Ejemplo n.º 1
0
bool HydraxSample1App::keyPressed(const OIS::KeyEvent &arg)
{
/*
	if (arg.key == OIS::KC_Q)
	{
		mCurrentSkyBox++;
		if (mCurrentSkyBox == 3)
		{
			mCurrentSkyBox = 0;
		}
	}
	mSceneMgr->setSkyBox(true,mSkyBoxes[mCurrentSkyBox],1000,true);

	mHydrax->setSunPosition(mSunPosition[mCurrentSkyBox]);
	mHydrax->setSunColor(mSunColor[mCurrentSkyBox]);

	mSceneMgr->getLight("Light0")->setPosition(mSunPosition[mCurrentSkyBox]);
	mSceneMgr->getLight("Light0")->setSpecularColour(mSunColor[mCurrentSkyBox].x,mSunColor[mCurrentSkyBox].y,mSunColor[mCurrentSkyBox].z);*/

	if (arg.key == OIS::KC_1 || arg.key == OIS::KC_2 || arg.key == OIS::KC_3)
	{
		CEGUI::Point point = CEGUI::MouseCursor::getSingleton().getPosition();
		Ogre::Ray ray = mCameraMan->getCamera()->getCameraToViewportRay(point.d_x/mWindow->getWidth(),point.d_y/mWindow->getHeight());
		mRaySceneQuery->setRay(ray);
		Ogre::RaySceneQueryResult * mRayQueryResult = &(mRaySceneQuery->execute());

		Ogre::RaySceneQueryResult::iterator itr = mRayQueryResult->begin();
		while(itr != mRayQueryResult->end())
		{
			if(itr->worldFragment)
			{
				Ogre::Entity * ent;
				Ogre::SceneNode * node;
				if (arg.key == OIS::KC_1)
				{			
					ent = mSceneMgr->createEntity(entityNames[0]);
					ent->setMaterialName(materialNames[0]);
					node = mSceneMgr->getRootSceneNode()->createChildSceneNode(itr->worldFragment->singleIntersection + Ogre::Vector3(0,200,0));
				}
				else if (arg.key == OIS::KC_2)
				{
					ent = mSceneMgr->createEntity(entityNames[1]);
					ent->setMaterialName(materialNames[1]);
					node = mSceneMgr->getRootSceneNode()->createChildSceneNode(itr->worldFragment->singleIntersection);
				}
				else if (arg.key == OIS::KC_3)
				{
					ent = mSceneMgr->createEntity(entityNames[2]);
					ent->setMaterialName(materialNames[2]);
					node = mSceneMgr->getRootSceneNode()->createChildSceneNode(itr->worldFragment->singleIntersection);
				}
				node->attachObject(ent);
				break;
			}
			itr++;
		}
	}
	return true;
}
//-----------------------------------------------------------------------
bool OrthoCameraGizmo::select(const Ogre::RaySceneQueryResult& queryResult, const Ogre::ColourValue& pixelColour)
{
	// Check whether one of the objects of which this Gizmo exists is is the RaySceneQueryResult
	Ogre::RaySceneQueryResult::const_iterator it;
	Ogre::RaySceneQueryResult::const_iterator itEnd = queryResult.end();
	bool exists = false;
	Ogre::MovableObject* movableObject = 0;
	for (it = queryResult.begin(); it != itEnd; ++it)
	{
		movableObject = (*it).movable;
		if (movableObject == mOrthoCameraEntityBox ||
			movableObject == mOrthoCameraEntityX ||
			movableObject == mOrthoCameraEntityMinX ||
			movableObject == mOrthoCameraEntityY ||
			movableObject == mOrthoCameraEntityZ ||
			movableObject == mOrthoCameraEntityMinZ)
		{
			exists = true;
			break;
		}
	}

