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基于OGRE所實現的高層遊戲引擎框架(3)

2008-05-19 00:44:12  編輯來源:互聯網  简体版  手機版  評論  字體: ||
 
  附錄
  Terrain Example
  /*
  This source file is part of OGRE
  (Object-oriented Graphics Rendering Engine)
  For the latest info, see http://www.ogre3d.org/
  Copyright ?2000-2003 The OGRE Team
  Also see acknowledgements in Readme.html
  You may use this sample code for anything you like, it is not covered by the
  LGPL like the rest of the engine.
  */
  /**
  \file
  Terrain.h
  \brief
  Specialisation of OGRE's framework application to show the
  terrain rendering plugin
  */
  #include "ExampleApplication.h"
  #include "OgreStringConverter.h"
  #define FLOW_SPEED 0.2
  #define FLOW_HEIGHT 0.8
  class TerrainListener : public ExampleFrameListener
  {
  public:
  TerrainListener(RenderWindow* win, Camera* cam) :ExampleFrameListener(win, cam) { };
  // Override frameStarted event to process that (don't care about frameEnded)
  bool frameStarted(const FrameEvent& evt)
  {
  float moveScale;
  float rotScale;
  float waterFlow;
  static float flowAmount = 0.0f;
  static bool flowUp = true;
  // local just to stop toggles flipping too fast
  static Real timeUntilNextToggle = 0;
  if (timeUntilNextToggle = 0)
  timeUntilNextToggle -= evt.timeSinceLastFrame;
  // If this is the first frame, pick a speed
  if (evt.timeSinceLastFrame == 0)
  {
  moveScale = 1;
  rotScale = 0.1;
  waterFlow = 0.0f;
  }
  // Otherwise scale movement units by time passed since last frame
  else
  {
  // Move about 100 units per second,
  moveScale = 10.0 * evt.timeSinceLastFrame;
  // Take about 10 seconds for full rotation
  rotScale = 36 * evt.timeSinceLastFrame;
  // set a nice waterflow rate
  waterFlow = FLOW_SPEED * evt.timeSinceLastFrame;
  }
  // Grab input device state
  mInputDevice-capture();
  SceneNode *waterNode = static_cast<SceneNode*(
  mCamera-getSceneManager()-getRootSceneNode()-getChild("WaterNode"));
  if(waterNode)
  {
  if(flowUp)
  flowAmount += waterFlow;
  else
  flowAmount -= waterFlow;
  if(flowAmount = FLOW_HEIGHT)
  flowUp = false;
  else if(flowAmount <= 0.0f)
  flowUp = true;
  waterNode-translate(0, (flowUp ? waterFlow : -waterFlow), 0);
  }
  static Vector3 vec;
  vec = Vector3::ZERO;
  if (mInputDevice-isKeyDown(KC_A))
  {
  // Move camera left
  vec.x = -moveScale;
  }
  if (mInputDevice-isKeyDown(KC_D))
  {
  // Move camera RIGHT
  vec.x = moveScale;
  }
  if (mInputDevice-isKeyDown(KC_UP) || mInputDevice-isKeyDown(KC_W))
  {
  // Move camera forward
  vec.z = -moveScale;
  }
  if (mInputDevice-isKeyDown(KC_DOWN) || mInputDevice-isKeyDown(KC_S))
  {
  // Move camera backward
  vec.z = moveScale;
  }
  if (mInputDevice-isKeyDown(KC_PGUP))
  {
  // Move camera up
  vec.y = moveScale;
  }
  if (mInputDevice-isKeyDown(KC_PGDOWN))
  {
  // Move camera down
  vec.y = -moveScale;
  }
  if (mInputDevice-isKeyDown(KC_RIGHT))
  {
  mCamera-yaw(-rotScale);
  }
  if (mInputDevice-isKeyDown(KC_LEFT))
  {
  mCamera-yaw(rotScale);
  }
  if( mInputDevice-isKeyDown( KC_ESCAPE) )
  {
  return false;
  }
  // Rotate view by mouse relative position
  float rotX, rotY;
  rotX = -mInputDevice-getMouseRelativeX() * 0.13;
  rotY = -mInputDevice-getMouseRelativeY() * 0.13;
  // Make all the changes to the camera
  // Note that YAW direction is around a fixed axis (freelook stylee) rather than a natural YAW (e.g. airplane)
  mCamera-yaw(rotX);
  mCamera-pitch(rotY);
  mCamera-moveRelative(vec);
  // Rotate scene node if required
  SceneNode* node = mCamera-getSceneManager()-getRootSceneNode();
  if (mInputDevice-isKeyDown(KC_O))
  {
  node-yaw(rotScale);
  }
  if (mInputDevice-isKeyDown(KC_P))
  {
  node-yaw(-rotScale);
  }
  if (mInputDevice-isKeyDown(KC_I))
  {
  node-pitch(rotScale);
  }
  if (mInputDevice-isKeyDown(KC_K))
  {
  node-pitch(-rotScale);
  }
  if (mInputDevice-isKeyDown(KC_F) && timeUntilNextToggle <= 0)
  {
  mStatsOn = !mStatsOn;
  //Root::getSingleton().showDebugOverlay(mStatsOn);
  showDebugOverlay(mStatsOn);
  timeUntilNextToggle = 1;
  }
  // Return true to continue rendering
  return true;
  }
  };
  class TerrainApplication : public ExampleApplication
  {
  public:
  TerrainApplication() {}
  protected:
  virtual void createFrameListener(void)
  {
  mFrameListener= new TerrainListener(mWindow, mCamera);
  mFrameListener-showDebugOverlay(true);
  mRoot-addFrameListener(mFrameListener);
  }
  virtual void chooseSceneManager(void)
  {
  // Get the SceneManager, in this case a generic one
  mSceneMgr = mRoot-getSceneManager( ST_EXTERIOR_CLOSE );
 
