text: /* Copyright (c) <2009> <Newton Game Dynamics>
  * 
  * This software is provided 'as-is', without any express or implied
  * warranty. In no event will the authors be held liable for any damages
  * arising from the use of this software.
  * 
  * Permission is granted to anyone to use this software for any purpose,
  * including commercial applications, and to alter it and redistribute it
  * freely
  */
  
  #include "StdAfx.h"
  #include "Entity.h"
  #include "TutorialCode.h"
  #include "SceneManager.h"
  #include "CollectInputAndUpdateCamera.h"
  
  #pragma warning (disable: 4100) //unreferenced formal parameter
  
  void CreateScene (NewtonWorld* world, SceneManager* sceneManager)
  {
  	Entity* floor;
  	Entity* smilly;
  	Entity* frowny;
  
  	// initialize the camera
  	InitCamera (dVector (-15.0f, 5.0f, 0.0f, 0.0f), dVector (1.0f, 0.0f, 0.0f));
  
  	// Create a large body to be the floor
  	floor = sceneManager->CreateEntity();
  	floor->LoadMesh ("FloorBox.dat");
  
  	// add some visual entities.
  	smilly = sceneManager->CreateEntity();
  	smilly->LoadMesh ("Smilly.dat");
  	smilly->m_curPosition.m_y = 10.0f;
  	smilly->m_prevPosition = smilly->m_curPosition;
  
  	// add some visual entities.
  	frowny = sceneManager->CreateEntity();
  	frowny->LoadMesh ("Frowny.dat");
  	frowny->m_curPosition.m_z = 0.4f;
  	frowny->m_curPosition.m_y = 10.0f + 0.4f;
  	frowny->m_prevPosition = frowny->m_curPosition;
  
  }
  
  
  
  
  