Example #1
0
void Game::notifyComboChange(MyGUI::ComboBox* _sender, size_t _index){
	int st = static_cast<int>(Ogre::SHADOWTYPE_NONE);

	if( mUI.IsWidget(_sender,"shadow") ){
		st = static_cast<int>(getShadowTechnique( _index ));
		if( st != static_cast<int>(Ogre::SHADOWTYPE_NONE) ){
			try{
				MyGUI::ComboBox* pcombo = mUI["lighting"]->castType<MyGUI::ComboBox>(false);
				size_t index = pcombo->getIndexSelected();
				st |= static_cast<int>(getShadowMode( index ));
			}catch( out_of_range& e ){
				WARNING_LOG(e.what());
			}
		}
	}else if( mUI.IsWidget(_sender,"lighting") ){
		try{
			MyGUI::ComboBox* pcombo = mUI["shadow"]->castType<   MyGUI::ComboBox>(false);
			int sel = pcombo->getIndexSelected();
			st = static_cast<int>(getShadowTechnique( sel ));
		}catch( out_of_range& e ){
			WARNING_LOG(e.what());
			return;
		}
		if( st != static_cast<int>(Ogre::SHADOWTYPE_NONE) )
			st |= static_cast<int>(getShadowMode( _index ));
	}
setShadowTechnique( static_cast<Ogre::ShadowTechnique>(st) );
}
Example #2
0
void SingleplayerGame::createScene(std::vector<std::string> partyNames){
    auto scnMgr = mRenderer->mSceneManager;
    auto root = scnMgr->getRootSceneNode();
    Ogre::Camera* camera = mRenderer->mCamera;
    mRoomRoot = root->createChildSceneNode();
    scnMgr->setSkyBox(true, "Examples/MorningSkyBox", 5000, true);


    // Set ambient light
    scnMgr->setAmbientLight(Ogre::ColourValue(0.3, 0.3, 0.3));
    scnMgr->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
 
    // Create a light
    mMainLight = scnMgr->createLight(BaseGame::mainLightName);
    mMainLight->setPosition(0, 500, 0);
    mMainLight->setType(Ogre::Light::LT_POINT);
    mMainLight->setDiffuseColour(.5, .5, .5);

    // Create ground plane
    ground = new Plane(scnMgr, mRoomRoot);

    // Add test objects
    Player* p = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[0]),
            Ogre::Vector3(500, 0, 200), mSoundBank);
    myParty.push_back(p);

    Player* p2 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[1]),
            Ogre::Vector3(500, 0, 0), mSoundBank);
    myParty.push_back(p2);

    Player* p3 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo(partyNames[2]),
            Ogre::Vector3(500, 0, -200), mSoundBank);
    myParty.push_back(p3);
    

    Player* p4 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("Mecha-Scoot"),
            Ogre::Vector3(-500, 0, 200), mSoundBank);
    enemyParty.push_back(p4);

    Player* p5 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("SSJVirginia"),
            Ogre::Vector3(-500, 0, 0), mSoundBank);
    enemyParty.push_back(p5);

    Player* p6 = new Player(scnMgr, mRoomRoot,
            mPlayerBank->getPlayerInfo("Metal Scoot"),
            Ogre::Vector3(-500, 0, -200), mSoundBank);
    enemyParty.push_back(p6);

    // Set Camera Position
    cameraInitialPosition = Ogre::Vector3(1100, 250, 700);
    cameraInitialLookAt = Ogre::Vector3(0, 0, 0);
    camera->setPosition(cameraInitialPosition);
    camera->lookAt(cameraInitialLookAt);
}
Example #3
0
void Game::createScene()
{
	mRegistry = new Registry();
	//创建Geometry单一对象Singleton
	mGettextManager = new GettextManager();
	mGeometry = new Geometry();
	mObjectFactory = new ObjectFactory();
	//创建RigidManager单一对象
	mRigidManager = new RigidManager();
	mRigidToolManager = new RigidToolManager();
	mHotkeyManager = new HotkeyManager();
	mLuaManager = new LuaManager();
	mLuaC  = new LuaControlet();

	mLuaManager->setLuaLocation("");
	for( LuaVector::iterator i = mPreLuaLocation.begin();i!=mPreLuaLocation.end();i++ )
	{
		mLuaManager->addLuaLocation( *i );
	}

	for( LuaVector::iterator j = mPreLuaScript.begin();j!=mPreLuaScript.end();j++ )
	{
		mLuaManager->doFile( *j );
	}

	for( LuaVector::iterator k = mPreLoad.begin();k!=mPreLoad.end();k++ )
	{
		loadBase( *k );
	}
	//打开阴影
	setShadowTechnique(
		static_cast<Ogre::ShadowTechnique>(
		static_cast<int>(Ogre::SHADOWDETAILTYPE_STENCIL) |
		static_cast<int>(Ogre::SHADOWDETAILTYPE_MODULATIVE) )
		);

	if( mInfo )
		mInfo->setVisible( false );
}