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基于OGRE所实现的高层游戏引擎框架(3)

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2008-05-19 00:44:12

附录

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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  附录   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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