  附錄   Terrain Example   /*   This source file is part of OGRE   (Object-oriented Graphics Rendering Engine)   For the latest info, see http://www.ogre3d.org/   Copyright ?2000-2003 The OGRE Team   Also see acknowledgements in Readme.html   You may use this sample code for anything you like, it is not covered by the   LGPL like the rest of the engine.   */   /**   \file   Terrain.h   \brief   Specialisation of OGRE's framework application to show the   terrain rendering plugin   */   #include "ExampleApplication.h"   #include "OgreStringConverter.h"   #define FLOW_SPEED 0.2   #define FLOW_HEIGHT 0.8   class TerrainListener : public ExampleFrameListener   {   public:   TerrainListener(RenderWindow* win, Camera* cam) :ExampleFrameListener(win, cam) { };   // Override frameStarted event to process that (don't care about frameEnded)   bool frameStarted(const FrameEvent& evt)   {   float moveScale;   float rotScale;   float waterFlow;   static float flowAmount = 0.0f;   static bool flowUp = true;   // local just to stop toggles flipping too fast   static Real timeUntilNextToggle = 0;   if (timeUntilNextToggle = 0)   timeUntilNextToggle -= evt.timeSinceLastFrame;   // If this is the first frame, pick a speed   if (evt.timeSinceLastFrame == 0)   {   moveScale = 1;   rotScale = 0.1;   waterFlow = 0.0f;   }   // Otherwise scale movement units by time passed since last frame   else   {   // Move about 100 units per second,   moveScale = 10.0 * evt.timeSinceLastFrame;   // Take about 10 seconds for full rotation   rotScale = 36 * evt.timeSinceLastFrame;   // set a nice waterflow rate   waterFlow = FLOW_SPEED * evt.timeSinceLastFrame;   }   // Grab input device state   mInputDevice-capture();   SceneNode *waterNode = static_cast<SceneNode*(   mCamera-getSceneManager()-getRootSceneNode()-getChild("WaterNode"));   if(waterNode)   {   if(flowUp)   flowAmount += waterFlow;   else   flowAmount -= waterFlow;   if(flowAmount = FLOW_HEIGHT)   flowUp = false;   else if(flowAmount <= 0.0f)   flowUp = true;   waterNode-translate(0, (flowUp ? waterFlow : -waterFlow), 0);   }   static Vector3 vec;   vec = Vector3::ZERO;   if (mInputDevice-isKeyDown(KC_A))   {   // Move camera left   vec.x = -moveScale;   }   if (mInputDevice-isKeyDown(KC_D))   {   // Move camera RIGHT   vec.x = moveScale;   }   if (mInputDevice-isKeyDown(KC_UP) || mInputDevice-isKeyDown(KC_W))   {   // Move camera forward   vec.z = -moveScale;   }   if (mInputDevice-isKeyDown(KC_DOWN) || mInputDevice-isKeyDown(KC_S))   {   // Move camera backward   vec.z = moveScale;   }   if (mInputDevice-isKeyDown(KC_PGUP))   {   // Move camera up   vec.y = moveScale;   }   if (mInputDevice-isKeyDown(KC_PGDOWN))   {   // Move camera down   vec.y = -moveScale;   }   if (mInputDevice-isKeyDown(KC_RIGHT))   {   mCamera-yaw(-rotScale);   }   if (mInputDevice-isKeyDown(KC_LEFT))   {   mCamera-yaw(rotScale);   }   if( mInputDevice-isKeyDown( KC_ESCAPE) )   {   return false;   }   // Rotate view by mouse relative position   float rotX, rotY;   rotX = -mInputDevice-getMouseRelativeX() * 0.13;   rotY = -mInputDevice-getMouseRelativeY() * 0.13;   // Make all the changes to the camera   // Note that YAW direction is around a fixed axis (freelook stylee) rather than a natural YAW (e.g. airplane)   mCamera-yaw(rotX);   mCamera-pitch(rotY);   mCamera-moveRelative(vec);   // Rotate scene node if required   SceneNode* node = mCamera-getSceneManager()-getRootSceneNode();   if (mInputDevice-isKeyDown(KC_O))   {   node-yaw(rotScale);   }   if (mInputDevice-isKeyDown(KC_P))   {   node-yaw(-rotScale);   }   if (mInputDevice-isKeyDown(KC_I))   {   node-pitch(rotScale);   }   if (mInputDevice-isKeyDown(KC_K))   {   node-pitch(-rotScale);   }   if (mInputDevice-isKeyDown(KC_F) && timeUntilNextToggle <= 0)   {   mStatsOn = !mStatsOn;   //Root::getSingleton().showDebugOverlay(mStatsOn);   showDebugOverlay(mStatsOn);   timeUntilNextToggle = 1;   }   // Return true to continue rendering   return true;   }   };   class TerrainApplication : public ExampleApplication   {   public:   TerrainApplication() {}   protected:   virtual void createFrameListener(void)   {   mFrameListener= new TerrainListener(mWindow, mCamera);   mFrameListener-showDebugOverlay(true);   mRoot-addFrameListener(mFrameListener);   }   virtual void chooseSceneManager(void)   {   // Get the SceneManager, in this case a generic one   mSceneMgr = mRoot-getSceneManager( ST_EXTERIOR_CLOSE );
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