Ogre1.8.1射线实现碰撞检测例子源代码

#include "ExampleApplication.h"   

RaySceneQuery* raySceneQuery = 0;  

// Event handler to add ability to alter curvature   
class TerrainFrameListener : public ExampleFrameListener  
{  
public:  
	SceneManager* mSceneMgr;  
	TerrainFrameListener(SceneManager *sceneMgr,RenderWindow* win, Camera* cam)  
		: ExampleFrameListener(win, cam)  
	{  
		// Reduce move speed   
		mMoveSpeed = 50;  
		mSceneMgr = sceneMgr;  
	}  

	bool frameRenderingQueued(const FrameEvent& evt)  
	{  
		if( ExampleFrameListener::frameRenderingQueued(evt) == false )  
			return false;  

		// clamp to terrain   
		static Ray updateRay;  
		updateRay.setOrigin(mCamera->getPosition());  
		updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y);  
		raySceneQuery->setRay(updateRay);  
		RaySceneQueryResult& qryResult = raySceneQuery->execute();  
		RaySceneQueryResult::iterator i = qryResult.begin();  
		if (i != qryResult.end() && i->worldFragment)//把摄像机定在地形10个单位高的地方。   
		{  
			mCamera->setPosition(mCamera->getPosition().x,   
				i->worldFragment->singleIntersection.y + 10,   
				mCamera->getPosition().z);  
		}  
		//创建球形查询器,第二个参数表示掩码,默认情况下为-1   
		SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10)); 
		SceneQueryResult QResult=pQuery->execute();  
		for (Ogre::SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)  
		{  
			MovableObject* pObject=static_cast<MovableObject*>(*iter);  
			if(pObject)  
			{  
				if(pObject->getMovableType()=="Entity")  
				{  
					Entity* ent = static_cast<Entity*>(pObject);  
					//if(ent->getName()=="Head")   
					//{   
					//    //m_node->setScale(10,10,10);   
					//    pObject->getParentNode()->scale(0.5,0.5,0.5);   
					//    break;   
					//}   
					Ogre::Vector3 v = mCamera->getPosition();  
					Ogre::Vector3 d = mCamera->getDirection();  
					v = v + d*(-1);  
					mCamera->setPosition(v);  

				}  
			}  
		}  

		return true;  

	}  

};  

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

	~TerrainApplication()  
	{  
		delete raySceneQuery;  
	}  

protected:  


	void chooseSceneManager(void)  
	{  
		// Get the SceneManager, in this case a generic one   
		mSceneMgr = mRoot->createSceneManager(ST_EXTERIOR_CLOSE);  
	}  

	void createCamera(void)  
	{  
		// Create the camera   
		mCamera = mSceneMgr->createCamera("PlayerCam");  

		// Position it at 500 in Z direction   
		mCamera->setPosition(Vector3(128,25,128));  
		// Look back along -Z   
		mCamera->lookAt(Vector3(0,0,-300));  
		mCamera->setNearClipDistance( 1 );  
		mCamera->setFarClipDistance( 1000 );  

	}  

	// Just override the mandatory create scene method   
	void createScene(void)  
	{  

		// Set ambient light   
		mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));  

		// Create a light   
		Light* l = mSceneMgr->createLight("MainLight");  
		// Accept default settings: point light, white diffuse, just set position   
		// NB I could attach the light to a SceneNode if I wanted it to move automatically with   
		//  other objects, but I don't   
		l->setPosition(20,80,50);  

		// Fog   
		// NB it's VERY important to set this before calling setWorldGeometry    
		// because the vertex program picked will be different   
		
		//ColourValue fadeColour(0.93, 0.86, 0.76);  
		//mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);  
		//mWindow->getViewport(0)->setBackgroundColour(fadeColour);     

		// Set a nice viewpoint   
		mCamera->setPosition(800,100,500);  
		//mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));  
		//mRoot -> showDebugOverlay( true );   

		raySceneQuery = mSceneMgr->createRayQuery(  
			Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y));//光线的位置和方向,垂直向下   

		Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");  

		//创建ogre head实体,测试通过射线查询movable来实现摄像机碰撞检测   
		SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreHead");  
		headNode->attachObject(ogreHead);  
		headNode->setPosition(500.0, 100.0, 500.0);  
		headNode->scale(Vector3(2,2,2));  

		Entity *ent;
		Plane plane(Vector3::UNIT_Y, 0);
		MeshManager::getSingleton().createPlane("ground",ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,1500,1500,20,20,true,1,5,5,Vector3::UNIT_Z);
		ent = mSceneMgr->createEntity("GroundEntity", "ground");
		mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent);
		ent->setMaterialName("Examples/Rockwall");

	}  
	// Create new frame listener   
	void createFrameListener(void)  
	{  
		mFrameListener= new TerrainFrameListener(mSceneMgr,mWindow, mCamera);  
		mRoot->addFrameListener(mFrameListener);  
	}  

};  

#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
	TerrainApplication app;

	try {
		app.go();
	} catch(Exception& e) {
#if 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;
}

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