Beispiel #1
0
void AApplication::LinkCamera(Player *players_object)
{
    PlayersObject = players_object;
    Ogre::SceneNode *CameraTransformationNode;
    CameraTransformationNode = PlayersObject->GetNode()->createChildSceneNode("CameraTransformation");
    CameraTransformationNode->setInheritOrientation(false);

    //
    /*Ogre::Light *mLight = mSceneMgr->createLight("Light2");
    mLight->setDiffuseColour(Ogre::ColourValue(1, 1, 1));
    mLight->setSpecularColour(1, 1, 1);
    mLight->setAttenuation(80000,1,1,0);*/

    // Create light node
    //Ogre::SceneNode *mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
    //	"MovingLightNode");
//   mLightNode->setInheritOrientation(false);
    //mLightNode->attachObject(mLight);

    //mLightNode->setPosition(0, 0, -96000);

//   BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
//   bbs->setMaterialName("Bullets/Bullet1");
//   Billboard* bb = bbs->createBillboard(0,0,0,Ogre::ColourValue(0.5, 0.1, 0.0));
//   // attach
//   mLightNode->attachObject(bbs);

    // Put an Ogre head in the middle
    //MeshPtr m = MeshManager::getSingleton().load("ogrehead.mesh",
    //    ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
    //unsigned short src, dest;
    //if (!m->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
    //{
    //    m->buildTangentVectors(VES_TANGENT, src, dest);
    //}
    //Entity* e;
    //e = mSceneMgr->createEntity("head", "ogrehead.mesh");
    //e->setMaterialName("Examples/OffsetMapping/Specular");
    ////e->setMaterialName("FxNormalMap");

    //SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
    //headNode->attachObject(e);
    //headNode->setScale(7,7,7);
    //headNode->setPosition(0,0,-95000);
    //e->setNormaliseNormals(true);
    //

    PlayersCamera->SetNode(CameraTransformationNode);
    //Core::GetInstance()->SetCamera(PlayersCamera);

    CameraTransformationNode->setPosition(Ogre::Vector3::ZERO);
    PlayersCamera->GetOgreCamera()->setOrientation(Ogre::Quaternion::IDENTITY);

    PlayersCamera->SetInitialOrientation();
    PlayersCamera->SetPlayersObject(PlayersObject);

    Core::GetInstance()->AddObjectRequest(PlayersCamera);
}
Beispiel #2
0
void SkyManager::updateRain(float dt)
{
    // Move existing rain
    // Note: if rain gets disabled, we let the existing rain drops finish falling down.
    float minHeight = 200;
    for (std::map<Ogre::SceneNode*, NifOgre::ObjectScenePtr>::iterator it = mRainModels.begin(); it != mRainModels.end();)
    {
        Ogre::Vector3 pos = it->first->getPosition();
        pos.z -= mRainSpeed * dt;
        it->first->setPosition(pos);
        if (pos.z < -minHeight)
        {
            it->second.setNull();
            Ogre::SceneNode* parent = it->first->getParentSceneNode();
            mSceneMgr->destroySceneNode(it->first);
            mSceneMgr->destroySceneNode(parent);
            mRainModels.erase(it++);
        }
        else
            ++it;
    }

    // Spawn new rain
    float rainFrequency = mRainFrequency;
    float startHeight = 700;
    if (mRainEnabled)
    {
        mRainTimer += dt;
        if (mRainTimer >= 1.f/rainFrequency)
        {
            mRainTimer = 0;

            const float rangeRandom = 100;
            float xOffs = (std::rand()/(RAND_MAX+1.0)) * rangeRandom - (rangeRandom/2);
            float yOffs = (std::rand()/(RAND_MAX+1.0)) * rangeRandom - (rangeRandom/2);
            Ogre::SceneNode* sceneNode = mCamera->getParentSceneNode()->createChildSceneNode();
            sceneNode->setInheritOrientation(false);

            // Create a separate node to control the offset, since a node with setInheritOrientation(false) will still
            // consider the orientation of the parent node for its position, just not for its orientation
            Ogre::SceneNode* offsetNode = sceneNode->createChildSceneNode(Ogre::Vector3(xOffs,yOffs,startHeight));

