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OGRE/kody/MyApp4.ccp

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#include "ExampleApplication.h"

class TutorialFrameListener : public ExampleFrameListener
{
public:
    TutorialFrameListener( RenderWindow* win, Camera* cam, SceneManager *sceneMgr )
        : ExampleFrameListener(win, cam, false, false)
    {
        // key and mouse state tracking
        mMouseDown = false;
        mToggle = 0.0;

        // Populate the camera and scene manager containers
        mCamNode = cam->getParentSceneNode();
        mSceneMgr = sceneMgr;

        // set the rotation and move speed
        mRotate = 0.13;
        mMove = 250;
    }

    // Overriding the default processUnbufferedKeyInput so the key updates we define
    // later on work as intended.
    bool processUnbufferedKeyInput(const FrameEvent& evt)
    {
        return true;
    }

    // Overriding the default processUnbufferedMouseInput so the Mouse updates we define
    // later on work as intended. 
    bool processUnbufferedMouseInput(const FrameEvent& evt)
    {
        return true;
    }

    bool frameStarted(const FrameEvent &evt)
    {
        mMouse->capture();
        mKeyboard->capture();

        if(mKeyboard->isKeyDown(OIS::KC_ESCAPE))
            return false;

        bool currMouse = mMouse->getMouseState().buttonDown(OIS::MB_Left);

        if (currMouse && ! mMouseDown)
        {
            Light *light = mSceneMgr->getLight("Light1");
            light->setVisible(! light->isVisible());
        } // if

        mMouseDown = currMouse;
        mToggle -= evt.timeSinceLastFrame;

        if ((mToggle < 0.0f ) && mKeyboard->isKeyDown(OIS::KC_1))
        {
            mToggle = 0.5f;
            mCamera->getParentSceneNode()->detachObject(mCamera);
            mCamNode = mSceneMgr->getSceneNode("CamNode1");
            mCamNode->attachObject(mCamera);
        }

        else if ((mToggle < 0.0f) && mKeyboard->isKeyDown(OIS::KC_2))
        {
            mToggle = 0.5f;
            mCamera->getParentSceneNode()->detachObject(mCamera);
            mCamNode = mSceneMgr->getSceneNode("CamNode2");
            mCamNode->attachObject(mCamera);
        }

        Vector3 transVector = Vector3::ZERO;

        if (mKeyboard->isKeyDown(OIS::KC_UP) || mKeyboard->isKeyDown(OIS::KC_W))
            transVector.z -= mMove;
        if (mKeyboard->isKeyDown(OIS::KC_DOWN) || mKeyboard->isKeyDown(OIS::KC_S))
            transVector.z += mMove;

        if (mKeyboard->isKeyDown(OIS::KC_LEFT) || mKeyboard->isKeyDown(OIS::KC_A))
            transVector.x -= mMove;
        if (mKeyboard->isKeyDown(OIS::KC_RIGHT) || mKeyboard->isKeyDown(OIS::KC_D))
            transVector.x += mMove;

        if (mKeyboard->isKeyDown(OIS::KC_PGUP) || mKeyboard->isKeyDown(OIS::KC_Q))
            transVector.y += mMove;
        if (mKeyboard->isKeyDown(OIS::KC_PGDOWN) || mKeyboard->isKeyDown(OIS::KC_E))
            transVector.y -= mMove;

        mCamNode->translate(transVector * evt.timeSinceLastFrame, Node::TS_LOCAL);

        // Do not add this to the program
        mCamNode->translate(mCamNode->getOrientation() * transVector * evt.timeSinceLastFrame);

        if (mMouse->getMouseState().buttonDown(OIS::MB_Right))
        {
            mCamNode->yaw(Degree(-mRotate * mMouse->getMouseState().X.rel), Node::TS_WORLD);
            mCamNode->pitch(Degree(-mRotate * mMouse->getMouseState().Y.rel), Node::TS_LOCAL);
        }

        return true;
    }
protected:
    bool mMouseDown;       // Whether or not the left mouse button was down last frame
    Real mToggle;          // The time left until next toggle
    Real mRotate;          // The rotate constant
    Real mMove;            // The movement constant
    SceneManager *mSceneMgr;   // The current SceneManager
    SceneNode *mCamNode;   // The SceneNode the camera is currently attached to
};

class TutorialApplication : public ExampleApplication
{
public:
    TutorialApplication()
    {
    }

    ~TutorialApplication() 
    {
    }
protected:
    void createCamera(void)
    {
        // create camera, but leave at default position
        mCamera = mSceneMgr->createCamera("PlayerCam"); 
        mCamera->setNearClipDistance(5);
    }

    void createScene(void)
    {
        mSceneMgr->setAmbientLight(ColourValue(0.25, 0.25, 0.25));

        Entity *ent = mSceneMgr->createEntity("Ninja", "ninja.mesh");
        SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode("NinjaNode");
        node->attachObject(ent);

        Light *light = mSceneMgr->createLight("Light1");
        light->setType(Light::LT_POINT);
        light->setPosition(Vector3(250, 150, 250));
        light->setDiffuseColour(ColourValue::White);
        light->setSpecularColour(ColourValue::White);

        // Create the scene node
        node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode1", Vector3(-400, 200, 400));
        node->yaw(Degree(-45));
        node->attachObject(mCamera);

        // create the second camera node
        node = mSceneMgr->getRootSceneNode()->createChildSceneNode("CamNode2", Vector3(0, 200, 400));
    }

    void createFrameListener(void)
    {
        // Create the FrameListener
        mFrameListener = new TutorialFrameListener(mWindow, mCamera, mSceneMgr);
        mRoot->addFrameListener(mFrameListener);

        // Show the frame stats overlay
        mFrameListener->showDebugOverlay(true);
    }
};

#if OGRE_PLATFORM == PLATFORM_WIN32 || OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"

INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char **argv)
#endif
{
    // Create application object
    TutorialApplication app;

    try {
        app.go();
    } catch( Exception& e ) {
#if OGRE_PLATFORM == PLATFORM_WIN32 || OGRE_PLATFORM == OGRE_PLATFORM_WIN32
        MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occurred!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
        fprintf(stderr, "An exception has occurred: %s\n",
            e.getFullDescription().c_str());
#endif
    }

    return 0;
}