -> setAmbientLight(irr::video::SColorf(.97F, .9F, .9F, 1.0F));
// Backrooms mesh //
irr::scene::IMeshSceneNode* backrooms = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl18/backrooms.obj"));
backrooms -> setScale(irr::core::vector3df(60, 60, 60));
backrooms -> setPosition(irr::core::vector3df(0, 100, 0));
backrooms -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/dropped-ceiling.jpg"));
backrooms -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/carpet.jpg"));
backrooms -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/backrooms-wall.png"));
pb.rootNode -> addChild(backrooms);
// Collision //
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(backrooms -> getMesh(), backrooms);
backrooms -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 19)
{
// Level 19
// The Boardwalk
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(1000, 140, 1500));
pb.player -> setRotation(irr::core::vector3df(0, 80, 0));
pb.verticalCamRot = 30;
// Forest skybox //
skyboxManager.setSkybox(skyboxManager.SUNSET);
// Ambient Light //
pb.scnmgr -> setAmbientLight(irr::video::SColorf(.7F, .7F, .7F, 1.0F));
// Light //
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-100, 100, 1000), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 18000.0f);
light -> setLightType(irr::video::ELT_DIRECTIONAL);
pb.rootNode -> addChild(light);
// Board Walk //
irr::scene::IMeshSceneNode* boardwalk = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl19/boardwalk.obj"));
// Scale, position, and materials
boardwalk -> setScale(irr::core::vector3df(400, 400, 400));
boardwalk -> setPosition(irr::core::vector3df(0, 0, 0));
boardwalk -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
boardwalk -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
boardwalk -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
boardwalk -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
pb.rootNode -> addChild(boardwalk);
// Trees //
irr::scene::IMesh* tangTree = pb.scnmgr -> getMeshManipulator() -> createMeshWithTangents(pb.scnmgr -> getMesh("3d/universal/tree.obj"));
irr::scene::IMeshSceneNode* trees[8] = {0};
// Create bump map texture
irr::video::ITexture* normalMap = pb.driver -> getTexture("img/bump/barkn.jpg");
pb.driver -> makeNormalMapTexture(normalMap, 9.0f);
for(int i = 0; i < 8; i++)
{
trees[i] = pb.scnmgr -> addMeshSceneNode(tangTree);
// Shadow scene node
if(pb.enableShadows)
{
trees[i] -> addShadowVolumeSceneNode();
}
// Scale, position, and materials
trees[i] -> setScale(irr::core::vector3df(100, 100, 100));
trees[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
trees[i] -> setMaterialFlag(irr::video::EMF_NORMALIZE_NORMALS, true);
trees[i] -> setMaterialType(irr::video::EMT_PARALLAX_MAP_SOLID);
// Color
trees[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/leaves.png"));
trees[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/bark.jpg"));
// Bump
trees[i] -> getMaterial(1).MaterialTypeParam = 1.0f / 64.0f;
if(pb.enableBump)
{
trees[i] -> getMaterial(1).setTexture(1, normalMap);
}
pb.rootNode -> addChild(trees[i]);
}
trees[0] -> setPosition(irr::core::vector3df(50, 0, 0));
trees[1] -> setPosition(irr::core::vector3df(-1900, 0, 420));
trees[2] -> setPosition(irr::core::vector3df(-1400, 0, -300));
trees[3] -> setPosition(irr::core::vector3df(-2200, 0, -1100));
trees[4] -> setPosition(irr::core::vector3df(270, 0, 2400));
trees[5] -> setPosition(irr::core::vector3df(1800, 0, 650));
trees[6] -> setPosition(irr::core::vector3df(2000, 0, 500));
trees[7] -> setPosition(irr::core::vector3df(800, 0, 160));
// Water //
irr::scene::IAnimatedMesh* water = pb.scnmgr -> addHillPlaneMesh("water", irr::core::dimension2d<irr::f32>(100, 100), irr::core::dimension2d<irr::u32>(100, 100), 0, 0, irr::core::dimension2d<irr::f32>(0, 0), irr::core::dimension2d<irr::f32>(5, 5));
waterSurface = pb.scnmgr -> addWaterSurfaceSceneNode(water -> getMesh(0), 5.0f, 1000.0f, 5.0f);
waterSurface -> setPosition(irr::core::vector3df(0, 10, 0));
waterSurface -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/water.jpg"));
waterSurface -> setMaterialTexture(1, pb.driver -> getTexture("img/sky/woods/woods_top.jpg"));
waterSurface -> setMaterialType(irr::video::EMT_REFLECTION_2_LAYER);
pb.rootNode -> addChild(waterSurface);
// Collision //
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl19/boardwalk-collision.obj"), boardwalk);
