InputListener::InputListener(Scene *_scene,SceneManager* _sceneManager,RenderWindow* _window,OrbitCamera* _orbitCamera):
    scene(_scene),sceneManager(_sceneManager),windows(_window),orbitCamera(_orbitCamera),modeInput(NONE)
{
    startOIS();
    mContinuer = true;
    zooningOrbitalCamera = false;
}
InputListener::InputListener(Scene *_scene,SceneManager* _sceneManager,RenderWindow* _window,OrbitCamera* _orbitCamera):
    scene(_scene),sceneManager(_sceneManager),windows(_window),orbitCamera(_orbitCamera),modeInput(NONE)
{
    startOIS();
    mContinuer = true;
    zooningOrbitalCamera = false;
    Fuselage * test = scene->sections.begin()->get();
}
Beispiel #3
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//-------------------------------------------------------------------------------------
//Main function for the setup runs all different setup sequences
bool OGREBase::setup(void)
{
	createRoot();
	loadConfig();
	addOverlay();
	if (!generateRenderWindow()) return false;
	createSceneBase();
	createScene();
	createCamera();
	createViewports();
	startOIS();
	initSDKTray();
	finalTouch();

	return true;
}
llm::InputListener::InputListener(Ogre::RenderWindow *window) {
	startOIS(window);
	windowResized(window);
	Ogre::WindowEventUtilities::addWindowEventListener(window, this);

	m_pRaySceneQuery = new Ogre::DefaultRaySceneQuery( llm::Application::getInstance()->game()->sceneManager() );

	CEGUI::Point mousePos = CEGUI::MouseCursor::getSingleton().getPosition();
	OIS::MouseState &mutableMouseState = const_cast<OIS::MouseState &>(m_pMouse->getMouseState());
	mutableMouseState.X.abs = mousePos.d_x;
	mutableMouseState.Y.abs = mousePos.d_y;

    m_bContinue = true;
 
    m_mouvement = Ogre::Vector3::ZERO;
    m_vitesse = 100;
    m_vitesseRotation = 0.2;

	m_pMouse->setEventCallback(this);
	m_pKeyboard->setEventCallback(this);
}