            NifOgre::ObjectScenePtr objects = NifOgre::Loader::createObjects(offsetNode, mRainEffect);
            for (unsigned int i=0; i<objects->mEntities.size(); ++i)
            {
                objects->mEntities[i]->setRenderQueueGroup(RQG_Alpha);
                objects->mEntities[i]->setVisibilityFlags(RV_Sky);
            }
            for (unsigned int i=0; i<objects->mParticles.size(); ++i)
            {
                objects->mParticles[i]->setRenderQueueGroup(RQG_Alpha);
                objects->mParticles[i]->setVisibilityFlags(RV_Sky);
            }
            mRainModels[offsetNode] = objects;
        }
    }
}
// Create the scene node for the terrain. We don't need to make the mesh as the later calls
// will do that.
Ogre::SceneNode* Region::CreateTerrain(Ogre::SceneNode* regionNode,
			 const float width, const float length, Ogre::String terrainName) {
	LG::Log("Region::CreateTerrain: r=%s, w=%f, l=%f, n=%s", this->Name.c_str(), width, length, terrainName.c_str());
	Ogre::SceneNode* terrainNode = regionNode->createChildSceneNode("TerrainSceneNode/" + terrainName);
	terrainNode->setInheritOrientation(true);
	terrainNode->setInheritScale(false);
	terrainNode->translate(0.0, 0.0, 0.0);
	return terrainNode;
}
void CsDestructibleObject::InitParticleFX() {
	mSmokeFX = CsGame::GetSingletonPtr()->GetSceneMgr()->createParticleSystem(mNode->getName() + "Smoke", "HeavySmoke");
	mSmokeFX->setEmitting(false);
	mSmokeFX->setKeepParticlesInLocalSpace(true);

	Ogre::SceneNode *smokeNode = mNode->createChildSceneNode();
	smokeNode->setInheritOrientation(false);

	smokeNode->attachObject(mSmokeFX);
}
// Create the scene node for the ocean. We create a plane, add the ocean material, create a scene node
// and add the plane to the scene node and return that scene node.
// BETWEEN FRAME OPERATION
Ogre::SceneNode* Region::CreateOcean(Ogre::SceneNode* regionNode,
			 const float width, const float length, const float waterHeight, Ogre::String waterName) {
	Ogre::Plane* oceanPlane = new Ogre::Plane(0.0, 0.0, 1.0, 0);
	Ogre::MeshPtr oceanMesh = Ogre::MeshManager::getSingleton().createPlane(waterName, OLResourceGroupName, 
					*oceanPlane, width, length,
					2, 2, true,
					2, 2.0, 2.0, Ogre::Vector3::UNIT_Y);
	Ogre::String oceanMaterialName = LG::GetParameter("Renderer.Ogre.OceanMaterialName");
	LG::Log("Region::CreateOcean: r=%s, h=%f, n=%s, m=%s", 
		regionNode->getName().c_str(), waterHeight, waterName.c_str(), oceanMaterialName.c_str());
	oceanMesh->getSubMesh(0)->setMaterialName(oceanMaterialName);
	Ogre::Entity* oceanEntity = LG::RendererOgre::Instance()->m_sceneMgr->createEntity("WaterEntity/" + waterName, oceanMesh->getName());
	oceanEntity->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
	oceanEntity->setCastShadows(false);
	Ogre::SceneNode* oceanNode = regionNode->createChildSceneNode("WaterSceneNode/" + waterName);
	oceanNode->setInheritOrientation(true);
	oceanNode->setInheritScale(false);
	oceanNode->translate(width/2.0f, length/2.0f, waterHeight);
	oceanNode->attachObject(oceanEntity);
	return oceanNode;
}
void CsCameraManager::SetupDefaultCamera() {
	//for proper orientation
	Ogre::Quaternion q(Ogre::Radian(Ogre::Degree(0.0)), Ogre::Vector3::UNIT_Z);
	
	// Free movable Camera
	mDefaultCamNode  =  mSceneMgr->createSceneNode("DefaultCamNode");

	mDefaultCam = mSceneMgr->createCamera("DefaultCam");

	mDefaultCam->setNearClipDistance(0.1);
	mDefaultCam->setFarClipDistance(5000);

	mDefaultCam->setAspectRatio(Ogre::Real(mViewport->getActualWidth()) / Ogre::Real(mViewport->getActualHeight()));
	mDefaultCam->setPosition(0,0,0);
	mDefaultCam->setFixedYawAxis(false);

	mDefaultCamNode->translate(0, 200, -600);
	mDefaultCamNode->setFixedYawAxis(false);
	//mDefaultCamNode->lookAt(Ogre::Vector3(0,0,0), Ogre::Node::TS_LOCAL);

	mDefaultCamNode->attachObject(mDefaultCam);
	