boardwalk -> setTriangleSelector(ts);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(20, 30, 20), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
tangTree -> drop();
ts -> drop();
anim -> drop();
}
else if(level == 20)
{
// Level 20
// Ukraine
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(2920, 0, 2780));
pb.player -> setRotation(irr::core::vector3df(0, 190, 0));
pb.verticalCamRot = 40;
// City skybox //
skyboxManager.setSkybox(skyboxManager.CITY);
// City //
irr::scene::IMeshSceneNode* city = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl20/ukraine.obj"));
city -> setScale(irr::core::vector3df(130, 130, 130));
city -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
city -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/building.jpg"));
city -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/building1.jpg"));
city -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/building2.jpg"));
city -> getMaterial(5).setTexture(0, pb.driver -> getTexture("img/object_textures/building3.jpg"));
city -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/building4.jpg"));
city -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/asphalt.jpg"));
//city -> getMaterial(6).setTexture(0, pb.driver -> getTexture("img/object_textures/"));
// Collision
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(pb.scnmgr -> getMesh("3d/lvl20/ukraine-collision.obj"), city);
city -> setTriangleSelector(ts);
pb.rootNode -> addChild(city);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 20, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
pb.player -> addAnimator(anim);
ts -> drop();
anim -> drop();
}
else if(level == 21)
{
// Level 21
// Suburbs
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(209, 200, -527));
pb.player -> setRotation(irr::core::vector3df(0, 313, 0));
// Foggy skybox
skyboxManager.setSkybox(skyboxManager.FOG);
irr::scene::IMeshSceneNode* road = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl21/road.obj"), 0, -1, irr::core::vector3df(8000, 0, 3000), irr::core::vector3df(0, 0, 0), irr::core::vector3df(100, 10, 150));
road -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
road -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/asphalt.jpg"));
road -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.rootNode -> addChild(road);
irr::scene::IMeshSceneNode* house[10];
for(int i = 0; i < 10; i++)
{
house[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/house.obj"), 0, -1, irr::core::vector3df(i * i * 500, 0, 1000 * i), irr::core::vector3df(0, 40 + i * 20, 0), irr::core::vector3df(100, 100, 100));
house[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
house[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/door.jpg"));
house[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/roof.jpg"));
house[i] -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/blue-wall.jpg"));
house[i] -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/window.png"));
pb.rootNode -> addChild(house[i]);
}
// Car
irr::scene::IMeshSceneNode* car;
car = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/car.obj"), 0, -1, irr::core::vector3df(1796, 140, -1269), irr::core::vector3df(0, 158, 1), irr::core::vector3df(120, 120, 120));
car -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/carb.png"));
car -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/carf.png"));
car -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/cars.png"));
pb.rootNode -> addChild(car);
// Collision (invisible walls)
irr::scene::IMeshSceneNode* collision = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/cube.obj"), 0, -1, irr::core::vector3df(0, 500, -600), irr::core::vector3df(0, 0, 0), irr::core::vector3df(1880, 380, 700));
collision -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
collision -> setMaterialType(irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL);
collision -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/trans.png"));
irr::scene::ITriangleSelector* ts = pb.scnmgr -> createTriangleSelector(collision -> getMesh(), collision);
collision -> setTriangleSelector(ts);
pb.rootNode -> addChild(collision);
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 22)
{
// Level 22
// Waiting Room
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(0, 115, 0));
pb.player -> setRotation(irr::core::vector3df(0, 63, 0));
