Example #1
0
    // ------------------------- Scene description ------------------------- //
    SceneManager* createOgreScene() {
        SceneManager* scene = mRoot->createSceneManager(ST_GENERIC);

        // Initialize camera
        Camera* camera = scene->createCamera("MainCamera");
        camera->setPosition(Vector3(0, 10, 30));
        camera->lookAt(Vector3(0, 0, 0));
        camera->setNearClipDistance(0.5);
        camera->setFOVy(Ogre::Degree(60.0));
        camera->setAspectRatio((float) mWindow->getWidth() / mWindow->getHeight());

        // Set up lighting (~ glEnable(GL_LIGHTING), glEnable(GL_LIGHT0), glLightfv(...)):
        scene->setAmbientLight(ColourValue(0.5f, 0.5f, 0.5f));
        Light* light = scene->createLight("MainLight");
        light->setType(Light::LT_POINT);
        light->setDiffuseColour(1, 1, 1);
        light->setSpecularColour(1, 1, 1);
        light->setPosition(20.0f, 80.0f, 50.0f);

        // Enable shadow computations
        scene->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);

        // Scenery
        Ogre::Entity* plane = scene->createEntity("Plane", Ogre::SceneManager::PT_PLANE);
        Ogre::SceneNode* planeNode = scene->getRootSceneNode()->createChildSceneNode("PlaneNode");
        planeNode->attachObject(plane);
        planeNode->rotate(Ogre::Vector3(-1, 0, 0), Ogre::Degree(90));
        plane->setCastShadows(false);
        plane->setMaterialName("Floor/Marble");

        // Load character mesh
		mBodyNode = scene->getRootSceneNode()->createChildSceneNode(Vector3::UNIT_Y * 5);
		mBodyEnt = scene->createEntity("SinbadBody", "Sinbad.mesh");
		mBodyNode->attachObject(mBodyEnt);

        // Load animations
        // Exercise 5: Get pointer to animation state
        // ...

        return scene;
    }
	//-------------------------------------------------------------------------
	int DefaultInputSystem::getHeight() const 
	{
		RenderWindow* win = getRenderWindow();
		return win ? win->getHeight() : 0;
	}