基于OGRE所实现的高层游戏引擎框架(3)

  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 );
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值