pb.verticalCamRot = 30;
// The chairs
irr::scene::IMeshSceneNode* chair[4] = {0};
for(int i = 0; i < 3; i++)
{
chair[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/chair.obj"));
chair[i] -> setScale(irr::core::vector3df(50, 50, 50));
chair[i] -> setPosition(irr::core::vector3df(100 - i * 110, 35, 260));
chair[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
chair[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/chair.jpg"));
pb.rootNode -> addChild(chair[i]);
}
chair[3] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/chair.obj"));
chair[3] -> setScale(irr::core::vector3df(50, 50, 50));
chair[3] -> setPosition(irr::core::vector3df(-280, 35, -95));
chair[3] -> setRotation(irr::core::vector3df(0, 280, 0));
chair[3] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
chair[3] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/chair.jpg"));
pb.rootNode -> addChild(chair[3]);
// The waiting room
irr::scene::IMeshSceneNode* waitingRoom = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl22/waiting-room.obj"));
waitingRoom -> setScale(irr::core::vector3df(50, 50, 50));
waitingRoom -> setPosition(irr::core::vector3df(0, 35, 0));
waitingRoom -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
waitingRoom -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/tv.jpg"));
waitingRoom -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/waiting-room.jpg"));
waitingRoom -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/door.jpg"));
waitingRoom -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/dropped-ceiling.jpg"));
pb.rootNode -> addChild(waitingRoom);
// Light
irr::scene::ILightSceneNode* light[3];
light[0] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(164, 200, -20), irr::video::SColorf(0.7f, 0.7f, 0.7f, 1.0f), 80000.0f);
light[0] -> setRotation(irr::core::vector3df(-10, 170, 0));
light[0] -> setLightType(irr::video::ELT_SPOT);
light[1] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(134, 200, -222), irr::video::SColorf(0.1f, 0.15f, 0.15f, 1.0f), 80000.0f);
light[1] -> setRotation(irr::core::vector3df(0, 360, 0));
light[1] -> setLightType(irr::video::ELT_SPOT);
light[2] = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(134, 200, -222), irr::video::SColorf(0.1f, 0.15f, 0.15f, 1.0f), 80000.0f);
light[2] -> setRotation(irr::core::vector3df(0, 280, 0));
light[2] -> setLightType(irr::video::ELT_SPOT);
for(int i = 0; i < 3; i++)
{
pb.rootNode -> addChild(light[i]);
}
// Create the meta triangle selector which holds all of the other triangle selectors.
irr::scene::IMetaTriangleSelector* ts = pb.scnmgr -> createMetaTriangleSelector();
irr::scene::ITriangleSelector* tsWaitingRoom = pb.scnmgr -> createOctreeTriangleSelector(waitingRoom -> getMesh(), waitingRoom, 512);
ts -> addTriangleSelector(tsWaitingRoom);
waitingRoom -> setTriangleSelector(tsWaitingRoom);
irr::scene::ITriangleSelector* tsChair[4];
for(int i = 0; i < 4; i++)
{
chair[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
tsChair[i] = pb.scnmgr -> createOctreeTriangleSelector(chair[i] -> getMesh(), chair[i], 256);
ts -> addTriangleSelector(tsChair[i]);
chair[i] -> setTriangleSelector(tsChair[i]);
}
// Create a collision response animator and add it to the pb.player.
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 50, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
for(int i = 0; i < 4; i++)
{
tsChair[i] -> drop();
}
tsWaitingRoom -> drop();
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
else if(level == 23)
{
// Level 23
// "Children's Game Park", a.k.a. Playground
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(100, 100, 100));
pb.player -> setRotation(irr::core::vector3df(0, 85, 0));
irr::scene::IMeshSceneNode* slide[4] = {0};
// Floor
irr::scene::IMeshSceneNode* floor;
floor = pb.scnmgr -> addCubeSceneNode(irr::f32(1.0f), 0, -1, irr::core::vector3df(0, -100, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(0x2p20, 0, 0x2p20));
floor -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(floor -> getMesh(), 1200.0f);
floor -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/grass.jpg"));
pb.rootNode -> addChild(floor);
// Slides
for(int i = 0; i < 4; i++)
{
slide[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl23/slide.obj"));
slide[i] -> setScale(irr::core::vector3df(100, 100, 100));
slide[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
