基於OGRE所實現的高層遊戲引擎架構(3)

來源:互聯網
上載者:User
  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 );

聯繫我們

該頁面正文內容均來源於網絡整理,並不代表阿里雲官方的觀點,該頁面所提到的產品和服務也與阿里云無關,如果該頁面內容對您造成了困擾,歡迎寫郵件給我們,收到郵件我們將在5個工作日內處理。

如果您發現本社區中有涉嫌抄襲的內容,歡迎發送郵件至: info-contact@alibabacloud.com 進行舉報並提供相關證據,工作人員會在 5 個工作天內聯絡您,一經查實,本站將立刻刪除涉嫌侵權內容。

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.