	AddCamera(mDefaultCam, Chaos::FREE_CAMERA);
	mCurrentCamera = mCameraList.size() - 1;
	
	ApplyCamera();
	mViewport->setCamera(mCameraList[mCurrentCamera].first);

	Ogre::SceneNode *orbitNode = mSceneMgr->createSceneNode("OrbitCamera");
	Ogre::Camera *orbitCam = mSceneMgr->createCamera("OrbitCamera");
	orbitCam->setAspectRatio(Ogre::Real(mViewport->getActualWidth()) / Ogre::Real(mViewport->getActualHeight()));
	orbitCam->setFixedYawAxis(true);
	orbitNode->attachObject(orbitCam);
	orbitNode->setInheritOrientation(false);

	AddCamera(orbitCam, Chaos::ORBIT_CAMERA);

}
Beispiel #7
0
//!
//! Creates a copy of the given scene node.
//!
//! \param sceneNode The scene node to copy.
//! \param name The name to use for the copied scene node.
//! \param sceneManager The scene manager to use for creating the scene node.
//! \return A copy of the given scene node.
//!
Ogre::SceneNode * OgreTools::copySceneNode ( Ogre::SceneNode *sceneNode, const QString &name, Ogre::SceneManager *sceneManager /* = 0 */ )
{
    // make sure the given scene node is valid
    if (!sceneNode) {
        Log::error("The given scene node is invalid.", "OgreTools::copySceneNode");
        return 0;
    }

    // make sure a valid scene manager is available
    if (!sceneManager)
        sceneManager = sceneNode->getCreator();
    if (!sceneManager) {
        Log::error("No valid scene manager available.", "OgreTools::copySceneNode");
        return 0;
    }

    // check if a scene node of the given name already exists
    if (sceneManager->hasSceneNode(name.toStdString())) {
        Log::error(QString("The scene manager already contains a scene node named \"%1\".").arg(name), "OgreTools::copySceneNode");
        return 0;
    }

    // create the scene node copy
    Ogre::SceneNode *sceneNodeCopy = sceneManager->createSceneNode(name.toStdString());
    if (!sceneNodeCopy) {
        Log::error("The scene node copy could not be created.", "OgreTools::copySceneNode");
        return 0;
    }

    // create a container for the scene node copy
    OgreContainer *sceneNodeCopyContainer = new OgreContainer(sceneNodeCopy);
    sceneNodeCopy->setUserAny(Ogre::Any(sceneNodeCopyContainer));

    const Ogre::Any &userAny = sceneNode->getUserAny();
    userAny.isEmpty();
    if (!sceneNode->getUserAny().isEmpty()) {
        OgreContainer *sceneNodeContainer = Ogre::any_cast<OgreContainer *>(sceneNode->getUserAny());
        if (sceneNodeContainer)
            QObject::connect(sceneNodeContainer, SIGNAL(sceneNodeUpdated()), sceneNodeCopyContainer, SLOT(updateSceneNode()));
    }

    // copy parameters from scene node to scene node copy
    //sceneNodeCopy->setAutoTracking(...);
    //sceneNodeCopy->setCustomParameter(...);
    //sceneNodeCopy->setDebugDisplayEnabled(...);
    //sceneNodeCopy->setDirection(...);
    //sceneNodeCopy->setFixedYawAxis(...);
    sceneNodeCopy->setInheritOrientation(sceneNode->getInheritOrientation());
    sceneNodeCopy->setInheritScale(sceneNode->getInheritScale());
    //sceneNodeCopy->setInitialState(...);
    //sceneNodeCopy->setInSceneGraph(...);
    sceneNodeCopy->setListener(sceneNode->getListener());
    sceneNodeCopy->setOrientation(sceneNode->getOrientation());
    //sceneNodeCopy->setParent(...);
    sceneNodeCopy->setPolygonModeOverrideable(sceneNode->getPolygonModeOverrideable());
    sceneNodeCopy->setPosition(sceneNode->getPosition());
    //sceneNodeCopy->setRenderSystemData(...);
    sceneNodeCopy->setScale(sceneNode->getScale());
    sceneNodeCopy->setUseIdentityProjection(sceneNode->getUseIdentityProjection());
    sceneNodeCopy->setUseIdentityView(sceneNode->getUseIdentityView());
    //sceneNodeCopy->getUserAny(...);
    //sceneNodeCopy->setVisible(...);
    return sceneNodeCopy;
}