slide[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/garage-door.jpg"));
slide[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
slide[i] -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/garage-door.jpg"));
pb.rootNode -> addChild(slide[i]);
}
slide[0] -> setPosition(irr::core::vector3df(100, 50, 100));
slide[1] -> setPosition(irr::core::vector3df(1000, 50, 1000));
slide[2] -> setPosition(irr::core::vector3df(800, 50, -1000));
slide[3] -> setPosition(irr::core::vector3df(-500, 50, 1000));
}
else if(level == 24)
{
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(1000, 200, 1500));
pb.player -> setRotation(irr::core::vector3df(0, 80, 0));
pb.verticalCamRot = 30;
// Foggy skybox //
skyboxManager.setSkybox(skyboxManager.FOG);
// Light //
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-100, 100, 1000), irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 18000.0f);
light -> setLightType(irr::video::ELT_DIRECTIONAL);
// Floor //
irr::scene::IMeshSceneNode* floor;
floor = pb.scnmgr -> addCubeSceneNode(irr::f32(1.0f), 0, -1, irr::core::vector3df(0, -400, 0), irr::core::vector3df(0, 0, 0), irr::core::vector3df(0x2p20, 0, 0x2p20));
floor -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
pb.scnmgr -> getMeshManipulator() -> makePlanarTextureMapping(floor -> getMesh(), 1200.0f);
floor -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/dirt.jpg"));
pb.rootNode -> addChild(floor);
// Rude Sign //
irr::scene::IMeshSceneNode* rudeSign = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl24/shitday.obj"));
// Scale, position, and materials
rudeSign -> setScale(irr::core::vector3df(100, 100, 100));
rudeSign -> setPosition(irr::core::vector3df(0, 0, 0));
rudeSign -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
rudeSign -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/shitday.jpg"));
pb.rootNode -> addChild(rudeSign);
}
else if(level == 25)
{
// Level 25
// 8800 Blue Lick Road
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
pb.player -> setPosition(irr::core::vector3df(-180, 0, -668));
pb.player -> setRotation(irr::core::vector3df(0, -70, 0));
pb.verticalCamRot = 30;
// The shelves
irr::scene::IMeshSceneNode* shelf[4] = {0};
for(int i = 0; i < 4; i++)
{
shelf[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/shelf.obj"));
shelf[i] -> setScale(irr::core::vector3df(100, 100, 100));
shelf[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
shelf[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
shelf[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
pb.rootNode -> addChild(shelf[i]);
}
// Shelf 0
shelf[0] -> setPosition(irr::core::vector3df(-40, 40, 0));
// Shelf 1
shelf[1] -> setPosition(irr::core::vector3df(390, 40, -700));
shelf[1] -> setRotation(irr::core::vector3df(0, 98, 0));
// Shelf 2
shelf[2] -> setPosition(irr::core::vector3df(100, 40, -250));
// Shelf 3
shelf[3] -> setPosition(irr::core::vector3df(180, 40, -650));
shelf[3] -> setScale(irr::core::vector3df(70, 100, 100));
shelf[3] -> setRotation(irr::core::vector3df(0, 97, 0));
// Boxes
irr::scene::IMeshSceneNode* smallBox[7] = {0};
irr::scene::IMeshSceneNode* largeBox[5] = {0};
// Seed for pseudo-random number generator so that the textures are always the same.
srand(300);
// Small box
for(int i = 0; i < 7; i++)
{
smallBox[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl25/box1.obj"));
smallBox[i] -> setScale(irr::core::vector3df(100, 100, 100));
smallBox[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
std::string filename("img/object_textures/box-label");
filename = filename + std::to_string(rand() % 2) + ".jpg";
smallBox[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/box.jpg"));
smallBox[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture(filename.c_str()));
pb.rootNode -> addChild(smallBox[i]);
}
// Large box
for(int i = 0; i < 5; i++)
{
largeBox[i] = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl25/box.obj"));
largeBox[i] -> setScale(irr::core::vector3df(100, 100, 100));
largeBox[i] -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
std::string filename("img/object_textures/box-label");
filename = filename + std::to_string(rand() % 3) + ".jpg";
largeBox[i] -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/box.jpg"));
largeBox[i] -> getMaterial(1).setTexture(0, pb.driver -> getTexture(filename.c_str()));
pb.rootNode -> addChild(largeBox[i]);
