Esempio n. 1
0
int main(int argc, char** argv)
{
  // Construct our main loop
  Gtk::Main kit(argc, argv);

  // Initialize OpenGL
  Gtk::GL::init(argc, argv);

  std::string filename = "puppet.lua";
  if (argc >= 2) {
    filename = argv[1];
  }
  // This is how you might import a scene.
  SceneNode* root = import_lua(filename);
  if (!root) {
    std::cerr << "Could not open " << filename << std::endl;
    return 1;
  }
  
  // Construct our (only) window
  AppWindow window;

  // Set the root node for the viewer
  window.getViewer().setSceneRoot(root);

  // And run the application!
  Gtk::Main::run(window);
}
Esempio n. 2
0
int main( int argc, char *argv[] )
{
	QApplication app( argc, argv );
	
	// verifies if OpenGL is supported by this system
	if( !QGLFormat::hasOpenGL() ){
		qWarning("This system has no OpenGL support. Exiting. ");
		return(-1);
	}
	
	// Read default file a3mark.lua if no other name is given as input.
    std::string filename = "scene.lua";
	if( argc >= 2 ){
		filename = argv[1];
	}

	// This is how you might import a scene
	SceneNode* root = import_lua( filename );
	if( !root ){
		std::cerr << "Could not open file " << filename << std::endl;
		return 1;
	}

	// Construct the main window
	MainWindow window;
	
	// Version 3. Set the scene */
	window.setScene( root );

	// And run the application
	window.show();
	return app.exec();
}
Esempio n. 3
0
Track::Track() :
	mFileName("data/track.lua")
{
	mRoot = import_lua(mFileName);
	if (!mRoot)
	{
		cerr << "ERROR: Track - Could not load " << mFileName << endl;
		return;
	}

	// set up display list
	mDisplayList = glGenLists(1);
	glNewList(mDisplayList, GL_COMPILE);
	mRoot->WalkGl(false);
	glEndList();
}
Esempio n. 4
0
Viewer::Viewer(std::string filename)
{
  Glib::RefPtr<Gdk::GL::Config> glconfig;

  // Ask for an OpenGL Setup with
  //  - red, green and blue component colour
  //  - a depth buffer to avoid things overlapping wrongly
  //  - double-buffered rendering to avoid tearing/flickering
  glconfig = Gdk::GL::Config::create(Gdk::GL::MODE_RGB |
                                     Gdk::GL::MODE_DEPTH |
                                     Gdk::GL::MODE_DOUBLE);
  if (glconfig == 0) {
    // If we can't get this configuration, die
    std::cerr << "Unable to setup OpenGL Configuration!" << std::endl;
    abort();
  }

  // Accept the configuration
  set_gl_capability(glconfig);

  // Register the fact that we want to receive these events
  add_events(Gdk::BUTTON1_MOTION_MASK    |
             Gdk::BUTTON2_MOTION_MASK    |
             Gdk::BUTTON3_MOTION_MASK    |
             Gdk::BUTTON_PRESS_MASK      | 
             Gdk::BUTTON_RELEASE_MASK    |
             Gdk::VISIBILITY_NOTIFY_MASK);


	root = import_lua(filename);
	if (!root)
	{
		std::cerr << "Could not open " << filename << std::endl;
	}
	currMode = MODEL_TRANSLATE;
	mb1 = false;
	mb2 = false;
	mb3 = false;
translateX = 0;
translateY = 0;
translateZ = 0;
pickedObj = NULL;
frontFaceCull = false;
backFaceCull= false;
zBufferCull= false;
drawTrackballCircle= false;
}
Esempio n. 5
0
int main(int argc, char** argv)
{
  // Construct our main loop
  Gtk::Main kit(argc, argv);

  // Initialize OpenGL
  Gtk::GL::init(argc, argv);

  std::string pcf = "pc.lua";
  SceneNode* pc = import_lua(pcf);

  // Construct our (only) window
  AppWindow window;
  window.m_game->pc.scene = pc;

  window.run();

  // And run the application!
  Gtk::Main::run(window);
}
Esempio n. 6
0
Buoy::Buoy( Point3D pos ) :
    mFileName( "data/buoy.lua" ),
    mBobHeight( 0.05 ),
    mBobAmount( 0.0 )
{
    mRoot = import_lua( mFileName );
    if ( !mRoot )
    {
        cerr << "ERROR: Buoy - Could not load " << mFileName << endl;
        return;
    }

    // initial min and max point
    //mMinPoint = mPosition - Vector3D(2.0, 0.0, 2.0);
    //mMaxPoint = mPosition + Vector3D(2.0, 0.0, 2.0);

    // initial transformation
    mRoot->Translate( Vector3D( pos[0], pos[1], pos[2] ) );
    mTrans = mRoot->GetTransform();
    mPosition = Point3D( mTrans[0][3], mTrans[1][3], mTrans[2][3] );
    mNormal = mTrans * mNormal;
    mNormal.normalize();
}
Esempio n. 7
0
Player::Player( Point3D pos ) :
    mFileName( "data/boat.lua" ),
    mVelocity( Vector3D(0.0, 0.0, -40.0) ),
    mWidth( 2.5 ),
    mLength( 5.7 ),
    mHeight( 7.0 )
{
    mRoot = import_lua( mFileName );
    if ( !mRoot )
    {
        cerr << "ERROR: Player - Could not load " << mFileName << endl;
        return;
    }

    // initial min and max point
    mBoundingBox = OBB3D( mPosition, mPosition + Vector3D( 1.5, 1.0, 5.0 ) );

    // set up display list
    mDisplayList = glGenLists( 1 );
    glNewList( mDisplayList, GL_COMPILE );
    mRoot->WalkGl( false );
    glEndList();

    // set normal to be facing into the screen for player
    mNormal = Vector3D( 0.0, 0.0, -1.0 );

    // initial tranformation
    mRoot->Translate( Vector3D( pos[0], pos[1], pos[2] ) );
    mRoot->Rotate( 'y', 90 );
    mTrans = mRoot->GetTransform();
    mLastTrans = mTrans;
    mPosition = Point3D( mTrans[0][3], mTrans[1][3], mTrans[2][3] );
    mLastPosition = mPosition;
    mNormal = mTrans * mNormal;
    mNormal.normalize();
    mLastNormal = mNormal;
}