	// If none of the objects was it, forget it
	if (!exists)
	{
		return false;
	}

	// Validate the pixelcolour (at the x,y location)
	mAxis = Gizmo::AXIS_NONE;
	if (pixelColour.r > 0.6 && pixelColour.g < 0.05 && pixelColour.b < 0.05 && movableObject == mOrthoCameraEntityX)
	{
		mAxis = Gizmo::AXIS_X;
	}
	else if (pixelColour.r > 0.6 && pixelColour.g < 0.05 && pixelColour.b < 0.05 && movableObject == mOrthoCameraEntityMinX)
	{
		mAxis = Gizmo::AXIS_MIN_X;
	}
	else if (pixelColour.r < 0.05 && pixelColour.g > 0.6 && pixelColour.b < 0.05 && !m45DegreesOrtho)
	{
		mAxis = Gizmo::AXIS_Y;
	}
	else if (pixelColour.r < 0.05 && pixelColour.g < 0.05 && pixelColour.b > 0.6 && movableObject == mOrthoCameraEntityZ)
	{
		mAxis = Gizmo::AXIS_Z;
	}
	else if (pixelColour.r < 0.05 && pixelColour.g < 0.05 && pixelColour.b > 0.6 && movableObject == mOrthoCameraEntityMinZ)
	{
		mAxis = Gizmo::AXIS_MIN_Z;
	}

	return true;
}
Ejemplo n.º 3
0
//-------------------------------------------------------------------------------------
///controls collision in given direction (true-front false-back)
bool Player::collision(bool goAhead){
	Ogre::Ray ray = Ogre::Ray(sceneNode->getPosition(), getDirection(sceneNode->getOrientation(),goAhead));
	Ogre::RaySceneQuery* mRaySceneQuery = manager->createRayQuery(ray);
	Ogre::RaySceneQueryResult result = mRaySceneQuery->execute();
	
	for(Ogre::RaySceneQueryResult::iterator it = result.begin(); it != result.end() ; ++it){
		if((it->distance < farFarAway)&& (it->distance > 0)){
			return true;
		}
	}
	return false;
}
Ejemplo n.º 4
0
bool Player::Update(InputManager* input,
					PhysicsManager* physics,
					EWSManager* ews,
					const OgreTransform& transform)
{
	if(input->isCFGKeyPressed(InputManager::ENVWARNSYS))
	{
		placeEWS(ews,physics,transform);
	}

	cGunData* gun = nullptr;

	if(_equippables[_curEquippable].equip->getIsWeapon())
	{
		gun = static_cast<cGunData*>(_equippables[_curEquippable].equip);
	}

	if(gun != nullptr)
	{	
		bool movkey = false;
		movkey = (input->isCFGKeyPressed(InputManager::FORWARD) || 
			      input->isCFGKeyPressed(InputManager::BACKWARD)||
				  input->isCFGKeyPressed(InputManager::RIGHT) ||
				  input->isCFGKeyPressed(InputManager::LEFT));

		if(input->isMBPressed(OIS::MB_Left))
		{
			//shoot gun
			//std::cout << "MB_Left pressed..." << std::endl;
			gun->fire();
			//check for collisions with enemies if first time through
			if(gun->shouldDamage())
			{
				Ogre::SceneManager* scene = _equipNode->getCreator();
				Ogre::Vector3 dir = transform.direction;
				Ogre::Ray ray(transform.position,dir);

				Ogre::RaySceneQuery* rayQuery = scene->createRayQuery(ray);
				rayQuery->setSortByDistance(true);

				Ogre::RaySceneQueryResult results = rayQuery->execute();

				auto shot =  [this,gun] (Ogre::RaySceneQueryResultEntry& entry) 
				{
					if(entry.movable != nullptr)
					{
						std::string name = entry.movable->getName().substr(3,std::string::npos);
						LevelData::BaseEntity* ent = LuaManager::getSingleton().getEntity(name);
						if(ent != nullptr && (ent->getType() == LevelData::NPC || ent->getType() == LevelData::ENEMY))
						{
							_damageInterface->registerShotAtEnemy(gun->getGunshotData(),name);
						}
					}
				};
				std::for_each(results.begin(),results.end(),shot);

				scene->destroyQuery(rayQuery);
			}
		}
		else
		{
			gun->setFiring(false);
		}

		if(input->isCFGKeyPressed(InputManager::RELOAD))
		{
			gun->reload();
		}

		if(movkey)
		{
			gun->setMoving(true);
		}
		else
		{
			if(gun->isMoving())
			{
				gun->setMoving(false);
			}
		}
	}

	if(_damageInterface != nullptr)
	{
		//this clears out the added-up damage in the interface.
		_health -= static_cast<int>(_damageInterface->getTotalDamagePlayer());
	}

	return true;
}