}
// Boxes on shelf #0 //
largeBox[0] -> setPosition(irr::core::vector3df(-40, 78, 0));
largeBox[1] -> setPosition(irr::core::vector3df(-180, 119, 20));
largeBox[1] -> setRotation(irr::core::vector3df(0, -20, 0));
smallBox[0] -> setPosition(irr::core::vector3df(-30, 162, 0));
// Boxes on shelf #1 //
largeBox[2] -> setPosition(irr::core::vector3df(390, 78, -700));
largeBox[2] -> setRotation(irr::core::vector3df(0, 98, 0));
smallBox[1] -> setPosition(irr::core::vector3df(390, 119, -700));
smallBox[1] -> setRotation(irr::core::vector3df(0, 98, 0));
smallBox[2] -> setPosition(irr::core::vector3df(390, 162, -700));
smallBox[2] -> setRotation(irr::core::vector3df(0, 98, 0));
// Boxes on shelf #2 //
smallBox[3] -> setPosition(irr::core::vector3df(-205, 78, -1050));
smallBox[3] -> setRotation(irr::core::vector3df(0, 180, 0));
smallBox[4] -> setPosition(irr::core::vector3df(-180, 119, -1050));
smallBox[4] -> setRotation(irr::core::vector3df(0, 175, 0));
largeBox[3] -> setPosition(irr::core::vector3df(-190, 162, -1050));
largeBox[3] -> setRotation(irr::core::vector3df(0, 180, 0));
// Boxes on shelf #3
largeBox[4] -> setPosition(irr::core::vector3df(-595, 78, -330));
largeBox[4] -> setRotation(irr::core::vector3df(0, 276, 0));
smallBox[5] -> setPosition(irr::core::vector3df(-590, 119, -330));
smallBox[5] -> setRotation(irr::core::vector3df(0, 272, 0));
smallBox[6] -> setPosition(irr::core::vector3df(-590, 162, -330));
smallBox[6] -> setRotation(irr::core::vector3df(0, 274, 0));
// 8800 Blue Lick Road House
irr::scene::IMeshSceneNode* bluelick = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/lvl25/bluelick.obj"));
bluelick -> setScale(irr::core::vector3df(100, 100, 100));
bluelick -> setPosition(irr::core::vector3df(0, 35, 0));
bluelick -> setMaterialFlag(irr::video::EMF_LIGHTING, true);
bluelick -> getMaterial(0).setTexture(0, pb.driver -> getTexture("img/object_textures/white-wall.jpg"));
bluelick -> getMaterial(1).setTexture(0, pb.driver -> getTexture("img/object_textures/door.jpg"));
bluelick -> getMaterial(2).setTexture(0, pb.driver -> getTexture("img/object_textures/baptpool.jpg"));
bluelick -> getMaterial(3).setTexture(0, pb.driver -> getTexture("img/object_textures/wood.jpg"));
bluelick -> getMaterial(4).setTexture(0, pb.driver -> getTexture("img/object_textures/chair.jpg"));
bluelick -> getMaterial(5).EmissiveColor.set(255, 255, 255, 255);
bluelick -> getMaterial(6).setTexture(0, pb.driver -> getTexture("img/object_textures/metal.jpg"));
pb.rootNode -> addChild(bluelick);
// Light
irr::scene::ILightSceneNode* light;
light = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(0, 100, 0), irr::video::SColorf(0.7f, 0.7f, 0.7f, 1.0f), 50000.0f);
light -> setLightType(irr::video::ELT_POINT);
irr::scene::ILightSceneNode* light1;
light1 = pb.scnmgr -> addLightSceneNode(0, irr::core::vector3df(-100, 100, -600), irr::video::SColorf(0.7f, 0.7f, 0.7f, 1.0f), 30000.0f);
light1 -> setLightType(irr::video::ELT_POINT);
// Create the meta triangle selector which holds all of the other triangle selectors.
irr::scene::IMetaTriangleSelector* ts = pb.scnmgr -> createMetaTriangleSelector();
irr::scene::ITriangleSelector* tsWalls = pb.scnmgr -> createOctreeTriangleSelector(bluelick -> getMesh(), bluelick, 512);
ts -> addTriangleSelector(tsWalls);
//ts -> addTriangleSelector(tsShelf);
bluelick -> setTriangleSelector(tsWalls);
// Create a collision response animator and add it to the player.
anim = pb.scnmgr -> createCollisionResponseAnimator(ts, pb.player, irr::core::vector3df(30, 100, 30), irr::core::vector3df(0, -10, 0), irr::core::vector3df(0, 30, 0));
tsWalls -> drop();
ts -> drop();
pb.player -> addAnimator(anim);
anim -> drop();
}
// WIP Level
else if(level != 1)
{
pb.player -> setPosition(irr::core::vector3df(20, 200, 20));
pb.player -> setRotation(irr::core::vector3df(0, 0, 0));
pb.rootNode = pb.scnmgr -> addEmptySceneNode();
irr::scene::IMeshSceneNode* board;
board = pb.scnmgr -> addMeshSceneNode(pb.scnmgr -> getMesh("3d/universal/board.obj"));
board -> setScale(irr::core::vector3df(130, 130, 130));
board -> setPosition(irr::core::vector3df(500, 260, 0));
board -> setRotation(irr::core::vector3df(0, 270, 0));
board -> setMaterialFlag(irr::video::EMF_LIGHTING, false);
board -> setMaterialTexture(0, pb.driver -> getTexture("img/object_textures/wip.jpg"));
pb.rootNode -> addChild(board);
}
return level;
}